Created
January 30, 2013 19:13
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ig.module( | |
'game.entities.character' | |
) | |
.requires( | |
'game.entities.clickable', | |
'game.entities.difference', | |
'plugins.entityExtensions' | |
) | |
.defines(function () { | |
CharacterEntity = ClickableEntity.extend({ | |
char: null, | |
flip: false, | |
// wether this character belongs to the player | |
// or the opponent | |
mine: false, | |
// whether the character has been targeted | |
target: false, | |
collides: ig.Entity.COLLIDES.PASSIVE, | |
init: function (x, y, settings) { | |
this.parent(x, y, settings); | |
this.newLoc = { x: this.pos.x, y: this.pos.y }; | |
this.size.x = this.char.SpriteSheets['Standing'].FrameSize.X; | |
this.size.y = this.char.SpriteSheets['Standing'].FrameSize.Y; | |
this.maxVel.x = 1000; | |
this.maxVel.y = 1000; | |
this.font = bs.fonts.get("dw"); // new ig.Font('media/fonts/defaultWhite.png'); | |
// initialize all of our animations from the spritesheet | |
this.animSheet = new ig.AnimationSheet(this.char.SpriteSheets['Standing'].Sheet, this.size.x, this.size.y); | |
for (i = 0; i < this.char.SpriteSheets['Standing'].Reels.length; i++) { | |
var animation = this.addAnim(this.char.SpriteSheets['Standing'].Reels[i].Name, this.char.SpriteSheets['Standing'].Reels[i].Speed, this.char.SpriteSheets['Standing'].Reels[i].Frames); | |
if (this.flip) { | |
animation.flip.x = true; | |
} | |
animation.stop = this.char.SpriteSheets['Standing'].Reels[i].Stop; | |
if (this.char.SpriteSheets['Standing'].Reels[i].StartFrame) { | |
animation.gotoFrame(this.char.SpriteSheets['Standing'].Reels[i].StartFrame); | |
} | |
} | |
var statusX = this.flip ? this.pos.x - 40 : this.pos.x; | |
}, | |
initializeCharacter: function () { | |
if (arguments.length === 1) { | |
this.char = arguments[0]; | |
} | |
if (this.char.Status.Health.Current < 1) { | |
this.currentAnim = this.anims.Death; | |
this.currentAnim.gotoFrame(this.currentAnim.sequence.length); | |
} | |
else { | |
switch (this.char.BusyStatus) { | |
case 1: | |
this.busy = true; | |
this.currentAnim = this.anims.Standing; | |
break; | |
default: | |
// when clicking "next round" after viewing playback | |
// all of our previously busy characters stay busy | |
// without this. | |
this.busy = false; | |
// default animation is "Standing" | |
this.currentAnim = this.anims.Standing; | |
break; | |
} | |
} | |
// if the character cannot act, we set their status to busy as well | |
this.busy = this.busy || !this.char.CanAct; | |
}, | |
update: function () { | |
this.parent(); | |
// make sure the ground stays with us | |
if (this.ground) { | |
this.ground.pos.x = this.pos.x; | |
this.ground.pos.y = this.pos.y + this.size.y; | |
} | |
// false this on every update, the pointer collision | |
// occurs after this and will set it back to true if | |
// the mouse is active over this entity | |
this.activeHover = false; | |
}, | |
draw: function () { | |
this.parent(); | |
// if we're hovering, show the | |
// appropriate hover visual | |
if (this.activeHover) { | |
this.font.draw("hover", this.pos.x, this.pos.y + 30); | |
} | |
this.font.draw(this.char.Id, this.pos.x + this.size.x / 2, this.pos.y + this.size.y - this.font.height); | |
}, | |
dieIfDead: function () { | |
if (this.status.status.health.now < 1 && this.currentAnim !== this.anims.Death) { | |
this.currentAnim = this.anims.Death; | |
this.currentAnim.rewind(); | |
} | |
}, | |
clicked: function () { | |
this.fire("onclick", this); | |
}, | |
hovered: function () { | |
this.activeHover = true; | |
}, | |
kill: function () { | |
this.parent(); | |
if (this.ground) { | |
this.ground.kill(); | |
} | |
} | |
}); | |
}); |
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