mirror of
https://github.com/Febbweiss/sis.git
synced 2026-03-04 22:25:35 +00:00
Feature: adding CornWeapon
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@@ -22,7 +22,7 @@ var WAVES = [
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this.y = (this.y + this.height / 4);
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}
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},
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bonus : [50, 20]
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bonus : [40, 20]
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},
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{
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wave : [ [ 0, 0, 0, 0, 0, 0, 0 ],
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@@ -84,7 +84,7 @@ Game = {
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if( !Game.running ) {
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return false;
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}
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console.log( "Game.hit" );
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var health = Game.ship.hit();
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$(".alienShot").remove();
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$(".shipShot").remove();
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@@ -193,39 +193,49 @@ Game = {
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return false;
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}
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$(".shipShot").each(function(i,e) {
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var posy = $(this).y();
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var shots = $(".shipShot");
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if( shots.length == 0 ) {
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return false;
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}
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shots.each(function(i,e) {
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var posy = $(this).y(),
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weapon = $(this)[0].weapon;
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if( posy < -$(this).height() ) {
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this.remove();
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return;
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}
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var weapon = $(this)[0].weapon;
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$(this).y(weapon.directionY * weapon.speed, true);
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$(this).x(weapon.directionX * weapon.speed, true);
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var collisions = $(this).collision(".alien,."+$.gQ.groupCssClass);
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collisions.each( function() {
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var alien = $(this)[0];
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var aliensNotInArray = $.grep( Game.aliens, function( elementOfArray, index) {
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return elementOfArray.id == alien.id;
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}, true);
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Game.aliens = aliensNotInArray;
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var alienX = alien.alien.x;
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var alienY = alien.alien.y;
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var alienWidth = alien.alien.width;
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var alienHeight = alien.alien.height;
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alien.alien.hit();
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var remainingAliens = $(".alien").length;
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if( remainingAliens == WAVES[Game.wave].bonus[0] || remainingAliens == WAVES[Game.wave].bonus[1] ) {
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Game.bonus(alienX, alienY, alienWidth, alienHeight);
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}
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})
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if( collisions.length > 0 ) {
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this.remove()
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}
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if( Game.aliens.length == 0 ) {
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Game.running = false;
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Game.levelComplete();
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if( weapon.callback ) {
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weapon.callback($(this));
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} else {
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var collisions = $(this).collision(".alien,."+$.gQ.groupCssClass);
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collisions.each( function() {
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var alien = $(this)[0],
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aliensNotInArray = $.grep( Game.aliens, function( elementOfArray, index) {
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return elementOfArray.id == alien.id;
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}, true);
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alienX = alien.alien.x,
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alienY = alien.alien.y,
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alienWidth = alien.alien.width,
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alienHeight = alien.alien.height;
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Game.aliens = aliensNotInArray;
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alien.alien.hit();
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var remainingAliens = $(".alien").length;
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if( remainingAliens == WAVES[Game.wave].bonus[0] || remainingAliens == WAVES[Game.wave].bonus[1] ) {
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Game.bonus(alienX, alienY, alienWidth, alienHeight);
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}
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})
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if( collisions.length > 0 ) {
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this.remove()
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}
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if( Game.aliens.length == 0 ) {
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Game.running = false;
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Game.levelComplete();
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}
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}
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});
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},
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@@ -16,7 +16,7 @@ WORLD.farm.bonus = [
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},
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{
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type: "weapon",
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clazz: CarotWeapon,
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clazz: CornWeapon,
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animation: WORLD.farm.weapons.corn
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}
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];
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@@ -42,6 +42,7 @@ Weapon.prototype = {
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directionY : 1,
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animation : null,
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clazz : "default",
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callback : undefined,
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fire : function() {
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if (this.shot_timer || this.load <= 0) {
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@@ -93,6 +94,36 @@ 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 = 10;
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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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console.log( "CornWeapon.callback", this, shot );
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var higherAlien = Math.max.apply( null,
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$(".alien").map(function() {
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return $(this).y();
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}).get() ),
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lowerAlien = Math.min.apply( null,
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$(".alien").map(function() {
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return $(this).y();
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}).get() ),
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mediumAlien = (higherAlien + lowerAlien) / 2;
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if( shot.y() < mediumAlien ) {
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console.log( "KABOUM" );
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shot.remove();
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}
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}
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}
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CornWeapon.prototype = {
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}
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heriter(CornWeapon.prototype, Weapon.prototype);
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function AlienWeapon() {
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"use strict";
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@@ -350,7 +381,7 @@ Ship.prototype = {
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this.weapon.stock--;
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if( this.weapon.stock == 0 ) {
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this.weapon = new HeroWeapon();
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$("#current_weapon").setAnimation(bonus.animation);
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$("#current_weapon").setAnimation(this.weapon.animation);
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}
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}
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}
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@@ -21,8 +21,7 @@ var PLAYGROUND_WIDTH = 448,
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ALIENS_WIDTH = 24,
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ALIENS_HEIGHT = 17,
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START_Y = 40,
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IMAGES_PREFIX = "images/";
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START_Y = 40;
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var SHIPS = {
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scout: {width: 30, height: 25},
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@@ -144,8 +143,8 @@ $(function(){
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$.playground().registerCallback(Game.alienControl, REFRESH_RATE);
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// Collisions management
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$.playground().registerCallback(Game.heroShotCollision, REFRESH_RATE);
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$.playground().registerCallback(Game.bonusCollision, REFRESH_RATE);
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$.playground().registerCallback(Game.heroShotCollision, REFRESH_RATE);
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$.playground().registerCallback(Game.alienShotCollision, REFRESH_RATE);
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// Refresh playground
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