[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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[108] | 27 | if (!trooper || !enemy) |
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| 28 | return 0.5 * Math.PI; |
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[81] | 29 | var dx = enemy.x - trooper.x; |
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| 30 | var dy = enemy.y - trooper.y; |
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| 31 | return Math.atan2(dy, dx); |
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| 32 | }; |
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| 33 | this.angle = function(trooper, enemy) { |
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| 34 | if (this.dir != null) |
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| 35 | return this.dir; |
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| 36 | return this.aim(trooper, enemy) / Math.PI; |
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| 37 | }; |
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[108] | 38 | this.update = function(trooper, enemies) { |
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[81] | 39 | return false; |
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| 40 | }; |
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[96] | 41 | this.posX = function() { |
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| 42 | return 0; |
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| 43 | }; |
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| 44 | this.posY = function() { |
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| 45 | return 0; |
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| 46 | }; |
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[81] | 47 | }; |
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| 48 | |
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[106] | 49 | var LinerBarrage = function(bullet, size, color, frame, interval, speed, way, dir) { |
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| 50 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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[81] | 51 | |
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| 52 | that.state = 0; |
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[108] | 53 | that.update = function(trooper, enemies) { |
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[81] | 54 | if (++this.state < this.interval) |
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| 55 | return false; |
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| 56 | |
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[108] | 57 | var dir = this.angle(trooper, enemies[0]); |
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[81] | 58 | |
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| 59 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 60 | this.frame, this.posX(), this.posY(), |
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[96] | 61 | dir * Math.PI, this.speed); |
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[81] | 62 | |
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[96] | 63 | for (var i = 2; i < this.way + 1; i++) { |
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[81] | 64 | var d = 0.5 / i; |
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| 65 | |
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| 66 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 67 | this.frame, this.posX(), this.posY(), |
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[96] | 68 | (dir - d) * Math.PI, this.speed); |
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[81] | 69 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 70 | this.frame, this.posX(), this.posY(), |
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[96] | 71 | (dir + d) * Math.PI, this.speed); |
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[81] | 72 | } |
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| 73 | |
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| 74 | this.state = 0; |
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| 75 | return true; |
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| 76 | }; |
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| 77 | |
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| 78 | return that; |
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| 79 | }; |
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| 80 | |
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[106] | 81 | var ArchBarrage = function(bullet, size, color, frame, |
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[81] | 82 | interval, speed, way, dir, delta) { |
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| 83 | |
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[106] | 84 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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[81] | 85 | |
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| 86 | that.delta = delta; |
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| 87 | |
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[106] | 88 | if (!(that.way % 2)) |
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[81] | 89 | that.way++; |
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| 90 | |
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| 91 | if (that.delta == null) |
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| 92 | that.delta = 0.5 / that.way; |
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| 93 | |
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| 94 | that.state = 0; |
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[108] | 95 | that.update = function(trooper, enemies) { |
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[81] | 96 | if (++this.state < this.interval) |
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| 97 | return false; |
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| 98 | |
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[108] | 99 | var angle = this.angle(trooper, enemies[0]) - (this.delta * (this.way - 1) / 2); |
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[81] | 100 | |
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[96] | 101 | for (var i = 0; i < this.way; i++) { |
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[81] | 102 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 103 | this.frame, this.posX(), this.posY(), |
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[96] | 104 | angle * Math.PI, this.speed); |
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[81] | 105 | angle += this.delta; |
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| 106 | } |
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| 107 | |
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| 108 | this.state = 0; |
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| 109 | return true; |
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| 110 | }; |
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| 111 | |
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| 112 | return that; |
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| 113 | }; |
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| 114 | |
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[106] | 115 | var CircularBarrage = function(bullet, size, color, frame, |
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[81] | 116 | interval, speed, way, dir) { |
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[106] | 117 | var that = new ArchBarrage(bullet, size, color, frame, |
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[81] | 118 | interval, speed, way, dir, 2 / way); |
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| 119 | return that; |
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[106] | 120 | }; |
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[81] | 121 | |
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[106] | 122 | var DelayedArchBarrage = function(bullet, size, color, frame, |
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[81] | 123 | interval, speed, way, dir, delta) { |
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| 124 | |
