/* * 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 HorizontalPad class. */ /** * A Horizontal Floater. */ function HorizontalPad(initObj) { this.absorbNamedValues(initObj); this.maxSpeed = 4 * 20; this.moveAmount = 4 * 20; this.width = 42; this.height = 1; } HorizontalPad.prototype = new Actor; HorizontalPad.prototype.onTick = function(timeElapsed) { // When you attach me to a platform, I make it so nobody // can stand on it... only me. world.platforms[this.platformID].isNotSolid = true; // I move based off of the platform that I'm on. So get that now. var myPlatform = world.platforms[this.platformID]; // I bounce back and forth between the left and right points on my platform. if (this.mapX < myPlatform.left.mapX) { this.moveAmount += 1; } else if (this.mapX > myPlatform.right.mapX) { 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. this.rotZ = myPlatform.rotZ; // Here's how I move. moveMapX is a handy function that updates both // my "virtual 2d world" mapX, as well as my literal x + y values this.moveMapX(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 - 25) { avatar.moveMapX(this.moveAmount * timeElapsed); avatar.groundZ = this.z; } } updateActor(this); }