/* * 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); }