Player movement restricted to map boundaries
This is an initial working concept; refactoring is certainly needed (in particular, note the MapStae.movePlayer() 'bounds' argument).master
parent
f4a61bf28a
commit
b6ef9cba15
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@ -130,6 +130,7 @@
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<script src="lib/MapSet.js"></script>
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<script src="lib/MapSet.js"></script>
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<script src="lib/Map.js"></script>
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<script src="lib/Map.js"></script>
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<script src="lib/MapState.js"></script>
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<script src="lib/MapState.js"></script>
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<script src="lib/MapBounds.js"></script>
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<script src="lib/GameObjectFactory.js"></script>
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<script src="lib/GameObjectFactory.js"></script>
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<script src="lib/ClassicGameObjectFactory.js"></script>
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<script src="lib/ClassicGameObjectFactory.js"></script>
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<script src="lib/ClassicMap.js"></script>
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<script src="lib/ClassicMap.js"></script>
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@ -115,9 +115,9 @@ ltjs.ClassicGame = Class( 'ClassicGame' )
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this._render.clearCanvas();
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this._render.clearCanvas();
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}
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}
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var map = this._mapSet.getMapByNumber( 1 );
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var map = this._mapSet.getMapByNumber( 1 ),
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map_state = ltjs.MapState( map, this._gameObjFactory ),
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var map_state = ltjs.MapState( map, this._gameObjFactory );
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bounds = ltjs.MapBounds( map );
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// render the first map (hardcoded for now)
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// render the first map (hardcoded for now)
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this._render = ltjs.MapRender( ctx, this._tileSet )
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this._render = ltjs.MapRender( ctx, this._tileSet )
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@ -141,7 +141,7 @@ ltjs.ClassicGame = Class( 'ClassicGame' )
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return;
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return;
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}
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}
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map_state.movePlayer( dir );
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map_state.movePlayer( dir, bounds );
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};
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};
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return this;
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return this;
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@ -29,15 +29,25 @@ ltjs.MapAction = Class( 'MapAction',
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'private _dir': 0,
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'private _dir': 0,
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'private _srcPos': 0,
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'public srcPos': 0,
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'private _bounds': null,
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'private _stateCallback': null,
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'private _stateCallback': null,
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'private _moveCallback': null,
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'private _moveCallback': null,
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__construct: function( state_callback, move_callback )
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__construct: function( bounds, state_callback, move_callback )
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{
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{
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if ( !( Class.isA( ltjs.MapBounds, bounds ) ) )
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{
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throw TypeError( 'Invalid MapBounds provided' );
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}
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this._dir = this.__self.$( 'D_UP' );
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this._dir = this.__self.$( 'D_UP' );
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this._bounds = bounds;
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this._stateCallback = state_callback;
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this._stateCallback = state_callback;
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this._moveCallback = move_callback;
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this._moveCallback = move_callback;
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},
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},
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@ -51,7 +61,16 @@ ltjs.MapAction = Class( 'MapAction',
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'public move': function()
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'public move': function()
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{
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{
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this._moveCallback( this._dir );
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var method = [
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'getLeftPos',
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'getUpperPos',
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'getRightPos',
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'getLowerPos',
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][ this._dir ];
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this._moveCallback(
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this._bounds[ method ].call( this._bounds, this.srcPos )
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);
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},
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},
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@ -0,0 +1,190 @@
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/**
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* Handles map boundaries for collision detection and movement
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*
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* Copyright (C) 2012 Mike Gerwitz
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* Calculates map bounding box
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*
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* This simply encapsulates the process of determining whether a given position
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* is against an edge of the map.
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*/
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ltjs.MapBounds = Class( 'MapBounds',
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{
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/**
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* Map width (number of tiles)
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* @type {number}
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*/
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'private _mw': 0,
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/**
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* Map height (number of tiles)
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* @type {number}
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*/
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'private _mh': 0,
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/**
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* Initialize bounding box for a given map
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*
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* @param {Map} map map for which bounds should be calculated
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*/
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__construct: function( map )
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{
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if ( !( Class.isA( ltjs.Map, map ) ) )
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{
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throw TypeError( 'Invalid Map provided' );
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}
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// we are only interested in the dimensions of the map
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var dimen = map.getDimensions();
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this._mw = dimen[ 0 ];
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this._mh = dimen[ 1 ];
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},
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/**
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* Retrieve the tile position above the given position
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*
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* If the given tile position is at the top of the map, then the given
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* position will be returned.
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*
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* @param {number} pos original tile position
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*
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* @return {number} tile position above given position or current position
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*/
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'public getUpperPos': function( pos )
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{
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return ( this.isAtTop( pos ) )
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? pos
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: pos - 1;
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},
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/**
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* Retrieve the tile position below the given position
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*
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* If the given tile position is at the bottom of the map, then the given
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* position will be returned.
