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pyscript-python-html/pyscriptjs/examples/mario/js/goomba.js
2022-04-09 15:44:15 -05:00

130 lines
3.4 KiB
JavaScript

(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;
};
})();