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Cylonica
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function clone(obj) { | |
if (null == obj || "object" != typeof obj) return obj; | |
var copy = obj.constructor(); | |
for (var attr in obj) { | |
if (obj.hasOwnProperty(attr)) copy[attr] = obj[attr]; | |
} | |
return copy; | |
} | |
var Robot = function(robot) { | |
robot.clone(); | |
}; | |
var globalEnemy=null; | |
var RobotData = new Object(); | |
RobotData.TurnSpeed = 1; | |
RobotData.Vel = 2; | |
RobotData.CanonRot = 10; | |
var CloneData = clone(RobotData); | |
CloneData.TurnSpeed= -1; | |
function walk(robot, data) | |
{ | |
robot.ahead(data.Vel); | |
robot.turn(data.TurnSpeed); | |
} | |
function aim(robot, data) | |
{ | |
var angle = data.TurnSpeed; | |
if(globalEnemy!=null) | |
{ | |
var y = globalEnemy.position.y - robot.position.y; | |
var x = globalEnemy.position.x - robot.position.x; | |
var enemyAngle = Math.atan2(y,x); | |
enemyAngle = enemyAngle * 180 / 3.14159 + 180; | |
angle = enemyAngle - robot.cannonAbsoluteAngle; | |
if(angle>180) | |
angle=-360 + angle; | |
} | |
robot.rotateCannon(angle); | |
} | |
Robot.prototype.onIdle = function(ev) { | |
var robot = ev.robot; | |
var data; | |
if(robot.parentId==null) | |
{ | |
data=RobotData; | |
} | |
else | |
{ | |
data=CloneData; | |
} | |
walk(robot,data); | |
aim(robot,data); | |
}; | |
Robot.prototype.onScannedRobot = function(ev) { | |
var robot = ev.robot; | |
var enemy = ev.scannedRobot; | |
if(enemy.parentId==null && (enemy.id!=robot.parentId || enemy.parentId==null && robot.parentId==null)) | |
{ | |
globalEnemy = enemy; | |
robot.stop(); | |
robot.fire(); | |
} | |
}; | |
Robot.prototype.onWallCollision = function(ev) { | |
var robot = ev.robot; | |
var data; | |
if(robot.parentId==null) | |
{ | |
data=RobotData; | |
} | |
else | |
{ | |
data=CloneData; | |
} | |
data.TurnSpeed = -data.TurnSpeed; | |
//robot.stop(); | |
robot.back(10); | |
robot.turn(-ev.bearing); // turn enought to be in a straight | |
// angle with the wall. | |
}; | |
Robot.prototype.onRobotCollision = function(ev) { | |
var robot = ev.robot; | |
robot.back(20); // trying to run away | |
}; |
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