define(function(require, exports, module) { module.exports = Player; var Key = require("./key") , Direction = require("./direction") , Image = require("./image"); function Player(game) { this.game = game; this.image = new Image("./assets/fighter.png"); this.game.resources.add(this.image); this.x = 0; this.y = 0; this.pixelX = 0; this.pixelY = 0; this.animationStep = 0; } Player.prototype.update = function() { if (!this.isWalking()) { this.handleInput(); } if (this.isWalking()) { // Increase the animation step. this.animationStep = ++this.animationStep % 60; if (this.x * 32 > this.pixelX) { this.pixelX++; } else if (this.x * 32 < this.pixelX) { this.pixelX--; } if (this.y * 32 > this.pixelY) { this.pixelY++; } else if (this.y * 32 < this.pixelY) { this.pixelY--; } } else { // Reset the animation step. this.animationStep = 0; } }; Player.prototype.handleInput = function() { var keyboard = this.game.keyboard, finalAction, action, inputs = { 'moveDown': keyboard.isDown(Key.DOWN), 'moveUp': keyboard.isDown(Key.UP), 'moveLeft': keyboard.isDown(Key.LEFT), 'moveRight': keyboard.isDown(Key.RIGHT) }; for (action in inputs) { if (inputs[action]) { if (!finalAction || inputs[finalAction] < inputs[action]) { finalAction = action; } } } this[finalAction] && this[finalAction](); }; Player.prototype.isWalking = function() { return this.x * 32 != this.pixelX || this.y * 32 != this.pixelY; }; Player.prototype.moveDown = function() { this.y += 1; this.direction = Direction.DOWN; }; Player.prototype.moveUp = function() { this.y -= 1; this.direction = Direction.UP; }; Player.prototype.moveLeft = function() { this.x -= 1; this.direction = Direction.LEFT; }; Player.prototype.moveRight = function() { this.x += 1; this.direction = Direction.RIGHT; }; Player.prototype.draw = function(context) { var offsetX = Math.floor(this.animationStep / 15) * 32, offsetY = 0; switch(this.direction) { case Direction.UP: offsetY = 48 * 3; break; case Direction.RIGHT: offsetY = 48 * 2; break; case Direction.LEFT: offsetY = 48; break; } context.drawImage(this.image.data, offsetX, offsetY, 32, 48, this.pixelX, this.pixelY - 16, 32, 48); }; });