Primary collision tests are successfull !!
This commit is contained in:
parent
2c46de5ffc
commit
c5bd7ecfe1
5 changed files with 102 additions and 52 deletions
|
@ -110,6 +110,9 @@
|
||||||
height: 68px;
|
height: 68px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#element_0 {
|
||||||
|
border:2px solid green;
|
||||||
|
}
|
||||||
/* Ennemies */
|
/* Ennemies */
|
||||||
/*#game .ennemy { border: 1px solid blue; } */
|
/*#game .ennemy { border: 1px solid blue; } */
|
||||||
|
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
// Init Global vars
|
// Init Global vars
|
||||||
var FPS = 30;
|
var FPS = 10;
|
||||||
var Stages = {} ;
|
var Stages = {} ;
|
||||||
var Level = 1 ;
|
var Level = 1 ;
|
||||||
var Layouts = {} ;
|
var Layouts = {} ;
|
||||||
|
@ -74,49 +74,9 @@ app.prototype.log = function(txt) {
|
||||||
// -- Call all canvas updates if declared as 'running'
|
// -- Call all canvas updates if declared as 'running'
|
||||||
app.prototype.loopAnimation = function() {
|
app.prototype.loopAnimation = function() {
|
||||||
|
|
||||||
// -- Build an active elements list
|
|
||||||
this.activeEls = [] ;
|
|
||||||
|
|
||||||
// -- Detect collisions
|
|
||||||
console.log('-------------------' ) ;
|
|
||||||
for ( var i in Layouts ) {
|
|
||||||
var _layout = Layouts[i] ;
|
|
||||||
if ( _layout && _layout.running ) {
|
|
||||||
for ( var j in _layout.els ) {
|
|
||||||
var el = _layout.els[j],
|
|
||||||
type = el.name ;
|
|
||||||
|
|
||||||
// -- Make some clean
|
|
||||||
if (el.deleteAfter ) {
|
|
||||||
delete Layouts[i].els[j] ;
|
|
||||||
}
|
|
||||||
|
|
||||||
// -- Detect only defined types
|
|
||||||
else {
|
|
||||||
if ( type == 'ennemy' || type == 'bullet' || type == 'ship' || type == 'ship' ) {
|
|
||||||
|
|
||||||
var pos = {
|
|
||||||
x: el.x,
|
|
||||||
y: el.y,
|
|
||||||
xX: el.x + el.with,
|
|
||||||
yY: el.x + el.with
|
|
||||||
}
|
|
||||||
|
|
||||||
// -- Test if in viewport
|
|
||||||
//if ( pos )
|
|
||||||
//console.log(type, coords) ;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// -- Search for elements that have to be updated
|
// -- Search for elements that have to be updated
|
||||||
|
|
||||||
|
console.log('-------------------' ) ;
|
||||||
for ( var i in Layouts ) {
|
for ( var i in Layouts ) {
|
||||||
var _layout = Layouts[i] ;
|
var _layout = Layouts[i] ;
|
||||||
if ( _layout && _layout.running ) {
|
if ( _layout && _layout.running ) {
|
||||||
|
@ -124,13 +84,13 @@ app.prototype.loopAnimation = function() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// -- Create ennemies
|
// -- Create ennemies if needed
|
||||||
var numEnnemies = 0 ;
|
var numEnnemies = 0 ;
|
||||||
for ( var i in Layouts.Ennemies.els ) {
|
for ( var i in Layouts.Ennemies.els ) {
|
||||||
var _el = Layouts.Ennemies.els[i] ;
|
var _el = Layouts.Ennemies.els[i] ;
|
||||||
if ( ! _el.deleteAfter ) numEnnemies++ ;
|
if ( ! _el.deleteAfter ) numEnnemies++ ;
|
||||||
}
|
}
|
||||||
