[81] | 1 | /* -*- coding: utf-8 -*- |
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| 2 | * |
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| 3 | * Copyright (C) 2010 by Atzm WATANABE <atzm@atzm.org> |
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| 4 | * |
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| 5 | * This program is free software; you can redistribute it and/or modify it |
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| 6 | * under the terms of the GNU General Public License (version 2) as |
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| 7 | * published by the Free Software Foundation. It is distributed in the |
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| 8 | * hope that it will be useful, but WITHOUT ANY WARRANTY; without even the |
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| 9 | * implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
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| 10 | * PURPOSE. See the GNU General Public License for more details. |
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| 11 | * |
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| 12 | * $Id$ |
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| 13 | * |
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| 14 | */ |
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| 15 | |
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| 16 | const ACTION_UP = 1; |
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| 17 | const ACTION_DOWN = 2; |
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| 18 | const ACTION_LEFT = 4; |
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| 19 | const ACTION_RIGHT = 8; |
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| 20 | const ACTION_SHOT = 16; |
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| 21 | const ACTION_DELAY = 32; |
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| 22 | const SWITCH_BULLET = 1; |
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[92] | 23 | const SWITCH_BOMB = 2; |
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[81] | 24 | var currentAction = 0; |
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| 25 | var currentSwitch = 0; |
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| 26 | |
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| 27 | |
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| 28 | /* |
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| 29 | * Functions |
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| 30 | */ |
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| 31 | function getActionByKeyCode(keyCode) { |
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| 32 | switch(keyCode) { |
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| 33 | case 37: // left |
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| 34 | case 72: // h |
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| 35 | return ACTION_LEFT; |
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| 36 | |
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| 37 | case 40: // down |
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| 38 | case 74: // j |
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| 39 | return ACTION_DOWN; |
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| 40 | |
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| 41 | case 38: // up |
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| 42 | case 75: // k |
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| 43 | return ACTION_UP; |
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| 44 | |
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| 45 | case 39: // right |
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| 46 | case 76: // l |
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| 47 | return ACTION_RIGHT; |
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| 48 | |
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| 49 | case 88: // x |
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| 50 | return ACTION_DELAY; |
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| 51 | |
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| 52 | case 90: // z |
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| 53 | return ACTION_SHOT; |
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| 54 | } |
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| 55 | return 0; |
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| 56 | } |
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| 57 | |
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| 58 | function getSwitchByCharCode(charCode) { |
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| 59 | switch(charCode) { |
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[92] | 60 | case 97: // a |
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| 61 | return SWITCH_BOMB; |
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[81] | 62 | case 99: // c |
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| 63 | return SWITCH_BULLET; |
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| 64 | } |
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| 65 | return 0; |
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| 66 | } |
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| 67 | |
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| 68 | function setKeyDown(keyCode) { |
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| 69 | currentAction |= getActionByKeyCode(keyCode); |
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| 70 | } |
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| 71 | |
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| 72 | function setKeyUp(keyCode) { |
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| 73 | currentAction &= (0xffff - getActionByKeyCode(keyCode)); |
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| 74 | } |
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| 75 | |
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| 76 | function isInAction(act) { |
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| 77 | return currentAction & act; |
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| 78 | } |
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| 79 | |
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| 80 | function setKeyPress(charCode) { |
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| 81 | currentSwitch |= getSwitchByCharCode(charCode); |
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| 82 | } |
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| 83 | |
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| 84 | function unsetSwitch(sw) { |
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| 85 | currentSwitch &= (0xffff - sw); |
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| 86 | } |
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| 87 | |
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| 88 | function isSetSwitch(sw) { |
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| 89 | return currentSwitch & sw; |
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| 90 | } |
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| 91 | |
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| 92 | |
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| 93 | /* |
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| 94 | * Shot |
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| 95 | * - update / switch barrages |
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| 96 | */ |
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| 97 | var Shot = function() { |
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| 98 | this.shot = function() { |
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| 99 | }; |
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| 100 | }; |
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| 101 | |
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| 102 | var ManualShot = function() { |
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| 103 | var that = new Shot(); |
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| 104 | |
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| 105 | that.index = 0; |
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| 106 | that.shot = function(trooper, enemy) { |
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| 107 | if (isSetSwitch(SWITCH_BULLET)) { |
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| 108 | if (++this.index >= trooper.barrages.length) |
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| 109 | this.index = 0; |
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| 110 | unsetSwitch(SWITCH_BULLET); |
