mirror of
https://github.com/pyscript/pyscript.git
synced 2022-05-01 19:47:48 +03:00
move examples from public to their own examples folder
This commit is contained in:
446
pyscriptjs/examples/mario/js/player.js
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446
pyscriptjs/examples/mario/js/player.js
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@@ -0,0 +1,446 @@
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(function() {
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if (typeof Mario === 'undefined')
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window.Mario = {};
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var Player = Mario.Player = function(pos) {
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//I know, I know, there are a lot of variables tracking Mario's state.
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//Maybe these can be consolidated some way? We'll see once they're all in.
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this.power = 0;
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this.coins = 0;
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this.powering = [];
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this.bounce = false;
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this.jumping = 0;
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this.canJump = true;
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this.invincibility = 0;
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this.crouching = false;
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this.fireballs = 0;
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this.runheld = false;
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this.noInput = false;
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this.targetPos = [];
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Mario.Entity.call(this, {
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pos: pos,
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sprite: new Mario.Sprite('sprites/player.png', [80,32],[16,16],0),
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hitbox: [0,0,16,16]
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});
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};
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Mario.Util.inherits(Player, Mario.Entity);
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Player.prototype.run = function() {
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this.maxSpeed = 2.5;
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if (this.power == 2 && !this.runheld) {
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this.shoot();
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}
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this.runheld = true;
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}
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Player.prototype.shoot = function() {
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if (this.fireballs >= 2) return; //Projectile limit!
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this.fireballs += 1;
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var fb = new Mario.Fireball([this.pos[0]+8,this.pos[1]]); //I hate you, Javascript.
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fb.spawn(this.left);
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this.shooting = 2;
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}
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Player.prototype.noRun = function() {
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this.maxSpeed = 1.5;
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this.moveAcc = 0.07;
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this.runheld = false;
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}
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Player.prototype.moveRight = function() {
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//we're on the ground
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if (this.vel[1] === 0 && this.standing) {
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if (this.crouching) {
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this.noWalk();
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return;
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}
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this.acc[0] = this.moveAcc;
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this.left = false;
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} else {
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this.acc[0] = this.moveAcc;
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}
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};
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Player.prototype.moveLeft = function() {
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if (this.vel[1] === 0 && this.standing) {
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if (this.crouching) {
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this.noWalk();
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return;
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}
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this.acc[0] = -this.moveAcc;
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this.left = true;
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} else {
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this.acc[0] = -this.moveAcc;
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}
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};
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Player.prototype.noWalk = function() {
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this.maxSpeed = 0;
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if (this.vel[0] === 0) return;
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if (Math.abs(this.vel[0]) <= 0.1) {
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this.vel[0] = 0;
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this.acc[0] = 0;
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}
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};
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Player.prototype.crouch = function() {
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if (this.power === 0) {
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this.crouching = false;
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return;
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}
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if (this.standing) this.crouching = true;
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}
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Player.prototype.noCrouch = function() {
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this.crouching = false;
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}
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Player.prototype.jump = function() {
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if (this.vel[1] > 0) {
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return;
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}
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if (this.jumping) {
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this.jumping -= 1;
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} else if (this.standing && this.canJump) {
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this.jumping = 20;
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this.canJump = false;
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this.standing = false;
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this.vel[1] = -6;
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if (this.power === 0) {
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sounds.smallJump.currentTime = 0;
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sounds.smallJump.play();
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} else {
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sounds.bigJump.currentTime = 0;
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sounds.bigJump.play();
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}
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}
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};
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Player.prototype.noJump = function() {
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this.canJump = true;
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if (this.jumping) {
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if (this.jumping <= 16) {
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this.vel[1] = 0;
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this.jumping = 0;
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} else this.jumping -= 1;
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}
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};
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Player.prototype.setAnimation = function() {
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if (this.dying) return;
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if (this.starTime) {
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var index;
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if (this.starTime > 60)
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index = Math.floor(this.starTime / 2) % 3;
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else index = Math.floor(this.starTime / 8) % 3;
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this.sprite.pos[1] = level.invincibility[index];
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if (this.power == 0) {
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this.sprite.pos[1] += 32;
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}
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this.starTime -= 1;
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if (this.starTime == 0) {
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switch(this.power) {
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case 0: this.sprite.pos[1] = 32; break;
