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- // Atomic Component
- var game = Atomic.game;
- var node = self.node;
- var cameraNode = game.cameraNode;
- var input = game.input;
- var MAX_VELOCITY = 3;
- var anim = "Idle";
- var flipped = false;
- var contactCount = 0;
- var jumpDelta = 0;
- var control = false;
- var lastAnimDelta = 0;
- var spawnPosition = [0, 0];
- var sprite;
- var animationSet;
- var jumpSound;
- // physics
- var body;
- var circle;
- self.init = function(position) {
- spawnPosition = node.position2D = position;
-
- jumpSound = game.cache.getResource("Sound", "Sounds/Jump13.ogg");
- animationSet = game.cache.getResource("AnimationSet2D", "Sprites/Hero/Hero.scml");
- sprite = node.createComponent("AnimatedSprite2D");
- sprite.setAnimation(animationSet, "Idle");
- sprite.setLayer(100);
- body = node.createComponent("RigidBody2D");
- body.setBodyType(Atomic.BT_DYNAMIC);
- body.fixedRotation = true;
- body.bullet = true;
- body.castShadows = false;
- 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);
- }
- 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 && control) {
- if (!flipped) {
- sprite.flipX = true;
- flipped = true;
- }
- setAnimation("Run");
- } else if (vel[0] > 0 && control) {
- 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_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 || right)
- control = true;
- 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 = 0.45;
- self.soundSource.play(jumpSound);
- vel[1] = 0;
- body.linearVelocity = vel;
- body.applyLinearImpulse([0, 6], pos, true);
- }
- }
- 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() {
- if (!Platformer.daytime) {
-
- var light = node.createComponent("PointLight2D");
-
- light.color = [1, 1, 1, .75];
- light.softShadowLength = 20;
- light.radius = 20;
- light.castShadows = true;
- light.softShadows = true;
- light.numRays = 256;
- light.backtrace = true;
- self.light = light;
-
- Platformer.lightGroup.addLight(light);
-
- node.createJSComponent("LightFlicker");
-
- }
-
- self.soundSource = node.createComponent("SoundSource");
- self.soundSource.soundType = Atomic.SOUND_EFFECT;
- // TODO: only listen to collisions for our node
- self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
- self.listenToEvent(null, "PhysicsEndContact2D", self.onPhysicsEndContact2D);
- }
- 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.position2D = spawnPosition;
- node.scale2D = [1, 1];
- }
-
- }
- function postUpdate() {
- // may have to set this post update
- cameraNode.position = node.position;
- }
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