(function () { if (typeof Mario === "undefined") window.Mario = {}; var Star = (Mario.Star = function (pos) { this.spawning = false; this.waiting = 0; Mario.Entity.call(this, { pos: pos, sprite: level.starSprite, hitbox: [0, 0, 16, 16], }); }); Mario.Util.inherits(Star, Mario.Entity); Star.prototype.render = function (ctx, vX, vY) { if (this.spawning > 1) return; this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY); }; Star.prototype.spawn = function () { this.idx = level.items.length; level.items.push(this); this.spawning = 12; this.targetpos = []; this.targetpos[0] = this.pos[0]; this.targetpos[1] = this.pos[1] - 16; }; Star.prototype.update = function (dt) { if (this.spawning > 1) { this.spawning -= 1; if (this.spawning == 1) this.vel[1] = -0.5; return; } if (this.spawning) { if (this.pos[1] <= this.targetpos[1]) { this.pos[1] = this.targetpos[1]; this.vel[1] = 0; this.waiting = 5; this.spawning = 0; this.vel[0] = 1; } } else { this.acc[1] = 0.2; } if (this.standing) { this.standing = false; this.vel[1] = -3; } if (this.waiting) { this.waiting -= 1; } else { this.vel[1] += this.acc[1]; this.pos[0] += this.vel[0]; this.pos[1] += this.vel[1]; this.sprite.update(dt); } }; Star.prototype.collideWall = function () { this.vel[0] = -this.vel[0]; }; Star.prototype.checkCollisions = function () { if (this.spawning) { return; } var h = this.pos[1] % 16 == 0 ? 1 : 2; var w = this.pos[0] % 16 == 0 ? 1 : 2; var baseX = Math.floor(this.pos[0] / 16); var baseY = Math.floor(this.pos[1] / 16); if (baseY + h > 15) { delete level.items[this.idx]; return; } for (var i = 0; i < h; i++) { for (var j = 0; j < w; j++) { if (level.statics[baseY + i][baseX + j]) { level.statics[baseY + i][baseX + j].isCollideWith(this); } if (level.blocks[baseY + i][baseX + j]) { level.blocks[baseY + i][baseX + j].isCollideWith(this); } } } this.isPlayerCollided(); }; //we have access to player everywhere, so let's just do this. Star.prototype.isPlayerCollided = function () { //the first two elements of the hitbox array are an offset, so let's do this now. var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]]; var hpos2 = [ player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1], ]; //if the hitboxes actually overlap if ( !( hpos1[0] > hpos2[0] + player.hitbox[2] || hpos1[0] + this.hitbox[2] < hpos2[0] ) ) { if ( !( hpos1[1] > hpos2[1] + player.hitbox[3] || hpos1[1] + this.hitbox[3] < hpos2[1] ) ) { player.star(this.idx); } } }; Star.prototype.bump = function () { this.vel[1] = -2; }; })();