(function() { if (typeof Mario === 'undefined') window.Mario = {}; //there are too many possible configurations of pipe to capture in a reasonable //set of simple variables. Joints, etc. are just too much. //To that end, the pipe class handles simple pipes, and we'll put together //anything more complex with individual props. OK? OK. Pipe = Mario.Pipe = function(options) { this.pos = options.pos //NOTE: direction is the direction you move INTO the pipe. this.direction = options.direction this.destination = options.destination this.length = options.length; if (this.direction === "UP" || this.direction === "DOWN") { this.hitbox = [0,0, 32, this.length * 16]; this.midsection = level.pipeUpMid; this.endsection = level.pipeTop; } else { this.hitbox = [0,0, 16*this.length, 32]; this.midsection = level.pipeSideMid; this.endsection = level.pipeLeft; } } Pipe.prototype.checkPipe = function() { if (this.destination === undefined || !input.isDown(this.direction)) return; var h = player.power===0 ? 16 : 32; var x = Math.floor(player.pos[0]); var y = Math.floor(player.pos[1]); switch (this.direction) { case 'RIGHT': if (x === this.pos[0]-16 && y >= this.pos[1] && y+h <= this.pos[1]+32) { player.pipe(this.direction, this.destination) } break; case 'LEFT': if (x === this.pos[0]+16*this.length && y >= this.pos[1] && y+h <= this.pos[1]+32) { player.pipe(this.direction, this.destination) } break; case 'UP': if (y === this.pos[1] + 16*this.length && x >= this.pos[0] && x+16 <= this.pos[0]+32) { player.pipe(this.direction, this.destination) } break; case 'DOWN': if (y+h === this.pos[1] && x >= this.pos[0] && x+16 <= this.pos[0]+32) { player.pipe(this.direction, this.destination); } break; } } //Note to self: next time, decide on a convention for which thing checks for collisions //and stick to it. This is a pain. Pipe.prototype.checkCollisions = function() { var that = this; level.enemies.forEach (function(ent) { that.isCollideWith(ent); }); level.items.forEach (function(ent) { that.isCollideWith(ent); }); fireballs.forEach(function(ent){ that.isCollideWith(ent) }); if (!player.piping) this.isCollideWith(player); } Pipe.prototype.isCollideWith = function (ent) { //long story short: because we scan every item, and and one 'rubble' item is four things with separate positions //we'll crash without this line as soon as we destroy a block. OOPS. if (ent.pos === undefined) return; //the first two elements of the hitbox array are an offset, so let's do this now. var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])]; var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(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 the entity is over the block, it's basically floor var center = hpos2[0] + ent.hitbox[2] / 2; if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) { ent.vel[1] = 0; ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1]; ent.standing = true; if (ent instanceof Mario.Player) { ent.jumping = 0; } } else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] && center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) { //ent is under the block. ent.vel[1] = 0; ent.pos[1] = hpos1[1] + this.hitbox[3]; if (ent instanceof Mario.Player) { ent.jumping = 0; } } else { //entity is hitting it from the side, we're a wall ent.collideWall(this); } } } } //we COULD try to write some shenanigans so that the check gets put into the //collision code, but there won't ever be more than a handful of pipes in a level //so the performance hit of scanning all of them is miniscule. Pipe.prototype.update = function(dt) { if (this.destination) this.checkPipe(); } //http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array //I honestly have no idea if javascript does this, but I feel like it makes sense //stylistically to prefer branching outside of loops when possible as convention //TODO: edit the spritesheet so UP and LEFT pipes aren't backwards. Pipe.prototype.render = function(ctx, vX, vY) { switch (this.direction) { case "DOWN": this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY); for (var i = 1; i < this.length; i++) { this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY) } break; case "UP": this.endsection.render(ctx, this.pos[0], this.pos[1]+16*(this.length-1), vX, vY) for (var i=0; i < this.length - 1; i++) { this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY) } break; case "RIGHT": this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY) for (var i = 1; i < this.length; i++) { this.midsection.render(ctx, this.pos[0]+16*i, this.pos[1], vX, vY) } break; case "LEFT": this.endsection.render(ctx, this.pos[0]+16*(this.length-1), this.pos[1], vX, vY) for (var i = 0; i < this.legth-1; i++) { this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY) } break; } } })();