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Player
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function Player(world) { | |
var WALK_VX = 0.2; | |
var WALK_VY = 0.2; | |
var vx = 0; | |
var vy = 0; | |
//0- olhando para esquerda; 1 - olhando para direita | |
var face = 0; | |
var pos = this.pos = [gs.width/2, gs.height / 2 ]; | |
var p = new Sprite( ["center","bottom"], | |
{"stand_left": [["{{url_for('static', filename='sprite/boneco_left1.png')}}",0],], | |
"stand_right": [["{{url_for('static', filename='sprite/boneco_right1.png')}}",0],], | |
"stand_down": [["{{url_for('static', filename='sprite/boneco_down1.png')}}",0],], | |
"stand_up": [["{{url_for('static', filename='sprite/boneco_up1.png')}}",0],], | |
"walk_left" : [["{{url_for('static', filename='sprite/boneco_left1.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_left2.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_left3.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_left4.png')}}",3],], | |
"walk_right" : [["{{url_for('static', filename='sprite/boneco_right1.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_right2.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_right3.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_right4.png')}}",3],], | |
"walk_down" : [["{{url_for('static', filename='sprite/boneco_down1.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_down2.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_down3.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_down4.png')}}",3], | |
], | |
"walk_up" : [["{{url_for('static', filename='sprite/boneco_up1.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_up2.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_up3.png')}}",3], | |
["{{url_for('static', filename='sprite/boneco_up4.png')}}",3], | |
],}, | |
function(){ | |
p.action("stand_left"); | |
}); | |
this.init = function() { | |
}; | |
this.draw = function(c) { | |
p.draw(c, world.camera(pos)); | |
r = p.aabb(world.camera(pos)); | |
c.beginPath(); | |
c.strokeStyle = 'black'; | |
c.rect(r[0], r[1], r[2], r[3]); | |
c.stroke(); | |
}; | |
this.update = function() { | |
this._updateanimation(); | |
p.update(); | |
pos[0] += vx; | |
pos[1] += vy; | |
}; | |
this._updateanimation = function(){ | |
if (vx >= WALK_VX){ | |
face = 1; | |
p.action("walk_right"); | |
} | |
else if (vx <= -WALK_VX) { | |
face = 0; | |
p.action("walk_left"); | |
} | |
else if (vy >= WALK_VY){ | |
//p.action("walk_"+((face )?"right":"left")); | |
face = 2; | |
p.action("walk_down"); | |
} | |
else if (vy <= -WALK_VY) { | |
// p.action("walk_"+((face )?"right":"left")); | |
face = 3; | |
p.action("walk_up"); | |
} | |
else{ | |
var f = ""; | |
switch (face){ | |
case 0: f = "left"; | |
break; | |
case 1: f = "right"; | |
break; | |
case 2: f = "down"; | |
break; | |
case 3: f = "up"; | |
break; | |
} | |
p.action("stand_"+f); | |
} | |
}; | |
/*** input events stuff ***/ | |
this.keyDown_37 = function () { | |
this._updateanimation(); | |
vx = -WALK_VX; | |
}; | |
this.keyUp_37 = this.keyUp_39 = function() { | |
this._updateanimation(); | |
vx = 0; | |
}; | |
this.keyUp_38 = this.keyUp_40 = function() { | |
this._updateanimation(); | |
vy = 0; | |
}; | |
this.keyDown_39 = function () { | |
this._updateanimation(); | |
vx = WALK_VX; | |
}; | |
this.keyDown_38 = function(){ | |
this._updateanimation(); | |
vy = -WALK_VY; | |
} | |
this.keyDown_40 = function(){ | |
this._updateanimation(); | |
vy = WALK_VY; | |
} | |
this.keyUp_32 = function(){ | |
alert('to aqui'); | |
} | |
this.get_collision_aabb = function(){ | |
return p.aabb(pos); | |
} | |
// comparison function | |
var cmp = function(x, y){ return x[0] < y[0] ? 1 : x[0] > y[0] ? -1 : 0;}; | |
this.collide_aabb = function(who){ | |
//alert(who.type); | |
//alert(this.get_collision_aabb()); | |
if (who.type == 'estrela'){ | |
} | |
if (who.type == 'parede'){ | |
var ab = this.get_collision_aabb(); | |
var bb = who.get_collision_aabb(); | |
var sides = [ | |
[bb[1] - (ab[1] + ab[3]), 1, 1], //colisão em cima | |
[bb[0] - (ab[0] + ab[2]), 0, 1], //colisao pela esquerda | |
[ab[0] - (bb[0] + bb[2]), 0, -1], //colisão pela direita | |
[ab[1] - (bb[1] + bb[3]), 1, -1] //colisao em baixo | |
]; | |
sides.sort(cmp); | |
var d = sides[0]; | |
// alert(d); | |
// hit a vertical side | |
if (d[1]) { | |
if (d[2] == 1 && vy > 0){ | |
vy = 0; | |
} else if(d[2] == -1 && vy < 0) { | |
vy = 0; | |
} | |
this._updateanimation(); | |
} else { | |
// horizontal side | |
if (d[2] == 1 && vx > 0){ | |
vx = 0; | |
} else if(d[2] == -1 && vx < 0) { | |
vx = 0; | |
} | |
this._updateanimation(); | |
} | |
} | |
} | |
} |
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