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

161 lines
6.0 KiB
JavaScript

(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;
}
}
})();