/* * 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); };