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user.js
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user.js
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var asUser = function(user, weight, floorCount, floorHeight) {
user.weight = weight;
user.currentFloor = 0;
user.destinationFloor = 0;
user.done = false;
user.removeMe = false;
user.appearOnFloor = function(floor, destinationFloorNum) {
var floorPosY = (floorCount - 1) * floorHeight - floor.level * floorHeight + 30;
user.currentFloor = floor.level;
user.destinationFloor = destinationFloorNum;
user.moveTo(null, floorPosY);
user.pressFloorButton(floor);
};
user.pressFloorButton = function(floor) {
if(user.destinationFloor < user.currentFloor) {
floor.pressDownButton();
} else {
floor.pressUpButton();
}
}
user.elevatorAvailable = function(elevator, floor) {
if(user.done || user.parent !== null || user.isBusy()) {
return;
}
if(!elevator.isSuitableForTravelBetween(user.currentFloor, user.destinationFloor)) {
// Not suitable for travel - don't use this elevator
return;
}
var pos = elevator.userEntering(user);
if(pos) {
// Success
user.setParent(elevator);
user.trigger("entered_elevator", elevator);
user.moveToOverTime(pos[0], pos[1], 1, undefined, function() {
elevator.pressFloorButton(user.destinationFloor);
});
var exitAvailableHandler = function(floorNum) {
if(elevator.currentFloor === user.destinationFloor) {
elevator.userExiting(user);
user.currentFloor = elevator.currentFloor;
user.setParent(null);
var destination = user.x + 100;
user.done = true;
user.trigger("exited_elevator", elevator);
user.trigger("new_state");
user.moveToOverTime(destination, null, 1 + Math.random()*0.5, linearInterpolate, function() {
user.removeMe = true;
user.trigger("removed");
user.off("*");
});
// Remove self as event listener - must be done after this,
// or riot's event calling loops bugs out (we're currently in it)
user.cleanupFunction = function() {
elevator.off("exit_available", exitAvailableHandler);
}
}
};
elevator.on("exit_available", exitAvailableHandler);
} else {
user.pressFloorButton(floor);
}
};
return user;
}