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GameEngineClass = Class.extend({ | |
move_dir: new Vec2(0,0), | |
dirVec: new Vec2(0,0), | |
gPlayer0: { | |
pos: { | |
x: 100, | |
y: 100 | |
}, | |
walkSpeed: 1, | |
mpPhysBody: new BodyDef() | |
}, | |
//----------------------------- | |
setup: function () { | |
gInputEngine.setup(); | |
}, | |
update: function () { | |
if (gInputEngine.actions['move-up']) { | |
gGameEngine.move_dir.y -= 1; | |
} | |
if (gInputEngine.actions['move-down']) { | |
gGameEngine.move_dir.y += 1; | |
} | |
if (gInputEngine.actions['move-left']) { | |
gGameEngine.move_dir.x -= 1; | |
} | |
if (gInputEngine.actions['move-right']) { | |
gGameEngine.move_dir.x += 1; | |
} | |
if (gGameEngine.move_dir.LengthSquared()) { | |
gGameEngine.move_dir.Normalize(); | |
gGameEngine.move_dir.Multiply(gGameEngine.gPlayer0.walkSpeed); | |
} | |
gGameEngine.gPlayer0.mpPhysBody.setLinearVelocity(gGameEngine.move_dir.x, gGameEngine.move_dir.y); | |
if (gInputEngine.actions.fire0 || gInputEngine.actions.fire1) { | |
var playerInScreenSpace = { | |
x: gRenderEngine.getScreenPosition(this.gPlayer0.pos).x, | |
y: gRenderEngine.getScreenPosition(this.gPlayer0.pos).y | |
}; | |
dirVec.x = gInputEngine.mouse.x - playerInScreenSpace.x; | |
dirVec.y = gInputEngine.mouse.y - playerInScreenSpace.y; | |
dirVec.normalize(); | |
} | |
if (gInputEngine.state('fire-up')) { | |
gGameEngine.dirVec.y--; | |
} | |
else if (gInputEngine.state('fire-down')) { | |
gGameEngine.dirVec.y++; | |
} | |
if (gInputEngine.state('fire-left')) { | |
gGameEngine.dirVec.x--; | |
} | |
else if (gInputEngine.state('fire-right')) { | |
gGameEngine.dirVec.x++; | |
} | |
} | |
}); | |
gGameEngine = new GameEngineClass(); | |
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