[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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[106] | 16 | var Barrage = function(bullet, size, color, frame, interval, speed, way, dir) { |
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[81] | 17 | this.bullet = bullet; |
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| 18 | this.size = size; |
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| 19 | this.color = color; |
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[106] | 20 | this.frame = frame; |
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[81] | 21 | this.interval = interval; |
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| 22 | this.speed = speed; |
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| 23 | this.way = way; |
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| 24 | this.dir = dir; |
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| 25 | |
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| 26 | this.aim = function(trooper, enemy) { |
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| 27 | var dx = enemy.x - trooper.x; |
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| 28 | var dy = enemy.y - trooper.y; |
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| 29 | return Math.atan2(dy, dx); |
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| 30 | }; |
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| 31 | this.angle = function(trooper, enemy) { |
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| 32 | if (this.dir != null) |
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| 33 | return this.dir; |
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| 34 | return this.aim(trooper, enemy) / Math.PI; |
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| 35 | }; |
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| 36 | this.update = function(trooper, enemy) { |
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| 37 | return false; |
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| 38 | }; |
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[96] | 39 | this.posX = function() { |
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| 40 | return 0; |
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| 41 | }; |
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| 42 | this.posY = function() { |
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| 43 | return 0; |
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| 44 | }; |
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[81] | 45 | }; |
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| 46 | |
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[106] | 47 | var LinerBarrage = function(bullet, size, color, frame, interval, speed, way, dir) { |
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| 48 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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[81] | 49 | |
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| 50 | that.state = 0; |
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| 51 | that.update = function(trooper, enemy) { |
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| 52 | if (++this.state < this.interval) |
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| 53 | return false; |
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| 54 | |
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| 55 | var dir = this.angle(trooper, enemy); |
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| 56 | |
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| 57 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 58 | this.frame, this.posX(), this.posY(), |
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[96] | 59 | dir * Math.PI, this.speed); |
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[81] | 60 | |
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[96] | 61 | for (var i = 2; i < this.way + 1; i++) { |
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[81] | 62 | var d = 0.5 / i; |
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| 63 | |
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| 64 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 65 | this.frame, this.posX(), this.posY(), |
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[96] | 66 | (dir - d) * Math.PI, this.speed); |
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[81] | 67 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 68 | this.frame, this.posX(), this.posY(), |
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[96] | 69 | (dir + d) * Math.PI, this.speed); |
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[81] | 70 | } |
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| 71 | |
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| 72 | this.state = 0; |
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| 73 | return true; |
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| 74 | }; |
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| 75 | |
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| 76 | return that; |
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| 77 | }; |
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| 78 | |
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[106] | 79 | var ArchBarrage = function(bullet, size, color, frame, |
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[81] | 80 | interval, speed, way, dir, delta) { |
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| 81 | |
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[106] | 82 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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[81] | 83 | |
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| 84 | that.delta = delta; |
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| 85 | |
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[106] | 86 | if (!(that.way % 2)) |
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[81] | 87 | that.way++; |
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| 88 | |
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| 89 | if (that.delta == null) |
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| 90 | that.delta = 0.5 / that.way; |
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| 91 | |
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| 92 | that.state = 0; |
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| 93 | that.update = function(trooper, enemy) { |
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| 94 | if (++this.state < this.interval) |
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| 95 | return false; |
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| 96 | |
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[106] | 97 | var angle = this.angle(trooper, enemy) - (this.delta * (this.way - 1) / 2); |
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[81] | 98 | |
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[96] | 99 | for (var i = 0; i < this.way; i++) { |
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[81] | 100 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 101 | this.frame, this.posX(), this.posY(), |
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[96] | 102 | angle * Math.PI, this.speed); |
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[81] | 103 | angle += this.delta; |
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| 104 | } |
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| 105 | |
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| 106 | this.state = 0; |
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| 107 | return true; |
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| 108 | }; |
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| 109 | |
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| 110 | return that; |
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| 111 | }; |
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| 112 | |
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[106] | 113 | var CircularBarrage = function(bullet, size, color, frame, |
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[81] | 114 | interval, speed, way, dir) { |
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[106] | 115 | var that = new ArchBarrage(bullet, size, color, frame, |
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[81] | 116 | interval, speed, way, dir, 2 / way); |
