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pyscript/examples/mario/js/pipe.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

225 lines
6.6 KiB
JavaScript

(function () {
if (typeof Mario === "undefined") window.Mario = {};
//there are too many possible configurations of pipe to capture in a reasonable
//set of simple variables. Joints, etc. are just too much.
//To that end, the pipe class handles simple pipes, and we'll put together
//anything more complex with individual props. OK? OK.
Pipe = Mario.Pipe = function (options) {
this.pos = options.pos;
//NOTE: direction is the direction you move INTO the pipe.
this.direction = options.direction;
this.destination = options.destination;
this.length = options.length;
if (this.direction === "UP" || this.direction === "DOWN") {
this.hitbox = [0, 0, 32, this.length * 16];
this.midsection = level.pipeUpMid;
this.endsection = level.pipeTop;
} else {
this.hitbox = [0, 0, 16 * this.length, 32];
this.midsection = level.pipeSideMid;
this.endsection = level.pipeLeft;
}
};
Pipe.prototype.checkPipe = function () {
if (this.destination === undefined || !input.isDown(this.direction)) return;
var h = player.power === 0 ? 16 : 32;
var x = Math.floor(player.pos[0]);
var y = Math.floor(player.pos[1]);
switch (this.direction) {
case "RIGHT":
if (
x === this.pos[0] - 16 &&
y >= this.pos[1] &&
y + h <= this.pos[1] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case "LEFT":
if (
x === this.pos[0] + 16 * this.length &&
y >= this.pos[1] &&
y + h <= this.pos[1] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case "UP":
if (
y === this.pos[1] + 16 * this.length &&
x >= this.pos[0] &&
x + 16 <= this.pos[0] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case "DOWN":
if (
y + h === this.pos[1] &&
x >= this.pos[0] &&
x + 16 <= this.pos[0] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
}
};
//Note to self: next time, decide on a convention for which thing checks for collisions
//and stick to it. This is a pain.
Pipe.prototype.checkCollisions = function () {
var that = this;
level.enemies.forEach(function (ent) {
that.isCollideWith(ent);
});
level.items.forEach(function (ent) {
that.isCollideWith(ent);
});
fireballs.forEach(function (ent) {
that.isCollideWith(ent);
});
if (!player.piping) this.isCollideWith(player);
};
Pipe.prototype.isCollideWith = function (ent) {
//long story short: because we scan every item, and and one 'rubble' item is four things with separate positions
//we'll crash without this line as soon as we destroy a block. OOPS.
if (ent.pos === undefined) return;
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [
Math.floor(this.pos[0] + this.hitbox[0]),
Math.floor(this.pos[1] + this.hitbox[1]),
];
var hpos2 = [
Math.floor(ent.pos[0] + ent.hitbox[0]),
Math.floor(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 the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (
Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] &&
center - 2 <= hpos1[0] + this.hitbox[2]
) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
};
//we COULD try to write some shenanigans so that the check gets put into the
//collision code, but there won't ever be more than a handful of pipes in a level
//so the performance hit of scanning all of them is miniscule.
Pipe.prototype.update = function (dt) {
if (this.destination) this.checkPipe();
};
//http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array
//I honestly have no idea if javascript does this, but I feel like it makes sense
//stylistically to prefer branching outside of loops when possible as convention
//TODO: edit the spritesheet so UP and LEFT pipes aren't backwards.
Pipe.prototype.render = function (ctx, vX, vY) {
switch (this.direction) {
case "DOWN":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
case "UP":
this.endsection.render(
ctx,
this.pos[0],
this.pos[1] + 16 * (this.length - 1),
vX,
vY,
);
for (var i = 0; i < this.length - 1; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
case "RIGHT":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(
ctx,
this.pos[0] + 16 * i,
this.pos[1],
vX,
vY,
);
}
break;
case "LEFT":
this.endsection.render(
ctx,
this.pos[0] + 16 * (this.length - 1),
this.pos[1],
vX,
vY,
);
for (var i = 0; i < this.legth - 1; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
}
};
})();