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99 lines
No EOL
2.9 KiB
JavaScript
Executable file
99 lines
No EOL
2.9 KiB
JavaScript
Executable file
define([
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"Game/Config/Settings",
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"Lib/Vendor/Box2D",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Abstract",
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"Game/" + GLOBALS.context + "/Collision/Detector",
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"Game/" + GLOBALS.context + "/GameObjects/Tile",
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
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"Game/" + GLOBALS.context + "/GameObjects/Items/RagDoll",
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"Game/" + GLOBALS.context + "/GameObjects/Items/Rube"
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], function (Settings, Box2D, Nc, Abstract, CollisionDetector, Tile, Item, Skateboard, RagDoll, Rube) {
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function Level (uid, engine) {
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this.uid = uid;
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this.engine = engine;
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this.levelObject = null;
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this.isLoaded = false;
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this.load(this.uid);
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this.spawnPoints = null;
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}
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Level.prototype.load = function (uid) {
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var self = this;
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var path = Settings.MAPS_PATH + uid + ".json"
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this.loadLevelDataFromPath(path, function (levelData) {
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self.setup(levelData);
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});
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}
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Level.prototype.setup = function(levelData) {
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this.isLoaded = true;
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Nc.trigger(Nc.ns.core.game.events.level.loaded);
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};
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Level.prototype.createItems = function(options) {
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for (var i = 0; i < options.length; i++) {
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var uid = "item-" + i;
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this.createItem(uid, options[i]);
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};
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};
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Level.prototype.createItem = function(uid, options) {
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switch(options.type) {
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//case 'skateboard':
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// return new Skateboard(this.engine, uid, options);
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case 'ragdoll':
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return new RagDoll(this.engine, uid, options);
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case 'rube':
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return new Rube(this.engine, uid, options);
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default:
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return new Item(this.engine, uid, options);
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}
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};
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Level.prototype.createTiles = function(options) {
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for (var i = 0; i < options.length; i++) {
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new Tile(this.engine, "tile-" + i, options[i]);
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};
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};
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Level.prototype.createSpawnPoints = function(points) {
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this.spawnPoints = points;
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};
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Level.prototype.setupLayer = function(options, behind, referenceId) {
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// will be extended (so far only in client)
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}
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Level.prototype.createContainer = function(options) {
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// nothing to do here yet, in the future perhaps synchronize day/night graphics
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};
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Level.prototype.getRandomSpawnPoint = function() {
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if(!this.spawnPoints) {
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return {
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x: 150 + Math.random() * 300,
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y: -500
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};
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}
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var size = this.spawnPoints.length;
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var object = this.spawnPoints[parseInt(Math.random() * (size -1), 10)];
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return {
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x: object.x / Settings.TILE_RATIO,
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y: object.y / Settings.TILE_RATIO
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}
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};
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Level.prototype.destroy = function () {
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this.isLoaded = false;
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}
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return Level;
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}) |