Created
August 25, 2015 16:38
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ig.module( | |
'game.entities.character' | |
) | |
.requires( | |
'impact.game', | |
'impact.entity' | |
) | |
.defines(function(){ | |
EntityCharacter = ig.Entity.extend({ | |
animSheet: new ig.AnimationSheet ('media/sprites1.png',50,50), | |
size: {x: 60, y: 60}, | |
stats: {HP: 100, MP: 4, AP: 2}, | |
name: 0, | |
gx: 0, | |
gy: 0, | |
type: 0, | |
color: 0, | |
rosternum: 0, | |
direction: 0, | |
moving: false, | |
aiming: false, | |
facing: false, | |
placing: false, | |
clicked: false, | |
selected: false, | |
arrows: 0, | |
init: function (x,y,n) { | |
n--; | |
this.parent(x,y); | |
var roster = ig.game.playerroster; | |
this.rosternum = n; | |
this.name = roster[n].name; | |
this.stats = roster[n].stats; | |
this.type = roster[n].type; | |
this.color = roster[n].color; | |
this.direction = 2; | |
var q = this.type*4, | |
r = this.color*12; | |
this.addAnim('up', 1, [q+r+0]); | |
this.addAnim('right', 1, [q+r+1]); | |
this.addAnim('down', 1, [q+r+2]); | |
this.addAnim('left', 1, [q+r+3]); | |
this.addAnim('selected_up', 1, [q+r+60]); | |
this.addAnim('selected_right', 1, [q+r+61]); | |
this.addAnim('selected_down', 1, [q+r+62]); | |
this.addAnim('selected_left', 1, [q+r+63]); | |
}, | |
update: function () { | |
var mx = ig.input.mouse.x, | |
my = ig.input.mouse.y; | |
if (ig.input.pressed('lmb')) { | |
//if infocus and not selected, set clicked, and select unit | |
//otherwise, deselect, declick, deface, and kill arrows if there are any. | |
if (this.inFocus()) { | |
if (!this.selected) { | |
this.clicked = true; | |
this.selected = true; | |
console.log('Clicked', this.name); | |
} | |
} | |
else { | |
this.selected = false; | |
this.clicked = false; | |
this.facing = false; | |
if (this.arrows != 0) { | |
this.arrows.kill(); | |
} | |
}; | |
}; | |
if (ig.game.gamestate.placement) { | |
//if I'm not placing, and unit was clicked, start placing and declick | |
//if I'm placing, unit follows cursor. | |
//On click, get grid coordinates from cursor position. If cursor is in starting grid, place character (placing = false), start facing, and spawn arrow entity. | |
if (!this.placing) { | |
if (this.clicked) { | |
this.placing = true; | |
this.clicked = false; | |
} | |
} | |
else if (this.placing) { | |
this.pos.x = mx - 25; | |
this.pos.y = my - 25; | |
if (ig.input.pressed('lmb')) { | |
var gridx = Math.floor((mx - 60)/60), | |
gridy = Math.floor((my - 60)/60); | |
if (gridx >= 0 && gridx < 4 && gridy >= 6 && gridy < 10) { | |
this.pos.x = (gridx*60) + 65; | |
this.pos.y = (gridy*60) + 65; | |
this.placing = false; | |
this.facing = true; | |
this.arrows = ig.game.spawnEntity(EntityArrows, this.pos.x - 5, this.pos.y - 5); | |
console.log ('Placed', this.name, 'at ', gridx, ',', gridy); | |
}; | |
}; | |
}; | |
}; | |
if (this.facing) { | |
if (ig.input.pressed('up')) { | |
this.direction = 0; | |
this.facing = false; | |
this.selected = false; | |
this.arrows.kill(); | |
console.log(this.name, 'faced up.'); | |
}; | |
if (ig.input.pressed('right')) { | |
this.direction = 1; | |
this.facing = false; | |
this.selected = false; | |
this.arrows.kill(); | |
console.log(this.name, 'faced right.'); | |
}; | |
if (ig.input.pressed('down')) { | |
this.direction = 2; | |
this.facing = false; | |
this.selected = false; | |
this.arrows.kill(); | |
console.log(this.name, 'faced down.'); | |
}; | |
if (ig.input.pressed('left')) { | |
this.direction = 3; | |
this.facing = false; | |
this.selected = false; | |
this.arrows.kill(); | |
console.log(this.name, 'faced left.'); | |
}; | |
}; | |
switch (this.direction) { | |
case 0: | |
if (this.selected) { | |
this.currentAnim = this.anims.selected_up; | |
} | |
else { | |
this.currentAnim = this.anims.up; | |
} | |
break; | |
case 1: | |
if (this.selected) { | |
this.currentAnim = this.anims.selected_right; | |
} | |
else { | |
this.currentAnim = this.anims.right; | |
} | |
break; | |
case 2: | |
if (this.selected) { | |
this.currentAnim = this.anims.selected_down; | |
} | |
else { | |
this.currentAnim = this.anims.down; | |
} | |
break; | |
case 3: | |
if (this.selected) { | |
this.currentAnim = this.anims.selected_left; | |
} | |
else { | |
this.currentAnim = this.anims.left; | |
} | |
break; | |
} | |
if (this.HP <= 0) { | |
this.kill(); | |
}; | |
this.parent(); | |
}, | |
inFocus: function() { | |
return ( | |
(this.pos.x <= (ig.input.mouse.x + ig.game.screen.x)) && | |
((ig.input.mouse.x + ig.game.screen.x) <= this.pos.x + this.size.x) && | |
(this.pos.y <= (ig.input.mouse.y + ig.game.screen.y)) && | |
((ig.input.mouse.y + ig.game.screen.y) <= this.pos.y + this.size.y) | |
); | |
} | |
}); | |
}); |
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