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pyscript/examples/mario/js/goomba.js
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2023-03-06 14:20:21 +00:00

145 lines
3.6 KiB
JavaScript

(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: On console the hitbox is smaller. Measure it and edit this.
var Goomba = (Mario.Goomba = function (pos, sprite) {
this.dying = false;
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0, 0, 16, 16],
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
});
Goomba.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Goomba.prototype.update = function (dt, vX) {
if (this.pos[0] - vX > 336) {
//if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
}
if (this.dying) {
this.dying -= 1;
if (!this.dying) {
delete level.enemies[this.idx];
}
}
this.acc[1] = 0.2;
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
};
Goomba.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
};
Goomba.prototype.checkCollisions = function () {
if (this.flipping) {
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.enemies[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);
}
}
}
var that = this;
level.enemies.forEach(function (enemy) {
if (enemy === that) {
//don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
this.isCollideWith(player);
};
Goomba.prototype.isCollideWith = function (ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
//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 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (ent instanceof Mario.Player) {
//if we hit the player
if (ent.vel[1] > 0) {
//then the goomba dies
this.stomp();
} else if (ent.starTime) {
this.bump();
} else {
//or the player gets hit
ent.damage();
}
} else {
this.collideWall();
}
}
}
};
Goomba.prototype.stomp = function () {
sounds.stomp.play();
player.bounce = true;
this.sprite.pos[0] = 32;
this.sprite.speed = 0;
this.vel[0] = 0;
this.dying = 10;
};
Goomba.prototype.bump = function () {
sounds.kick.play();
this.sprite.img = "sprites/enemyr.png";
this.flipping = true;
this.pos[1] -= 1;
this.vel[0] = 0;
this.vel[1] = -2.5;
};
})();