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