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[106] | 125 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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[81] | 126 | |
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| 127 | that.delta = delta; |
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| 128 | |
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[106] | 129 | if (!(that.way % 2)) |
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[81] | 130 | that.way++; |
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| 131 | |
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| 132 | if (that.delta == null) |
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| 133 | that.delta = 0.5 / that.way; |
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| 134 | |
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| 135 | that.state = 0; |
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| 136 | that.remain = that.way; |
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[94] | 137 | that.curAngle = null; |
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[81] | 138 | |
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[108] | 139 | that.update = function(trooper, enemies) { |
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[81] | 140 | if (++this.state < this.interval) |
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| 141 | return false; |
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| 142 | |
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[94] | 143 | if (this.curAngle == null) |
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[108] | 144 | this.curAngle = this.angle(trooper, enemies[0]) - |
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[106] | 145 | this.delta * (this.way - 1) / 2; |
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[81] | 146 | |
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| 147 | trooper.addBullet(this.bullet, this.size, this.color, |
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[106] | 148 | this.frame, this.posX(), this.posY(), |
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[96] | 149 | this.curAngle * Math.PI, this.speed); |
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[81] | 150 | |
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[91] | 151 | if (--this.remain <= 0) { |
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[81] | 152 | return this.reset(); |
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| 153 | } |
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| 154 | |
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[106] | 155 | this.curAngle += this.delta; |
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| 156 | |
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[81] | 157 | return false; |
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| 158 | }; |
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| 159 | that.reset = function() { |
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| 160 | this.state = 0; |
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| 161 | this.remain = this.way; |
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[94] | 162 | this.curAngle = null; |
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[81] | 163 | return true; |
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| 164 | }; |
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| 165 | |
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| 166 | return that; |
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| 167 | }; |
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| 168 | |
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[106] | 169 | var DelayedCircularBarrage = function(bullet, size, color, frame, |
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[81] | 170 | interval, speed, way, dir) { |
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[106] | 171 | var that = new DelayedArchBarrage(bullet, size, color, frame, |
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[81] | 172 | interval, speed, way, dir, 2 / way); |
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| 173 | return that; |
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| 174 | }; |
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| 175 | |
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[106] | 176 | var DelayedRecursiveArchBarrage = function(bullet, size, color, frame, |
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[81] | 177 | interval, speed, way, dir, cnt) { |
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| 178 | |
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[106] | 179 | var that = new DelayedArchBarrage(bullet, size, color, frame, |
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[81] | 180 | interval, speed, way, dir); |
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| 181 | |
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| 182 | that.i = 0; |
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| 183 | that.cnt = cnt; |
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| 184 | |
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| 185 | if (that.cnt == null) |
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| 186 | that.cnt = that.way / that.speed; |
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| 187 | |
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| 188 | that.reset = function() { |
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| 189 | if (++this.i < this.cnt) { |
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| 190 | this.remain = this.way; |
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| 191 | this.delta *= -1; |
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| 192 | return false; |
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| 193 | } |
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| 194 | this.state = 0; |
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| 195 | this.remain = this.way; |
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[94] | 196 | this.curAngle = null; |
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[81] | 197 | this.i = 0; |
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| 198 | return true; |
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| 199 | }; |
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| 200 | return that; |
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| 201 | }; |
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| 202 | |
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[106] | 203 | var DelayedRecursiveCircularBarrage = function(bullet, size, color, frame, |
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[81] | 204 | interval, speed, way, dir, cnt) { |
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| 205 | |
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[106] | 206 | var that = new DelayedCircularBarrage(bullet, size, color, frame, |
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[81] | 207 | interval, speed, way, dir); |
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| 208 | |
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| 209 | that.i = 0; |
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| 210 | that.cnt = cnt; |
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| 211 | |
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| 212 | if (that.cnt == null) |
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| 213 | that.cnt = that.way / that.speed; |
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| 214 | |
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| 215 | that.reset = function() { |
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| 216 | if (++this.i < this.cnt) { |
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| 217 | this.remain = this.way; |
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| 218 | return false; |
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| 219 | } |
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| 220 | this.state = 0; |
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| 221 | this.remain = this.way; |
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[94] | 222 | this.curAngle = null; |
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[81] | 223 | this.i = 0; |
