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human.js
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var agonist_human = function(parent) {
var self = agonist(parent);
self.name = 'agonist_human';
var humanBitmap = [
[0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
];
var humanMask = [
[0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0], // no "hole" between the legs
];
self.setBitmap(humanBitmap, humanMask);
self.avoidCollision = true;
self.vincible = true;
self.mortal = true;
self.maxDeathtime = 5;
self.xCollisionCount = 0;
self.jumpProbability = 0;
self.setup = function(options) {
self.setupBase(options);
if(self.x==-1) {
self.x = self.rnd(0, self.parent.config.width-self.width);
}
if(self.y==-1) {
// self.y = self.rnd(0, self.parent.config.height);
self.y = self.height*self.rnd(1,2)*-1;
}
self.speedY = self.rnd(-5, 0);
self.targetSpeedX = self.getSpeedX() * [1,-1][self.rnd(0,1)];
};
self.stopX = function() {
self.stepsX = 0;
self.targetSpeedX = 0;
if(self.xCollisionCount<1) {
self.xCollisionCount++;
self.targetSpeedX = self.getSpeedX();
if(self.rnd(0,self.jumpProbability)==0) {
self.jump();
}
} else {
self.turnAround();
}
}
self.step = function() {
self.stepStart();
// Temporary: Warp bitmap while dying. Later to be replaced by proper bitmaps.
if(self.deathtime>0) {
var cutLines = 2;
var newBitmap = [];
for(var y=0; y<self.height; y++) {
newBitmap[y] = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
}
self.yLoop(self.bitmap, function(y, v) {
var newY = Math.round(y/self.height*(self.height-cutLines))+cutLines;
newBitmap[newY] = v;
});
self.setBitmap(newBitmap, humanMask);
}
self.stepEnd();
}
self.getSpeedX = function() {
return self.rnd(1, 2);
}
self.jump = function() {
self.speedY = -5;
}
self.turnAround = function() {
self.targetSpeedX = self.getSpeedX() * -1;
self.xCollisionCount = 0;
self.x += self.targetSpeedX;
}
self.kill = function() {
self.dying = true;
self.parent.deathCount++;
self.corporeal = false;
}
return self;
}