1 decade ago by Bricky
Here's game/entities/player.js
Here's game/main.js
Player entity don't want move. I don't know why. Please help :)
ig.module(
'game.entities.player'
)
.requires(
'impact.entity',
'plugins.box2d.entity'
)
.defines(function() {
EntityPlayer = ig.Box2DEntity.extend({
size: {x:60, y:136},
offset: {x: 4, y: 2},
collides: ig.Entity.COLLIDES.NEVER,
type: ig.Entity.TYPE.A,
checkAgainst: ig.Entity.TYPE.NONE,
animSheet: new ig.AnimationSheet('media/player.png', 60, 136),
init: function(x, y, settings) {
this.parent(x, y, settings);
this.addAnim('idle', 1, [0]);
},
update: function() {
if(ig.input.state('left')) {
//this.vel.x = -100;
this.body.ApplyForce(new b2.Vec2(-100, 0), this.body.GetPosition());
} else if(ig.input.state('right')) {
//this.vel.x = 100;
this.body.ApplyForce(new b2.Vec2(100, 0), this.body.GetPosition());
} else if(ig.input.state('jump')) {
//this.vel.y = -350;
this.body.ApplyForce(new b2.Vec2(0, -350), this.body.GetPosition());
}
this.parent();
}
});
});
Here's game/main.js
ig.module(
'game.main'
)
.requires(
'impact.game',
'game.entities.player',
'impact.debug.debug',
'game.levels.begin',
'plugins.box2d.game'
)
.defines(function(){
MyGame = ig.Box2DGame.extend({
gravity: 1000,
clearColor: '#91C5FF',
init: function() {
// Initialize your game here; bind keys etc.
ig.input.bind(ig.KEY.LEFT_ARROW, 'left');
ig.input.bind(ig.KEY.RIGHT_ARROW, 'right');
ig.input.bind(ig.KEY.UP_ARROW, 'jump');
this.loadLevel(LevelBegin);
},
update: function() {
// Update all entities and backgroundMaps
this.parent();
var player = this.getEntitiesByType(EntityPlayer)[0];
if(player) {
if(ig.system.width/2 < player.pos.x) {
this.screen.x = player.pos.x - ig.system.width/2;
}
}
},
draw: function() {
// Draw all entities and backgroundMaps
this.parent();
}
});
// Start the Game with 60fps, a resolution of 728x480, scaled
// up by a factor of 1
ig.main( '#canvas', MyGame, 60, 728, 383, 2);
});
Player entity don't want move. I don't know why. Please help :)