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case 1: this.sprite.pos[1] = 0; break;
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case 2: this.sprite.pos[1] = 96; break;
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}
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}
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}
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//okay cool, now set the sprite
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if (this.crouching) {
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this.sprite.pos[0] = 176;
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this.sprite.speed = 0;
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return;
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}
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if (this.jumping) {
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this.sprite.pos[0] = 160;
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this.sprite.speed = 0;
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} else if (this.standing) {
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if (Math.abs(this.vel[0]) > 0) {
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if (this.vel[0] * this.acc[0] >= 0) {
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this.sprite.pos[0] = 96;
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this.sprite.frames = [0,1,2];
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if (this.vel[0] < 0.2) {
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this.sprite.speed = 5;
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} else {
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this.sprite.speed = Math.abs(this.vel[0]) * 8;
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}
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} else if ((this.vel[0] > 0 && this.left) || (this.vel[0] < 0 && !this.left)){
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this.sprite.pos[0] = 144;
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this.sprite.speed = 0;
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}
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} else {
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this.sprite.pos[0] = 80;
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this.sprite.speed = 0;
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}
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if (this.shooting) {
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this.sprite.pos[0] += 160;
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this.shooting -= 1;
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}
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}
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if (this.flagging) {
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this.sprite.pos[0] = 192;
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this.sprite.frames = [0,1];
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this.sprite.speed = 10;
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if (this.vel[1] === 0) this.sprite.frames = [0];
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}
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//which way are we facing?
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if (this.left) {
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this.sprite.img = 'sprites/playerl.png';
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} else {
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this.sprite.img = 'sprites/player.png';
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}
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};
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Player.prototype.update = function(dt, vX) {
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if (this.powering.length !== 0) {
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var next = this.powering.shift();
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if (next == 5) return;
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this.sprite.pos = this.powerSprites[next];
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this.sprite.size = this.powerSizes[next];
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this.pos[1] += this.shift[next];
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if (this.powering.length === 0) {
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delete level.items[this.touchedItem];
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}
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return;
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}
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if (this.invincibility) {
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this.invincibility -= Math.round(dt * 60);
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}
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if (this.waiting) {
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this.waiting -= dt;
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if (this.waiting <= 0) {
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this.waiting = 0;
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} else return;
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}
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if (this.bounce) {
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this.bounce = false;
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this.standing = false;
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this.vel[1] = -3;
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}
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if (this.pos[0] <= vX) {
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this.pos[0] = vX;
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this.vel[0] = Math.max(this.vel[0], 0);
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}
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if (Math.abs(this.vel[0]) > this.maxSpeed) {
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this.vel[0] -= 0.05 * this.vel[0] / Math.abs(this.vel[0]);
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this.acc[0] = 0;
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}
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if (this.dying){
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if (this.pos[1] < this.targetPos[1]) {
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this.vel[1] = 1;
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}
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this.dying -= 1 * dt;
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if (this.dying <= 0) {
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player = new Mario.Player(level.playerPos);
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level.loader.call();
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input.reset();
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}
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}
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else {
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this.acc[1] = 0.25
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if (this.pos[1] > 240) {
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this.die();
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}
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}
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if (this.piping) {
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this.acc = [0,0];
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var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])]
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if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
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this.piping = false;
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this.pipeLoc.call();
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}
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}
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if (this.flagging) {
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this.acc = [0,0];
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}
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if (this.exiting) {
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this.left = false;
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this.flagging = false;
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this.vel[0] = 1.5;
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if (this.pos[0] >= this.targetPos[0]) {
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this.sprite.size = [0,0];
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this.vel = [0,0];
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window.setTimeout(function() {
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player.sprite.size = player.power===0 ? [16,16] : [16,32];
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player.exiting = false;
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player.noInput = false;
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level.loader();
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if (player.power !== 0) player.pos[1] -= 16;
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music.overworld.currentTime = 0;
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}, 5000);
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}
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}
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//approximate acceleration
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this.vel[0] += this.acc[0];
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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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this.setAnimation();
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this.sprite.update(dt);
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};
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Player.prototype.checkCollisions = function() {
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if (this.piping || this.dying) return;
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//x-axis first!
