Added some collision
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023bf1fc4e
commit
5e2a58528b
@ -63,6 +63,7 @@ function draw() {
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// playing
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case globalStates.playing:
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drawWorldBlocks();
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player.draw();
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break;
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// paused
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case globalStates.paused:
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@ -92,7 +93,7 @@ function absoluteDraw() {
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// playing
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case globalStates.playing:
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drawPlayingUI();
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player.draw();
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break;
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// paused
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case globalStates.paused:
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@ -45,25 +45,19 @@ Player.prototype.moveLeg = function(){
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var curLeg = this.getActiveLeg();
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var target = mousePos;
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// Last leg position
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var lastX = curLeg.x2;
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var lastY = curLeg.y2;
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// move selected leg towards mouse
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// console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5));
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curLeg.angle = turn( curLeg.angle,pointTo(curLeg,target),0.1);
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// var angle = pointTo(curLeg,target);
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curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
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curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);
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// curLeg.angle = pointTo(curLeg,{x:curLeg.x2,y:curLeg.y2});
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console.log(this.legSelected);
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debugger
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// Collision
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if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})){
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this.collided = true;
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@ -106,10 +100,10 @@ Player.prototype.moveLeg = function(){
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curLeg.x = this.hipLeft.x;
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curLeg.y = this.hipLeft.y;
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console.log(oppLeg.angle)
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//console.log(oppLeg.angle)
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// if leg is left update it accordingly
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} else {
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console.log(curLeg.angle)
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//console.log(curLeg.angle)
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// set angle to the locked foot to the locked hip
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oppLeg = this.getLockedLeg();
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oppLeg.angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipLeft);
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@ -145,6 +139,7 @@ Player.prototype.updateHips = function() {
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Player.prototype.draw = function() {
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rect(this.x, this.y, this.w, this.h,"green");
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this.leftLeg.draw();
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this.rightLeg.draw();
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}
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@ -152,34 +147,23 @@ Player.prototype.draw = function() {
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Player.prototype.update = function() {
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this.moveLeg();
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var curLeg = this.getActiveLeg();
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if(mousePress[0] || this.collided){//collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})||
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if(mousePress[0] || this.collided){
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if(this.legSelected === "R"){
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this.legSelected = "L";
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<<<<<<< HEAD
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this.lastFootX = this.leftLeg.x2;
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this.lastFootX = this.leftLeg.y2;
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} else {
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this.legSelected = "R";
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this.lastFootX = this.rightLeg.x2;
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this.lastFootX = this.rightLeg.x2;
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=======
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this.leftLeg.angle += pi;
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} else {
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this.legSelected = "R";
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this.rightLeg.angle += pi;
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>>>>>>> 7a71387b4279ade1d4c8c0ec73a82d0e4ab40b47
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}
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this.collided = false;
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}
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centerCameraOn(this.x,this.y);
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}
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<<<<<<< HEAD
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var player = new Player(400,200);
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=======
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var player = new Player(250,200);
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>>>>>>> 7a71387b4279ade1d4c8c0ec73a82d0e4ab40b47
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var player = new Player(500,100);
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