(function() { if (typeof Mario === 'undefined') window.Mario = {}; var Fireflower = Mario.Fireflower = function(pos) { this.spawning = false; this.waiting = 0; Mario.Entity.call(this, { pos: pos, sprite: level.fireFlowerSprite, hitbox: [0,0,16,16] }); } Mario.Util.inherits(Fireflower, Mario.Entity); Fireflower.prototype.render = function(ctx, vX, vY) { if (this.spawning > 1) return; this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY); } Fireflower.prototype.spawn = function() { sounds.itemAppear.play(); this.idx = level.items.length; level.items.push(this); this.spawning = 12; this.targetpos = []; this.targetpos[0] = this.pos[0]; this.targetpos[1] = this.pos[1] - 16; } Fireflower.prototype.update = function(dt) { if (this.spawning > 1) { this.spawning -= 1; if (this.spawning == 1) this.vel[1] = -.5; return; } if (this.spawning) { if (this.pos[1] <= this.targetpos[1]) { this.pos[1] = this.targetpos[1]; this.vel[1] = 0; this.spawning = 0; } } this.vel[1] += this.acc[1]; this.pos[0] += this.vel[0]; this.pos[1] += this.vel[1]; this.sprite.update(dt); } Fireflower.prototype.checkCollisions = function() { if (this.spawning) {return;} this.isPlayerCollided(); } Fireflower.prototype.isPlayerCollided = function() { //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 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]]; //if the hitboxes actually overlap if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) { if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) { player.powerUp(this.idx); } } } //This should never be called, but just in case. Fireflower.prototype.bump = function() {;} })();