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| 111 | } |
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[92] | 112 | if (isSetSwitch(SWITCH_BOMB)) { |
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| 113 | trooper.addBomb(); |
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| 114 | unsetSwitch(SWITCH_BOMB); |
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| 115 | } |
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[81] | 116 | if (isInAction(ACTION_SHOT)) |
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| 117 | trooper.barrages[this.index].update(trooper, enemy); |
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| 118 | }; |
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| 119 | |
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| 120 | return that; |
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| 121 | }; |
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| 122 | |
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| 123 | var BlazeRandomShot = function() { |
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| 124 | var that = new Shot(); |
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| 125 | |
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| 126 | that.index = 0; |
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| 127 | that.shot = function(trooper, enemy) { |
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| 128 | if (trooper.barrages[this.index].update(trooper, enemy)) |
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| 129 | this.index = Math.floor(Math.random() * trooper.barrages.length); |
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| 130 | }; |
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| 131 | |
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| 132 | return that; |
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| 133 | }; |
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| 134 | |
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| 135 | var BlazeRotateShot = function(count) { |
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| 136 | var that = new BlazeRandomShot(); |
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| 137 | |
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| 138 | if (!count) |
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| 139 | count = 0; |
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| 140 | |
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| 141 | that.i = 0; |
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| 142 | that.shot = function(trooper, enemy) { |
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| 143 | if (trooper.barrages[this.index].update(trooper, enemy)) { |
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| 144 | if (++this.i > count) { |
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| 145 | this.index++; |
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| 146 | this.i = 0; |
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| 147 | } |
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| 148 | if (this.index >= trooper.barrages.length) |
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| 149 | this.index = 0; |
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| 150 | } |
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| 151 | }; |
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| 152 | |
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| 153 | return that; |
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| 154 | }; |
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| 155 | |
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| 156 | var BlazeRotateShot5 = function() { |
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| 157 | return new BlazeRotateShot(5); |
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| 158 | }; |
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| 159 | |
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| 160 | var BlazeRotateShot10 = function() { |
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| 161 | return new BlazeRotateShot(10); |
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| 162 | }; |
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| 163 | |
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| 164 | |
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| 165 | /* |
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| 166 | * Action |
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| 167 | * - call shot / move trooper |
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| 168 | */ |
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| 169 | var Action = function(shot) { |
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| 170 | this.shot = shot; |
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| 171 | this.update = function(trooper, enemy) { |
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| 172 | if (trooper.isDead()) |
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| 173 | return; |
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| 174 | this.shot.shot(trooper, enemy); |
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| 175 | return this.move(trooper, enemy); |
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| 176 | }; |
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| 177 | this.move = function(trooper, enemy) { |
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| 178 | return true; |
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| 179 | }; |
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| 180 | }; |
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| 181 | |
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| 182 | var ManualAction = function(shot) { |
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| 183 | var that = new Action(shot); |
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| 184 | |
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| 185 | that.move = function(trooper, enemy) { |
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| 186 | var x = 0; |
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| 187 | var y = 0; |
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| 188 | var s = trooper.speed; |
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| 189 | |
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| 190 | if (isInAction(ACTION_DELAY)) |
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| 191 | s /= 2; |
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| 192 | if (isInAction(ACTION_RIGHT)) |
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| 193 | x += s; |
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| 194 | if (isInAction(ACTION_LEFT)) |
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| 195 | x -= s; |
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| 196 | if (isInAction(ACTION_UP)) |
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| 197 | y -= s; |
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| 198 | if (isInAction(ACTION_DOWN)) |
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| 199 | y += s; |
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| 200 | |
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| 201 | trooper.move(x, y); |
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| 202 | |
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| 203 | return true; |
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| 204 | }; |
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| 205 | |
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| 206 | return that; |
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| 207 | }; |
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| 208 | |
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| 209 | var BezierAction = function(shot, resolution) { |
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| 210 | that = new Action(shot); |
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| 211 | |
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| 212 | if (!resolution) |
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| 213 | resolution = 1500; |
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| 214 | |
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| 215 | that.count = 0; |
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| 216 | that.resolution = 0; |
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| 217 | |
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| 218 | that.move = function(trooper, enemy) { |
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| 219 | if (this.count >= this.resolution) { |
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| 220 | this.count = 0; |
