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move examples from public to their own examples folder
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126
pyscriptjs/examples/mario/js/fireball.js
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126
pyscriptjs/examples/mario/js/fireball.js
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(function() {
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if (typeof Mario === 'undefined')
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window.Mario = {};
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var Fireball = Mario.Fireball = function(pos) {
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this.hit = 0;
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this.standing = false;
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Mario.Entity.call(this, {
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pos: pos,
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sprite: new Mario.Sprite('sprites/items.png', [96, 144], [8,8], 5, [0,1,2,3]),
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hitbox: [0,0,8,8]
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});
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}
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Mario.Util.inherits(Fireball, Mario.Entity);
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Fireball.prototype.spawn = function(left) {
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sounds.fireball.currentTime = 0;
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sounds.fireball.play();
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if (fireballs[0]) {
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this.idx = 1;
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fireballs[1] = this;
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} else {
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this.idx = 0;
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fireballs[0] = this;
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}
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this.vel[0] = (left ? -5 : 5);
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this.standing = false;
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this.vel[1] = 0;
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}
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Fireball.prototype.render = function(ctx, vX, vY) {
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this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
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}
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Fireball.prototype.update = function(dt) {
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if (this.hit == 1) {
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this.sprite.pos = [96, 160];
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this.sprite.size = [16,16];
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this.sprite.frames = [0,1,2];
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this.sprite.speed = 8;
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this.hit += 1;
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return;
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} else if (this.hit == 5) {
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delete fireballs[this.idx];
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player.fireballs -= 1;
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return;
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} else if (this.hit) {
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this.hit += 1;
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return;
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}
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//In retrospect, the way collision is being handled is RIDICULOUS
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//but I don't have to use some horrible kludge for this.
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if (this.standing) {
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this.standing = false;
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this.vel[1] = -4;
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}
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this.acc[1] = 0.5;
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this.vel[1] += this.acc[1];
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this.pos[0] += this.vel[0];
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this.pos[1] += this.vel[1];
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if (this.pos[0] < vX || this.pos[0] > vX + 256) {
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this.hit = 1;
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}
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this.sprite.update(dt);
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}
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Fireball.prototype.collideWall = function() {
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if (!this.hit) this.hit = 1;
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}
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Fireball.prototype.checkCollisions = function() {
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if (this.hit) return;
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var h = this.pos[1] % 16 < 8 ? 1 : 2;
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var w = this.pos[0] % 16 < 8 ? 1 : 2;
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var baseX = Math.floor(this.pos[0] / 16);
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var baseY = Math.floor(this.pos[1] / 16);
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if (baseY + h > 15) {
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delete fireballs[this.idx];
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player.fireballs -= 1;
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return;
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}
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for (var i = 0; i < h; i++) {
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for (var j = 0; j < w; j++) {
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if (level.statics[baseY + i][baseX + j]) {
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level.statics[baseY + i][baseX + j].isCollideWith(this);
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}
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if (level.blocks[baseY + i][baseX + j]) {
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level.blocks[baseY + i][baseX + j].isCollideWith(this);
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}
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}
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}
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var that = this;
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level.enemies.forEach(function(enemy){
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if (enemy.flipping || enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
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return;
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} else {
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that.isCollideWith(enemy);
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}
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});
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}
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Fireball.prototype.isCollideWith = function(ent) {
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//the first two elements of the hitbox array are an offset, so let's do this now.
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var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
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var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
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//if the hitboxes actually overlap
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if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
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if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
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this.hit = 1;
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ent.bump();
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}
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}
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};
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Fireball.prototype.bump = function() {;}
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})();
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