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* Apply prettier to css, js, html, md, ts, and yml As a followup I will add prettier to the .pre-commit config. This patch is 100% generated by prettier. I used a forked version of prettier that understands the py-script tag. See https://github.com/hoodmane/pyscript-prettier-precommit for more info. * Apply old pre-commit * Revert some problems * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Revert some changes * More changes * Fix pre-commit * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
225 lines
6.6 KiB
JavaScript
225 lines
6.6 KiB
JavaScript
(function () {
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if (typeof Mario === "undefined") window.Mario = {};
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//there are too many possible configurations of pipe to capture in a reasonable
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//set of simple variables. Joints, etc. are just too much.
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//To that end, the pipe class handles simple pipes, and we'll put together
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//anything more complex with individual props. OK? OK.
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Pipe = Mario.Pipe = function (options) {
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this.pos = options.pos;
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//NOTE: direction is the direction you move INTO the pipe.
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this.direction = options.direction;
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this.destination = options.destination;
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this.length = options.length;
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if (this.direction === "UP" || this.direction === "DOWN") {
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this.hitbox = [0, 0, 32, this.length * 16];
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this.midsection = level.pipeUpMid;
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this.endsection = level.pipeTop;
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} else {
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this.hitbox = [0, 0, 16 * this.length, 32];
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this.midsection = level.pipeSideMid;
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this.endsection = level.pipeLeft;
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}
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};
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Pipe.prototype.checkPipe = function () {
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if (this.destination === undefined || !input.isDown(this.direction)) return;
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var h = player.power === 0 ? 16 : 32;
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var x = Math.floor(player.pos[0]);
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var y = Math.floor(player.pos[1]);
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switch (this.direction) {
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case "RIGHT":
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if (
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x === this.pos[0] - 16 &&
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y >= this.pos[1] &&
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y + h <= this.pos[1] + 32
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) {
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player.pipe(this.direction, this.destination);
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}
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break;
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case "LEFT":
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if (
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x === this.pos[0] + 16 * this.length &&
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y >= this.pos[1] &&
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y + h <= this.pos[1] + 32
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) {
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player.pipe(this.direction, this.destination);
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}
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break;
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case "UP":
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if (
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y === this.pos[1] + 16 * this.length &&
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x >= this.pos[0] &&
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x + 16 <= this.pos[0] + 32
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) {
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player.pipe(this.direction, this.destination);
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}
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break;
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case "DOWN":
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if (
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y + h === this.pos[1] &&
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x >= this.pos[0] &&
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x + 16 <= this.pos[0] + 32
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) {
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player.pipe(this.direction, this.destination);
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}
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break;
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}
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};
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//Note to self: next time, decide on a convention for which thing checks for collisions
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//and stick to it. This is a pain.
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Pipe.prototype.checkCollisions = function () {
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var that = this;
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level.enemies.forEach(function (ent) {
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that.isCollideWith(ent);
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});
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level.items.forEach(function (ent) {
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that.isCollideWith(ent);
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});
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fireballs.forEach(function (ent) {
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that.isCollideWith(ent);
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});
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if (!player.piping) this.isCollideWith(player);
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};
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Pipe.prototype.isCollideWith = function (ent) {
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//long story short: because we scan every item, and and one 'rubble' item is four things with separate positions
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//we'll crash without this line as soon as we destroy a block. OOPS.
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if (ent.pos === undefined) return;
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//the first two elements of the hitbox array are an offset, so let's do this now.
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var hpos1 = [
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Math.floor(this.pos[0] + this.hitbox[0]),
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Math.floor(this.pos[1] + this.hitbox[1]),
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];
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var hpos2 = [
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Math.floor(ent.pos[0] + ent.hitbox[0]),
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Math.floor(ent.pos[1] + ent.hitbox[1]),
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];
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//if the hitboxes actually overlap
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if (
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!(
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hpos1[0] > hpos2[0] + ent.hitbox[2] ||
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hpos1[0] + this.hitbox[2] < hpos2[0]
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)
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) {
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if (
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!(
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hpos1[1] > hpos2[1] + ent.hitbox[3] ||
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hpos1[1] + this.hitbox[3] < hpos2[1]
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)
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) {
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//if the entity is over the block, it's basically floor
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var center = hpos2[0] + ent.hitbox[2] / 2;
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if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
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ent.vel[1] = 0;
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ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
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ent.standing = true;
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if (ent instanceof Mario.Player) {
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ent.jumping = 0;
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}
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} else if (
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Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
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center + 2 >= hpos1[0] &&
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center - 2 <= hpos1[0] + this.hitbox[2]
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) {
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//ent is under the block.
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ent.vel[1] = 0;
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ent.pos[1] = hpos1[1] + this.hitbox[3];
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if (ent instanceof Mario.Player) {
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ent.jumping = 0;
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}
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} else {
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//entity is hitting it from the side, we're a wall
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ent.collideWall(this);
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}
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}
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}
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};
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//we COULD try to write some shenanigans so that the check gets put into the
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//collision code, but there won't ever be more than a handful of pipes in a level
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//so the performance hit of scanning all of them is miniscule.
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Pipe.prototype.update = function (dt) {
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if (this.destination) this.checkPipe();
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};
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//http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array
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//I honestly have no idea if javascript does this, but I feel like it makes sense
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//stylistically to prefer branching outside of loops when possible as convention
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//TODO: edit the spritesheet so UP and LEFT pipes aren't backwards.
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Pipe.prototype.render = function (ctx, vX, vY) {
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switch (this.direction) {
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case "DOWN":
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this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
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for (var i = 1; i < this.length; i++) {
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this.midsection.render(
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ctx,
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this.pos[0],
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this.pos[1] + i * 16,
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vX,
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vY,
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);
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}
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break;
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case "UP":
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this.endsection.render(
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ctx,
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this.pos[0],
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this.pos[1] + 16 * (this.length - 1),
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vX,
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vY,
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);
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for (var i = 0; i < this.length - 1; i++) {
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this.midsection.render(
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ctx,
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this.pos[0],
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this.pos[1] + i * 16,
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vX,
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vY,
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);
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}
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break;
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case "RIGHT":
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this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
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for (var i = 1; i < this.length; i++) {
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this.midsection.render(
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ctx,
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this.pos[0] + 16 * i,
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this.pos[1],
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vX,
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vY,
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);
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}
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break;
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case "LEFT":
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this.endsection.render(
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ctx,
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this.pos[0] + 16 * (this.length - 1),
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this.pos[1],
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vX,
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vY,
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);
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for (var i = 0; i < this.legth - 1; i++) {
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this.midsection.render(
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ctx,
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this.pos[0],
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this.pos[1] + i * 16,
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vX,
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vY,
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);
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}
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break;
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}
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};
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})();
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