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| 221 | this.resolution = resolution / trooper.speed; |
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| 222 | |
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| 223 | this.p0 = this.getPoint0(trooper, enemy); |
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| 224 | this.p1 = this.getPoint1(trooper, enemy); |
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| 225 | this.p2 = this.getPoint2(trooper, enemy); |
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| 226 | this.p3 = this.getPoint3(trooper, enemy); |
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| 227 | } |
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| 228 | |
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| 229 | var t = this.count++ / this.resolution; |
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| 230 | var t1 = 1 - t; |
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| 231 | var p0 = Math.pow(t1, 3); |
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| 232 | var p1 = 3 * t * Math.pow(t1, 2); |
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| 233 | var p2 = 3 * Math.pow(t, 2) * t1; |
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| 234 | var p3 = Math.pow(t, 3); |
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| 235 | |
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| 236 | trooper.moveAbs( |
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| 237 | this.p0[0] * p0 + this.p1[0] * p1 + |
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| 238 | this.p2[0] * p2 + this.p3[0] * p3, |
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| 239 | this.p0[1] * p0 + this.p1[1] * p1 + |
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[103] | 240 | this.p2[1] * p2 + this.p3[1] * p3, |
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| 241 | 3 |
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[81] | 242 | ); |
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| 243 | |
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| 244 | if (this.count >= this.resolution) |
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| 245 | return true; |
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| 246 | |
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| 247 | return false; |
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| 248 | }; |
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| 249 | |
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| 250 | return that; |
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| 251 | }; |
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| 252 | |
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| 253 | var TriangleAction = function(shot, resolution) { |
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| 254 | var that = new BezierAction(shot, resolution); |
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| 255 | |
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| 256 | that.getPoint0 = function(trooper, enemy) { |
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| 257 | return [trooper.x, trooper.y]; |
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| 258 | }; |
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| 259 | that.getPoint1 = function(trooper, enemy) { |
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| 260 | return [trooper.x - (trooper.speed * 10), |
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| 261 | trooper.y + (trooper.speed * 10)]; |
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| 262 | }; |
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| 263 | that.getPoint2 = function(trooper, enemy) { |
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| 264 | return [trooper.x + (trooper.speed * 10), |
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| 265 | trooper.y + (trooper.speed * 10)]; |
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| 266 | }; |
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| 267 | that.getPoint3 = function(trooper, enemy) { |
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| 268 | return [trooper.x, trooper.y]; |
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| 269 | }; |
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| 270 | |
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| 271 | return that; |
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| 272 | }; |
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| 273 | |
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| 274 | var RandomAction = function(shot, resolution) { |
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| 275 | var that = new BezierAction(shot, resolution); |
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| 276 | |
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| 277 | that.getPoint0 = function(trooper, enemy) { |
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| 278 | return [trooper.x, trooper.y]; |
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| 279 | }; |
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| 280 | that.getPoint1 = function(trooper, enemy) { |
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| 281 | return [Math.floor(Math.random() * trooper.w), |
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| 282 | Math.floor(Math.random() * trooper.h)]; |
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| 283 | }; |
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| 284 | that.getPoint2 = function(trooper, enemy) { |
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| 285 | return [Math.floor(Math.random() * trooper.w), |
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| 286 | Math.floor(Math.random() * trooper.h)]; |
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| 287 | }; |
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| 288 | that.getPoint3 = function(trooper, enemy) { |
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| 289 | return [Math.floor(Math.random() * trooper.w), |
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| 290 | Math.floor(Math.random() * trooper.h)]; |
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| 291 | }; |
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| 292 | |
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| 293 | return that; |
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| 294 | }; |
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| 295 | |
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| 296 | var RandomReturnAction = function(shot, resolution) { |
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| 297 | var that = new RandomAction(shot, resolution); |
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| 298 | |
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| 299 | that.getPoint3 = function(trooper, enemy) { |
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| 300 | return [Math.floor(Math.random() * trooper.w), trooper.y]; |
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| 301 | }; |
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| 302 | |
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| 303 | return that; |
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| 304 | }; |
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| 305 | |
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| 306 | var RandomStokingAction = function(shot, resolution) { |
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| 307 | var that = new RandomAction(shot, resolution); |
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| 308 | |
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| 309 | that.getPoint3 = function(trooper, enemy) { |
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| 310 | return [enemy.x, Math.floor(Math.random() * trooper.h)]; |
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| 311 | }; |
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| 312 | |
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| 313 | return that; |
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| 314 | }; |
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| 315 | |
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| 316 | var RandomStokingReturnAction = function(shot, resolution) { |
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| 317 | var that = new RandomAction(shot, resolution); |
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| 318 | |
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| 319 | that.getPoint3 = function(trooper, enemy) { |
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| 320 | return [enemy.x, trooper.y]; |
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| 321 | }; |
