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Player.js
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Player.js
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/**
*
* @licstart The following is the entire license notice for the
* JavaScript code in this page.
*
* Copyright (C) 2012 David "aniwey" L.
*
*
* The JavaScript code in this page is free software: you can
* redistribute it and/or modify it under the terms of the GNU
* General Public License (GNU GPL) as published by the Free Software
* Foundation, either version 3 of the License, or (at your option)
* any later version. The code is distributed WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU GPL for more details.
*
* As additional permission under GNU GPL version 3 section 7, you
* may distribute non-source (e.g., minimized or compacted) forms of
* that code without the copy of the GNU GPL normally required by
* section 4, provided you include this license notice and a URL
* through which recipients can access the Corresponding Source.
*
* @licend The above is the entire license notice
* for the JavaScript code in this page.
*
*/
function Player(x, y){
// Call the Entity constructor
Entity.call(this, x, y, 45, 92, "#A69789", true, true, true);
// Set the movement speed
this.movementSpeed = 7;
// Set the number of frames spent jumping
this.framesSpentJumping = 0;
// Set the maximum number of frames we can spend jumping
this.maximumFramesWeCanSpendJumping = 15;
// Set the jump speeds array
this.jumpSpeedsArray = [20, 18, 17, 16, 15, 14, 13, 12, 11, 11, 10, 10, 9, 9, 8];
// Did we jump last frame?
this.jumpedLastFrame = false;
}
Player.prototype = Object.create(Entity.prototype);
// Loop method, inherited from Entity
Player.prototype.loop = function(){
// By default, we didn't jump last frame
this.jumpedLastFrame = false;
// Move, depending on user input
this.moveOnUserInput();
// Call Entity loop method and get the entity loop report
var entityLoopReport = Entity.prototype.loop.call(this);
// Update the top bar current score
TopBar.updateCurrentScore();
// If there was a bottom collision
if(entityLoopReport.entityMoveReport.bottomCollision){
// We reset the number of frames spent jumping
this.framesSpentJumping = 0;
}
// Else, if we didn't jump
else if(!this.jumpedLastFrame){
// We won't be able to jump anymore until getting a bottom collision again
this.framesSpentJumping = this.maximumFramesWeCanSpendJumping;
}
// If we made it to the end (protip : won't happen)
if(this.x + this.kineticRectangle.width() >= main.gameWidth && Game.gameState != GameState.WON) Game.won();
};
// Moving method
Player.prototype.moveOnUserInput = function(){
// Booleans
var moveLeft = false;
var moveRight = false;
var jump = false;
// Iterate over active keys
for(var i = 0; i < KeyboardJS.activeKeys().length; i++){
switch(KeyboardJS.activeKeys()[i]){
case 'left': case 'a': case 'q':
moveLeft = true;
break;
case 'right': case 'd':
moveRight = true;
break;
// Jump
case 'up': case 'w': case 'z': case 'space':
jump = true;
break;
}
}
// Move left
if(moveLeft)
this.xMovement -= (Game.gameState != GameState.WON? this.movementSpeed : 7);
// Move right
if(moveRight)
this.xMovement += (Game.gameState != GameState.WON? this.movementSpeed : 7);
// Jump
if(jump){
// If we didn't reach the maximum number of frames we can spend jumping yet
if(this.framesSpentJumping < this.maximumFramesWeCanSpendJumping){
// We jump
this.yMovement -= this.jumpSpeedsArray[this.framesSpentJumping] * (Game.gameState != GameState.WON? 1 : 2);
// We increase the number of frames spent jumping
this.framesSpentJumping++;
// We now jumped last frame
this.jumpedLastFrame = true;
}
}
};
// Test collision with another entity
Player.prototype.testCollisionWithAnEntity = function(entity){
// If we didn't won
if(Game.gameState != GameState.WON){
// Return the base class method
return Entity.prototype.testCollisionWithAnEntity.call(this, entity);
}
// Else
else{
// Return false
return false;
}
};
// Get gravity force method, inherited from Entity
Player.prototype.getGravityForce = function(){
// If we jumped last frame, we return 0
if(this.jumpedLastFrame)
return 0;
// Else, we return the Entity method
else
return Entity.prototype.getGravityForce.call(this);
};