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<!doctype html>
<html>
<head>
<title></title>
<style type="text/css">
body
{
background-color: #fff;
padding: 0; margin: 0;
}
#playground
{
}
</style>
</head>
<body>
<div id="playground">
</div>
</body>
<script type="text/javascript" src="/js/jquery.js"></script>
<script type="text/javascript" src="jquery.gamequery-0.5.1.js"></script>
<script type="text/javascript">
var PLAYGROUND_WIDTH = $(window).width() // 900
var PLAYGROUND_HEIGHT = $(window).height() // 600
var REFRESH_RATE = 30
$(function ()
{
var KEY_LEFT = 37
var KEY_UP = 38
var KEY_RIGHT = 39
var KEY_DOWN = 40
var KEYTRACK =
{
KEY_LEFT: false,
KEY_UP: false,
KEY_RIGHT: false,
KEY_DOWN: false,
}
var IDLE = 0
var RUNNING = 1
var JUMPING = 2
var RUNNING_AND_JUMPING = 3
var SWIMMING = 4
var DIVING = 5
var RIGHT = 0
var LEFT = 1
var DUDE_STATE =
{
IDLE_RIGHT: 0,
IDLE_LEFT: 1,
RUN_RIGHT: 2,
RUN_LEFT: 3,
JUMPING_RIGHT: 4,
JUMPING_LEFT: 5,
RUNNING_AND_JUMPING_RIGHT: 6,
RUNNING_AND_JUMPING_LEFT: 7,
}
$("#playground").playground({height: PLAYGROUND_HEIGHT, width: PLAYGROUND_WIDTH, refreshRate: REFRESH_RATE, keyTracker: false})
function update_animation (sprite, actor)
{
new_state = actor.activity * 2 + actor.orientation
if (actor.state === new_state)
return
old_anim = actor.animations[actor.state]
new_anim = actor.animations[new_state]
actor.state = new_state
dude.y += new_anim.deltaY - old_anim.deltaY
dude.x += new_anim.deltaX - old_anim.deltaX
sprite.setAnimation(new_anim.animation)
.width(new_anim.width)
.height(new_anim.height)
.css("top", sprite.position().top + new_anim.deltaY - old_anim.deltaY)
.css("left", sprite.position().left + new_anim.deltaX - old_anim.deltaX)
}
var FLOOR_HEIGHT = 115
var sky = new $.gameQuery.Animation({imageURL: "./sky.png"})
var sand = new $.gameQuery.Animation({imageURL: "./sand.png"})
$.playground()
.addSprite( "sky",
{
posx: 0,
posy: 0,
width: PLAYGROUND_WIDTH,
height: PLAYGROUND_HEIGHT - FLOOR_HEIGHT,
animation: sky,
})
.addSprite( "sand",
{
posx: 0,
posy: PLAYGROUND_HEIGHT - FLOOR_HEIGHT,
width: PLAYGROUND_WIDTH,
height: FLOOR_HEIGHT,
animation: sand,
})
.addGroup("actors").end()
$("#sceengraph").css("background-color", "#88dddd")
MAX_YSPEED = 10
RUN_SPEED = 10
GRAVITY = 1
TERMINAL_VELOCITY = 10
JUMP_POWER = 10
FLOOR_DEPTH = 30
DUDE_WIDTH = 140
DUDE_HEIGHT = 231
DUDE_START_X = 250
DUDE_START_Y = PLAYGROUND_HEIGHT - DUDE_HEIGHT - FLOOR_HEIGHT + FLOOR_DEPTH + TERMINAL_VELOCITY
var dude =
{
state: DUDE_STATE.IDLE_RIGHT,
activity: IDLE,
orientation: RIGHT,
can_jump: true,
running_while_jumping: true,
xspeed: 0,
yspeed: 0,
x: DUDE_START_X,
y: DUDE_START_Y,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-10,
animations:
[
// IDLE
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manstandingsprite.png",
numberOfFrame: 8,
delta: DUDE_HEIGHT-2,
rate: REFRESH_RATE*1.5,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
},
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manstandingsprite_left.png",
numberOfFrame: 8,
delta: DUDE_HEIGHT-2,
rate: REFRESH_RATE*1.5,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
},
// RUNNING
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manrunningsprite.png",
numberOfFrame: 15,
delta: 226,
rate: REFRESH_RATE*1,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: 140,
height: 214,
},
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manrunningsprite_left.png",
numberOfFrame: 15,
delta: 226,
rate: REFRESH_RATE*1,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: 140,
height: 214,
},
// JUMPING
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manstandingsprite.png",
numberOfFrame: 8,
delta: DUDE_HEIGHT-2,
rate: REFRESH_RATE*1.5,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
