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- // CONSTANTS
- var MAX_VELOCITY = 3;
- ThePlayer = self;
- var node = self.node;
- var animationSet = cache.getResource("AnimationSet2D", "Sprites/Hero/Hero.scml");
- var sprite = node.createComponent("AnimatedSprite2D");
- sprite.setAnimation(animationSet, "Idle");
- sprite.setLayer(100);
- 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;
- 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.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
- self.listenToEvent(null, "PhysicsEndContact2D", self.onPhysicsEndContact2D);
- }
- function handleAnimation() {
- var vel = body.linearVelocity;
- if (vel[0] < -0.75) {
- if (!flipped) {
- sprite.flipX = true;
- flipped = true;
- }
- if (anim != "Run") {
- sprite.setAnimation(animationSet, "Run");
- anim = "Run";
- }
- } else if (vel[0] > 0.75) {
- if (flipped) {
- sprite.flipX = false;
- flipped = false;
- }
- if (anim != "Run") {
- sprite.setAnimation(animationSet, "Run");
- anim = "Run";
- }
- } else {
- if (anim != "Idle") {
- sprite.setAnimation(animationSet, "Idle");
- anim = "Idle";
- }
- }
- }
- function handleInput(timeStep) {
- var vel = body.linearVelocity;
- var pos = node.position2D;
- 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;
- print(camera.zoom);
- 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 && contactCount) {
- vel[1] = 0;
- body.linearVelocity = vel;
- body.applyLinearImpulse([0, 3], pos, true);
- }
- }
- function postUpdate() {
- // may have to set this post update
- cameraNode.position = node.position;
- }
- function update(timeStep) {
- handleInput(timeStep);
- handleAnimation();
- 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];
- }
- }
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