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var h = this.power > 0 ? 2 : 1;
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var w = 1;
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if (this.pos[1] % 16 !== 0) {
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h += 1;
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}
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if (this.pos[0] % 16 !== 0) {
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w += 1;
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}
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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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for (var i = 0; i < h; i++) {
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if (baseY + i < 0 || baseY + i >= 15) continue;
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for (var j = 0; j < w; j++) {
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if (baseY < 0) { i++;}
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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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};
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Player.prototype.powerUp = function(idx) {
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sounds.powerup.play();
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this.powering = [0,5,2,5,1,5,2,5,1,5,2,5,3,5,1,5,2,5,3,5,1,5,4];
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this.touchedItem = idx;
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if (this.power === 0) {
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this.sprite.pos[0] = 80;
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var newy = this.sprite.pos[1] - 32;
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this.powerSprites = [[80, newy+32], [80, newy+32], [320, newy], [80, newy], [128, newy]];
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this.powerSizes = [[16,16],[16,16],[16,32],[16,32],[16,32]];
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this.shift = [0,16,-16,0,-16];
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this.power = 1;
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this.hitbox = [0,0,16,32];
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} else if (this.power == 1) {
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var curx = this.sprite.pos[0];
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this.powerSprites = [[curx, 96], [curx, level.invincibility[0]],
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[curx, level.invincibility[1]], [curx, level.invincibility[2]],
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[curx, 96]];
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this.powerSizes[[16,32],[16,32],[16,32],[16,32],[16,32]];
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this.shift = [0,0,0,0,0];
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this.power = 2;
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} else {
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this.powering = [];
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delete level.items[idx];
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//no animation, but we play the sound and you get 5000 points.
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}
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};
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Player.prototype.damage = function() {
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if (this.power === 0) { //if you're already small, you dead!
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this.die();
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} else { //otherwise, you get turned into small mario
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sounds.pipe.play();
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this.powering = [0,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,3];
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this.shift = [0,16,-16,16];
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this.sprite.pos = [160, 0];
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this.powerSprites = [[160,0], [240, 32], [240, 0], [160, 32]];
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this.powerSizes = [[16, 32], [16,16], [16,32], [16,16]];
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this.invincibility = 120;
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this.power = 0;
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this.hitbox = [0,0,16,16];
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}
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};
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Player.prototype.die = function () {
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//TODO: rewrite the way sounds work to emulate the channels of an NES.
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music.overworld.pause();
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music.underground.pause();
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music.overworld.currentTime = 0;
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music.death.play();
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this.noWalk();
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this.noRun();
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this.noJump();
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this.acc[0] = 0;
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this.sprite.pos = [176, 32];
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this.sprite.speed = 0;
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this.power = 0;
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this.waiting = 0.5;
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this.dying = 2;
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if (this.pos[1] < 240) { //falling into a pit doesn't do the animation.
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this.targetPos = [this.pos[0], this.pos[1]-128];
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this.vel = [0,-5];
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} else {
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this.vel = [0,0];
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this.targetPos = [this.pos[0], this.pos[1] - 16];
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}
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};
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Player.prototype.star = function(idx) {
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delete level.items[idx];
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this.starTime = 660;
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}
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Player.prototype.pipe = function(direction, destination) {
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sounds.pipe.play();
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this.piping = true;
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this.pipeLoc = destination;
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switch(direction) {
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case "LEFT":
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this.vel = [-1,0];
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this.targetPos = [Math.round(this.pos[0]-16), Math.round(this.pos[1])]
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break;
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case "RIGHT":
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this.vel = [1,0];
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this.targetPos = [Math.round(this.pos[0]+16), Math.round(this.pos[1])]
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break;
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case "DOWN":
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this.vel = [0,1];
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this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]+this.hitbox[3])]
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break;
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case "UP":
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this.vel = [0,-1];
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this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]-this.hitbox[3])]
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break;
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}
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}
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Player.prototype.flag = function() {
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this.noInput = true;
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this.flagging = true;
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this.vel = [0, 2];
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this.acc = [0, 0];
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}
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Player.prototype.exit = function() {
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this.pos[0] += 16;
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this.targetPos[0] = level.exit * 16;
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this.left = true;
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this.setAnimation();
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this.waiting = 1;
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this.exiting = true;
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}
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})();
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