[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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[92] | 16 | function touch(x1, y1, s1, x2, y2, s2) { |
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| 17 | var dx = Math.pow(x2 - x1, 2); |
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| 18 | var dy = Math.pow(y2 - y1, 2); |
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| 19 | if (Math.sqrt(dx + dy) < s1 + s2) |
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| 20 | return true; |
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| 21 | return false; |
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| 22 | } |
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| 23 | |
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| 24 | var Bomb = function(x, y, w, h, size, speed, colors) { |
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| 25 | this.x = x; |
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| 26 | this.y = y; |
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| 27 | this.w = w; |
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| 28 | this.h = h; |
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| 29 | this.size = size; |
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| 30 | this.speed = speed; |
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| 31 | this.colors = colors; |
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| 32 | this.colIdx = 0; |
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| 33 | |
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| 34 | this.update = function(enemy) { |
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| 35 | this.size += this.speed; |
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| 36 | |
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| 37 | // judge bullet |
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| 38 | var delIdx = new Array(); |
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[96] | 39 | for (var i = 0; i < enemy.bullets.length; i++) { |
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[92] | 40 | if (touch(this.x, this.y, this.size, |
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| 41 | enemy.bullets[i].x, enemy.bullets[i].y, enemy.bullets[i].size)) |
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| 42 | delIdx.push(i); |
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| 43 | } |
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| 44 | enemy.delBullet(delIdx); |
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| 45 | |
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| 46 | // judge enemy |
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| 47 | if (touch(this.x, this.y, this.size, enemy.x, enemy.y, enemy.size) && enemy.life > 0) |
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| 48 | enemy.life--; |
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| 49 | }; |
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| 50 | |
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| 51 | this.draw = function(ctx) { |
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| 52 | ctx.beginPath(); |
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| 53 | ctx.fillStyle = this.colors[this.colIdx]; |
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| 54 | ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2.0, true); |
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| 55 | ctx.fill(); |
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| 56 | ctx.closePath(); |
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| 57 | |
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| 58 | if (++this.colIdx >= this.colors.length) |
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| 59 | this.colIdx = 0; |
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| 60 | }; |
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| 61 | |
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| 62 | this.vanished = function() { |
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| 63 | if (this.size > this.w && this.size > this.h) |
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| 64 | return true; |
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| 65 | return false; |
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| 66 | }; |
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| 67 | }; |
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| 68 | |
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[81] | 69 | var Trooper = function(name, actList, size, color, x, y, w, h, |
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[92] | 70 | life, speed, numBombs, barrages) { |
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[81] | 71 | |
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| 72 | this.bullets = new Array(); |
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[92] | 73 | this.bomb = null; |
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[81] | 74 | this.name = name; |
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| 75 | this.actList = actList; |
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| 76 | this.size = size; |
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| 77 | this.color = color; |
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| 78 | this.x = x; |
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| 79 | this.y = y; |
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| 80 | this.w = w; |
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| 81 | this.h = h; |
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| 82 | this.life = life; |
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| 83 | this.speed = speed; |
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[92] | 84 | this.numBombs = numBombs; |
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[81] | 85 | this.barrages = barrages; |
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| 86 | |
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| 87 | this.move = function(x, y) { |
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| 88 | this.x += x; |
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| 89 | this.y += y; |
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| 90 | this.adjustPosition(); |
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| 91 | }; |
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| 92 | |
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| 93 | this.moveAbs = function(x, y) { |
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| 94 | this.x = x; |
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| 95 | this.y = y; |
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| 96 | this.adjustPosition(); |
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| 97 | }; |
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| 98 | |
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| 99 | this.adjustPosition = function() { |
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| 100 | if (this.x > this.w) |
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| 101 | this.x = this.w; |
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| 102 | |
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| 103 | if (this.y > this.h) |
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| 104 | this.y = this.h; |
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| 105 | |
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| 106 | if (this.x < 0) |
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| 107 | this.x = 0; |
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| 108 | |
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| 109 | if (this.y < 0) |
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| 110 | this.y = 0; |
