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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.
+ */
+
+/**
+ * Our avatar object. Hooray!
+ */
+function Avatar(initObj) {
+ this.absorbNamedValues(initObj);
+
+ this.animation = "Hero_Stand"
+ this.velX = 0;
+ this.velY = 0;
+ this.velZ = 0;
+ this.targetRotZ = 0; // Where we'd like to be facing.
+ this.targetVelX = 0; // Speed we'd like to be going.
+ this.swordRate = .5;
+
+ this.width = 30;
+ this.height = 50;
+
+ this.frame = 1;
+ this.framesSinceShot = 0; // If > 0, tack a "#1" onto our instance name.
+ this.isJumping = false;
+
+ // We always start on platform 0 to fix a placement bug.
+ this.platformID = 0;
+ this.x = 0;
+ this.y = 0;
+ this.mapX = 0;
+ this.z = 200;
+ this.parentPlatformID = 0;
+
+}
+
+Avatar.prototype = new Actor;
+
+Avatar.prototype.onTick = function(timeElapsed) {
+ updateActor(this);
+}