},
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manstandingsprite_left.png",
numberOfFrame: 8,
delta: DUDE_HEIGHT-2,
rate: REFRESH_RATE*1.5,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
},
// RUNNING AND JUMPING
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manstandingsprite.png",
numberOfFrame: 8,
delta: DUDE_HEIGHT-2,
rate: REFRESH_RATE*1.5,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
},
{
animation: new $.gameQuery.Animation(
{
imageURL: "sprites/manstandingsprite_left.png",
numberOfFrame: 8,
delta: DUDE_HEIGHT-2,
rate: REFRESH_RATE*1.5,
type: $.gameQuery.ANIMATION_VERTICAL | $.gameQuery.ANIMATION_CALLBACK
}),
deltaX: 0,
deltaY: 0,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
},
],
}
$("#actors").addSprite("dude",
{
posx: DUDE_START_X,
posy: DUDE_START_Y,
width: DUDE_WIDTH,
height: DUDE_HEIGHT-20,
animation: dude.animations[0].animation,
geometry: $.gameQuery.GEOMETRY_RECTANGLE,
// callback: animate,
})
$("#dude").data("actor", dude)
$(window).bind("blur", function (e)
{
$.each(KEYTRACK, function (k,v) { KEYTRACK[k] = false })
})
$(document).bind("keydown", function (e)
{
KEYTRACK[e.keyCode] = true
switch (e.keyCode)
{
case KEY_RIGHT:
dude.orientation = RIGHT
break
case KEY_LEFT:
dude.orientation = LEFT
break
case KEY_UP:
break
case KEY_DOWN:
break
}
})
$(document).bind("keyup", function (e)
{
KEYTRACK[e.keyCode] = false
switch (e.keyCode)
{
case KEY_RIGHT:
break
case KEY_LEFT:
break
case KEY_UP:
break
case KEY_DOWN:
break
}
})
WATER_LINE = 10000
function actor_has_landed (actor)
{
if (actor.x < WATER_LINE)
return (actor.y + actor.height) > (PLAYGROUND_HEIGHT - FLOOR_HEIGHT + FLOOR_DEPTH - TERMINAL_VELOCITY)
else
return true
}
$.playground().registerCallback( function ()
{
switch (dude.activity)
{
case IDLE:
dude.can_jump = true
if (KEYTRACK[KEY_UP])
{
dude.yspeed -= JUMP_POWER
dude.activity = JUMPING
}
else if (KEYTRACK[KEY_LEFT])
{
dude.xspeed = -1 * RUN_SPEED
dude.activity = RUNNING
}
else if (KEYTRACK[KEY_RIGHT])
{
dude.xspeed = RUN_SPEED
dude.activity = RUNNING
}
break
case RUNNING:
if (KEYTRACK[KEY_UP])
{
dude.yspeed -= JUMP_POWER
dude.activity = RUNNING_AND_JUMPING
}
else if (KEYTRACK[KEY_LEFT])
{
dude.orientation = LEFT
dude.xspeed = -1 * RUN_SPEED
if (dude.x <= -dude.width + 80)
dude.x = PLAYGROUND_WIDTH
}
else if (KEYTRACK[KEY_RIGHT])
{
dude.orientation = RIGHT
dude.xspeed = RUN_SPEED
if (dude.x >= PLAYGROUND_WIDTH)
dude.x = -dude.width
}
else
{
dude.activity = IDLE
dude.xspeed = 0
}
break
case JUMPING:
dude.yspeed = dude.yspeed + GRAVITY
if (dude.yspeed > TERMINAL_VELOCITY)
dude.yspeed = TERMINAL_VELOCITY
if (actor_has_landed(dude))
{
dude.xspeed = 0
dude.yspeed = 0
dude.activity = IDLE
}
else if (KEYTRACK[KEY_LEFT])
{
dude.activity = RUNNING_AND_JUMPING
dude.xspeed = -1 * RUN_SPEED
}
else if (KEYTRACK[KEY_RIGHT])
{
dude.activity = RUNNING_AND_JUMPING
dude.xspeed = RUN_SPEED
}
break
case RUNNING_AND_JUMPING:
dude.yspeed = dude.yspeed + GRAVITY
if (dude.yspeed > TERMINAL_VELOCITY)
dude.yspeed = TERMINAL_VELOCITY
if (actor_has_landed(dude))
{
dude.yspeed = 0
if (KEYTRACK[KEY_UP])
dude.yspeed -= JUMP_POWER
else
dude.activity = RUNNING
}
else if (KEYTRACK[KEY_LEFT])
{
dude.xspeed = -1 * RUN_SPEED
dude.orientation = LEFT
dude.activity = RUNNING_AND_JUMPING
if (dude.x <= -dude.width + 80)
dude.x = PLAYGROUND_WIDTH
}
else if (KEYTRACK[KEY_RIGHT])
{
dude.xspeed = RUN_SPEED
dude.orientation = RIGHT
dude.activity = RUNNING_AND_JUMPING
if (dude.x >= PLAYGROUND_WIDTH)
dude.x = -dude.width
}
else
{
dude.activity = JUMPING
}
break
}
dude.x += dude.xspeed
dude.y += dude.yspeed
$("#dude").css({"top": dude.y, "left": dude.x})
update_animation($("#dude"), dude)
}, REFRESH_RATE)
$.playground().startGame(function ()
{
})
})
</script>
</html>
|