| 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 | this.posX = function() { |
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| 39 | return 0; |
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| 40 | }; |
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| 41 | this.posY = function() { |
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| 42 | return 0; |
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| 43 | }; |
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| 44 | }; |
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| 45 | |
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| 46 | var LinerBarrage = function(bullet, size, color, interval, speed, way, dir) { |
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| 47 | var that = new Barrage(bullet, size, color, interval, speed, way, dir); |
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| 48 | |
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| 49 | that.state = 0; |
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| 50 | that.update = function(trooper, enemy) { |
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| 51 | if (++this.state < this.interval) |
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| 52 | return false; |
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| 53 | |
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| 54 | var dir = this.angle(trooper, enemy); |
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| 55 | |
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| 56 | trooper.addBullet(this.bullet, this.size, this.color, |
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| 57 | this.posX(), this.posY(), |
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| 58 | dir * Math.PI, this.speed); |
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| 59 | |
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| 60 | for (var i = 2; i < this.way + 1; i++) { |
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| 61 | var d = 0.5 / i; |
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| 62 | |
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| 63 | trooper.addBullet(this.bullet, this.size, this.color, |
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| 64 | this.posX(), this.posY(), |
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| 65 | (dir - d) * Math.PI, this.speed); |
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| 66 | trooper.addBullet(this.bullet, this.size, this.color, |
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| 67 | this.posX(), this.posY(), |
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| 68 | (dir + d) * Math.PI, this.speed); |
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| 69 | } |
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| 70 | |
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| 71 | this.state = 0; |
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| 72 | return true; |
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| 73 | }; |
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| 74 | |
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| 75 | return that; |
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| 76 | }; |
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| 77 | |
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| 78 | var ArchBarrage = function(bullet, size, color, |
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| 79 | interval, speed, way, dir, delta) { |
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| 80 | |
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| 81 | var that = new Barrage(bullet, size, color, interval, speed, way, dir); |
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| 82 | |
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| 83 | that.delta = delta; |
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| 84 | |
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| 85 | if (that.way % 2) |
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| 86 | that.way++; |
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| 87 | |
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| 88 | if (that.delta == null) |
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| 89 | that.delta = 0.5 / that.way; |
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| 90 | |
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| 91 | that.state = 0; |
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| 92 | that.update = function(trooper, enemy) { |
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| 93 | if (++this.state < this.interval) |
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| 94 | return false; |
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| 95 | |
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| 96 | var angle = this.angle(trooper, enemy) - (this.delta * this.way / 2); |
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| 97 | |
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| 98 | for (var i = 0; i < this.way; i++) { |
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| 99 | trooper.addBullet(this.bullet, this.size, this.color, |
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| 100 | this.posX(), this.posY(), |
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| 101 | angle * Math.PI, this.speed); |
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| 102 | angle += this.delta; |
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| 103 | } |
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| 104 | |
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| 105 | this.state = 0; |
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| 106 | return true; |
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| 107 | }; |
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| 108 | |
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| 109 | return that; |
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| 110 | }; |
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| 111 | |
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| 112 | var CircularBarrage = function(bullet, size, color, |
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| 113 | interval, speed, way, dir) { |
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| 114 | if (way % 2) |
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| 115 | way++; |
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| 116 | |
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| 117 | var that = new ArchBarrage(bullet, size, color, |
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| 118 | interval, speed, way, dir, 2 / way); |
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| 119 | return that; |
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| 120 | } |
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| 121 | |
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| 122 | var DelayedArchBarrage = function(bullet, size, color, |
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| 123 | interval, speed, way, dir, delta) { |
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| 124 | |
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| 125 | var that = new Barrage(bullet, size, color, interval, speed, way, dir); |
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| 126 | |
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| 127 | that.delta = delta; |
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| 128 | |
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| 129 | if (that.way % 2) |
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| 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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| 137 | that.curAngle = null; |
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| 138 | |
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| 139 | that.update = function(trooper, enemy) { |
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| 140 | if (++this.state < this.interval) |
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| 141 | return false; |
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| 142 | |
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| 143 | if (this.curAngle == null) |
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| 144 | this.curAngle = this.angle(trooper, enemy) - |
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| 145 | this.delta * (this.way / 2); |
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| 146 | |
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| 147 | trooper.addBullet(this.bullet, this.size, this.color, |
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| 148 | this.posX(), this.posY(), |
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| 149 | this.curAngle * Math.PI, this.speed); |
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| 150 | |
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| 151 | this.curAngle += this.delta; |
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| 152 | |
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| 153 | if (--this.remain <= 0) { |
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| 154 | return this.reset(); |
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| 155 | } |
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| 156 | |
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| 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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| 162 | this.curAngle = null; |
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| 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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| 169 | var DelayedCircularBarrage = function(bullet, size, color, |
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| 170 | interval, speed, way, dir) { |
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| 171 | if (way % 2) |
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| 172 | way++; |
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| 173 | |
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| 174 | var that = new DelayedArchBarrage(bullet, size, color, |
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| 175 | interval, speed, way, dir, 2 / way); |
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| 176 | return that; |
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| 177 | }; |
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| 178 | |
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| 179 | var DelayedRecursiveArchBarrage = function(bullet, size, color, |
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| 180 | interval, speed, way, dir, cnt) { |
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| 181 | |
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| 182 | var that = new DelayedArchBarrage(bullet, size, color, |
