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pyscript/examples/mario/js/player.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

499 lines
12 KiB
JavaScript

(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Player = (Mario.Player = function (pos) {
//I know, I know, there are a lot of variables tracking Mario's state.
//Maybe these can be consolidated some way? We'll see once they're all in.
this.power = 0;
this.coins = 0;
this.powering = [];
this.bounce = false;
this.jumping = 0;
this.canJump = true;
this.invincibility = 0;
this.crouching = false;
this.fireballs = 0;
this.runheld = false;
this.noInput = false;
this.targetPos = [];
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite("sprites/player.png", [80, 32], [16, 16], 0),
hitbox: [0, 0, 16, 16],
});
});
Mario.Util.inherits(Player, Mario.Entity);
Player.prototype.run = function () {
this.maxSpeed = 2.5;
if (this.power == 2 && !this.runheld) {
this.shoot();
}
this.runheld = true;
};
Player.prototype.shoot = function () {
if (this.fireballs >= 2) return; //Projectile limit!
this.fireballs += 1;
var fb = new Mario.Fireball([this.pos[0] + 8, this.pos[1]]); //I hate you, Javascript.
fb.spawn(this.left);
this.shooting = 2;
};
Player.prototype.noRun = function () {
this.maxSpeed = 1.5;
this.moveAcc = 0.07;
this.runheld = false;
};
Player.prototype.moveRight = function () {
//we're on the ground
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = this.moveAcc;
this.left = false;
} else {
this.acc[0] = this.moveAcc;
}
};
Player.prototype.moveLeft = function () {
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = -this.moveAcc;
this.left = true;
} else {
this.acc[0] = -this.moveAcc;
}
};
Player.prototype.noWalk = function () {
this.maxSpeed = 0;
if (this.vel[0] === 0) return;
if (Math.abs(this.vel[0]) <= 0.1) {
this.vel[0] = 0;
this.acc[0] = 0;
}
};
Player.prototype.crouch = function () {
if (this.power === 0) {
this.crouching = false;
return;
}
if (this.standing) this.crouching = true;
};
Player.prototype.noCrouch = function () {
this.crouching = false;
};
Player.prototype.jump = function () {
if (this.vel[1] > 0) {
return;
}
if (this.jumping) {
this.jumping -= 1;
} else if (this.standing && this.canJump) {
this.jumping = 20;
this.canJump = false;
this.standing = false;
this.vel[1] = -6;
if (this.power === 0) {
sounds.smallJump.currentTime = 0;
sounds.smallJump.play();
} else {
sounds.bigJump.currentTime = 0;
sounds.bigJump.play();
}
}
};
Player.prototype.noJump = function () {
this.canJump = true;
if (this.jumping) {
if (this.jumping <= 16) {
this.vel[1] = 0;
this.jumping = 0;
} else this.jumping -= 1;
}
};
Player.prototype.setAnimation = function () {
if (this.dying) return;
if (this.starTime) {
var index;
if (this.starTime > 60) index = Math.floor(this.starTime / 2) % 3;
else index = Math.floor(this.starTime / 8) % 3;
this.sprite.pos[1] = level.invincibility[index];
if (this.power == 0) {
this.sprite.pos[1] += 32;
}
this.starTime -= 1;
if (this.starTime == 0) {
switch (this.power) {
case 0:
this.sprite.pos[1] = 32;
break;
case 1:
this.sprite.pos[1] = 0;
break;
case 2:
this.sprite.pos[1] = 96;
break;
}
}
}
//okay cool, now set the sprite
if (this.crouching) {
this.sprite.pos[0] = 176;
this.sprite.speed = 0;
return;
}
if (this.jumping) {
this.sprite.pos[0] = 160;
this.sprite.speed = 0;
} else if (this.standing) {
if (Math.abs(this.vel[0]) > 0) {
if (this.vel[0] * this.acc[0] >= 0) {
this.sprite.pos[0] = 96;
this.sprite.frames = [0, 1, 2];
if (this.vel[0] < 0.2) {
this.sprite.speed = 5;
} else {
this.sprite.speed = Math.abs(this.vel[0]) * 8;
}
} else if (
(this.vel[0] > 0 && this.left) ||
(this.vel[0] < 0 && !this.left)
) {
this.sprite.pos[0] = 144;
this.sprite.speed = 0;
}
} else {
this.sprite.pos[0] = 80;
this.sprite.speed = 0;
}
if (this.shooting) {
this.sprite.pos[0] += 160;
this.shooting -= 1;
}
}
if (this.flagging) {
this.sprite.pos[0] = 192;
this.sprite.frames = [0, 1];
this.sprite.speed = 10;
if (this.vel[1] === 0) this.sprite.frames = [0];
}
//which way are we facing?