for ( var i = numEnnemies-1 ; i < Level + 3 ; i++ ) {
|
for ( var i = numEnnemies-1 ; i < Level + 0 ; i++ ) {
|
||||||
Layouts.Ennemies.createRandom() ;
|
Layouts.Ennemies.createRandom() ;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -170,10 +170,6 @@ Layout.prototype.createObj = function(opts) {
|
||||||
this.lastSprite++ ;
|
this.lastSprite++ ;
|
||||||
if ( typeof this.settings.sprites[this.lastSprite] == 'undefined' ) this.lastSprite = 0 ;
|
if ( typeof this.settings.sprites[this.lastSprite] == 'undefined' ) this.lastSprite = 0 ;
|
||||||
this.box.css({'backgroundPosition': -1*this.settings.sprites[this.lastSprite]*this.settings.width+'px 0'}) ;
|
this.box.css({'backgroundPosition': -1*this.settings.sprites[this.lastSprite]*this.settings.width+'px 0'}) ;
|
||||||
|
|
||||||
|
|
||||||
//if ( this.id == 'ship' )
|
|
||||||
// console.log(this.settings.sprites, -1*this.settings.sprites[this.lastSprite]*this.settings.width+'px 0') ;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// -- Move div
|
// -- Move div
|
||||||
|
@ -190,12 +186,97 @@ Layout.prototype.createObj = function(opts) {
|
||||||
|
|
||||||
// -- Animate the Framebuffer into the scene
|
// -- Animate the Framebuffer into the scene
|
||||||
Obj.prototype.animate = function() {
|
Obj.prototype.animate = function() {
|
||||||
|
|
||||||
|
// -- Execute custom animate function if specified
|
||||||
if ( $.isFunction(this.settings.animate) ) {
|
if ( $.isFunction(this.settings.animate) ) {
|
||||||
this.parent = self ;
|
this.parent = self ;
|
||||||
this.settings.animate(this) ;
|
this.settings.animate(this) ;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// -- Detect collision
|
||||||
|
this.detectCollision() ;
|
||||||
|
|
||||||
|
// -- Apply effects
|
||||||
if ( ! this.nodraw ) this.draw() ;
|
if ( ! this.nodraw ) this.draw() ;
|
||||||
}
|
} ;
|
||||||
|
|
||||||
|
// -- Detect collision
|
||||||
|
Obj.prototype.detectCollision = function() {
|
||||||
|
|
||||||
|
// -- Build an active elements list
|
||||||
|
this.activeEls = [] ;
|
||||||
|
|
||||||
|
// -- Detect collisions
|
||||||
|
for ( var i in Layouts ) {
|
||||||
|
var _layout = Layouts[i] ;
|
||||||
|
if ( _layout && _layout.running ) {
|
||||||
|
for ( var j in _layout.els ) {
|
||||||
|
var el = _layout.els[j],
|
||||||
|
type = el.name ;
|
||||||
|
|
||||||
|
// -- Make some clean
|
||||||
|
if (el.deleteAfter) {
|
||||||
|
delete Layouts[i].els[j] ;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -- Detect only defined types
|
||||||
|
else {
|
||||||
|
if ( type == 'ennemy' || type == 'bullet' || type == 'ship' || type == 'ship' ) {
|
||||||
|
|
||||||
|
var A = {
|
||||||
|
x: this.x,
|
||||||
|
y: this.y,
|
||||||
|
xX: this.x+this.width,
|
||||||
|
yY: this.y+this.height
|
||||||
|
} ;
|
||||||
|
|
||||||
|
var B = {
|
||||||
|
x: el.x,
|
||||||
|
y: el.y,
|
||||||
|
xX: el.x + el.width,
|
||||||
|
yY: el.y + el.height
|
||||||
|
} ;
|
||||||
|
|
||||||
|
// -- Test if in viewport
|
||||||
