mirror of
https://github.com/Febbweiss/sis.git
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Feature: add 2 kinds of aliens
Refactoring: better way to manage aliens Refatcoring: creating models and animations folders to manage independent files
This commit is contained in:
81
js/models/aliens.js
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81
js/models/aliens.js
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@@ -0,0 +1,81 @@
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var ALIENS = {
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alien1 : {
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health : 1,
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weapon : AlienWeapon,
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score : 5,
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aggression : 0.0005,
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animation : ALIENS_TYPE[0]
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},
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alien2 : {
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health : 1,
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weapon : AlienWeapon,
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score : 10,
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aggression : 0.001,
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animation : ALIENS_TYPE[1]
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},
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alien3 : {
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health : 1,
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weapon : AlienWeapon,
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score : 20,
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aggression : 0.0015,
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animation : ALIENS_TYPE[2]
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}
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}
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/*** Actors - Aliens ***/
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function Alien(id, start, move, type) {
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"use strict";
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this.id = id;
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this.x = start.x;
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this.y = start.y;
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this.moveFct = move;
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this.weapon = new type.weapon();
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this.fireDirectionY = 1;
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this.originX = this.x;
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this.originY = this.y;
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this.directionX = -1;
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this.speed = 0.5;
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this.animation = type.animation;
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this.width = type.animation.width;
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this.height = type.animation.height;
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this.health = type.health;
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this.aggression = type.aggression;
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this.score = type.score;
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}
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Alien.prototype = {
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moveFct : null,
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width : 0,
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height : 0,
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aggression : 0,
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animation : null,
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score : 0,
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init : function() {
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"use strict";
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this.speed = 0;
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this.node.x(this.x);
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this.node.y(this.y);
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},
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move : function() {
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"use strict";
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this._super("move", arguments);
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if (typeof this.moveFct !== undefined) {
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this.moveFct();
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}
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},
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destroy : function() {
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this._super("destroy", arguments);
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Game.addToScore( this.score );
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}
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};
