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- "atomic component";
- var inspectorFields = {
- jumpSound: ["Sound"]
- };
- //A Player
- exports.component = function(self) {
- var node = self.node;
- //get main camera of the current scene
- var camera = self.node.scene.getMainCamera();
- var cameraNode = camera.node;
- //link to Atomic.Input
- var input = Atomic.input;
- //get SoundSource component
- var soundSource = node.getComponent("SoundSource");
- var MAX_VELOCITY = 3;
- var anim = "";
- var flipped = false;
- var contactCount = 0;
- var jumpDelta = 0;
- var control = false;
- var lastAnimDelta = 0;
- var spawnPosition = node.position2D;
- var sprite;
- var animationSet;
- var jumpSound;
- // physics
- var body;
- var circle;
- //function called after the component attached to the node
- self.start = function() {
- //get components
- sprite = node.getComponent("AnimatedSprite2D");
- body = node.getComponent("RigidBody2D");
- circle = node.getComponent("CollisionCircle2D");
- setAnimation("Idle");
- //subscribe to PhysicsPostStep2D
- self.subscribeToEvent("PhysicsPostStep2D", function(event) {
- //set camera position to the current node position
- cameraNode.position = node.position;
- });
- //subscribe to PhysicsBeginContact2D
- self.subscribeToEvent("PhysicsBeginContact2D", function(event) {
- //if bodyB is our body, so increment contactCount
- if (event.bodyB == body)
- contactCount++;
- });
- //subscribe to
- self.subscribeToEvent("PhysicsEndContact2D", function(event) {
- //if bodyB is our body, so decrement contactCount
- if (event.bodyB == body)
- contactCount--;
- });
- //get current dayTime by requiring GlobalVariables object
- var dayTime = require("GlobalVariables").dayTime;
- if(!dayTime) {
- //ok, it's a night, then create a light
- var light = node.createComponent("PointLight2D");
- light.color = [1, 0.5, 0.7, 0.35];
- light.backtrace = true;
- light.castShadows = true;
- light.numRays = 256;
- light.radius = 4;
- }
- };
- self.update = function(timeStep) {
- //handle our input and animation stuff
- 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.position2D = spawnPosition;
- node.scale2D = [1, 1];
- }
- };
- function setAnimation(animName) {
- if (anim == animName || lastAnimDelta > 0)
- return;
- lastAnimDelta = .25;
- //sprite is an AnimatedSprite2D object, set its animation to the given animName
- sprite.setAnimation(animName);
- anim = animName;
- }
- function handleAnimation(timeStep) {
- lastAnimDelta -= timeStep;
- var vel = body.linearVelocity;
- //if we have a contact with something
- if (contactCount) {
- //if velocity by X less than zero
- if (vel[0] < -0 && control) {
- if (!flipped) {
- sprite.flipX = true;
- flipped = true;
- }
- //set current animation to Run animation
- setAnimation("Run");
- //if velocity by X is greater than zero
- } else if (vel[0] > 0 && control) {
- if (flipped) {
- sprite.flipX = false;
- flipped = false;
- }
- //set current animation to Run animation
- setAnimation("Run");
- } else {
- //if our velocity equals to zero, so set current animation to Idle animation
- setAnimation("Idle");
- }
- } else {
- //if velocity by Y greater than 1, so we are jumping
- if (vel[1] > 1.0) {
- setAnimation("Jump");
- //if velocity by Y is less than 1, so we are falling
- } 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;
- //set body linear velocity to the current velocity
- body.setLinearVelocity(vel);
- }
- //input stuff
- var left = input.getKeyDown(Atomic.KEY_LEFT) || input.getKeyDown(Atomic.KEY_A);
- var right = input.getKeyDown(Atomic.KEY_RIGHT) || input.getKeyDown(Atomic.KEY_D);
- var jump = input.getKeyDown(Atomic.KEY_UP) || input.getKeyDown(Atomic.KEY_SPACE) || input.getKeyDown(Atomic.KEY_W);
- control = false;
- //if left or right is pressed
- if (left || right)
- control = true;
- //applying linear impulses to the left and right
- 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 we are not pressing any buttons, so enable friction
- 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 we are jumping and colliding with something
- if (jump && jumpDelta <= 0 && contactCount) {
- jumpDelta = .25;
- //is sound exists
- if (self.jumpSound) {
- soundSource.gain = 0.45;
- //playing sound
- soundSource.play(self.jumpSound);
- }
- vel[1] = 0;
- body.linearVelocity = vel;
- //applying linear impuls to the Y
- body.applyLinearImpulse([0, 6], pos, true);
- }
- }
- };
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