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| 117 | return that; |
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[106] | 118 | }; |
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[81] | 119 | |
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[106] | 120 | var DelayedArchBarrage = function(bullet, size, color, frame, |
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[81] | 121 | interval, speed, way, dir, delta) { |
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| 122 | |
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[106] | 123 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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[81] | 124 | |
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| 125 | that.delta = delta; |
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| 126 | |
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[106] | 127 | if (!(that.way % 2)) |
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[81] | 128 | that.way++; |
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| 129 | |
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| 130 | if (that.delta == null) |
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| 131 | that.delta = 0.5 / that.way; |
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| 132 | |
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| 133 | that.state = 0; |
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| 134 | that.remain = that.way; |
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[94] | 135 | that.curAngle = null; |
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[81] | 136 | |
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| 137 | that.update = function(trooper, enemy) { |
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| 138 | if (++this.state < this.interval) |
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| 139 | return false; |
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| 140 | |
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[94] | 141 | if (this.curAngle == null) |
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[81] | 142 | this.curAngle = this.angle(trooper, enemy) - |
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[106] | 143 | this.delta * (this.way - 1) / 2; |
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[81] | 144 | |
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| 145 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 146 | this.frame, this.posX(), this.posY(), |
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[96] | 147 | this.curAngle * Math.PI, this.speed); |
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[81] | 148 | |
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[91] | 149 | if (--this.remain <= 0) { |
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[81] | 150 | return this.reset(); |
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| 151 | } |
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| 152 | |
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[106] | 153 | this.curAngle += this.delta; |
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| 154 | |
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[81] | 155 | return false; |
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| 156 | }; |
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| 157 | that.reset = function() { |
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| 158 | this.state = 0; |
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| 159 | this.remain = this.way; |
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[94] | 160 | this.curAngle = null; |
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[81] | 161 | return true; |
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| 162 | }; |
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| 163 | |
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| 164 | return that; |
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| 165 | }; |
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| 166 | |
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[106] | 167 | var DelayedCircularBarrage = function(bullet, size, color, frame, |
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[81] | 168 | interval, speed, way, dir) { |
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[106] | 169 | var that = new DelayedArchBarrage(bullet, size, color, frame, |
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[81] | 170 | interval, speed, way, dir, 2 / way); |
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| 171 | return that; |
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| 172 | }; |
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| 173 | |
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[106] | 174 | var DelayedRecursiveArchBarrage = function(bullet, size, color, frame, |
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[81] | 175 | interval, speed, way, dir, cnt) { |
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| 176 | |
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[106] | 177 | var that = new DelayedArchBarrage(bullet, size, color, frame, |
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[81] | 178 | interval, speed, way, dir); |
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| 179 | |
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| 180 | that.i = 0; |
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| 181 | that.cnt = cnt; |
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| 182 | |
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| 183 | if (that.cnt == null) |
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| 184 | that.cnt = that.way / that.speed; |
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| 185 | |
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| 186 | that.reset = function() { |
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| 187 | if (++this.i < this.cnt) { |
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| 188 | this.remain = this.way; |
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| 189 | this.delta *= -1; |
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| 190 | return false; |
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| 191 | } |
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| 192 | this.state = 0; |
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| 193 | this.remain = this.way; |
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[94] | 194 | this.curAngle = null; |
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[81] | 195 | this.i = 0; |
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| 196 | return true; |
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| 197 | }; |
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| 198 | return that; |
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| 199 | }; |
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| 200 | |
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[106] | 201 | var DelayedRecursiveCircularBarrage = function(bullet, size, color, frame, |
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[81] | 202 | interval, speed, way, dir, cnt) { |
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| 203 | |
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[106] | 204 | var that = new DelayedCircularBarrage(bullet, size, color, frame, |
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[81] | 205 | interval, speed, way, dir); |
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| 206 | |
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| 207 | that.i = 0; |
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| 208 | that.cnt = cnt; |
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| 209 | |
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| 210 | if (that.cnt == null) |
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| 211 | that.cnt = that.way / that.speed; |
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| 212 | |
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| 213 | that.reset = function() { |
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| 214 | if (++this.i < this.cnt) { |
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| 215 | this.remain = this.way; |
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| 216 | return false; |
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| 217 | } |
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| 218 | this.state = 0; |