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heriter(Alien.prototype, Actor.prototype);
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/*** Actors - Aliens - END ***/
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629
js/models/models.js
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629
js/models/models.js
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@@ -0,0 +1,629 @@
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/*
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* Copyright (c) 2013 Fabrice ECAILLE aka Febbweiss
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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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 getAliensMidHeight() {
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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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return (higherAlien + lowerAlien) / 2;
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}
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WORLD.farm.bonus = [
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{
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type: "weapon",
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clazz: CarotWeapon,
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animation: WORLD.farm.weapons.carot
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},
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{
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type: "weapon",
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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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/*** Move ***/
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var MOVE = {
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translation : {
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init : function (x, y) {
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return {directionX : 1, directionY : 0};
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},
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move : function() {
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var offset = (PLAYGROUND_WIDTH - 16 * this.width) / 2;
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if (Math.abs((this.getOriginX() - this.getX())) >= offset) {
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this.directionX *= -1;
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this.y = (this.y + this.height / 4);
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}
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},
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},
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mirror : {
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init : function(x, y) {
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if( x < PLAYGROUND_WIDTH / 2 ) {
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return {directionX: -1, directionY: 0};
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}
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return {directionX: 1, directionY: 0};
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},
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move : function() {
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var offset = this.width / 2;
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if (Math.abs((this.getOriginX() - this.getX())) >= offset) {
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this.directionX *= -1;
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this.y = (this.y + this.height / 4);
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}
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},
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},
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half_part_rotation : {
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init : function (x, y) {
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return {directionX:0, directionY:0};
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},
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move : function () {
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var _this = $(this)[0],
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mid = PLAYGROUND_WIDTH / 2,
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center = _this.center,
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width = _this.width;
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if( this.directionX == 0 && this.directionY == 0 ) {
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center = {x: ( this.getOriginX() < mid ? PLAYGROUND_WIDTH / 4 : 3 * PLAYGROUND_WIDTH / 4), y: getAliensMidHeight() };
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width = distance(center, {x: this.x, y: this.y});
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var xAxis = {x: width, y: 0},
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current = {x: center.x - this.getOriginX(), y: center.y - this.getOriginY()},
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alpha = angle( xAxis, current );
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this.directionX = 0.01;
