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