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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);
}
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