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MissileLauncher.js
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MissileLauncher.js
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/**
*
* @licstart The following is the entire license notice for the
* JavaScript code in this page.
*
* Copyright (C) 2012 David "aniwey" L.
*
*
* The JavaScript code in this page is free software: you can
* redistribute it and/or modify it under the terms of the GNU
* General Public License (GNU GPL) as published by the Free Software
* Foundation, either version 3 of the License, or (at your option)
* any later version. The code is distributed WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU GPL for more details.
*
* As additional permission under GNU GPL version 3 section 7, you
* may distribute non-source (e.g., minimized or compacted) forms of
* that code without the copy of the GNU GPL normally required by
* section 4, provided you include this license notice and a URL
* through which recipients can access the Corresponding Source.
*
* @licend The above is the entire license notice
* for the JavaScript code in this page.
*
*/
function MissileLauncher(x, y, size, defaultLaunchingDirection, fragileMissiles){
// Call the Entity constructor
Entity.call(this, x, y, size, size, "#E86217", true, false, true);
// Set members from parameters
this.size = size;
this.defaultLaunchingDirection = defaultLaunchingDirection;
this.fragileMissiles = fragileMissiles;
}
MissileLauncher.prototype = Object.create(Entity.prototype);
// Loop method, inherited from Entity
MissileLauncher.prototype.loop = function(){
// If we should launch a missile
if(this.shouldLaunchMissile()){
// Get the new missile
var missile = this.getNewMissile();
// If it is't null
if(missile != null){
// Add it
Game.addEntity(missile);
}
}
// Call Entity loop method
Entity.prototype.loop.call(this);
};
// Should we launch a missile?
MissileLauncher.prototype.shouldLaunchMissile = function(){
return false;
};
// Get the launching direction
MissileLauncher.prototype.getLaunchingDirection = function(){
return this.defaultLaunchingDirection;
};
// Get the missile color
MissileLauncher.prototype.getMissileColor = function(){
return "#E8A300";
};
// Get the missile speed
MissileLauncher.prototype.getMissileSpeed = function(){
return 10;
};
// Get the missile other speed
MissileLauncher.prototype.getMissileOtherSpeed = function(){
return 0;
};
// Are new missiles affected by gravity?
MissileLauncher.prototype.areNewMissilesAffectedByGravity = function(){
return false;
};
// Get a new missile
MissileLauncher.prototype.getNewMissile = function(){
// Get the launching direction
var launchingDirection = this.getLaunchingDirection()
// If the launching direction isn't undefined
if(launchingDirection !== undefined){
// Create a different missile, depending on the direction
var missile;
switch(launchingDirection){
case Direction.TOP:
missile = new Instakiller(this.x, this.y - this.size, this.size, this.size, this.getMissileColor(), true, this.areNewMissilesAffectedByGravity(), this.fragileMissiles, this.fragileMissiles);
missile.ySpeed -= this.getMissileSpeed();
missile.xSpeed += this.getMissileOtherSpeed();
break;
case Direction.BOTTOM:
missile = new Instakiller(this.x, this.y + this.size, this.size, this.size, this.getMissileColor(), true, this.areNewMissilesAffectedByGravity(), this.fragileMissiles, this.fragileMissiles);
missile.ySpeed += this.getMissileSpeed();
missile.xSpeed += this.getMissileOtherSpeed();
break;
case Direction.RIGHT:
missile = new Instakiller(this.x + this.size, this.y, this.size, this.size, this.getMissileColor(), true, this.areNewMissilesAffectedByGravity(), this.fragileMissiles, this.fragileMissiles);
missile.xSpeed += this.getMissileSpeed();
missile.ySpeed += this.getMissileOtherSpeed();
break;
case Direction.LEFT:
missile = new Instakiller(this.x - this.size, this.y, this.size, this.size, this.getMissileColor(), true, this.areNewMissilesAffectedByGravity(), this.fragileMissiles, this.fragileMissiles);
missile.xSpeed -= this.getMissileSpeed();
missile.ySpeed += this.getMissileOtherSpeed();
break;
}
// Return it
return missile;
}
// Else, return null
return null;
};