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this.directionY = alpha;
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$(this)[0].center = center;
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$(this)[0].width = width;
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}
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if( this.getOriginX() < mid ) {
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this.directionY = this.directionY + this.directionX;
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} else {
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this.directionY = this.directionY - this.directionX;
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}
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if( Math.abs(this.directionY) > 2 * Math.PI ) {
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this.directionY = 0;
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}
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center.y = center.y + 0.1;
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_this.center = center;
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this.x = center.x + width * Math.cos(this.directionY);
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this.y = center.y + width * Math.sin(this.directionY);
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}
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},
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rotation : {
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init : function (x, y) {
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return {directionX:0, directionY:0};
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},
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move : function () {
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var _this = $(this)[0],
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mid = PLAYGROUND_WIDTH / 2,
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center = _this.center,
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width = _this.width;
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if( this.directionX == 0 && this.directionY == 0 ) {
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center = {x: mid, y: getAliensMidHeight() };
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width = distance(center, {x: this.x, y: this.y});
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var xAxis = {x: width, y: 0},
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current = {x: center.x - this.getOriginX(), y: center.y - this.getOriginY()},
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alpha = angle( xAxis, current );
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this.directionX = 0.01;
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this.directionY = alpha;
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$(this)[0].center = center;
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$(this)[0].width = width;
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}
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this.directionY = this.directionY - this.directionX;
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if( Math.abs(this.directionY) > 2 * Math.PI ) {
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this.directionY = 0;
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}
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center.y = center.y + 0.1;
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_this.center = center;
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this.x = center.x + width * Math.cos(this.directionY);
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this.y = center.y + width * Math.sin(this.directionY);
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}
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},
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sinusoid : {
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init : function (x, y) {
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return {directionX : 1, directionY : 1};
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},
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move : function () {
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var offset = this.width / 2;
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if (Math.abs((this.getOriginX() - this.getX())) >= offset) {
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this.directionX *= -1;
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}
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if( Math.abs(this.getOriginY() - this.getY()) >= 3 * this.height ) {
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this.directionY *= -1;
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}
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}
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}
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};
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/*** Move - end ***/
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var ALIENS = {
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alien1 : {
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health : 1,
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weapon : AlienWeapon,
