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, frame, 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.frame = frame; |
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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 | if (!trooper || !enemy) |
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28 | return 0.5 * Math.PI; |
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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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38 | this.update = function(trooper, enemies) { |
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39 | return false; |
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40 | }; |
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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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47 | }; |
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48 | |
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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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51 | |
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52 | that.state = 0; |
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53 | that.update = function(trooper, enemies) { |
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54 | if (++this.state < this.interval) |
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55 | return false; |
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56 | |
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57 | var dir = this.angle(trooper, enemies[0]); |
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58 | |
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59 | trooper.addBullet(this.bullet, this.size, this.color, |
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60 | this.frame, this.posX(), this.posY(), |
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61 | dir * Math.PI, this.speed); |
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62 | |
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63 | for (var i = 2; i < this.way + 1; i++) { |
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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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67 | this.frame, this.posX(), this.posY(), |
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68 | (dir - d) * Math.PI, this.speed); |
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69 | trooper.addBullet(this.bullet, this.size, this.color, |
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70 | this.frame, this.posX(), this.posY(), |
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71 | (dir + d) * Math.PI, this.speed); |
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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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81 | var ArchBarrage = function(bullet, size, color, frame, |
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82 | interval, speed, way, dir, delta) { |
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83 | |
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84 | var that = new Barrage(bullet, size, color, frame, interval, speed, way, dir); |
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85 | |
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86 | that.delta = delta; |
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87 | |
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88 | if (!(that.way % 2)) |
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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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95 | that.update = function(trooper, enemies) { |
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96 | if (++this.state < this.interval) |
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97 | return false; |
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98 | |
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99 | var angle = this.angle(trooper, enemies[0]) - (this.delta * (this.way - 1) / 2); |
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100 | |
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101 | for (var i = 0; i < this.way; i++) { |
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102 | trooper.addBullet(this.bullet, this.size, this.color, |
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103 | this.frame, this.posX(), this.posY(), |
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104 | angle * Math.PI, this.speed); |
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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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115 | var CircularBarrage = function(bullet, size, color, frame, |
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116 | interval, speed, way, dir) { |
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117 | var that = new ArchBarrage(bullet, size, color, frame, |
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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, frame, |
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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, frame, 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, enemies) { |
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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, enemies[0]) - |
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145 | this.delta * (this.way - 1) / 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.frame, 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 | if (--this.remain <= 0) { |
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152 | return this.reset(); |
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153 | } |
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154 | |
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155 | this.curAngle += this.delta; |
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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, frame, |
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170 | interval, speed, way, dir) { |
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171 | var that = new DelayedArchBarrage(bullet, size, color, frame, |
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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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176 | var DelayedRecursiveArchBarrage = function(bullet, size, color, frame, |
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177 | interval, speed, way, dir, cnt) { |
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178 | |
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179 | var that = new DelayedArchBarrage(bullet, size, color, frame, |
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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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196 | this.curAngle = null; |
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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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203 | var DelayedRecursiveCircularBarrage = function(bullet, size, color, frame, |
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204 | interval, speed, way, dir, cnt) { |
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205 | |
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206 | var that = new DelayedCircularBarrage(bullet, size, color, frame, |
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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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222 | this.curAngle = null; |
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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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229 | var MultiRounderBarrage = function(bullet, size, color, frame, |
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230 | interval, speed, way, dir, |
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231 | klass, radius, num) { |
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232 | if (way < 3) |
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233 | way = 3; |
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234 | |
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235 | if (radius == null) { |
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236 | radius = size * way * 3; |
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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) * 5); |
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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, frame, |
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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, enemies) { |
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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, enemies); |
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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, frame, |
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289 | interval, speed, way, dir) { |
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290 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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291 | interval, speed, 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 MultiRounderDelayedArchBarrage = function(bullet, size, color, frame, |
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296 | interval, speed, way, dir) { |
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297 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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298 | interval, speed, way, dir, DelayedArchBarrage); |
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299 | return that; |
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300 | }; |
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301 | |
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302 | var MultiRounderDelayedRecursiveArchBarrage = function(bullet, size, color, frame, |
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303 | interval, speed, way, dir) { |
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304 | var that = new MultiRounderBarrage(bullet, size, color, frame, |
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305 | interval, speed, way, dir, DelayedRecursiveArchBarrage); |
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306 | return that; |
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307 | }; |
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308 | |
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309 | |
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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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316 | DelayedRecursiveCircularBarrage, |
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317 | MultiRounderArchBarrage, |
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318 | MultiRounderDelayedArchBarrage, |
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319 | MultiRounderDelayedRecursiveArchBarrage] |
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