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 Trooper = function(name, actList, size, color, x, y, w, h, |
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17 | life, speed, barrages) { |
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18 | |
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19 | this.bullets = new Array(); |
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20 | this.name = name; |
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21 | this.actList = actList; |
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22 | this.size = size; |
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23 | this.color = color; |
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24 | this.x = x; |
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25 | this.y = y; |
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26 | this.w = w; |
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27 | this.h = h; |
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28 | this.life = life; |
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29 | this.speed = speed; |
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30 | this.barrages = barrages; |
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31 | |
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32 | this.move = function(x, y) { |
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33 | this.x += x; |
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34 | this.y += y; |
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35 | this.adjustPosition(); |
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36 | }; |
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37 | |
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38 | this.moveAbs = function(x, y) { |
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39 | this.x = x; |
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40 | this.y = y; |
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41 | this.adjustPosition(); |
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42 | }; |
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43 | |
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44 | this.adjustPosition = function() { |
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45 | if (this.x > this.w) |
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46 | this.x = this.w; |
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47 | |
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48 | if (this.y > this.h) |
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49 | this.y = this.h; |
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50 | |
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51 | if (this.x < 0) |
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52 | this.x = 0; |
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53 | |
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54 | if (this.y < 0) |
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55 | this.y = 0; |
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56 | }; |
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57 | |
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58 | this.isDead = function() { |
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59 | return this.life <= 0; |
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60 | }; |
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61 | |
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62 | this.update = function(enemy) { |
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63 | var delIdx = null; |
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64 | |
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65 | // update my action |
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66 | this.actList.update(this, enemy); |
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67 | |
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68 | // update/delete my bullets |
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69 | delIdx = new Array(); |
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70 | for (i = 0; i < this.bullets.length; i++) { |
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71 | this.bullets[i].next(); |
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72 | |
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73 | if (this.bullets[i].vanished()) |
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74 | delIdx.push(i); |
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75 | } |
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76 | this.delBullet(delIdx); |
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77 | |
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78 | // judge/delete hit bullets |
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79 | delIdx = new Array(); |
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80 | for (i = 0; i < enemy.bullets.length; i++) { |
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81 | var dx = Math.pow(enemy.bullets[i].x - this.x, 2); |
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82 | var dy = Math.pow(enemy.bullets[i].y - this.y, 2); |
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83 | |
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84 | if (Math.sqrt(dx + dy) < this.size + enemy.bullets[i].size) |
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85 | delIdx.push(i); |
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86 | } |
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87 | enemy.delBullet(delIdx) |
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88 | |
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89 | // update life |
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90 | if (delIdx.length > 0 && this.life > 0) |
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91 | this.life--; |
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92 | }; |
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93 | |
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94 | this.draw = function(ctx) { |
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95 | // draw trooper |
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96 | ctx.beginPath(); |
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97 | ctx.fillStyle = this.color; |
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98 | ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2.0, true); |
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99 | ctx.fill(); |
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100 | ctx.closePath(); |
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101 | |
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102 | // draw bullets |
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103 | for (i = 0; i < this.bullets.length; i++) |
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104 | this.bullets[i].draw(ctx); |
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105 | }; |
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106 | |
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107 | this.addBullet = function(bulletType, size, color, x, y, dir, speed) { |
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108 | this.bullets.push( |
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109 | new bulletType(size, color, this.x + x, this.y + y, dir, speed)); |
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110 | }; |
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111 | |
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112 | this.delBullet = function(idx) { |
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113 | if (idx.length <= 0) |
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114 | return; |
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115 | |
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116 | var newBullets = new Array(); |
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117 | |
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118 | for (i = 0; i < idx.length; i++) |
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119 | this.bullets[idx[i]] = null; |
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120 | |
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121 | for (i = 0; i < this.bullets.length; i++) |
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122 | if (this.bullets[i]) |
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123 | newBullets.push(this.bullets[i]); |
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124 | |
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125 | this.bullets = newBullets; |
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126 | }; |
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127 | } |
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