|
if ( (type != this.name) && (this.name != 'default') && (el.settings.type != this.settings.type) ) {
|
||||||
|
|
||||||
|
var touchTopRight = (
|
||||||
|
( B.x <= A.xX && B.x >= A.x )
|
||||||
|
&&
|
||||||
|
( B.yY >= A.y) && ( B.yY <= A.yY )
|
||||||
|
) ? true : false ;
|
||||||
|
|
||||||
|
var touchTopLeft = (
|
||||||
|
( B.x >= A.x && B.x <= A.xX )
|
||||||
|
&&
|
||||||
|
( B.yY >= A.y) && ( B.yY <= A.yY )
|
||||||
|
) ? true : false ;
|
||||||
|
|
||||||
|
var touchBottomRight = (
|
||||||
|
( B.x >= A.x && B.x <= A.xX )
|
||||||
|
&&
|
||||||
|
( B.y >= A.yY) && ( B.y <= A.y )
|
||||||
|
) ? true : false ;
|
||||||
|
|
||||||
|
var touchBottomLeft = (
|
||||||
|
( B.xX >= A.x && B.xX <= A.xX )
|
||||||
|
&&
|
||||||
|
( B.y >= A.yY) && ( B.y <= A.y )
|
||||||
|
) ? true : false ;
|
||||||
|
|
||||||
|
if ( touchTopRight || touchTopLeft || touchBottomRight || touchBottomLeft ) {
|
||||||
|
console.log('█▬█ █ ▀█▀') ;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
} ;
|
||||||
|
|
||||||
// -- Remove object
|
// -- Remove object
|
||||||
Obj.prototype.deleteObj = function() {
|
Obj.prototype.deleteObj = function() {
|
||||||
|
|
|
@ -19,6 +19,7 @@ Layouts.Ennemies.createRandom = function(opts) {
|
||||||
var self = this ;
|
var self = this ;
|
||||||
var bulletConf = {
|
var bulletConf = {
|
||||||
name: 'ennemy',
|
name: 'ennemy',
|
||||||
|
type: 'alien',
|
||||||
width: 60,
|
width: 60,
|
||||||
height: 60,
|
height: 60,
|
||||||
power: 40,
|
power: 40,
|
||||||
|
@ -27,6 +28,9 @@ Layouts.Ennemies.createRandom = function(opts) {
|
||||||
speed: Math.round(Math.max(10, Math.random()*20)),
|
speed: Math.round(Math.max(10, Math.random()*20)),
|
||||||
direction: 1,
|
direction: 1,
|
||||||
origin: {x:Math.round(Math.random()*self.width), y:Math.round(-Math.random()*self.height)},
|
origin: {x:Math.round(Math.random()*self.width), y:Math.round(-Math.random()*self.height)},
|
||||||
|
explode: function(obj) {
|
||||||
|
|
||||||
|
},
|
||||||
animate: function (obj) {
|
animate: function (obj) {
|
||||||
obj.y += obj.settings.speed*obj.settings.direction ;
|
obj.y += obj.settings.speed*obj.settings.direction ;
|
||||||
if ( obj.y > obj.parent.height+obj.height ) {
|
if ( obj.y > obj.parent.height+obj.height ) {
|
||||||
|
|
|
@ -8,6 +8,7 @@ Layouts.Player = new Layout({
|
||||||
name: 'ship',
|
name: 'ship',
|
||||||
width: 160,
|
width: 160,
|
||||||
height: 160,
|
height: 160,
|
||||||
|
type: 'human',
|
||||||
sprites: [0,1],
|
sprites: [0,1],
|
||||||
origin: {
|
origin: {
|
||||||
x: Wyrian.width/2 - 80,
|
x: Wyrian.width/2 - 80,
|
||||||
|
@ -74,6 +75,7 @@ Layouts.Player.bulletLib = function(obj, bulletType) {
|
||||||
sprites: [0,1,2],
|
sprites: [0,1,2],
|
||||||
speed: 40,
|
speed: 40,
|
||||||
direction: -1,
|
direction: -1,
|
||||||
|
type: 'human',
|
||||||
name: 'bullet',
|
name: 'bullet',
|
||||||
origin: {x:0, y:0}
|
origin: {x:0, y:0}
|
||||||
} ;
|
} ;
|
||||||
|
|
Loading…
Reference in a new issue