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| 219 | this.remain = this.way; |
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[94] | 220 | this.curAngle = null; |
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[81] | 221 | this.i = 0; |
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| 222 | return true; |
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| 223 | }; |
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| 224 | return that; |
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| 225 | }; |
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| 226 | |
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[106] | 227 | var MultiRounderBarrage = function(bullet, size, color, frame, |
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[96] | 228 | interval, speed, way, dir, |
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| 229 | klass, radius, num) { |
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[106] | 230 | if (way < 3) |
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| 231 | way = 3; |
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| 232 | |
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[96] | 233 | if (radius == null) { |
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[106] | 234 | radius = size * way * 3; |
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[96] | 235 | if (radius > 50) |
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| 236 | radius = 50; |
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| 237 | } |
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[81] | 238 | |
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[96] | 239 | if (num == null) |
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[106] | 240 | num = Math.ceil((1 / way) * 5); |
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[96] | 241 | |
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| 242 | var start = 0.25; |
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| 243 | |
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| 244 | this.initBarrage = function() { |
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| 245 | this.brrg = new Array(); |
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| 246 | this.flag = new Array(); |
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| 247 | |
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| 248 | var w = Math.ceil(way / num); |
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| 249 | |
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| 250 | for (var i = 0; i < num; i++) { |
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[106] | 251 | var b = new klass(bullet, size, color, frame, |
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[96] | 252 | interval, speed, w, dir); |
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| 253 | |
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| 254 | b.r = radius; |
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| 255 | b.posX = function() { |
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| 256 | start += 1 / (num * 2); |
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| 257 | this.a = i * (1 / num) + start; |
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| 258 | return this.r * Math.cos(2 * Math.PI * this.a); |
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| 259 | }; |
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| 260 | |
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| 261 | b.posY = function() { |
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| 262 | return this.r * Math.sin(2 * Math.PI * this.a); |
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| 263 | }; |
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| 264 | |
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| 265 | this.brrg.push(b); |
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| 266 | this.flag.push(false); |
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| 267 | } |
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| 268 | }; |
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| 269 | |
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| 270 | this.update = function(trooper, enemy) { |
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| 271 | for (var i = 0; i < this.brrg.length; i++) { |
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| 272 | if (!this.flag[i]) |
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| 273 | this.flag[i] = this.brrg[i].update(trooper, enemy); |
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| 274 | } |
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| 275 | for (var i = 0; i < this.flag.length; i++) { |
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| 276 | if (!this.flag[i]) |
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| 277 | return false; |
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| 278 | } |
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| 279 | this.initBarrage(); |
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| 280 | return true; |
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| 281 | }; |
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| 282 | |
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| 283 | this.initBarrage(); |
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| 284 | }; |
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| 285 | |
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[106] | 286 | var MultiRounderArchBarrage = function(bullet, size, color, frame, |
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[96] | 287 | interval, speed, way, dir) { |
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[106] | 288 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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| 289 | interval, speed, way, dir, ArchBarrage); |
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[96] | 290 | return that; |
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| 291 | }; |
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| 292 | |
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[106] | 293 | var MultiRounderDelayedArchBarrage = function(bullet, size, color, frame, |
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[96] | 294 | interval, speed, way, dir) { |
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[106] | 295 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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| 296 | interval, speed, way, dir, DelayedArchBarrage); |
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[96] | 297 | return that; |
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| 298 | }; |
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| 299 | |
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[106] | 300 | var MultiRounderDelayedRecursiveArchBarrage = function(bullet, size, color, frame, |
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[96] | 301 | interval, speed, way, dir) { |
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[106] | 302 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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| 303 | interval, speed, way, dir, DelayedRecursiveArchBarrage); |
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[96] | 304 | return that; |
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| 305 | }; |
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| 306 | |
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| 307 | |
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[81] | 308 | var EnemyBarrages = [LinerBarrage, |
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| 309 | ArchBarrage, |
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| 310 | CircularBarrage, |
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| 311 | DelayedArchBarrage, |
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| 312 | DelayedCircularBarrage, |
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| 313 | DelayedRecursiveArchBarrage, |
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[96] | 314 | DelayedRecursiveCircularBarrage, |
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| 315 | MultiRounderArchBarrage, |
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| 316 | MultiRounderDelayedArchBarrage, |
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[106] | 317 | MultiRounderDelayedRecursiveArchBarrage] |
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