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Refactoring: better way to manage weapons
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@@ -8,9 +8,91 @@
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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function Weapon() {
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"use strict";
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var WEAPONS = {
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SHOTGUN : {
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directionY : -1,
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rof : 200,
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ror : 1500,
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load : 2,
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max_load : 2,
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width : 3,
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height : 3,
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clazz : "Shotgun"
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},
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CAROT : {
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directionY : -1,
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stock : 10,
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clazz : "carot",
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load : 5,
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max_load : 5,
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width : 5,
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height : 10
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},
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CORN : {
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directionY : -1,
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stock : 3,
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clazz : "corn",
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load : 1,
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max_load : 1,
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callback : function(shot) {
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var mediumAlien = getAliensMidHeight();
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if( shot.y() < mediumAlien ) {
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var x = shot.x(),
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y = shot.y(),
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explosion = EXPLOSIONS.SMALL[0];
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$("#shipShots").addSprite("cornExplosion", {width: explosion.width, height: explosion.height, posx: x - explosion.width / 2, posy: y - explosion.height / 2});
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explosionSmall($("#cornExplosion"), function() {$("#cornExplosion").remove()});
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shot.remove();
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var shipShots = $("#shipShots");
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for( var i = 0; i < 8; i++) {
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var cos = Math.cos( (Math.PI / 4) * i ),
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sin = Math.sin( (Math.PI / 4) * i);
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if( Math.abs(cos) < 0.01 ) {
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cos = 0;
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}
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if( Math.abs(sin) < 0.01) {
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sin = 0;
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}
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shipShots.addSprite( "shotCorn" + i, { posx : x + 5 * cos, posy : y + 5 * sin, width: 2, height: 2});
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var shotCorn = $("#shotCorn" + i);
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shotCorn.addClass("shipShot").addClass("shotCorn");
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$("#shotCorn" + i)[0].weapon = $.extend({
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directionX : cos < 0 ? -1 : cos > 0 ? 1 : 0,
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directionY : sin < 0 ? -1 : sin > 0 ? 1 : 0,
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speed : 1
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}, shot.weapon);
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}
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}
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}
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},
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ALIEN : {
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directionY : 1,
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width : 5,
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height : 10
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}
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}
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function Weapon(type) {
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"use strict";
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this.directionY = type.directionY || 1;
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this.directionX = type.directionX || 0;
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this.width = type.width;
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this.height = type.height;
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this.speed = type.speed || 5;
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this.strenght = type.strength || 10;
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this.stock = type.stock || Infinity;
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this.rof = type.rof || 300;
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this.ror = type.ror || 1500;
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this.load = type.load || 1;
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this.max_load = type.max_load || 1;
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this.animation = type.animation;
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this.clazz = type.clazz || "default";
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this.callback = type.callback;
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}
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Weapon.prototype = {
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speed : 5,
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strength : 10,
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@@ -55,91 +137,4 @@ Weapon.prototype = {
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return true;
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}
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}
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function ShotgunWeapon() {
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"use strict";
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this.directionY = -1;
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this.rof = 200;
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this.ror = 1500;
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this.load = 2;
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this.max_load = 2;
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this.width = 3;
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this.height = 3;
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this.clazz = "Shotgun"
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}
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ShotgunWeapon.prototype = {
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}
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heriter(ShotgunWeapon.prototype, Weapon.prototype);
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function CarotWeapon() {
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"use strict";
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this.directionY = -1;
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this.stock = 10;
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this.clazz = "carot";
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this.load = 5;
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this.max_load = 5;
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this.width = 5;
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this.height = 10;
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}
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CarotWeapon.prototype = {
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}
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heriter(CarotWeapon.prototype, Weapon.prototype);
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function CornWeapon() {
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"use strict";
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this.directionY = -1;
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this.stock = 3;
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this.clazz = "corn";
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this.load = 1;
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this.max_load = 1;
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this.callback = function(shot) {
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var mediumAlien = getAliensMidHeight();
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if( shot.y() < mediumAlien ) {
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var x = shot.x(),
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y = shot.y(),
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explosion = EXPLOSIONS.SMALL[0];
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$("#shipShots").addSprite("cornExplosion", {width: explosion.width, height: explosion.height, posx: x - explosion.width / 2, posy: y - explosion.height / 2});
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explosionSmall($("#cornExplosion"), function() {$("#cornExplosion").remove()});
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shot.remove();
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var shipShots = $("#shipShots");
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for( var i = 0; i < 8; i++) {
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var cos = Math.cos( (Math.PI / 4) * i ),
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sin = Math.sin( (Math.PI / 4) * i);
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if( Math.abs(cos) < 0.01 ) {
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cos = 0;
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}
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if( Math.abs(sin) < 0.01) {
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sin = 0;
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}
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shipShots.addSprite( "shotCorn" + i, { posx : x + 5 * cos, posy : y + 5 * sin, width: 2, height: 2});
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var shotCorn = $("#shotCorn" + i);
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shotCorn.addClass("shipShot").addClass("shotCorn");
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$("#shotCorn" + i)[0].weapon = $.extend({
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directionX : cos < 0 ? -1 : cos > 0 ? 1 : 0,
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directionY : sin < 0 ? -1 : sin > 0 ? 1 : 0,
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speed : 1
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}, shot.weapon);
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}
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}
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}
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}
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CornWeapon.prototype = {
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}
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heriter(CornWeapon.prototype, Weapon.prototype);
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function AlienWeapon() {
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"use strict";
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this.directionY = 1;
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this.width = 5;
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this.height = 10;
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}
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AlienWeapon.prototype = {
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}
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heriter(AlienWeapon.prototype, Weapon.prototype);
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}
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