(function() { if (typeof Mario === 'undefined') window.Mario = {}; //TODO: On console the hitbox is smaller. Measure it and edit this. var Goomba = Mario.Goomba = function(pos, sprite) { this.dying = false; Mario.Entity.call(this, { pos: pos, sprite: sprite, hitbox: [0,0,16,16] }); this.vel[0] = -0.5; this.idx = level.enemies.length; }; Goomba.prototype.render = function(ctx, vX, vY) { this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY); }; Goomba.prototype.update = function(dt, vX) { if (this.pos[0] - vX > 336) { //if we're too far away, do nothing. return; } else if (this.pos[0] - vX < -32) { delete level.enemies[this.idx]; } if (this.dying) { this.dying -= 1; if (!this.dying) { delete level.enemies[this.idx]; } } this.acc[1] = 0.2; this.vel[1] += this.acc[1]; this.pos[0] += this.vel[0]; this.pos[1] += this.vel[1]; this.sprite.update(dt); }; Goomba.prototype.collideWall = function() { this.vel[0] = -this.vel[0]; }; Goomba.prototype.checkCollisions = function() { if (this.flipping) { return; } var h = this.pos[1] % 16 === 0 ? 1 : 2; var w = this.pos[0] % 16 === 0 ? 1 : 2; var baseX = Math.floor(this.pos[0] / 16); var baseY = Math.floor(this.pos[1] / 16); if (baseY + h > 15) { delete level.enemies[this.idx]; return; } for (var i = 0; i < h; i++) { for (var j = 0; j < w; j++) { if (level.statics[baseY + i][baseX + j]) { level.statics[baseY + i][baseX + j].isCollideWith(this); } if (level.blocks[baseY + i][baseX + j]) { level.blocks[baseY + i][baseX + j].isCollideWith(this); } } } var that = this; level.enemies.forEach(function(enemy){ if (enemy === that) { //don't check collisions with ourselves. return; } else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes. return; } else { that.isCollideWith(enemy); } }); this.isCollideWith(player); }; Goomba.prototype.isCollideWith = function(ent) { if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) { return; } //the first two elements of the hitbox array are an offset, so let's do this now. var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]]; var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]]; //if the hitboxes actually overlap if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) { if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) { if (ent instanceof Mario.Player) { //if we hit the player if (ent.vel[1] > 0) { //then the goomba dies this.stomp(); } else if (ent.starTime) { this.bump(); } else { //or the player gets hit ent.damage(); } } else { this.collideWall(); } } } }; Goomba.prototype.stomp = function() { sounds.stomp.play(); player.bounce = true; this.sprite.pos[0] = 32; this.sprite.speed = 0; this.vel[0] = 0; this.dying = 10; }; Goomba.prototype.bump = function() { sounds.kick.play(); this.sprite.img = 'sprites/enemyr.png'; this.flipping = true; this.pos[1] -= 1; this.vel[0] = 0; this.vel[1] = -2.5; }; })();