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function Player(texture) {
GameObject.call(this, texture);
this.active = false;
this.acceleration = 18;
this.boost_velocity = -70;
this.velocity = 0.0;
this.terminal_velocity = 60;
this.score = 0;
this.initPosition();
// bind space bar to boost up
//k_space.press = this.boost.bind(this);
}
Player.prototype = Object.create(GameObject.prototype);
Player.prototype.constructor = Player;
Player.prototype.initPosition = function() {
GameObject.prototype.initPosition.call(this);
this.sprite.position.x = Settings.STAGE_WIDTH * 0.1;
this.sprite.position.y = Settings.STAGE_HEIGHT * 0.6;
this.sprite.rotation = 0;
}
Player.prototype.updatePhysics = function() {
// update velocity
this.velocity += 0.01 * this.acceleration * dt;
if (this.velocity >= this.terminal_velocity) {
this.velocity = this.terminal_velocity;
}
// update position
this.sprite.position.y += 0.01 * this.velocity * dt;
// limit going upwards
this.sprite.position.y = Math.max(0, this.sprite.position.y);
}
Player.prototype.updateControls = function() {
// TODO
}
Player.prototype.boost = function() {
this.velocity = this.boost_velocity;
engine.sound.play("jump");
}
Player.prototype.outOfScreen = function() {
return this.sprite.position.y > Settings.STAGE_HEIGHT;
}
Player.prototype.update = function() {
GameObject.prototype.update.call(this);
this.sprite.rotation += 0.1;
if (this.active) {
this.score += 1;
this.updatePhysics();
this.updateControls();
}
}
Player.prototype.updateSprite = function(sprite) {
this.sprite = sprite;
}
var number = Math.floor((Math.random() * Settings.PLAYER_COUNT) + 1);
var player = new Player("players/player" + number);
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