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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);
}
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