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score : 5,
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aggression : 0.0005,
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animation : ALIENS_TYPE[0]
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},
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alien2 : {
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health : 1,
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weapon : AlienWeapon,
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score : 10,
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aggression : 0.001,
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animation : ALIENS_TYPE[1]
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},
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alien3 : {
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health : 1,
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weapon : AlienWeapon,
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score : 20,
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aggression : 0.0015,
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animation : ALIENS_TYPE[2]
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}
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}
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/*** Waves ***/
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var WAVES = [
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{
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wave : [
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[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ],
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[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ],
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[ ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3 ],
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[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ],
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[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ]
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],
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move : MOVE.translation,
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bonus : [40, 20]
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},
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{
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wave : [ [ Alien, Alien, Alien, undefined, Alien, Alien, Alien ],
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[ Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien ],
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[ Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien, Alien ],
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[ Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien, Alien, Alien ],
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[ Alien, Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien, Alien, Alien ]
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],
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move : MOVE.mirror,
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bonus : [30, 15]
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},
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{
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wave : [ [ undefined, undefined, Alien, undefined, undefined, undefined, undefined, undefined, Alien, undefined, undefined ],
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[ undefined, Alien, Alien, Alien, undefined, undefined, undefined, Alien, Alien, Alien, undefined ],
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[ Alien, Alien, undefined, Alien, Alien, undefined, Alien, Alien, undefined, Alien, Alien ],
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[ undefined, Alien, Alien, Alien, Alien, undefined, undefined, Alien, Alien, Alien, undefined ],
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[ undefined, undefined, Alien, undefined, undefined, undefined, undefined, undefined, Alien, undefined, undefined ]
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],
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move : MOVE.half_part_rotation,
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bonus : [20, 10]
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},
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{
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wave : [
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[ undefined, undefined, undefined, undefined, Alien, undefined, undefined, undefined, undefined ],
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[ undefined, undefined, undefined, Alien, Alien, Alien, undefined, undefined, undefined ],
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[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
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[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
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[ Alien, Alien, Alien, undefined, undefined, undefined, Alien, Alien, Alien ],
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[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
