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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 VerticalPad class.
+ */
+
+/**
+ * A Vertical Pad you can run on. These things oscillate between their starting
+ * position and a z of 350"
+ */
+function VerticalPad(initObj) {
+ this.absorbNamedValues(initObj);
+ this.maxSpeed = 4 * 20;
+ this.moveAmount = 4 * 20;
+ this.bottomZ = this.z;
+ this.topZ = 350;
+ this.width = 42;
+ this.height = 10;
+}
+VerticalPad.prototype = new Actor;
+
+VerticalPad.prototype.onTick = function(timeElapsed) {
+ // I bounce back and forth between the left and right points on my platform.
+ if (this.z < this.bottomZ) {
+ this.moveAmount += 1;
+ } else if (this.z > this.topZ) {
+ this.moveAmount -= 1;
+ } else if (this.moveAmount >= 0) {
+ this.moveAmount = this.maxSpeed;
+ } else {
+ this.moveAmount = -this.maxSpeed;
+ }
+
+ // I match my rotation to that of my platform.
+ var myPlatform = world.platforms[this.platformID];
+ this.rotZ = myPlatform.rotZ;
+
+
+ this.z += this.moveAmount * timeElapsed;
+
+ // If I collide with the avatar, then move the avatar along with me,
+ // and set his "override" groundZ to be my own Z.
+ if (this.collidesWith(avatar)) {
+ if (avatar.velZ <= 0 && avatar.z >= this.z - 45) {
+ avatar.z = this.z
+ if (this.moveAmount < 0) {
+ avatar.z += this.moveAmount * timeElapsed;
+ }
+ avatar.groundZ = avatar.z;
+ }
+ }
+
+ updateActor(this);
+}