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*
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* @param {number} pos original tile position
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*
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* @return {number} tile position below given position or current position
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*/
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'public getLowerPos': function( pos )
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{
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return ( this.isAtBottom( pos ) )
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? pos
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: pos + 1;
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},
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/**
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* Retrieve the tile position to the left of the given position
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*
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* If the given tile position is at the leftmost column of the map, then the
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* given position will be returned.
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*
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* @param {number} pos original tile position
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*
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* @return {number} tile position left of given position or current
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* position
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*/
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'public getLeftPos': function( pos )
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{
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return ( this.isAtLeft( pos ) )
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? pos
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: pos - this._mh;
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},
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/**
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* Retrieve the tile position to the right of the given position
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*
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* If the given tile position is at the rightmost column of the map, then
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* the given position will be returned.
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*
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* @param {number} pos original tile position
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*
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* @return {number} tile position right of given position or current
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* position
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*/
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'public getRightPos': function( pos )
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{
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return ( this.isAtRight( pos ) )
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? pos
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: pos + this._mh;
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},
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/**
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* Determines if the given position is in the topmost row of the map
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*
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* @param {number} pos tile position
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*
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* @return {boolean} true if within topmost row, otherwise false
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*/
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'public isAtTop': function( pos )
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{
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// since tile positions are zero-indexed, we know that we're at the top
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// if the map height divides the position
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return ( pos % this._mh === 0 );
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},
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/**
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* Determines if the given position is in the bottom row of the map
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*
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* @param {number} pos tile position
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*
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* @return {boolean} true if within bottom row, otherwise false
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*/
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'public isAtBottom': function( pos )
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{
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// this "works" because tile positions are vertically indexed
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return this.isAtTop( pos + 1 );
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},
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/**
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* Determines if the given position is in the leftmost column of the map
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*
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* @param {number} pos tile position
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*
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* @return {boolean} true if within leftmost column, otherwise false
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*/
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'public isAtLeft': function( pos )
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{
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// check if index is within the left-most column
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return ( pos <= this._mh );
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},
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/**
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* Determines if the given position is in the rightmost column of the map
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*
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* @param {number} pos tile position
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*
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* @return {boolean} true if within rightmost column, otherwise false
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*/
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'public isAtRight': function( pos )
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{
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// check if index is within the right-most column
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return ( pos >= ( this._mh * ( this._mw - 1 ) ) );
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},
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} );
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@ -437,13 +437,6 @@ ltjs.MapState = Class( 'MapState',
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},
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},
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// TODO
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'private _calcPos': function( pos, dir )
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{
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return pos - 1;
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},
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/**
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/**
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* Creates a callback to alter the state of an object
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* Creates a callback to alter the state of an object
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*
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*
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@ -497,15 +490,14 @@ ltjs.MapState = Class( 'MapState',
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{
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{
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var _self = this;
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var _self = this;
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return function( dir )
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return function( dest )
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{
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{
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var newpos = _self._calcPos( pos, dir );
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_self._moveObj( obj, pos, dest );
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_self._moveObj( obj, pos, newpos );
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// call continuation with new position, if requested
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// call continuation with new position, if requested
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if ( typeof c === 'function' )
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if ( typeof c === 'function' )
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{
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{
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c( newpos );
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c( dest );
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}
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}
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};
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};
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},
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},
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* The directions, as defined in MapAction, are: 0:left, 1:up, 2:right,
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* The directions, as defined in MapAction, are: 0:left, 1:up, 2:right,
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* 3:down.
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* 3:down.
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*
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*
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* @param {number} direction direction code
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* XXX: the bounds argument is temporary
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*
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* @param {number} direction direction code
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* @param {MapBounds} bounds map boundaries
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*
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*
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* @return {undefined}
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* @return {undefined}
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*/
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*/
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'public movePlayer': function( direction )
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'public movePlayer': function( direction, bounds )
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{
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{
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var _self = this,
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var _self = this,
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player = this._player;
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player = this._player;
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// XXX: tightly coupled
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// XXX: tightly coupled
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var action = ltjs.MapAction(
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var action = ltjs.MapAction(
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bounds,
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this._createStateCallback( player, this._playerPos, function( o )
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this._createStateCallback( player, this._playerPos, function( o )
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{
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{
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_self._player = o;
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_self._player = o;
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@ -540,6 +536,7 @@ ltjs.MapState = Class( 'MapState',
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);
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);
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action.direction = direction;
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action.direction = direction;
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action.srcPos = this._playerPos;
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player.move( action );
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player.move( action );
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}
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}
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} );
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} );
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