mirror of
https://github.com/pyscript/pyscript.git
synced 2025-12-20 10:47:35 -05:00
85 lines
2.4 KiB
JavaScript
85 lines
2.4 KiB
JavaScript
(function () {
|
|
if (typeof Mario === "undefined") window.Mario = {};
|
|
|
|
//TODO: clean up the logic for sprite switching.
|
|
//TODO: There's a weird bug with the collision logic. Look into it.
|
|
|
|
var Block = (Mario.Block = function (options) {
|
|
this.item = options.item;
|
|
this.usedSprite = options.usedSprite;
|
|
this.bounceSprite = options.bounceSprite;
|
|
this.breakable = options.breakable;
|
|
|
|
Mario.Entity.call(this, {
|
|
pos: options.pos,
|
|
sprite: options.sprite,
|
|
hitbox: [0, 0, 16, 16],
|
|
});
|
|
|
|
this.standing = true;
|
|
});
|
|
|
|
Mario.Util.inherits(Block, Mario.Floor);
|
|
|
|
Block.prototype.break = function () {
|
|
sounds.breakBlock.play();
|
|
new Mario.Rubble().spawn(this.pos);
|
|
var x = this.pos[0] / 16,
|
|
y = this.pos[1] / 16;
|
|
delete level.blocks[y][x];
|
|
};
|
|
|
|
Block.prototype.bonk = function (power) {
|
|
sounds.bump.play();
|
|
if (power > 0 && this.breakable) {
|
|
this.break();
|
|
} else if (this.standing) {
|
|
this.standing = false;
|
|
if (this.item) {
|
|
this.item.spawn();
|
|
this.item = null;
|
|
}
|
|
this.opos = [];
|
|
this.opos[0] = this.pos[0];
|
|
this.opos[1] = this.pos[1];
|
|
if (this.bounceSprite) {
|
|
this.osprite = this.sprite;
|
|
this.sprite = this.bounceSprite;
|
|
} else {
|
|
this.sprite = this.usedSprite;
|
|
}
|
|
|
|
this.vel[1] = -2;
|
|
}
|
|
};
|
|
|
|
Block.prototype.update = function (dt, gameTime) {
|
|
if (!this.standing) {
|
|
if (this.pos[1] < this.opos[1] - 8) {
|
|
this.vel[1] = 2;
|
|
}
|
|
if (this.pos[1] > this.opos[1]) {
|
|
this.vel[1] = 0;
|
|
this.pos = this.opos;
|
|
if (this.osprite) {
|
|
this.sprite = this.osprite;
|
|
}
|
|
this.standing = true;
|
|
}
|
|
} else {
|
|
if (this.sprite === this.usedSprite) {
|
|
var x = this.pos[0] / 16,
|
|
y = this.pos[1] / 16;
|
|
level.statics[y][x] = new Mario.Floor(
|
|
this.pos,
|
|
this.usedSprite,
|
|
);
|
|
delete level.blocks[y][x];
|
|
}
|
|
}
|
|
|
|
this.pos[1] += this.vel[1];
|
|
this.sprite.update(dt, gameTime);
|
|
};
|
|
})();
|