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 | var Barrage = function(bullet, size, color, interval, speed, way, dir) { |
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17 | this.bullet = bullet; |
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18 | this.size = size; |
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19 | this.color = color; |
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20 | this.interval = interval; |
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21 | this.speed = speed; |
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22 | this.way = way; |
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23 | this.dir = dir; |
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24 | |
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25 | this.aim = function(trooper, enemy) { |
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26 | var dx = enemy.x - trooper.x; |
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27 | var dy = enemy.y - trooper.y; |
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28 | return Math.atan2(dy, dx); |
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29 | }; |
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30 | this.angle = function(trooper, enemy) { |
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31 | if (this.dir != null) |
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32 | return this.dir; |
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33 | return this.aim(trooper, enemy) / Math.PI; |
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34 | }; |
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35 | this.update = function(trooper, enemy) { |
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36 | return false; |
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37 | }; |
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38 | }; |
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39 | |
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40 | var LinerBarrage = function(bullet, size, color, interval, speed, way, dir) { |
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41 | var that = new Barrage(bullet, size, color, interval, speed, way, dir); |
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42 | |
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43 | that.state = 0; |
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44 | that.update = function(trooper, enemy) { |
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45 | if (++this.state < this.interval) |
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46 | return false; |
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47 | |
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48 | var dir = this.angle(trooper, enemy); |
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49 | |
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50 | trooper.addBullet(this.bullet, this.size, this.color, |
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51 | 0, 0, dir * Math.PI, this.speed); |
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52 | |
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53 | for (i = 2; i < this.way + 1; i++) { |
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54 | var d = 0.5 / i; |
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55 | |
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56 | trooper.addBullet(this.bullet, this.size, this.color, |
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57 | 0, 0, (dir - d) * Math.PI, this.speed); |
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58 | trooper.addBullet(this.bullet, this.size, this.color, |
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59 | 0, 0, (dir + d) * Math.PI, this.speed); |
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60 | } |
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61 | |
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62 | this.state = 0; |
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63 | return true; |
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64 | }; |
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65 | |
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66 | return that; |
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67 | }; |
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68 | |
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69 | var ArchBarrage = function(bullet, size, color, |
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70 | interval, speed, way, dir, delta) { |
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71 | |
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72 | var that = new Barrage(bullet, size, color, interval, speed, way, dir); |
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73 | |
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74 | that.delta = delta; |
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75 | |
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76 | if (that.way % 2) |
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77 | that.way++; |
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78 | |
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79 | if (that.delta == null) |
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80 | that.delta = 0.5 / that.way; |
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81 | |
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82 | that.state = 0; |
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83 | that.update = function(trooper, enemy) { |
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84 | if (++this.state < this.interval) |
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85 | return false; |
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86 | |
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87 | var angle = this.angle(trooper, enemy) - (this.delta * this.way / 2); |
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88 | |
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89 | for (i = 0; i < this.way; i++) { |
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90 | trooper.addBullet(this.bullet, this.size, this.color, |
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91 | 0, 0, angle * Math.PI, this.speed); |
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92 | angle += this.delta; |
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93 | } |
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94 | |
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95 | this.state = 0; |
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96 | return true; |
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97 | }; |
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98 | |
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99 | return that; |
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100 | }; |
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101 | |
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102 | var CircularBarrage = function(bullet, size, color, |
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103 | interval, speed, way, dir) { |
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104 | |
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105 | var that = new ArchBarrage(bullet, size, color, |
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106 | interval, speed, way, dir, 2 / way); |
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107 | return that; |
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108 | } |
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109 | |
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110 | var DelayedArchBarrage = function(bullet, size, color, |
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111 | interval, speed, way, dir, delta) { |
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112 | |
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113 | var that = new Barrage(bullet, size, color, interval, speed, way, dir); |
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114 | |
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115 | that.delta = delta; |
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116 | |
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117 | if (that.way % 2) |
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118 | that.way++; |
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119 | |
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120 | if (that.delta == null) |
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121 | that.delta = 0.5 / that.way; |
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122 | |
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123 | that.state = 0; |
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124 | that.remain = that.way; |
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125 | that.curAngle = 0; |
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126 | |
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127 | that.update = function(trooper, enemy) { |
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128 | if (++this.state < this.interval) |
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129 | return false; |
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130 | |
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131 | if (!this.curAngle) |
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132 | this.curAngle = this.angle(trooper, enemy) - |
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133 | this.delta * this.way / 2; |
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134 | |
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135 | trooper.addBullet(this.bullet, this.size, this.color, |
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136 | 0, 0, this.curAngle * Math.PI, this.speed); |
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137 | |
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138 | this.curAngle += this.delta; |
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139 | |
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140 | if (--this.remain < 0) { |
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141 | return this.reset(); |
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142 | } |
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143 | |
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144 | return false; |
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145 | }; |
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146 | that.reset = function() { |
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147 | this.state = 0; |
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148 | this.remain = this.way; |
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149 | this.curAngle = 0; |
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150 | return true; |
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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 DelayedCircularBarrage = function(bullet, size, color, |
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157 | interval, speed, way, dir) { |
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158 | |
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159 | var that = new DelayedArchBarrage(bullet, size, color, |
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160 | interval, speed, way, dir, 2 / way); |
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161 | return that; |
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162 | }; |
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163 | |
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164 | var DelayedRecursiveArchBarrage = function(bullet, size, color, |
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165 | interval, speed, way, dir, cnt) { |
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166 | |
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167 | var that = new DelayedArchBarrage(bullet, size, color, |
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168 | interval, speed, way, dir); |
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169 | |
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170 | that.i = 0; |
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171 | that.cnt = cnt; |
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172 | |
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173 | if (that.cnt == null) |
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174 | that.cnt = that.way / that.speed; |
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175 | |
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176 | that.reset = function() { |
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177 | if (++this.i < this.cnt) { |
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178 | this.remain = this.way; |
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179 | this.delta *= -1; |
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180 | return false; |
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181 | } |
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182 | this.state = 0; |
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183 | this.remain = this.way; |
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184 | this.curAngle = 0; |
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185 | this.i = 0; |
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186 | return true; |
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187 | }; |
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188 | return that; |
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189 | }; |
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190 | |
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191 | var DelayedRecursiveCircularBarrage = function(bullet, size, color, |
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192 | interval, speed, way, dir, cnt) { |
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193 | |
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194 | var that = new DelayedCircularBarrage(bullet, size, color, |
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195 | interval, speed, way, dir); |
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196 | |
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197 | that.i = 0; |
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198 | that.cnt = cnt; |
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199 | |
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200 | if (that.cnt == null) |
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201 | that.cnt = that.way / that.speed; |
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202 | |
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203 | that.reset = function() { |
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204 | if (++this.i < this.cnt) { |
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205 | this.remain = this.way; |
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206 | return false; |
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207 | } |
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208 | this.state = 0; |
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209 | this.remain = this.way; |
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210 | this.curAngle = 0; |
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211 | this.i = 0; |
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212 | return true; |
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213 | }; |
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214 | return that; |
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215 | }; |
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216 | |
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217 | |
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218 | var EnemyBarrages = [LinerBarrage, |
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219 | ArchBarrage, |
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220 | CircularBarrage, |
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221 | DelayedArchBarrage, |
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222 | DelayedCircularBarrage, |
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223 | DelayedRecursiveArchBarrage, |
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224 | DelayedRecursiveCircularBarrage]; |
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