// CONSTANTS
var MAX_VELOCITY = 3;

ThePlayer = self;

var node = self.node;

// Resources
var animationSet = cache.getResource("AnimationSet2D", "Sprites/Hero/Hero.scml");
var jumpSound = cache.getResource("Sound", "Sounds/Jump13.ogg");

var sprite = node.createComponent("AnimatedSprite2D");
sprite.setAnimation(animationSet, "Idle");
sprite.setLayer(100);


var light = node.createComponent("PointLight2D");
light.color = [1, 1, 1, 1];
light.softShadowLength = 4;
light.radius = 4;

lightGroup.addLight(light);

camera.zoom = .9;

node.setPosition(PlayerSpawnPoint);
//node.scale2D = [.25, .25];

var body = node.createComponent("RigidBody2D");
body.setBodyType(Atomic.BT_DYNAMIC);
body.fixedRotation = true;
body.bullet = true;

var circle = node.createComponent("CollisionCircle2D");
// Set radius
circle.setRadius(.5);
// Set density
circle.setDensity(1.0);
// Set friction.
circle.friction = .2;
// Set restitution
circle.setRestitution(0.1);

var anim = "Idle";
var flipped = false;
var contactCount = 0;
var jumpDelta = 0;

self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {

    if (nodeB == node) {
        contactCount++;
    }


}

self.onPhysicsEndContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {

    if (nodeB == node) {
        contactCount--;
    }
}


function start() {

    self.soundSource = node.createComponent("SoundSource");
    self.soundSource.soundType = Atomic.SOUND_EFFECT;

    self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
    self.listenToEvent(null, "PhysicsEndContact2D", self.onPhysicsEndContact2D);
}


var lastAnimDelta = 0;

function setAnimation(animName) {

    if (anim == animName || lastAnimDelta > 0)
        return;

    lastAnimDelta = .25;

    sprite.setAnimation(animationSet, animName);
    anim = animName;

}

function handleAnimation(timeStep) {

    lastAnimDelta -= timeStep;

    var vel = body.linearVelocity;

    if (contactCount) {

        if (vel[0] < -0.75) {
            if (!flipped) {
                sprite.flipX = true;
                flipped = true;

            }
            setAnimation("Run");
        } else if (vel[0] > 0.75) {

            if (flipped) {
                sprite.flipX = false;
                flipped = false;

            }
            setAnimation("Run");
        } else {

            setAnimation("Idle");
        }
    } else {

        if (vel[1] > 1.0) {
            setAnimation("Jump");
        } else if (vel[1] < -1.0) {
            setAnimation("Land");
        }

    }



}

function handleInput(timeStep) {

    var vel = body.linearVelocity;
    var pos = node.position2D;

    jumpDelta -= timeStep;

    if (Math.abs(vel[0]) > MAX_VELOCITY) {
        vel[0] = (vel[0] ? vel[0] < 0 ? -1 : 1 : 0) * MAX_VELOCITY;
        body.setLinearVelocity(vel);
    }

    var left = input.getKeyDown(Atomic.KEY_A);
    var right = input.getKeyDown(Atomic.KEY_D);
    var jump = input.getKeyDown(Atomic.KEY_SPACE);
    var zoomIn = input.getKeyDown(Atomic.KEY_W);
    var zoomOut = input.getKeyDown(Atomic.KEY_S);

    if (input.getNumJoysticks()) {
        var state = GetGamepadState(0);
        if (state.axis0 < -0.5)
            left = true;
        if (state.axis0 > 0.5)
            right = true;

        if (state.button0)
            jump = true;

        if (state.button1)
            zoomIn = true;
        if (state.button2)
            zoomOut = true;

    }

    if (zoomIn)
        camera.zoom += timeStep;

    if (zoomOut)
        camera.zoom -= timeStep;

    /*
    if (camera.zoom > 1.5)
        camera.zoom = 1.5;
    if (camera.zoom < .75)
        camera.zoom = .75;
     */

    if (left && vel[0] > -MAX_VELOCITY) {
        body.applyLinearImpulse([-2, 0], pos, true);
    } else if (right && vel[0] < MAX_VELOCITY) {
        body.applyLinearImpulse([2, 0], pos, true);
    }

    if (!left && !right) {
        vel[0] *= 0.9;
        body.linearVelocity = vel;
        circle.friction = 1000.0;
    } else {
        circle.friction = .2;
    }

    if (!contactCount)
        circle.friction = 0.0;

    if (jump && jumpDelta <= 0 && contactCount) {

        jumpDelta = .25;
        self.soundSource.gain = 0.75;
        self.soundSource.play(jumpSound);

        vel[1] = 0;
        body.linearVelocity = vel;
        body.applyLinearImpulse([0, 6], pos, true);
    }

}

function postUpdate() {
    // may have to set this post update
    cameraNode.position = node.position;

}

function update(timeStep) {

    handleInput(timeStep);
    handleAnimation(timeStep);

    if (node.position[1] < 14) {
        //TODO: FIX, I have to set scale to 0 and the back to 1 to force 
        // setposition catching dirty
        node.scale2D = [0, 0];
        node.setPosition(PlayerSpawnPoint);
        node.scale2D = [1, 1];

    }

}