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| 322 | |
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| 323 | return that; |
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| 324 | }; |
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| 325 | |
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| 326 | |
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| 327 | /* |
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| 328 | * ActionList |
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| 329 | * - call / switch actions |
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| 330 | */ |
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| 331 | var ActionList = function(list) { |
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| 332 | this.list = list; |
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| 333 | this.index = 0; |
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| 334 | this.update = function(trooper, enemy) { |
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| 335 | this.updateIdx(this.list[this.index].update(trooper, enemy), |
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| 336 | trooper, enemy); |
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| 337 | }; |
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| 338 | this.updateIdx = function(end, trooper, enemy) { |
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| 339 | this.index = 0; |
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| 340 | }; |
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| 341 | }; |
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| 342 | |
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| 343 | var RandomActionList = function(list) { |
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| 344 | var that = new ActionList(list); |
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| 345 | |
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| 346 | that.updateIdx = function(end, trooper, enemy) { |
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| 347 | if (end) |
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| 348 | this.index = Math.floor(Math.random() * this.list.length); |
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| 349 | }; |
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| 350 | |
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| 351 | return that; |
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| 352 | }; |
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| 353 | |
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| 354 | var RotateActionList = function(list, count) { |
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| 355 | var that = new ActionList(list); |
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| 356 | |
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| 357 | if (!count) |
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| 358 | count = 0; |
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| 359 | |
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| 360 | that.i = 0; |
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| 361 | that.updateIdx = function(end, trooper, enemy) { |
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| 362 | if (end) { |
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| 363 | if (++this.i > count) { |
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| 364 | this.index++; |
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| 365 | this.i = 0; |
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| 366 | } |
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| 367 | if (this.index >= this.list.length) |
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| 368 | this.index = 0; |
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| 369 | } |
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| 370 | }; |
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| 371 | |
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| 372 | return that; |
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| 373 | }; |
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| 374 | |
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| 375 | var RotateActionList5 = function(list) { |
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| 376 | return new RotateActionList(list, 5); |
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| 377 | }; |
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| 378 | |
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| 379 | var RotateActionList10 = function(list) { |
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| 380 | return new RotateActionList(list, 10); |
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| 381 | }; |
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| 382 | |
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| 383 | var DamageRandomActionList = function(list) { |
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| 384 | var that = new ActionList(list); |
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| 385 | |
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| 386 | that.life = 0; |
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| 387 | that.updateIdx = function(end, trooper, enemy) { |
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| 388 | if (!this.life) |
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| 389 | this.life = trooper.life; |
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| 390 | |
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| 391 | if (end && trooper.life != this.life) { |
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| 392 | this.index = Math.floor(Math.random() * this.list.length); |
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| 393 | this.life = trooper.life; |
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| 394 | } |
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| 395 | }; |
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| 396 | |
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| 397 | return that; |
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| 398 | }; |
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| 399 | |
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| 400 | var DamageRotateActionList = function(list) { |
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| 401 | var that = new ActionList(list); |
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| 402 | |
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| 403 | that.life = 0; |
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| 404 | that.updateIdx = function(end, trooper, enemy) { |
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| 405 | if (!this.life) |
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| 406 | this.life = trooper.life; |
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| 407 | |
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| 408 | if (end && trooper.life != this.life) { |
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| 409 | if (++this.index >= this.list.length) |
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| 410 | this.index = 0; |
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| 411 | |
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| 412 | this.life = trooper.life; |
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| 413 | } |
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| 414 | }; |
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| 415 | |
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| 416 | return that; |
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| 417 | }; |
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| 418 | |
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| 419 | |
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| 420 | var EnemyShots = [BlazeRandomShot, BlazeRotateShot, |
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| 421 | BlazeRotateShot5, BlazeRotateShot10]; |
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| 422 | var EnemyActions = [TriangleAction, RandomAction, |
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| 423 | RandomReturnAction, RandomStokingAction, |
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| 424 | RandomStokingReturnAction]; |
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| 425 | var EnemyActionLists = [RandomActionList, RotateActionList, |
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| 426 | RotateActionList5, RotateActionList10, |
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| 427 | DamageRandomActionList, DamageRotateActionList]; |
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