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var mover = new function(){
var base = this
base.room = null
base.noclip = false
base.init = function(){
base.bind()
base.update(scene.camera)
}
base.bind = function(){
app.on("move", base.update)
keys.on("backslash", function(){
base.noclip = ! base.noclip
app.movements.gravity( ! app.movements.gravity() )
})
}
base.update = function(pos){
var radius = scene.camera.radius
if (base.noclip) {
cam.x = pos.x
cam.y = pos.y
cam.z = pos.z
return
}
cam.y = pos.y
// if we were in a room already..
if (base.room) {
// check if we're still in the room
if (base.room.rect.containsDisc(pos.x, pos.z, radius)) {
cam.x = pos.x
cam.z = pos.z
return
}
// check if we've breached one of the walls.. clamp position if so
var collision = base.room.collidesDisc(pos.x, pos.z, radius)
if (collision) {
if (! (collision & LEFT_RIGHT)) {
cam.x = base.room.rect.x.clampDisc(pos.x, radius)
}
else {
// cam.x = base.room.rect.x.clampDisc(pos.x, radius)
}
if (! (collision & FRONT_BACK)) {
cam.z = base.room.rect.y.clampDisc(pos.z, radius)
}
return
}
// in this case, we appear to have left the room..
$(".face.active").removeClass("active")
base.room = null
}
// collision test failed, so update position
cam.x = pos.x
cam.z = pos.z
// determine what room we are in now
var intersects = clipper.rooms.filter(function(r){
return r.rect.contains(pos.x, pos.z)
})
// did we actually enter a room?
if (intersects.length) {
base.room = intersects[0]
base.room.mx_floor.forEach(function(w){ $(w.el).addClass("active") })
base.room.mx_ceiling.forEach(function(w){ $(w.el).addClass("active") })
base.room.mx_walls.forEach(function(w){ $(w.el).addClass("active") })
}
}
}
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