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| 224 | return true; |
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| 225 | }; |
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| 226 | return that; |
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| 227 | }; |
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| 228 | |
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[106] | 229 | var MultiRounderBarrage = function(bullet, size, color, frame, |
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[96] | 230 | interval, speed, way, dir, |
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| 231 | klass, radius, num) { |
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[106] | 232 | if (way < 3) |
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| 233 | way = 3; |
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| 234 | |
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[96] | 235 | if (radius == null) { |
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[106] | 236 | radius = size * way * 3; |
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[96] | 237 | if (radius > 50) |
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| 238 | radius = 50; |
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| 239 | } |
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[81] | 240 | |
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[96] | 241 | if (num == null) |
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[106] | 242 | num = Math.ceil((1 / way) * 5); |
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[96] | 243 | |
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| 244 | var start = 0.25; |
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| 245 | |
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| 246 | this.initBarrage = function() { |
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| 247 | this.brrg = new Array(); |
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| 248 | this.flag = new Array(); |
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| 249 | |
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| 250 | var w = Math.ceil(way / num); |
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| 251 | |
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| 252 | for (var i = 0; i < num; i++) { |
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[106] | 253 | var b = new klass(bullet, size, color, frame, |
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[96] | 254 | interval, speed, w, dir); |
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| 255 | |
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| 256 | b.r = radius; |
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| 257 | b.posX = function() { |
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| 258 | start += 1 / (num * 2); |
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| 259 | this.a = i * (1 / num) + start; |
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| 260 | return this.r * Math.cos(2 * Math.PI * this.a); |
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| 261 | }; |
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| 262 | |
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| 263 | b.posY = function() { |
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| 264 | return this.r * Math.sin(2 * Math.PI * this.a); |
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| 265 | }; |
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| 266 | |
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| 267 | this.brrg.push(b); |
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| 268 | this.flag.push(false); |
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| 269 | } |
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| 270 | }; |
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| 271 | |
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[108] | 272 | this.update = function(trooper, enemies) { |
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[96] | 273 | for (var i = 0; i < this.brrg.length; i++) { |
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| 274 | if (!this.flag[i]) |
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[108] | 275 | this.flag[i] = this.brrg[i].update(trooper, enemies); |
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[96] | 276 | } |
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| 277 | for (var i = 0; i < this.flag.length; i++) { |
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| 278 | if (!this.flag[i]) |
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| 279 | return false; |
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| 280 | } |
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| 281 | this.initBarrage(); |
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| 282 | return true; |
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| 283 | }; |
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| 284 | |
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| 285 | this.initBarrage(); |
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| 286 | }; |
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| 287 | |
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[106] | 288 | var MultiRounderArchBarrage = function(bullet, size, color, frame, |
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[96] | 289 | interval, speed, way, dir) { |
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[106] | 290 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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| 291 | interval, speed, way, dir, ArchBarrage); |
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[96] | 292 | return that; |
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| 293 | }; |
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| 294 | |
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[106] | 295 | var MultiRounderDelayedArchBarrage = function(bullet, size, color, frame, |
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[96] | 296 | interval, speed, way, dir) { |
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[106] | 297 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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| 298 | interval, speed, way, dir, DelayedArchBarrage); |
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[96] | 299 | return that; |
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| 300 | }; |
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| 301 | |
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[106] | 302 | var MultiRounderDelayedRecursiveArchBarrage = function(bullet, size, color, frame, |
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[96] | 303 | interval, speed, way, dir) { |
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[106] | 304 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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| 305 | interval, speed, way, dir, DelayedRecursiveArchBarrage); |
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[96] | 306 | return that; |
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| 307 | }; |
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| 308 | |
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| 309 | |
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[81] | 310 | var EnemyBarrages = [LinerBarrage, |
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| 311 | ArchBarrage, |
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| 312 | CircularBarrage, |
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| 313 | DelayedArchBarrage, |
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| 314 | DelayedCircularBarrage, |
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| 315 | DelayedRecursiveArchBarrage, |
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[96] | 316 | DelayedRecursiveCircularBarrage, |
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| 317 | MultiRounderArchBarrage, |
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| 318 | MultiRounderDelayedArchBarrage, |
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[106] | 319 | MultiRounderDelayedRecursiveArchBarrage] |
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