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+/*
+ * Copyright 2009, Google Inc.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+
+/**
+ * @fileoverview This file defines the Actor class.
+ */
+
+/**
+ * Pulls in all names attributes of a source object and applies them to a
+ * target object. Handy for pulling in a bunch of name:value pairs that were
+ * passed all at once.
+ */
+function Actor() {
+ // Create some defaults for our "required" attributes.
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.width = 20;
+ this.height = 20;
+ this.mapX = 0;
+ this.platformID = 0;
+ this.rotZ = 0;
+ this.frameName = '';
+}
+
+Actor.prototype.absorbNamedValues = function(initObj) {
+ for (var key in initObj) {
+ this[key] = initObj[key];
+ }
+};
+
+/**
+ * Note that for collision detection, all actors are envisioned as 2d rectangles
+ * inside a single plane. These rectangles have a width and a height, and their
+ * "origin" is on the bottom center of the rectangle. So if you create a new
+ * actor, be sure to give it a reasonable width and height.
+ */
+Actor.prototype.collidesWith = function(otherActor) {
+ thisLeft = this.mapX - this.width/2;
+ thisRight = this.mapX + this.width/2;
+ thisTop = this.z + this.height;
+ thisBottom = this.z;
+
+ otherLeft = otherActor.mapX - otherActor.width/2;
+ otherRight = otherActor.mapX + otherActor.width/2;
+ otherTop = otherActor.z + otherActor.height;
+ otherBottom = otherActor.z;
+
+ // First see if we're not overlapping in any dimension.
+ if (thisRight < otherLeft ||
+ thisLeft > otherRight ||
+ thisBottom > otherTop ||
+ thisTop < otherBottom) {
+ return false;
+ }
+
+ // Next check for overlap along X.
+ if (thisRight >= otherLeft &&
+ thisLeft <= otherRight) {
+ // then we're still in the running...
+ } else {
+ return false;
+ }
+
+ // Next check for overlap along Y.
+ if (thisBottom <= otherTop &&
+ thisTop >= otherBottom) {
+ return true;
+ }
+
+ // We're not overlapping in Y, so bomb.
+ return false;
+};
+
+Actor.prototype.isHitBySword = function() {
+ var isHit = false;
+ if (avatar.animation == "Hero_Sword" && avatar.frame > 3) {
+ avatar.width += 80;
+ avatar.height += avatar.frame * 5;
+ if (this.collidesWith(avatar)) {
+ var isHit = true;
+ }
+ avatar.width -= 80;
+ avatar.height -= avatar.frame * 5;
+ }
+ return isHit;
+}
+
+Actor.prototype.isHitByArrow = function() {
+ var isHit = false;
+ // TODO: Make this allow multiple arrows, perform better, etc.
+ if (top.arrowActor != undefined) {
+ // If we don't have the same "parentPlatform, meaning we're in different
+ // world path space, then we don't collide.
+ if (world.platforms[top.arrowActor.platformID].parentID !=
+ world.platforms[this.platformID].parentID) {
+ return false;
+ }
+ if (this.collidesWith(top.arrowActor)) {
+ var isHit = true;
+ }
+ }
+ return isHit;
+}
+
+Actor.prototype.moveMapX = function(change) {
+ var platformAngle = world.platforms[this.platformID].rotZ;
+ this.mapX += change;
+ this.x += change * Math.cos(platformAngle);
+ this.y += change * Math.sin(platformAngle);
+};
+
+
+
+