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graphic-o3d-samples-io-actors-horizontalpad.js / js



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@fileoverview This file defines the HorizontalPad class.

  
  
  
A Horizontal Floater.

  
  function HorizontalPad(initObj) {
    this.absorbNamedValues(initObj);
    this.maxSpeed = 4;
    this.moveAmount = 4;
    this.width = 42;
    this.height = 1;
  }
  HorizontalPad.prototype = new Actor;
  
  HorizontalPad.prototype.onTick = function(timeElapsed) {
    // When you attach me to a platform, I make it so nobody
    // can stand on it... only me.
    world.platforms[this.platformID].isNotSolid = true;
  
    // I move based off of the platform that I'm on. So get that now.
    var myPlatform = world.platforms[this.platformID];
  
    // I bounce back and forth between the left and right points on my platform.
    if (this.mapX < myPlatform.left.mapX) {
      this.moveAmount += 1;
    } else if (this.mapX > myPlatform.right.mapX) {
      this.moveAmount -= 1;
    } else if (this.moveAmount >= 0) {
      this.moveAmount = this.maxSpeed;
    } else {
      this.moveAmount = -this.maxSpeed;
    }
  
    // I match my rotation to that of my platform.
    this.rotZ = myPlatform.rotZ;
  
    // Here's how I move. moveMapX is a handy function that updates both
    // my "virtual 2d world" mapX, as well as my literal x + y values
    this.moveMapX(this.moveAmount)
  
    // If I collide with the avatar, then move the avatar along with me,
    // and set his "override" groundZ to be my own Z.
    if (this.collidesWith(avatar)) {
      if (avatar.velZ <= 0 && avatar.z >= this.z - 25) {
        avatar.moveMapX(this.moveAmount);
        avatar.groundZ = this.z;
      }
    }
  
    updateActor(this);
  }
  


(C) Æliens 20/2/2008

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