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| 183 | interval, speed, way, dir); |
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| 184 | |
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| 185 | that.i = 0; |
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| 186 | that.cnt = cnt; |
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| 187 | |
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| 188 | if (that.cnt == null) |
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| 189 | that.cnt = that.way / that.speed; |
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| 190 | |
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| 191 | that.reset = function() { |
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| 192 | if (++this.i < this.cnt) { |
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| 193 | this.remain = this.way; |
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| 194 | this.delta *= -1; |
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| 195 | return false; |
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| 196 | } |
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| 197 | this.state = 0; |
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| 198 | this.remain = this.way; |
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| 199 | this.curAngle = null; |
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| 200 | this.i = 0; |
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| 201 | return true; |
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| 202 | }; |
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| 203 | return that; |
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| 204 | }; |
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| 205 | |
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| 206 | var DelayedRecursiveCircularBarrage = function(bullet, size, color, |
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| 207 | interval, speed, way, dir, cnt) { |
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| 208 | |
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| 209 | var that = new DelayedCircularBarrage(bullet, size, color, |
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| 210 | interval, speed, way, dir); |
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| 211 | |
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| 212 | that.i = 0; |
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| 213 | that.cnt = cnt; |
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| 214 | |
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| 215 | if (that.cnt == null) |
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| 216 | that.cnt = that.way / that.speed; |
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| 217 | |
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| 218 | that.reset = function() { |
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| 219 | if (++this.i < this.cnt) { |
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| 220 | this.remain = this.way; |
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| 221 | return false; |
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| 222 | } |
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| 223 | this.state = 0; |
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| 224 | this.remain = this.way; |
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| 225 | this.curAngle = null; |
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| 226 | this.i = 0; |
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| 227 | return true; |
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| 228 | }; |
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| 229 | return that; |
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| 230 | }; |
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| 231 | |
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| 232 | var MultiRounderBarrage = function(bullet, size, color, |
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| 233 | interval, speed, way, dir, |
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| 234 | klass, radius, num) { |
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| 235 | if (radius == null) { |
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| 236 | radius = size * way; |
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| 237 | if (radius > 50) |
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| 238 | radius = 50; |
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| 239 | } |
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| 240 | |
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| 241 | if (num == null) |
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| 242 | num = Math.ceil((1 / way) * 50); |
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| 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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| 253 | var b = new klass(bullet, size, color, |
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| 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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| 272 | this.update = function(trooper, enemy) { |
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| 273 | for (var i = 0; i < this.brrg.length; i++) { |
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| 274 | if (!this.flag[i]) |
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| 275 | this.flag[i] = this.brrg[i].update(trooper, enemy); |
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| 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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| 288 | var MultiRounderArchBarrage = function(bullet, size, color, |
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| 289 | interval, speed, way, dir) { |
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| 290 | var that = new MultiRounderBarrage(bullet, size, color, interval, speed, |
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| 291 | way, dir, ArchBarrage); |
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| 292 | return that; |
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| 293 | }; |
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| 294 | |
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| 295 | var MultiRounderCircularBarrage = function(bullet, size, color, |
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| 296 | interval, speed, way, dir) { |
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| 297 | var that = new MultiRounderBarrage(bullet, size, color, interval, speed, |
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| 298 | way, dir, CircularBarrage); |
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| 299 | return that; |
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| 300 | }; |
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| 301 | |
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| 302 | var MultiRounderDelayedArchBarrage = function(bullet, size, color, |
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| 303 | interval, speed, way, dir) { |
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| 304 | var that = new MultiRounderBarrage(bullet, size, color, interval, speed, |
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| 305 | way, dir, DelayedArchBarrage); |
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| 306 | return that; |
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| 307 | }; |
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| 308 | |
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| 309 | var MultiRounderDelayedCircularBarrage = function(bullet, size, color, |
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| 310 | interval, speed, way, dir) { |
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| 311 | var that = new MultiRounderBarrage(bullet, size, color, interval, speed, |
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| 312 | way, dir, DelayedCircularBarrage); |
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| 313 | return that; |
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| 314 | }; |
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| 315 | |
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| 316 | var MultiRounderDelayedRecursiveArchBarrage = function(bullet, size, color, |
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| 317 | interval, speed, way, dir) { |
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| 318 | var that = new MultiRounderBarrage(bullet, size, color, interval, speed, |
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| 319 | way, dir, DelayedRecursiveArchBarrage); |
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| 320 | return that; |
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| 321 | }; |
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| 322 | |
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| 323 | var MultiRounderDelayedRecursiveCircularBarrage = function(bullet, size, color, |
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| 324 | interval, speed, way, dir) { |
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| 325 | var that = new MultiRounderBarrage(bullet, size, color, interval, speed, |
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| 326 | way, dir, DelayedRecursiveCircularBarrage); |
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| 327 | return that; |
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| 328 | }; |
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| 329 | |
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| 330 | |
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| 331 | var EnemyBarrages = [LinerBarrage, |
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| 332 | ArchBarrage, |
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| 333 | CircularBarrage, |
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| 334 | DelayedArchBarrage, |
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| 335 | DelayedCircularBarrage, |
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| 336 | DelayedRecursiveArchBarrage, |
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| 337 | DelayedRecursiveCircularBarrage, |
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| 338 | MultiRounderArchBarrage, |
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| 339 | MultiRounderCircularBarrage, |
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| 340 | MultiRounderDelayedArchBarrage, |
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| 341 | MultiRounderDelayedCircularBarrage, |
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| 342 | MultiRounderDelayedRecursiveArchBarrage, |
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| 343 | MultiRounderDelayedRecursiveCircularBarrage]; |
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