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[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
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[ undefined, undefined, undefined, Alien, Alien, Alien, undefined, undefined, undefined ],
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[ undefined, undefined, undefined, undefined, Alien, undefined, undefined, undefined, undefined ]
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],
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move : MOVE.rotation,
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bonus : [25, 12]
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}
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];
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/*** Waves - end ***/
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/*** Weapons ***/
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function Weapon() {
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"use strict";
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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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stock: Infinity,
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rof : 300,
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ror : 1500,
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load : 1,
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max_load : 1,
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width : 5,
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height : 5,
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shot_timer : false,
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reload_timer : false,
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directionX : 0,
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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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return false;
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}
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var _this = this;
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this.load = Math.max(0,this.load - 1);
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this.shot_timer = setInterval(function() {
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if (_this.load > 0) {
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clearTimeout(_this.shot_timer);
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_this.shot_timer = false;
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}
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}, this.rof);
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if( !this.reload_timer) {
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this.reload_timer = setInterval( function() {
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_this.load = Math.min(_this.load + 1, Math.min(_this.max_load, _this.stock));
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if( _this.load == _this.max_load ) {
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clearInterval(_this.reload_timer);
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_this.reload_timer = false;
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}
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}, this.ror);
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}
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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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||||
}
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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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heriter(CornWeapon.prototype, Weapon.prototype);
|
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|
||||
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||||
function AlienWeapon() {
|
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"use strict";
|
||||
this.directionY = 1;
|
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this.width = 5;
|
||||
this.height = 10;
|
||||
}
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||||
AlienWeapon.prototype = {
|
||||
|
||||
}
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||||
heriter(AlienWeapon.prototype, Weapon.prototype);
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/*** Weapons -END ***/
|
||||
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||||
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||||
/*** Actors ***/
|
||||
function Actor() {
|
||||
"use strict";
|
||||
}
|
||||
Actor.prototype = {
|
||||
id : null,
|
||||
node : null,
|
||||
x : null,
|
||||
y : null,
|
||||
originX : 0,
|
||||
originY : 0,
|
||||
speed : 0,
|
||||
health : 1,
|
||||
directionX : 0,
|
||||
directionY : 0,
|
||||
fireDirectionX : 0,
|
||||
fireDirectionY : 0,
|
||||
weapon : null,
|
||||
animations : {},
|
||||
|
||||
getX : function() {
|
||||
"use strict";
|
||||
return this.x;
|
||||
},
|
||||
|
||||
getY : function() {
|
||||
"use strict";
|
||||
return this.y;
|
||||
},
|
||||
|
||||
move : function() {
|
||||
"use strict";
|
||||
if (!Game.running) {
|
||||
return;
|
||||
}
|
||||
this.x += this.directionX * this.speed;
|
||||
this.y += this.directionY * this.speed;
|
||||
