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Diffstat (limited to 'o3d/samples/io/actors/actor.js')
-rw-r--r-- | o3d/samples/io/actors/actor.js | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/o3d/samples/io/actors/actor.js b/o3d/samples/io/actors/actor.js new file mode 100644 index 0000000..a0e1e50 --- /dev/null +++ b/o3d/samples/io/actors/actor.js @@ -0,0 +1,144 @@ +/* + * 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); +}; + + + + |