diff --git a/docs/assets/js/index.js b/docs/assets/js/index.js index 51d3657..b3a82eb 100644 --- a/docs/assets/js/index.js +++ b/docs/assets/js/index.js @@ -63,6 +63,7 @@ function draw() { // playing case globalStates.playing: drawWorldBlocks(); + player.draw(); break; // paused case globalStates.paused: @@ -92,7 +93,7 @@ function absoluteDraw() { // playing case globalStates.playing: drawPlayingUI(); - player.draw(); + break; // paused case globalStates.paused: diff --git a/docs/assets/js/player/player.js b/docs/assets/js/player/player.js index f57e74b..5e356c4 100644 --- a/docs/assets/js/player/player.js +++ b/docs/assets/js/player/player.js @@ -45,25 +45,19 @@ Player.prototype.moveLeg = function(){ var curLeg = this.getActiveLeg(); var target = mousePos; - // Last leg position var lastX = curLeg.x2; var lastY = curLeg.y2; - + // move selected leg towards mouse - // console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5)); curLeg.angle = turn( curLeg.angle,pointTo(curLeg,target),0.1); // var angle = pointTo(curLeg,target); curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle); curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle); - // curLeg.angle = pointTo(curLeg,{x:curLeg.x2,y:curLeg.y2}); - - console.log(this.legSelected); - debugger // Collision if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})){ this.collided = true; @@ -106,10 +100,10 @@ Player.prototype.moveLeg = function(){ curLeg.x = this.hipLeft.x; curLeg.y = this.hipLeft.y; - console.log(oppLeg.angle) + //console.log(oppLeg.angle) // if leg is left update it accordingly } else { - console.log(curLeg.angle) + //console.log(curLeg.angle) // set angle to the locked foot to the locked hip oppLeg = this.getLockedLeg(); oppLeg.angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipLeft); @@ -145,6 +139,7 @@ Player.prototype.updateHips = function() { Player.prototype.draw = function() { rect(this.x, this.y, this.w, this.h,"green"); + this.leftLeg.draw(); this.rightLeg.draw(); } @@ -152,34 +147,23 @@ Player.prototype.draw = function() { Player.prototype.update = function() { this.moveLeg(); var curLeg = this.getActiveLeg(); - if(mousePress[0] || this.collided){//collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})|| + if(mousePress[0] || this.collided){ if(this.legSelected === "R"){ this.legSelected = "L"; -<<<<<<< HEAD - this.lastFootX = this.leftLeg.x2; - this.lastFootX = this.leftLeg.y2; - } else { - this.legSelected = "R"; - this.lastFootX = this.rightLeg.x2; - this.lastFootX = this.rightLeg.x2; - -======= this.leftLeg.angle += pi; } else { this.legSelected = "R"; this.rightLeg.angle += pi; ->>>>>>> 7a71387b4279ade1d4c8c0ec73a82d0e4ab40b47 } this.collided = false; } + centerCameraOn(this.x,this.y); } -<<<<<<< HEAD -var player = new Player(400,200); -======= -var player = new Player(250,200); ->>>>>>> 7a71387b4279ade1d4c8c0ec73a82d0e4ab40b47 + +var player = new Player(500,100); +