this.x = Math.min(this.x, PLAYGROUND_WIDTH - this.node.w());
|
||||
this.x = Math.max(this.x, 0);
|
||||
this.node.x(this.x);
|
||||
this.node.y(this.y);
|
||||
},
|
||||
|
||||
getOriginX : function() {
|
||||
return this.originX;
|
||||
},
|
||||
|
||||
getOriginY : function() {
|
||||
return this.originY;
|
||||
},
|
||||
|
||||
up : function(active) {
|
||||
"use strict";
|
||||
this.directionY = active ? -1 : 0;
|
||||
},
|
||||
|
||||
down : function(active) {
|
||||
"use strict";
|
||||
this.directionY = active ? 1 : 0;
|
||||
},
|
||||
|
||||
left : function(active) {
|
||||
"use strict";
|
||||
this.directionX = active ? -1 : 0;
|
||||
},
|
||||
|
||||
right : function(active) {
|
||||
"use strict";
|
||||
this.directionX = active ? 1 : 0;
|
||||
},
|
||||
|
||||
fire : function(layout, clazz) {
|
||||
var name = "shot" + Math.ceil(Math.random() * 1000);
|
||||
if (this.weapon.fire(layout)) {
|
||||
layout.addSprite(name, $.extend({ posx : this.x + this.node.w() / 2, posy : this.y + this.fireDirectionY * this.node.h()}, this.weapon));
|
||||
$("#" + name).addClass(clazz).addClass(this.weapon.clazz);
|
||||
$("#" + name)[0].weapon = this.weapon;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
|
||||
hit : function() {
|
||||
this.health = this.health - 1;
|
||||
if( this.health == 0 ) {
|
||||
this.destroy();
|
||||
}
|
||||
|
||||
return this.health;
|
||||
},
|
||||
|
||||
destroy : function() {
|
||||
$("#" + this.id).remove();
|
||||
}
|
||||
};
|
||||
|
||||
/*** Actors - Aliens ***/
|
||||
function Alien(id, start, move, type) {
|
||||
"use strict";
|
||||
|
||||
this.id = id;
|
||||
this.x = start.x;
|
||||
this.y = start.y;
|
||||
this.moveFct = move;
|
||||
|
||||
this.weapon = new type.weapon();
|
||||
this.fireDirectionY = 1;
|
||||
|
||||
this.originX = this.x;
|
||||
this.originY = this.y;
|
||||
this.directionX = -1;
|
||||
this.speed = 0.5;
|
||||
this.animation = type.animation;
|
||||
this.width = type.animation.width;
|
||||
this.height = type.animation.height;
|
||||
this.health = type.health;
|
||||
this.aggression = type.aggression;
|
||||
this.score = type.score;
|
||||
}
|
||||
|
||||
Alien.prototype = {
|
||||
moveFct : null,
|
||||
width : 0,
|
||||
height : 0,
|
||||
aggression : 0,
|
||||
animation : null,
|
||||
score : 0,
|
||||
|
||||
init : function() {
|
||||
"use strict";
|
||||
this.speed = 0;
|
||||
this.node.x(this.x);
|
||||
this.node.y(this.y);
|
||||
},
|
||||
|
||||
move : function() {
|
||||
"use strict";
|
||||
this._super("move", arguments);
|
||||
if (typeof this.moveFct !== undefined) {
|
||||
this.moveFct();
|
||||
}
|
||||
},
|
||||
|
||||
destroy : function() {
|
||||
this._super("destroy", arguments);
|
||||
Game.addToScore( this.score );
|
||||
}
|
||||
};
|
||||
|
||||
heriter(Alien.prototype, Actor.prototype);
|
||||
|
||||
/*** Actors - Aliens - END ***/
|
||||
|
||||
/*** Actors - Heroes - END ***/
|
||||
function Ship(id, start, speed, animation) {
|
||||
"use strict";
|
||||
this.id = id;
|
||||
this.x = start.x;
|
||||
this.y = start.y;
|
||||
|
||||
this.weapon = new ShotgunWeapon();
|
||||
this.fireDirectionY = -1;
|
||||
|
||||
this.originX = this.x;
|
||||
this.originY = this.y;
|
||||
this.speed = speed;
|
||||
|
||||
this.animation = animation;
|
||||
|
||||
/*this.bigWheel = $("#bigWheel");
|
||||
this.smallWheel = $("#smallWheel");
|
||||
var bigWheelRadius = bigWheel.h() / 2,
|
||||
smallWheelRadius = smallWheel.h() / 2;
|
||||
this.bigWheelAngle = this.speed * 360 / ( 2 * Math.PI * bigWheelRadius );
|
||||
this.smallWheelAngle = this.speed * 360 / ( 2 * Math.PI * smallWheelRadius );*/
|
||||
|
||||
}
|
||||
|
||||
Ship.prototype = {
|
||||
speed : 0,
|
||||
directionX : 0,
|
||||
directionY : 0,
|
||||
lives : 3,
|
||||
animation : null,
|
||||
/*bigWheel : null,
|
||||
bigWheelAngle : 0,
|
||||
smallWheel : null,
|
||||
smallWheelAngle : 0,*/
|
||||
|
||||
init : function() {
|
||||
"use strict";
|
||||
this.speed = 0;
|
||||
this.node.x(this.x);
|
||||
this.node.y(this.y);
|
||||
},
|
||||
|
||||
/**
|
||||
* Arc = (2* Pi * R) / (360) * alpha
|
||||
*
|
||||
*/
|
||||
move : function() {
|
||||
"use strict";
|
||||
this._super("move", arguments);
|
||||
},
|
||||
|
||||
up : function(active) {
|
||||
if (this.y < (PLAYGROUND_HEIGHT - 2 * HUD_HEIGHT)) {
|
||||
return false;
|
||||
}
|
||||
this._super("up", arguments);
|
||||
},
|
||||
|
||||
destroy : function() {
|
||||
var _this = this,
|
||||
_hero = $("#hero"),
|
||||
explosion = EXPLOSIONS.BIG;
|
||||
|
||||
$("#life" + this.lives).remove();
|
||||
this.lives = this.lives - 1;
|
||||
|
||||
$("#actors").addSprite("heroExplosion",
|
||||
{
|
||||
width: explosion[0].width,
|
||||
height: explosion[0].height,
|
||||
posx: _hero.x() - explosion[0].width / 2 + _hero.w(),
|
||||
posy: _hero.y() - explosion[0].height / 2 - _hero.h() /4
|
||||
}
|
||||
);
|
||||
explosionBig($("#heroExplosion"), function() {$("#heroExplosion").remove()});
|
||||
_hero.children().hide();
|
||||
},
|
||||
|
||||
respawn : function() {
|
||||
$("#heroExplosion").remove();
|
||||
$("#hero").children().show();
|
||||
},
|
||||
|
||||
fire : function() {
|
||||
if(this._super("fire", arguments)) {
|
||||
Game.shots.total = Game.shots.total + 1;
|
||||
this.weapon.stock--;
|
||||
if( this.weapon.stock == 0 ) {
