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- function Player(game, controller) {
- this.id = 0;
- this.position = {x: 0, y: 0};
- this.targetPosition = {x: 0, y: 0};
- this.velocity = {x: 0.0, y: 0.0};
- this.controller = controller;
- this.acceleration = {x: 0, y: 0, speed: 0.08};
- this.width = 20;
- this.height = 20;
- this.maxSpeed = 2;
- this.turnRate = Math.PI / 64;
- this.targetAngle = 0;
- this.angleRadians = 0;
- this.color = "crimson";
- this.playerName = "Player";
- this.spriteCanvas = null;
- this.spriteContext = null;
- this.isAccelerating = false;
- this.isDead = false;
- this.health = 5;
- this.maxHealth = 5;
- this.seen = [];
- this.init = function() {
- this.controller.init(this);
- this.color = "crimson";
- this.respawn();
- }
- this.update = function(delta) {
- if(this.isDead) {
- return;
- }
- if(this.health <= 0) {
- this.die();
- return;
- }
- this.angleRadians = system.angleTo(this.position, this.targetPosition);
- if(this.targetPosition.x != this.position.x) {
- if(Math.abs(this.position.x - this.targetPosition.x) < this.maxSpeed) {
- this.position.x = this.targetPosition.x;
- this.targetAngle = this.angleRadians;
- } else {
- this.targetAngle = this.angleRadians;
- this.position.x += this.maxSpeed * Math.cos(this.angleRadians) * delta;
- }
- }
- if(this.targetPosition.y != this.position.y) {
- if(Math.abs(this.position.y - this.targetPosition.y) < this.maxSpeed) {
- this.position.y = this.targetPosition.y;
- this.targetAngle = this.angleRadians;
- } else {
- this.targetAngle = this.angleRadians;
- this.position.y += (this.maxSpeed) * Math.sin(this.angleRadians) * delta;
- }
- }
- }
- this.control = function(input) {
- this.controller.makeDecisions(this);
- }
- this.respawn = function() {
- this.position.x = 0;
- this.position.y = 0;
- }
- this.die = function() {
- this.health = 0;
- if(!this.isDead) {
- var player = this;
- setTimeout(function() {player.respawn();}, 3000);
- this.isDead = true;
- }
- }
- this.walkUp = function() {
- this.targetPosition.y = this.position.y - this.maxSpeed;
- }
- this.walkDown = function() {
- this.targetPosition.y = this.position.y + this.maxSpeed;
- }
- this.walkLeft = function() {
- this.targetPosition.x = this.position.x - this.maxSpeed;
- }
- this.walkRight = function() {
- this.targetPosition.x = this.position.x + this.maxSpeed;
- }
- this.walkTowards = function(newPosition) {
- this.targetPosition.x = parseInt(newPosition.x);
- this.targetPosition.y = parseInt(newPosition.y);
- }
- this.jump = function() {
- console.log("jump");
- }
- this.preRender = function(context, angle) {
- if(angle == null) {
- angle = 0;
- }
- context.fillStyle = this.color;
- context.strokeStyle = this.color;
- context.lineWidth = 4;
- context.save();
- context.translate(this.width / 2, this.height / 2);
- context.rotate(angle);
- context.beginPath();
- context.moveTo(this.width / 2, 0);
- context.lineTo(-(this.width / 2), -(this.height / 3));
- context.lineTo(-(this.width / 2), this.height / 3);
- context.lineTo(this.width / 2, 0);
- context.fill();
- context.restore();
- }
- this.draw = function(context) {
- if(this.spriteContext == null) {
- this.spriteCanvas = document.createElement("canvas");
- this.spriteCanvas.width = this.width;
- this.spriteCanvas.height = this.height;
- this.spriteContext = this.spriteCanvas.getContext("2d");
- this.preRender(this.spriteContext);
- }
-
- if(this.isDead) {
- return;
- }
- context.save();
- context.translate(this.position.x, this.position.y);
- context.rotate(this.targetAngle);
- if(this.isAccelerating) {
- context.fillStyle = "#7777FF";
-
- context.beginPath();
- context.moveTo(-this.width - 5, 0);
- context.lineTo(-this.width / 2, 3);
- context.lineTo(-this.width / 2, -3);
- context.lineTo(-this.width - 5, 0);
- context.fill();
- }
- context.drawImage(this.spriteCanvas, 0, 0, this.spriteCanvas.width, this.spriteCanvas.height,
- -this.spriteCanvas.width / 2, -this.spriteCanvas.height /2 , this.width, this.height);
- context.strokeStyle = "#00FF00";
- if(this.isTakingDamage) {
- context.strokeStyle = "#FF0000";
- this.isTakingDamage = false;
- }
- context.restore();
- this.controller.debugDraw(context);
- }
- this.trigger = function(eventId) {
- if(this.seen.indexOf(eventId) == -1) {
- this.seen.push(eventId);
- return true;
- }
- return false;
- }
- };
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