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Commit 9b0d78a

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author
Raphaël Vandon
committed
small things
including : make functions start with a lower case letter, rename variables to avoid double definitions, inline some variables
1 parent f886518 commit 9b0d78a

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5 files changed

+29
-33
lines changed

5 files changed

+29
-33
lines changed

.gitignore

+1
Original file line numberDiff line numberDiff line change
@@ -1 +1,2 @@
11
*~
2+
.idea

js/collisions.js

+14-16
Original file line numberDiff line numberDiff line change
@@ -1,37 +1,35 @@
11
var EPSILON = 0.1; //size of buffer between player and obstacles
22

3-
function GetValidMove(bb, direction, obstacles)
3+
function getValidMove(bb, direction, obstacles)
44
{
55
//try x move
66
bb.width += Math.abs(direction.x);
77
if(direction.x < 0)
88
bb.x += direction.x;
9-
for(var b = 0; b < obstacles.length; b++)
9+
for(var bX = 0; bX < obstacles.length; bX++)
1010
{
11-
var block = obstacles[b];
12-
var inter = bb.intersection(block);
13-
if(inter)
11+
var interX = bb.intersection(obstacles[bX]);
12+
if(interX)
1413
{
15-
moveback = inter.width + EPSILON;
16-
if(direction.x < 0) moveback = -moveback;
17-
direction.x -= moveback;
18-
bb.x -= moveback;
14+
var moveBackX = interX.width + EPSILON;
15+
if(direction.x < 0) moveBackX = -moveBackX;
16+
direction.x -= moveBackX;
17+
bb.x -= moveBackX;
1918
break;
2019
}
2120
}
2221
//try y move
2322
bb.height += Math.abs(direction.y);
2423
if(direction.y < 0)
2524
bb.y += direction.y;
26-
for(var b = 0; b < obstacles.length; b++)
25+
for(var bY = 0; bY < obstacles.length; bY++)
2726
{
28-
block = obstacles[b];
29-
inter = bb.intersection(block);
30-
if(inter)
27+
var interY = bb.intersection(obstacles[bY]);
28+
if(interY)
3129
{
32-
var moveback = inter.height + EPSILON;
33-
if(direction.y < 0) moveback = -moveback;
34-
direction.y -= moveback;
30+
var moveBackY = interY.height + EPSILON;
31+
if(direction.y < 0) moveBackY = -moveBackY;
32+
direction.y -= moveBackY;
3533
break;
3634
}
3735
}

js/core.js

+3-4
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,4 @@
1-
/* global debug */
2-
debug = true;
1+
displayDebug = false;
32

43
var isKeyPressed = [];
54

@@ -63,7 +62,7 @@ function launchGame()
6362
stage.addChild(objBg);
6463

6564
objTerrain = new Terrain(stage, imgBlock);
66-
objTerrain.Load();
65+
objTerrain.load();
6766

6867
var spSheet = new createjs.SpriteSheet({
6968
images: [imgPlayer],
@@ -101,7 +100,7 @@ function code(e)
101100

102101
function update(event)
103102
{
104-
objPlayer.Update(event);
103+
objPlayer.update(event);
105104

106105
stage.update();
107106
}

js/player.js

+5-6
Original file line numberDiff line numberDiff line change
@@ -15,13 +15,13 @@ function Player(initX, initY, bitmap)
1515

1616
this.onGround = false;
1717

18-
if(debug)
18+
if(displayDebug)
1919
{
2020
this.debugBB = new createjs.Bitmap(imgDebug);
2121
stage.addChild(this.debugBB);
2222
}
2323

24-
this.Update = function (event)
24+
this.update = function (event)
2525
{
2626
var wantedX = 0;
2727
var wantedY = 0;
@@ -52,7 +52,7 @@ function Player(initX, initY, bitmap)
5252

5353
var rect = new createjs.Rectangle(this.internal.x-19, this.internal.y, 40, 53);
5454

55-
if(debug)
55+
if(displayDebug)
5656
{
5757
//debug bounding box is one frame off
5858
this.debugBB.x = rect.x;
@@ -61,12 +61,11 @@ function Player(initX, initY, bitmap)
6161
this.debugBB.scaleY = rect.height;
6262
}
6363

64-
var validatedMove = GetValidMove(rect, {x:wantedX, y:wantedY}, objTerrain.obstaclesBBs);
64+
var validatedMove = getValidMove(rect, {x:wantedX, y:wantedY}, objTerrain.obstaclesBBs);
6565
if((validatedMove.x > 0 && this.internal.x + validatedMove.x > 800) || (validatedMove.x < 0 && this.internal.x + validatedMove.x < 400))
6666
{
6767
//move terrain instead of player
68-
var remaining = objTerrain.TryMove(validatedMove.x);
69-
this.internal.x += remaining;
68+
this.internal.x += objTerrain.tryMove(validatedMove.x);
7069
}
7170
else
7271
{

js/terrain.js

+6-7
Original file line numberDiff line numberDiff line change
@@ -20,12 +20,11 @@ function Terrain(stage, texX)
2020
var levelWidth = level[0].length * 40;
2121
var screenWidth = 1200;
2222

23-
this.texX = texX;
2423
this.obstaclesBBs = [];
2524
this.obstaclesSprites = [];
2625
this.offsetX = 0;
2726

28-
this.Load = function()
27+
this.load = function()
2928
{
3029
for(var l = 0; l < level.length; l++)
3130
{
@@ -49,7 +48,7 @@ function Terrain(stage, texX)
4948
}
5049
}
5150

52-
this.TryMove = function(x)
51+
this.tryMove = function(x)
5352
{
5453
var remaining = 0;
5554
if(x > 0 && levelWidth - screenWidth < this.offsetX + x)
@@ -64,10 +63,10 @@ function Terrain(stage, texX)
6463
x = -this.offsetX;
6564
}
6665

67-
for(var o = 0; o < this.obstaclesBBs.length; o++)
68-
this.obstaclesBBs[o].x -= x;
69-
for(var o = 0; o < this.obstaclesSprites.length; o++)
70-
this.obstaclesSprites[o].x -= x;
66+
for(var oBB = 0; oBB < this.obstaclesBBs.length; oBB++)
67+
this.obstaclesBBs[oBB].x -= x;
68+
for(var oS = 0; oS < this.obstaclesSprites.length; oS++)
69+
this.obstaclesSprites[oS].x -= x;
7170
this.offsetX += x;
7271

7372
return remaining;

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