|
||||
this.weapon = new ShotgunWeapon();
|
||||
$("#current_weapon").setAnimation(this.weapon.animation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
heriter(Ship.prototype, Actor.prototype);
|
||||
/*** Actors - Heroes - END ***/
|
||||
|
||||
/*** Actors - END ***/
|
||||
173
js/models/waves.js
Normal file
173
js/models/waves.js
Normal file
@@ -0,0 +1,173 @@
|
||||
/*** Move ***/
|
||||
|
||||
var MOVE = {
|
||||
translation : {
|
||||
init : function (x, y) {
|
||||
return {directionX : 1, directionY : 0};
|
||||
},
|
||||
move : function() {
|
||||
var offset = (PLAYGROUND_WIDTH - 16 * this.width) / 2;
|
||||
if (Math.abs((this.getOriginX() - this.getX())) >= offset) {
|
||||
this.directionX *= -1;
|
||||
this.y = (this.y + this.height / 4);
|
||||
}
|
||||
},
|
||||
},
|
||||
mirror : {
|
||||
init : function(x, y) {
|
||||
if( x < PLAYGROUND_WIDTH / 2 ) {
|
||||
return {directionX: -1, directionY: 0};
|
||||
}
|
||||
return {directionX: 1, directionY: 0};
|
||||
},
|
||||
move : function() {
|
||||
var offset = this.width / 2;
|
||||
if (Math.abs((this.getOriginX() - this.getX())) >= offset) {
|
||||
this.directionX *= -1;
|
||||
this.y = (this.y + this.height / 4);
|
||||
}
|
||||
},
|
||||
},
|
||||
half_part_rotation : {
|
||||
init : function (x, y) {
|
||||
return {directionX:0, directionY:0};
|
||||
},
|
||||
move : function () {
|
||||
var _this = $(this)[0],
|
||||
mid = PLAYGROUND_WIDTH / 2,
|
||||
center = _this.center,
|
||||
width = _this.width;
|
||||
|
||||
if( this.directionX == 0 && this.directionY == 0 ) {
|
||||
center = {x: ( this.getOriginX() < mid ? PLAYGROUND_WIDTH / 4 : 3 * PLAYGROUND_WIDTH / 4), y: getAliensMidHeight() };
|
||||
width = distance(center, {x: this.x, y: this.y});
|
||||
var xAxis = {x: width, y: 0},
|
||||
current = {x: center.x - this.getOriginX(), y: center.y - this.getOriginY()},
|
||||
alpha = angle( xAxis, current );
|
||||
this.directionX = 0.01;
|
||||
this.directionY = alpha;
|
||||
$(this)[0].center = center;
|
||||
$(this)[0].width = width;
|
||||
}
|
||||
|
||||
if( this.getOriginX() < mid ) {
|
||||
this.directionY = this.directionY + this.directionX;
|
||||
} else {
|
||||
this.directionY = this.directionY - this.directionX;
|
||||
}
|
||||
if( Math.abs(this.directionY) > 2 * Math.PI ) {
|
||||
this.directionY = 0;
|
||||
}
|
||||
center.y = center.y + 0.1;
|
||||
_this.center = center;
|
||||
this.x = center.x + width * Math.cos(this.directionY);
|
||||
this.y = center.y + width * Math.sin(this.directionY);
|
||||
}
|
||||
},
|
||||
|
||||
rotation : {
|
||||
init : function (x, y) {
|
||||
return {directionX:0, directionY:0};
|
||||
},
|
||||
move : function () {
|
||||
var _this = $(this)[0],
|
||||
mid = PLAYGROUND_WIDTH / 2,
|
||||
center = _this.center,
|
||||
width = _this.width;
|
||||
|
||||
if( this.directionX == 0 && this.directionY == 0 ) {
|
||||
center = {x: mid, y: getAliensMidHeight() };
|
||||
width = distance(center, {x: this.x, y: this.y});
|
||||
var xAxis = {x: width, y: 0},
|
||||
current = {x: center.x - this.getOriginX(), y: center.y - this.getOriginY()},
|
||||
alpha = angle( xAxis, current );
|
||||
this.directionX = 0.01;
|
||||
this.directionY = alpha;
|
||||
$(this)[0].center = center;
|
||||
$(this)[0].width = width;
|
||||
}
|
||||
|
||||
this.directionY = this.directionY - this.directionX;
|
||||
if( Math.abs(this.directionY) > 2 * Math.PI ) {
|
||||
this.directionY = 0;
|
||||
}
|
||||
center.y = center.y + 0.1;
|
||||
_this.center = center;
|
||||
this.x = center.x + width * Math.cos(this.directionY);
|
||||
this.y = center.y + width * Math.sin(this.directionY);
|
||||
}
|
||||
},
|
||||
|
||||
sinusoid : {
|
||||
init : function (x, y) {
|
||||
return {directionX : 1, directionY : 1};
|
||||
},
|
||||
move : function () {
|
||||
var offset = this.width / 2;
|
||||
if (Math.abs((this.getOriginX() - this.getX())) >= offset) {
|
||||
this.directionX *= -1;
|
||||
}
|
||||
|
||||
if( Math.abs(this.getOriginY() - this.getY()) >= 3 * this.height ) {
|
||||
this.directionY *= -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/*** Move - end ***/
|
||||
|
||||
|
||||
/*** Waves ***/
|
||||
|
||||
var WAVES = [
|
||||
{
|
||||
wave : [
|
||||
[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ],
|
||||
[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ],
|
||||
[ ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3, ALIENS.alien3 ],
|
||||
[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ],
|
||||
[ ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1, ALIENS.alien1 ]
|
||||
],
|
||||
move : MOVE.translation,
|
||||
bonus : [40, 20]
|
||||
},
|
||||
{
|
||||
wave : [ [ Alien, Alien, Alien, undefined, Alien, Alien, Alien ],
|
||||
[ Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien ],
|
||||
[ Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien, Alien ],
|
||||
[ Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien, Alien, Alien ],
|
||||
[ Alien, Alien, Alien, Alien, Alien, undefined, Alien, Alien, Alien, Alien, Alien ]
|
||||
],
|
||||
move : MOVE.mirror,
|
||||
bonus : [30, 15]
|
||||
},
|
||||
{
|
||||
wave : [ [ undefined, undefined, Alien, undefined, undefined, undefined, undefined, undefined, Alien, undefined, undefined ],
|
||||
