-
Notifications
You must be signed in to change notification settings - Fork 0
/
Player.js
177 lines (140 loc) · 4.71 KB
/
Player.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
Player.prototype = Object.create(Actor.prototype);
Player.parent = Actor.prototype;
function Player() {
this.constructor(new Rectangle(0, Player.HEIGHT - Player.HITBOX_HEIGHT, Player.WIDTH, Player.HITBOX_HEIGHT), 'player');
}
Player.prototype.init = function() {
Player.START_X = (game.WINDOW_WIDTH / 2) - (Player.WIDTH / 2);
Player.START_Y = ((game.WINDOW_HEIGHT - SwiftyBeamsUIContainer.HEIGHT) / 2) - (Player.HEIGHT / 2);
Player.parent.init.call(this, Player.START_X, Player.START_Y);
this.direction = '';
this.alive = true;
this.falling = true;
this.reset();
};
Player.WIDTH = 24;
Player.HEIGHT = 32;
Player.HITBOX_HEIGHT = 24;
Player.FALLING_HITBOX_HEIGHT = 32;
Player.MAX_VELOCITY = 220;
Player.ACCELERATION = 1500;
Player.AIR_ACCELERATION = 850;
Player.AIR_DECELERATION = 3000;
Player.DECELERATION = 2000;
Player.GRAVITY_ACCELERATION = 2500;
Player.prototype.reset = function() {
this.x = Player.START_X;
this.y = Player.START_Y;
this.direction = 'right';
this.alive = true;
this.falling = true;
this.stopHorizontal();
this.stopVertical();
};
Player.prototype.moveLeft = function(delta) {
var acceleration = (this.y_velocity > 0) ? Player.AIR_ACCELERATION : Player.ACCELERATION;
this.x_velocity -= acceleration * delta;
this.x_velocity = Math.max(this.x_velocity, -Player.MAX_VELOCITY);
};
Player.prototype.moveRight = function(delta) {
var acceleration = (this.y_velocity > 0) ? Player.AIR_ACCELERATION : Player.ACCELERATION;
this.x_velocity += acceleration * delta;
this.x_velocity = Math.min(this.x_velocity, Player.MAX_VELOCITY);
};
// use prethink because the collision detection has to happen on the same frame that you try to fall.
// think is called after the y position is updated based on velocity.
Player.prototype.prethink = function(delta) {
if (this.alive) {
this.y_velocity += Player.GRAVITY_ACCELERATION * delta;
}
};
Player.prototype.think = function(delta) {
if (this.alive) {
// make sure the player isn't moving outside of the level bounds horizontally.
if (this.x < 0) {
this.x = .01;
this.stopHorizontal();
}
if (this.x + this.hitbox.width > game.WINDOW_WIDTH) {
this.x = game.WINDOW_WIDTH - this.hitbox.width - .01;
this.stopHorizontal();
}
if (this.x_velocity < 0)
this.setDirection('left');
if (this.x_velocity > 0)
this.setDirection('right');
}
};
Player.prototype.setDirection = function(direction) {
this.direction = direction;
this.queueAnimationName();
};
Player.prototype.queueAnimationName = function() {
if (!this.alive) return;
if (this.y_velocity != 0)
this.animation_name = 'fall';
else if (this.x_velocity != 0)
this.animation_name = 'walk';
else
this.animation_name = 'stand';
this.animation_name = this.animation_name + this.direction;
};
Player.prototype.updateAnimation = function() {
if (this.sprite.current_animation.name != this.animation_name)
this.sprite.playAnimation(this.animation_name);
};
Player.prototype.slowHorizontal = function(delta) {
if (this.x_velocity < 0) {
this.x_velocity += Player.DECELERATION * delta;
if (this.x_velocity > 0) this.stopHorizontal();
}
else if (this.x_velocity > 0) {
this.x_velocity -= Player.DECELERATION * delta;
if (this.x_velocity < 0) this.stopHorizontal();
}
this.queueAnimationName();
};
Player.prototype.setFallingFlag = function() {
this.falling = true;
};
Player.prototype.tryToFall = function() {
if (this.falling) {
this.y_velocity += Player.GRAVITY_ACCELERATION;
};
};
Player.prototype.stopVertical = function() {
Player.parent.stopVertical.call(this);
this.queueAnimationName();
};
Player.prototype.stopHorizontal = function() {
Player.parent.stopHorizontal.call(this);
this.queueAnimationName();
};
Player.prototype.oncollide = function(other_actor, side) {
if (other_actor instanceof LevelTile) {
// Only process either a left-right collision, or a bottom collision.
// Doing both will either lead to skipping over a gap, or getting stuck on the floor.
if ((side.getSide(CollisionSides.sides.LEFT) || side.getSide(CollisionSides.sides.RIGHT)) && side.getSide(CollisionSides.sides.BOTTOM)) {
if (this.getCollisionSubframeTime(other_actor, true) < this.getCollisionSubframeTime(other_actor, false))
side.removeSide(CollisionSides.sides.BOTTOM);
else {
side.removeSide(CollisionSides.sides.LEFT);
side.removeSide(CollisionSides.sides.RIGHT);
}
}
this.collideStop(other_actor, side);
}
else if (other_actor instanceof Laser) {
this.die();
}
};
Player.prototype.die = function() {
game.sound_map.getSound('died').play();
for (var i = 0; i < 8; i++) {
game.game_state.createDiedEffect(this.x, this.y, Math.PI * i / 4);
}
this.alive = false;
this.stopVertical();
this.stopHorizontal();
game.transition('gameover');
};