caa-game/src/entities/player.js

87 lines
2.4 KiB
JavaScript

var asdf = require("asdf-games");
const { Texture, TileSprite, AnimManager, wallslide } = asdf;
var texture = new Texture("./res/player.png");
class Player extends TileSprite {
constructor(keys, window, level) {
super(texture, 24, 24);
this.scale = { x: 2, y: 2 };
this.window = window;
this.rate = {
walking: 0.2,
running: 0.08
};
this.anims = new AnimManager(this);
// North
this.anims.add("walk_n", [0, 1, 2, 3].map(x => ({ x, y: 0 })), this.rate.walking);
this.anims.add("run_n", [0, 1, 2, 3].map(x => ({ x, y: 0 })), this.rate.running);
// East
this.anims.add("walk_e", [0, 1, 2, 3].map(x => ({ x, y: 2 })), this.rate.walking);
this.anims.add("run_e", [0, 1, 2, 3].map(x => ({ x, y: 2 })), this.rate.running);
// South
this.anims.add("walk_s", [0, 1, 2, 3].map(x => ({ x, y: 1 })), this.rate.walking);
this.anims.add("run_s", [0, 1, 2, 3].map(x => ({ x, y: 1 })), this.rate.running);
// West
this.anims.add("walk_w", [0, 1, 2, 3].map(x => ({ x, y: 3 })), this.rate.walking);
this.anims.add("run_w", [0, 1, 2, 3].map(x => ({ x, y: 3 })), this.rate.running);
this.anims.play("walk_s");
this.pos.x = (level.w / 2) - (24 * this.scale.x / 2);
this.pos.y = (level.h / 2) - (24 * this.scale.y / 2);
this.level = level;
this.keys = keys;
this.hitBox = {
x: 4,
y: 0,
w: 30,
h: 48
};
}
update(dt) {
super.update(dt);
// Animate
if (this.keys.x == -1) {
// Left
(this.keys.action) ?
this.anims.play("run_w") : this.anims.play("walk_w");
} else if (this.keys.x == 1) {
// Right
(this.keys.action) ?
this.anims.play("run_e") : this.anims.play("walk_e");
} else if (this.keys.y == -1) {
// Up
(this.keys.action) ?
this.anims.play("run_n") : this.anims.play("walk_n");
} else if (this.keys.y == 1) {
// Down
(this.keys.action) ?
this.anims.play("run_s") : this.anims.play("walk_s");
} else {
// Idle
this.anims.stop();
}
// Speed
const xo = this.keys.x * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
const yo = this.keys.y * dt * (600 * (1 - (this.keys.action) ?
this.rate.running : this.rate.walking ));
// Move
const r = wallslide.wallslide(this, this.level, xo, yo);
this.pos.x += r.x;
this.pos.y += r.y;
}
}
module.exports = Player;