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| 111 | }; |
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| 112 | |
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| 113 | this.isDead = function() { |
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| 114 | return this.life <= 0; |
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| 115 | }; |
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| 116 | |
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| 117 | this.update = function(enemy) { |
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| 118 | var delIdx = null; |
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| 119 | |
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| 120 | // update my action |
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| 121 | this.actList.update(this, enemy); |
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| 122 | |
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[92] | 123 | // update bomb |
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| 124 | if (this.bomb) { |
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| 125 | this.bomb.update(enemy); |
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| 126 | if (this.bomb.vanished()) |
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| 127 | this.bomb = null; |
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| 128 | } |
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| 129 | |
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[81] | 130 | // update/delete my bullets |
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| 131 | delIdx = new Array(); |
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[96] | 132 | for (var i = 0; i < this.bullets.length; i++) { |
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[81] | 133 | this.bullets[i].next(); |
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| 134 | |
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| 135 | if (this.bullets[i].vanished()) |
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| 136 | delIdx.push(i); |
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| 137 | } |
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| 138 | this.delBullet(delIdx); |
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| 139 | |
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| 140 | // judge/delete hit bullets |
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| 141 | delIdx = new Array(); |
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[96] | 142 | for (var i = 0; i < enemy.bullets.length; i++) { |
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[92] | 143 | if (touch(this.x, this.y, this.size, |
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| 144 | enemy.bullets[i].x, enemy.bullets[i].y, enemy.bullets[i].size)) |
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[81] | 145 | delIdx.push(i); |
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| 146 | } |
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[92] | 147 | enemy.delBullet(delIdx); |
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[81] | 148 | |
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| 149 | // update life |
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| 150 | if (delIdx.length > 0 && this.life > 0) |
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| 151 | this.life--; |
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| 152 | }; |
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| 153 | |
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| 154 | this.draw = function(ctx) { |
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[92] | 155 | // draw bomb |
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| 156 | if (this.bomb) |
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| 157 | this.bomb.draw(ctx); |
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| 158 | |
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[81] | 159 | // draw trooper |
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| 160 | ctx.beginPath(); |
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| 161 | ctx.fillStyle = this.color; |
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| 162 | ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2.0, true); |
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| 163 | ctx.fill(); |
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| 164 | ctx.closePath(); |
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| 165 | |
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| 166 | // draw bullets |
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[96] | 167 | for (var i = 0; i < this.bullets.length; i++) |
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[81] | 168 | this.bullets[i].draw(ctx); |
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| 169 | }; |
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| 170 | |
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| 171 | this.addBullet = function(bulletType, size, color, x, y, dir, speed) { |
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| 172 | this.bullets.push( |
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| 173 | new bulletType(size, color, this.x + x, this.y + y, dir, speed)); |
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| 174 | }; |
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| 175 | |
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| 176 | this.delBullet = function(idx) { |
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| 177 | if (idx.length <= 0) |
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| 178 | return; |
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| 179 | |
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| 180 | var newBullets = new Array(); |
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| 181 | |
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[96] | 182 | for (var i = 0; i < idx.length; i++) |
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[81] | 183 | this.bullets[idx[i]] = null; |
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| 184 | |
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[96] | 185 | for (var i = 0; i < this.bullets.length; i++) |
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[81] | 186 | if (this.bullets[i]) |
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| 187 | newBullets.push(this.bullets[i]); |
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| 188 | |
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| 189 | this.bullets = newBullets; |
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| 190 | }; |
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[92] | 191 | |
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[95] | 192 | this.clearBullet = function() { |
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| 193 | this.bullets = new Array(); |
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| 194 | }; |
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| 195 | |
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[92] | 196 | this.addBomb = function() { |
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| 197 | if (!this.bomb && this.numBombs > 0) { |
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| 198 | this.bomb = new Bomb(this.x, this.y, this.w, this.h, this.size * 2, 10, |
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| 199 | ["rgba(255,0,0,0.3)", "rgba(0,0,255,0.3)"]); |
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| 200 | this.numBombs--; |
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| 201 | } |
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| 202 | }; |
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[81] | 203 | } |
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