mkjs/code/entities/bowserPlatforms.js

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2017-09-08 09:22:15 -07:00
//
// bowserPlatforms.js
//--------------------
// Provides platforms for Bowser's Castle
// by RHY3756547
//
// includes:
// render stuff idk
//
window.ObjRotaryRoom = function(obji, scene) {
var obji = obji;
var res = [];
var t = this;
t.collidable = true;
t.colMode = 0;
t.colRad = 512;
t.getCollision = getCollision;
t.moveWith = moveWith;
t.pos = vec3.clone(obji.pos);
//t.angle = vec3.clone(obji.angle);
t.scale = vec3.clone(obji.scale);
t.requireRes = requireRes;
t.provideRes = provideRes;
t.update = update;
t.draw = draw;
t.speed = (obji.setting1&0xFFFF)/8192;
t.angle = 0;
var dirVel = 0;
function update(scene) {
dirVel = t.speed;
t.angle += dirVel;
}
function draw(view, pMatrix) {
var mat = mat4.translate(mat4.create(), view, t.pos);
mat4.scale(mat, mat, vec3.scale([], t.scale, 16));
mat4.rotateY(mat, mat, t.angle);
res.mdl[0].draw(mat, pMatrix);
}
function requireRes() { //scene asks what resources to load
return {mdl:[{nsbmd:"rotary_room.nsbmd"}]};
}
function provideRes(r) {
res = r; //...and gives them to us. :)
}
function getCollision() {
var obj = {};
var inf = res.mdl[0].getCollisionModel(0, 0);
obj.tris = inf.dat;
var mat = mat4.translate([], mat4.create(), t.pos);
mat4.scale(mat, mat, vec3.mul([], [16*inf.scale, 16*inf.scale, 16*inf.scale], t.scale));
mat4.rotateY(mat, mat, t.angle);
obj.mat = mat;
return obj;
}
function moveWith(obj) { //used for collidable objects that move.
var p = vec3.sub([], obj.pos, t.pos);
vec3.transformMat4(p, p, mat4.rotateY([], mat4.create(), dirVel));
vec3.add(obj.pos, t.pos, p);
obj.physicalDir -= dirVel;
}
}
window.ObjRoutePlatform = function(obji, scene) {
var obji = obji;
var res = [];
var genCol;
var t = this;
t.collidable = true;
t.colMode = 0;
t.colRad = 512;
t.getCollision = getCollision;
t.moveWith = moveWith;
t.pos = vec3.clone(obji.pos);
//t.angle = vec3.clone(obji.angle);
t.scale = vec3.clone(obji.scale);
t.requireRes = requireRes;
t.provideRes = provideRes;
t.update = update;
t.draw = draw;
generateCol();
t.statDur = (obji.setting1&0xFFFF);
t.route = scene.paths[obji.routeID];
t.routeSpeed = 1/6;
t.routePos = 0;
t.nextNode = t.route[t.routePos];
t.prevPos = t.pos;
t.elapsedTime = 0;
t.mode = 0;
var movVel;
//t.speed = (obji.setting1&0xFFFF)/8192;
function update(scene) {
if (t.mode == 0) {
t.elapsedTime += t.routeSpeed;
movVel = vec3.sub([], t.nextNode.pos, t.prevPos);
//vec3.normalize(movVel, movVel);
vec3.scale(movVel, movVel, t.routeSpeed/t.nextNode.duration);
vec3.add(t.pos, t.pos, movVel);
if (t.elapsedTime >= t.nextNode.duration) {
t.elapsedTime = 0;
t.prevPos = t.nextNode.pos;
t.routePos = (t.routePos+1)%t.route.length;
t.nextNode = t.route[t.routePos];
t.mode = 1;
}
} else {
t.elapsedTime += 1;
movVel = [0, 0, 0];
if (t.elapsedTime > t.statDur) {
t.mode = 0;
t.elapsedTime = 0;
}
}
}
function draw(view, pMatrix) {
var mat = mat4.translate(mat4.create(), view, t.pos);
mat4.scale(mat, mat, vec3.scale([], t.scale, 16));
res.mdl[0].draw(mat, pMatrix);
}
function requireRes() { //scene asks what resources to load
return {mdl:[{nsbmd:"koopa_block.nsbmd"}]}; //25x, 11y
}
function provideRes(r) {
res = r; //...and gives them to us. :)
}
function generateCol() {
genCol = {dat: [
{
Vertex1: [25, 0, 11],
Vertex2: [25, 0, -11],
Vertex3: [-25, 0, -11],
Normal: [0, 1, 0]
},
{
Vertex1: [-25, 0, -11],
Vertex2: [-25, 0, 11],
Vertex3: [25, 0, 11],
Normal: [0, 1, 0]
},
], scale: 1};
}
function getCollision() {
var obj = {};
var inf = genCol;//res.mdl[0].getCollisionModel(0, 0);
obj.tris = inf.dat;
var mat = mat4.translate([], mat4.create(), t.pos);
mat4.scale(mat, mat, vec3.mul([], [16*inf.scale, 16*inf.scale, 16*inf.scale], t.scale));
obj.mat = mat;
return obj;
}
function moveWith(obj) { //used for collidable objects that move.
/*var p = vec3.sub([], obj.pos, t.pos);
vec3.transformMat4(p, p, mat4.rotateY([], mat4.create(), dirVel));
vec3.add(obj.pos, t.pos, p);
obj.physicalDir -= dirVel;*/
vec3.add(obj.pos, obj.pos, movVel);
}
}