[ undefined, Alien, Alien, Alien, undefined, undefined, undefined, Alien, Alien, Alien, undefined ],
|
||||
[ Alien, Alien, undefined, Alien, Alien, undefined, Alien, Alien, undefined, Alien, Alien ],
|
||||
[ undefined, Alien, Alien, Alien, Alien, undefined, undefined, Alien, Alien, Alien, undefined ],
|
||||
[ undefined, undefined, Alien, undefined, undefined, undefined, undefined, undefined, Alien, undefined, undefined ]
|
||||
],
|
||||
move : MOVE.half_part_rotation,
|
||||
bonus : [20, 10]
|
||||
},
|
||||
{
|
||||
wave : [
|
||||
[ undefined, undefined, undefined, undefined, Alien, undefined, undefined, undefined, undefined ],
|
||||
[ undefined, undefined, undefined, Alien, Alien, Alien, undefined, undefined, undefined ],
|
||||
[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
|
||||
[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
|
||||
[ Alien, Alien, Alien, undefined, undefined, undefined, Alien, Alien, Alien ],
|
||||
[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
|
||||
[ undefined, Alien, Alien, Alien, undefined, Alien, Alien, Alien, undefined ],
|
||||
[ undefined, undefined, undefined, Alien, Alien, Alien, undefined, undefined, undefined ],
|
||||
[ undefined, undefined, undefined, undefined, Alien, undefined, undefined, undefined, undefined ]
|
||||
],
|
||||
move : MOVE.rotation,
|
||||
bonus : [25, 12]
|
||||
}
|
||||
];
|
||||
|
||||
|
||||
/*** Waves - end ***/
|
||||
139
js/models/weapons.js
Normal file
139
js/models/weapons.js
Normal file
@@ -0,0 +1,139 @@
|
||||
/*** Weapons ***/
|
||||
|
||||
function Weapon() {
|
||||
"use strict";
|
||||
}
|
||||
Weapon.prototype = {
|
||||
speed : 5,
|
||||
strength : 10,
|
||||
stock: Infinity,
|
||||
rof : 300,
|
||||
ror : 1500,
|
||||
load : 1,
|
||||
max_load : 1,
|
||||
width : 5,
|
||||
height : 5,
|
||||
shot_timer : false,
|
||||
reload_timer : false,
|
||||
directionX : 0,
|
||||
directionY : 1,
|
||||
animation : null,
|
||||
clazz : "default",
|
||||
callback : undefined,
|
||||
|
||||
fire : function() {
|
||||
if (this.shot_timer || this.load <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
var _this = this;
|
||||
this.load = Math.max(0,this.load - 1);
|
||||
this.shot_timer = setInterval(function() {
|
||||
if (_this.load > 0) {
|
||||
clearTimeout(_this.shot_timer);
|
||||
_this.shot_timer = false;
|
||||
}
|
||||
}, this.rof);
|
||||
|
||||
if( !this.reload_timer) {
|
||||
this.reload_timer = setInterval( function() {
|
||||
_this.load = Math.min(_this.load + 1, Math.min(_this.max_load, _this.stock));
|
||||
if( _this.load == _this.max_load ) {
|
||||
clearInterval(_this.reload_timer);
|
||||
_this.reload_timer = false;
|
||||
}
|
||||
}, this.ror);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function ShotgunWeapon() {
|
||||
"use strict";
|
||||
this.directionY = -1;
|
||||
this.rof = 200;
|
||||
this.ror = 1500;
|
||||
this.load = 2;
|
||||
this.max_load = 2;
|
||||
this.width = 3;
|
||||
this.height = 3;
|
||||
this.clazz = "Shotgun"
|
||||
}
|
||||
ShotgunWeapon.prototype = {
|
||||
}
|
||||
heriter(ShotgunWeapon.prototype, Weapon.prototype);
|
||||
|
||||
function CarotWeapon() {
|
||||
"use strict";
|
||||
this.directionY = -1;
|
||||
this.stock = 10;
|
||||
this.clazz = "carot";
|
||||
this.load = 5;
|
||||
this.max_load = 5;
|
||||
this.width = 5;
|
||||
this.height = 10;
|
||||
}
|
||||
CarotWeapon.prototype = {
|
||||
|
||||
}
|
||||
heriter(CarotWeapon.prototype, Weapon.prototype);
|
||||
|
||||
function CornWeapon() {
|
||||
"use strict";
|
||||
this.directionY = -1;
|
||||
this.stock = 3;
|
||||
this.clazz = "corn";
|
||||
this.load = 1;
|
||||
this.max_load = 1;
|
||||
this.callback = function(shot) {
|
||||
var mediumAlien = getAliensMidHeight();
|
||||
|
||||
if( shot.y() < mediumAlien ) {
|
||||
var x = shot.x(),
|
||||
y = shot.y(),
|
||||
explosion = EXPLOSIONS.SMALL[0];
|
||||
$("#shipShots").addSprite("cornExplosion", {width: explosion.width, height: explosion.height, posx: x - explosion.width / 2, posy: y - explosion.height / 2});
|
||||
explosionSmall($("#cornExplosion"), function() {$("#cornExplosion").remove()});
|
||||
shot.remove();
|
||||
|
||||
var shipShots = $("#shipShots");
|
||||
for( var i = 0; i < 8; i++) {
|
||||
var cos = Math.cos( (Math.PI / 4) * i ),
|
||||
sin = Math.sin( (Math.PI / 4) * i);
|
||||
if( Math.abs(cos) < 0.01 ) {
|
||||
cos = 0;
|
||||
}
|
||||
if( Math.abs(sin) < 0.01) {
|
||||
sin = 0;
|
||||
}
|
||||
shipShots.addSprite( "shotCorn" + i, { posx : x + 5 * cos, posy : y + 5 * sin, width: 2, height: 2});
|
||||
var shotCorn = $("#shotCorn" + i);
|
||||
shotCorn.addClass("shipShot").addClass("shotCorn");
|
||||
$("#shotCorn" + i)[0].weapon = $.extend({
|
||||
directionX : cos < 0 ? -1 : cos > 0 ? 1 : 0,
|
||||
directionY : sin < 0 ? -1 : sin > 0 ? 1 : 0,
|
||||
speed : 1
|
||||
}, shot.weapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
CornWeapon.prototype = {
|
||||
|
||||
}
|
||||
heriter(CornWeapon.prototype, Weapon.prototype);
|
||||
|
||||
|
||||
function AlienWeapon() {
|
||||
"use strict";
|
||||
this.directionY = 1;
|
||||
this.width = 5;
|
||||
this.height = 10;
|
||||
}
|
||||
AlienWeapon.prototype = {
|
||||
|
||||
}
|
||||
heriter(AlienWeapon.prototype, Weapon.prototype);
|
||||
/*** Weapons -END ***/
|
||||
|
||||
Reference in New Issue
Block a user