85 lines
3.2 KiB
CoffeeScript
85 lines
3.2 KiB
CoffeeScript
# 00000000 000 000 0000000 000 000 0000000 0000000 000 00000000
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# 000 000 000 000 000 000 000 000 000 000 000 000 000
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# 00000000 000 000 0000000 000000000 000000000 0000000 000 0000000
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# 000 000 000 000 000 000 000 000 000 000 000 000
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# 000 0000000 0000000 000 000 000 000 0000000 0000000 00000000
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log = require '/Users/kodi/s/ko/js/tools/log'
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Item = require './item'
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Action = require './action'
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Vector = require './lib/vector'
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class Pushable extends Item
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isSpaceEgoistic: -> true
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constructor: () ->
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super
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@pusher = null
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@direction = new Vector
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@addAction new Action @, Action.NOOP, "noop"
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@addAction new Action @, Action.PUSH, "push"
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@addAction new Action @, Action.FALL, "fall", 40
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pushedByObjectInDirection: (object, dir, duration) ->
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pushAction = @getActionWithId Action.PUSH
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@pusher = object
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@move_action = pushAction
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@direction = dir
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pushAction.setDuration world.unmapMsTime duration
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Timer.addAction pushAction
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initAction: (action) ->
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switch action.id
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when Action.FALL
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log 'Pushable.initAction FALL direction:', @direction
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world.objectWillMoveToPos @, @position.plus(@direction), action.getDuration()
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performAction: (action) ->
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# log "Pushable.performAction action #{action.name}"
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switch action.id
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when Action.PUSH, Action.FALL
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@setCurrentPosition @position.plus @direction.mul action.getRelativeTime()
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finishAction: (action) ->
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# log "Pushable.finishAction #{action.name}"
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switch action.id
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when Action.PUSH, Action.FALL
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@move_action = null
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world.objectMoved @, @position, @current_position
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# log "Pushable.finishAction setPosition #{@current_position}"
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@setPosition @current_position
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actionFinished: (action) ->
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if action.id == Action.PUSH or actionId == Action.FALL
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gravityDir = @direction
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if action.id == Action.PUSH
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if @pusher instanceof Bot
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gravityDir = @pusher.getDown()
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else if @pusher instanceof Bomb
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if @ instanceof Bot
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if @direction.eql @getUp()
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# bots don't fall through bomb splitter
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@direction.reset()
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return
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else
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gravityDir = @getDown() # bots pushed by bombs fall down
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else
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@direction.reset()
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return # objects pushed by bombs don't fall
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if world.isUnoccupiedPos @position.plus gravityDir
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@direction = gravityDir
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@move_action = @getActionWithId Action.FALL
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Timer.addAction @move_action
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else
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@direction.reset()
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world.playSound @landing_sound, @position
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module.exports = Pushable
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