| 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 | 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(enemies) { |
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| 35 | this.size += this.speed; |
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| 36 | |
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| 37 | for (var ei = 0; ei < enemies.length; ei++) { |
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| 38 | var enemy = enemies[ei]; |
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| 39 | var delIdx = new Array(); |
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| 40 | |
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| 41 | // judge bullet |
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| 42 | for (var i = 0; i < enemy.bullets.length; i++) { |
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| 43 | if (touch(this.x, this.y, this.size, |
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| 44 | enemy.bullets[i].x, enemy.bullets[i].y, enemy.bullets[i].size)) |
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| 45 | delIdx.push(i); |
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| 46 | } |
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| 47 | enemy.delBullet(delIdx); |
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| 48 | |
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| 49 | // judge enemy |
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| 50 | if (touch(this.x, this.y, this.size, enemy.x, enemy.y, enemy.size) && enemy.life > 0) |
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| 51 | enemy.life--; |
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| 52 | } |
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| 53 | }; |
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| 54 | |
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| 55 | this.draw = function(ctx) { |
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| 56 | ctx.beginPath(); |
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| 57 | ctx.fillStyle = this.colors[this.colIdx]; |
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| 58 | ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2.0, true); |
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| 59 | ctx.fill(); |
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| 60 | ctx.closePath(); |
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| 61 | |
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| 62 | if (++this.colIdx >= this.colors.length) |
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| 63 | this.colIdx = 0; |
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| 64 | }; |
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| 65 | |
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| 66 | this.vanished = function() { |
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| 67 | if (this.size > this.w && this.size > this.h) |
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| 68 | return true; |
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| 69 | return false; |
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| 70 | }; |
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| 71 | }; |
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| 72 | |
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| 73 | var Trooper = function(name, actList, image, size, hitSize, color, hitColor, |
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| 74 | x, y, w, h, life, speed, numBombs, bombColors, barrages) { |
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| 75 | |
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| 76 | this.bullets = new Array(); |
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| 77 | this.callbacks = {}; |
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| 78 | this.bomb = null; |
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| 79 | this.name = name; |
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| 80 | this.actList = actList; |
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| 81 | this.image = image; |
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| 82 | this.size = size; |
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| 83 | this.hitSize = hitSize; |
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| 84 | this.color = color; |
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| 85 | this.hitColor = hitColor; |
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| 86 | this.x = x; |
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| 87 | this.y = y; |
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| 88 | this.w = w; |
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| 89 | this.h = h; |
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| 90 | this.life = life; |
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| 91 | this.maxLife = life; |
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| 92 | this.speed = speed; |
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| 93 | this.numBombs = numBombs; |
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| 94 | this.bombColors = bombColors; |
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| 95 | this.barrages = barrages; |
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| 96 | |
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| 97 | this.move = function(x, y, area) { |
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| 98 | this.x += x; |
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| 99 | this.y += y; |
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| 100 | this.adjustPosition(area); |
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| 101 | }; |
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| 102 | |
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| 103 | this.moveAbs = function(x, y, area) { |
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| 104 | this.x = x; |
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| 105 | this.y = y; |
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| 106 | this.adjustPosition(area); |
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| 107 | }; |
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| 108 | |
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| 109 | this.adjustPosition = function(area) { |
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| 110 | if (area == null) |
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| 111 | area = 1; |
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| 112 | |
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| 113 | if (this.x > this.w) |
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| 114 | this.x = this.w; |
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| 115 | |
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| 116 | if (this.y > this.h / area) |
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| 117 | this.y = this.h / area; |
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| 118 | |
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| 119 | if (this.x < 0) |
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| 120 | this.x = 0; |
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| 121 | |
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| 122 | if (this.y < 0) |
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| 123 | this.y = 0; |
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| 124 | }; |
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| 125 | |
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| 126 | this.isDead = function() { |
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| 127 | return this.life <= 0; |
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| 128 | }; |
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| 129 | |
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| 130 | this.update = function(enemies) { |
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| 131 | // update my action |
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| 132 | this.actList.update(this, enemies); |
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| 133 | |
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| 134 | // update bomb |
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| 135 | if (this.bomb) { |
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| 136 | this.bomb.update(enemies); |
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| 137 | if (this.bomb.vanished()) |
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| 138 | this.bomb = null; |
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| 139 | } |
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| 140 | |
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| 141 | // update/delete my bullets |
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| 142 | { |
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| 143 | var delIdx = new Array(); |
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| 144 | for (var i = 0; i < this.bullets.length; i++) { |
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| 145 | this.bullets[i].next(); |
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| 146 | |
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| 147 | if (this.bullets[i].vanished(this.w, this.h)) |
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| 148 | delIdx.push(i); |
