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2020-04-18 15:34:08 -04:00

164 lines
4.4 KiB
JavaScript

class Player {
constructor(x, y){
this.x = x;
this.y = y;
this.w = 10;
this.h = 20;
this.hipLeft = {x:this.x-5,y:this.y+10};
this.hipRight = {x:this.x+5,y:this.y+10};
this.leftLeg = new Leg(this.hipLeft.x,this.hipLeft.y,50,-Math.PI/4);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, 50, Math.PI/2);
this.legSelected = "R";
this.shouldMoveLeg = true;
this.collided = false;
this.lastBodyX = x;
this.lastBodyY = y;
}
}
Player.prototype.getActiveLeg = function(){
if(this.legSelected === "L"){
return this.leftLeg;
}
return this.rightLeg;
}
Player.prototype.getLockedLeg = function(){
if(this.legSelected === "R"){
return this.leftLeg;
}
return this.rightLeg;
}
// leg has been selected, move leg towards mouse
Player.prototype.moveLeg = function(){
// Stops if we shouldn't move leg
if(!this.shouldMoveLeg){
return 0;
}
// gets active leg & target
var curLeg = this.getActiveLeg();
var target = mousePos;
// Last leg position
var lastX = curLeg.x2;
var lastY = curLeg.y2;
// var angle = turn(pointTo(curLeg,{x:curLeg.x2,y:curLeg.y2}),pointTo(curLeg,target),0.1);
var angle = pointTo(curLeg,target);
curLeg.x2 = curLeg.x + curLeg.len * Math.cos(angle);
curLeg.y2 = curLeg.y + curLeg.len * Math.sin(angle);
console.log(this.legSelected);
debugger
// Collision
if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})){
this.collided = true;
curLeg.x2 = lastX;
curLeg.y2 = lastY;
return 0;
}
if(collidingWithWorld({x:this.x, y:this.y, w:this.w, h:this.h})){
this.x = this.lastBodyX;
this.y = this.lastBodyY;
}
if(dist(curLeg,target) > curLeg.len) {
// move towards mouse
this.x += Math.cos(angle) * dist(curLeg,target)/50;
this.y += Math.sin(angle) * dist(curLeg,target)/50;
this.updateHips();
}
// if leg is right update it accordingly
if(this.legSelected === "R") {
// set angle to the locked foot to the locked hip
oppLeg = this.getLockedLeg();
angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipRight);
// snap body to a position where the hip is attached to the leg
this.x = (oppLeg.x2 + oppLeg.len * Math.cos(angle)) - 5;
this.y = (oppLeg.y2 + oppLeg.len * Math.sin(angle)) - 10;
this.updateHips();
// make sure each leg ends at the hips
oppLeg.x = this.hipRight.x;
oppLeg.y = this.hipRight.y;
curLeg.x = this.hipLeft.x;
curLeg.y = this.hipLeft.y;
} else {
// set angle to the locked foot to the locked hip
oppLeg = this.getLockedLeg();
angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipLeft);
// snap body to a position where the hip is attached to the leg
this.x = (oppLeg.x2 + oppLeg.len * Math.cos(angle)) + 5;
this.y = (oppLeg.y2 + oppLeg.len * Math.sin(angle)) - 10;
this.updateHips();
// make sure each leg ends at the hips
oppLeg.x = this.hipLeft.x;
oppLeg.y = this.hipLeft.y;
curLeg.x = this.hipRight.x;
curLeg.y = this.hipRight.y;
}
this.lastBodyX = this.x;
this.lastBodyY = this.y;
}
Player.prototype.updateHips = function() {
this.hipLeft = {x:this.x-5,y:this.y+10};
this.hipRight = {x:this.x+5,y:this.y+10};
}
Player.prototype.draw = function() {
rect(this.x, this.y, this.w, this.h,"green");
this.leftLeg.draw();
this.rightLeg.draw();
}
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(this.legSelected === "R"){
this.legSelected = "L";
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.collided = false;
}
}
var player = new Player(400,200);