if (this.left) {
this.sprite.img = "sprites/playerl.png";
} else {
this.sprite.img = "sprites/player.png";
}
};
Player.prototype.update = function (dt, vX) {
if (this.powering.length !== 0) {
var next = this.powering.shift();
if (next == 5) return;
this.sprite.pos = this.powerSprites[next];
this.sprite.size = this.powerSizes[next];
this.pos[1] += this.shift[next];
if (this.powering.length === 0) {
delete level.items[this.touchedItem];
}
return;
}
if (this.invincibility) {
this.invincibility -= Math.round(dt * 60);
}
if (this.waiting) {
this.waiting -= dt;
if (this.waiting <= 0) {
this.waiting = 0;
} else return;
}
if (this.bounce) {
this.bounce = false;
this.standing = false;
this.vel[1] = -3;
}
if (this.pos[0] <= vX) {
this.pos[0] = vX;
this.vel[0] = Math.max(this.vel[0], 0);
}
if (Math.abs(this.vel[0]) > this.maxSpeed) {
this.vel[0] -= (0.05 * this.vel[0]) / Math.abs(this.vel[0]);
this.acc[0] = 0;
}
if (this.dying) {
if (this.pos[1] < this.targetPos[1]) {
this.vel[1] = 1;
}
this.dying -= 1 * dt;
if (this.dying <= 0) {
player = new Mario.Player(level.playerPos);
level.loader.call();
input.reset();
}
} else {
this.acc[1] = 0.25;
if (this.pos[1] > 240) {
this.die();
}
}
if (this.piping) {
this.acc = [0, 0];
var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])];
if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
this.piping = false;
this.pipeLoc.call();
}
}
if (this.flagging) {
this.acc = [0, 0];
}
if (this.exiting) {
this.left = false;
this.flagging = false;
this.vel[0] = 1.5;
if (this.pos[0] >= this.targetPos[0]) {
this.sprite.size = [0, 0];
this.vel = [0, 0];
window.setTimeout(function () {
player.sprite.size = player.power === 0 ? [16, 16] : [16, 32];
player.exiting = false;
player.noInput = false;
level.loader();
if (player.power !== 0) player.pos[1] -= 16;
music.overworld.currentTime = 0;
}, 5000);
}
}
//approximate acceleration
this.vel[0] += this.acc[0];
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.setAnimation();
this.sprite.update(dt);
};
Player.prototype.checkCollisions = function () {
if (this.piping || this.dying) return;
//x-axis first!
var h = this.power > 0 ? 2 : 1;
var w = 1;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
if (this.pos[0] % 16 !== 0) {
w += 1;
}
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
for (var i = 0; i < h; i++) {
if (baseY + i < 0 || baseY + i >= 15) continue;
for (var j = 0; j < w; j++) {
if (baseY < 0) {
i++;
}
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);
}
}
}
};
Player.prototype.powerUp = function (idx) {
sounds.powerup.play();
this.powering = [
0, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 3, 5, 1, 5, 2, 5, 3, 5, 1, 5, 4,
];
this.touchedItem = idx;
if (this.power === 0) {
this.sprite.pos[0] = 80;
var newy = this.sprite.pos[1] - 32;
this.powerSprites = [
[80, newy + 32],
[80, newy + 32],
[320, newy],
[80, newy],
[128, newy],
];
this.powerSizes = [
[16, 16],
[16, 16],
[16, 32],
[16, 32],
[16, 32],
];
this.shift = [0, 16, -16, 0, -16];
this.power = 1;
this.hitbox = [0, 0, 16, 32];
} else if (this.power == 1) {
var curx = this.sprite.pos[0];
this.powerSprites = [
[curx, 96],
[curx, level.invincibility[0]],
[curx, level.invincibility[1]],
[curx, level.invincibility[2]],
[curx, 96],
];
this.powerSizes[([16, 32], [16, 32], [16, 32], [16, 32], [16, 32])];
this.shift = [0, 0, 0, 0, 0];
this.power = 2;
} else {
this.powering = [];
delete level.items[idx];
//no animation, but we play the sound and you get 5000 points.
}
};
Player.prototype.damage = function () {
if (this.power === 0) {
//if you're already small, you dead!
this.die();
} else {
//otherwise, you get turned into small mario
sounds.pipe.play();
this.powering = [
0, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 3,
];
this.shift = [0, 16, -16, 16];
this.sprite.pos = [160, 0];
this.powerSprites = [
[160, 0],
[240, 32],
[240, 0],
[160, 32],
];
this.powerSizes = [
[16, 32],
[16, 16],
[16, 32],
[16, 16],
];
this.invincibility = 120;
this.power = 0;
this.hitbox = [0, 0, 16, 16];
}
};
Player.prototype.die = function () {
//TODO: rewrite the way sounds work to emulate the channels of an NES.
music.overworld.pause();
music.underground.pause();
music.overworld.currentTime = 0;
music.death.play();
this.noWalk();
this.noRun();
this.noJump();
this.acc[0] = 0;
this.sprite.pos = [176, 32];
this.sprite.speed = 0;
this.power = 0;
this.waiting = 0.5;
this.dying = 2;
if (this.pos[1] < 240) {
//falling into a pit doesn't do the animation.
this.targetPos = [this.pos[0], this.pos[1] - 128];
this.vel = [0, -5];
} else {
this.vel = [0, 0];
this.targetPos = [this.pos[0], this.pos[1] - 16];
}
};
Player.prototype.star = function (idx) {
delete level.items[idx];
this.starTime = 660;
};
Player.prototype.pipe = function (direction, destination) {
sounds.pipe.play();
this.piping = true;
this.pipeLoc = destination;
switch (direction) {
case "LEFT":
this.vel = [-1, 0];
this.targetPos = [
Math.round(this.pos[0] - 16),
Math.round(this.pos[1]),
];
break;
case "RIGHT":
this.vel = [1, 0];
this.targetPos = [
Math.round(this.pos[0] + 16),
Math.round(this.pos[1]),
];
break;
case "DOWN":
this.vel = [0, 1];
this.targetPos = [
Math.round(this.pos[0]),
Math.round(this.pos[1] + this.hitbox[3]),
];
break;
case "UP":
this.vel = [0, -1];
this.targetPos = [
Math.round(this.pos[0]),
Math.round(this.pos[1] - this.hitbox[3]),
];
break;
}
};
Player.prototype.flag = function () {
this.noInput = true;
this.flagging = true;
this.vel = [0, 2];
this.acc = [0, 0];
};
Player.prototype.exit = function () {
this.pos[0] += 16;
this.targetPos[0] = level.exit * 16;
this.left = true;
this.setAnimation();
this.waiting = 1;
this.exiting = true;
};
})();