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| 149 | } |
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| 150 | this.delBullet(delIdx); |
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| 151 | } |
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| 152 | |
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| 153 | // update/delete enemies' bullets |
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| 154 | { |
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| 155 | var hit = false; |
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| 156 | |
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| 157 | for (var ei = 0; ei < enemies.length; ei++) { |
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| 158 | var enemy = enemies[ei]; |
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| 159 | var delIdx = new Array(); |
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| 160 | |
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| 161 | // judge/delete hit bullets |
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| 162 | for (var i = 0; i < enemy.bullets.length; i++) { |
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| 163 | if (touch(this.x, this.y, this.hitSize, |
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| 164 | enemy.bullets[i].x, enemy.bullets[i].y, enemy.bullets[i].size)) |
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| 165 | delIdx.push(i); |
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| 166 | } |
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| 167 | |
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| 168 | enemy.delBullet(delIdx); |
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| 169 | |
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| 170 | if (delIdx.length > 0) |
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| 171 | hit = true; |
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| 172 | } |
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| 173 | |
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| 174 | // update my life |
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| 175 | if (hit && this.life > 0) { |
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| 176 | this.life--; |
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| 177 | |
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| 178 | if (this.callbacks["damaged"]) |
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| 179 | this.callbacks["damaged"](this); |
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| 180 | } |
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| 181 | } |
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| 182 | }; |
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| 183 | |
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| 184 | this.draw = function(ctx) { |
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| 185 | // draw bomb |
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| 186 | if (this.bomb) |
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| 187 | this.bomb.draw(ctx); |
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| 188 | |
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| 189 | // draw bullets |
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| 190 | for (var i = 0; i < this.bullets.length; i++) |
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| 191 | this.bullets[i].draw(ctx); |
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| 192 | |
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| 193 | // draw trooper |
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| 194 | if (this.image) { |
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| 195 | var w = this.image.width * (this.size / this.image.height); |
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| 196 | var h = this.size; |
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| 197 | var x = this.x - (w / 2); |
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| 198 | var y = this.y - (h / 2); |
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| 199 | ctx.drawImage(this.image, x, y, w, h); |
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| 200 | } |
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| 201 | else { |
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| 202 | ctx.beginPath(); |
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| 203 | ctx.fillStyle = this.color; |
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| 204 | ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2.0, true); |
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| 205 | ctx.fill(); |
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| 206 | ctx.closePath(); |
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| 207 | } |
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| 208 | |
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| 209 | // draw hit area |
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| 210 | if (this.color != this.hitColor || this.size != this.hitSize) { |
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| 211 | ctx.beginPath(); |
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| 212 | ctx.fillStyle = this.hitColor; |
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| 213 | ctx.arc(this.x, this.y, this.hitSize, 0, Math.PI * 2.0, true); |
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| 214 | ctx.fill(); |
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| 215 | ctx.closePath(); |
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| 216 | } |
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| 217 | }; |
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| 218 | |
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| 219 | this.addBullet = function(bulletType, size, color, frame, x, y, dir, speed) { |
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| 220 | this.bullets.push( |
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| 221 | new bulletType(size, color, frame, this.w, this.h, this.x + x, this.y + y, dir, speed)); |
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| 222 | |
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| 223 | if (this.callbacks["addBullet"]) |
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| 224 | this.callbacks["addBullet"](this); |
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| 225 | }; |
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| 226 | |
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| 227 | this.delBullet = function(idx) { |
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| 228 | if (idx.length <= 0) |
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| 229 | return; |
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| 230 | |
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| 231 | var newBullets = new Array(); |
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| 232 | |
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| 233 | for (var i = 0; i < idx.length; i++) |
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| 234 | this.bullets[idx[i]] = null; |
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| 235 | |
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| 236 | for (var i = 0; i < this.bullets.length; i++) |
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| 237 | if (this.bullets[i]) |
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| 238 | newBullets.push(this.bullets[i]); |
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| 239 | |
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| 240 | this.bullets = newBullets; |
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| 241 | }; |
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| 242 | |
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| 243 | this.clearBullet = function() { |
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| 244 | this.bullets = new Array(); |
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| 245 | }; |
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| 246 | |
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| 247 | this.addBomb = function() { |
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| 248 | if (!this.bomb && this.numBombs > 0) { |
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| 249 | this.bomb = new Bomb(this.x, this.y, this.w, this.h, |
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| 250 | this.size * 2, 10, this.bombColors); |
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| 251 | this.numBombs--; |
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| 252 | |
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| 253 | if (this.callbacks["addBomb"]) |
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| 254 | this.callbacks["addBomb"](this); |
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| 255 | } |
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| 256 | }; |
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| 257 | |
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| 258 | this.registerCallback = function(name, callback) { |
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| 259 | this.callbacks[name] = callback; |
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| 260 | }; |
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| 261 | } |
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