Created
May 2, 2012 00:52
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/* | |
Bullet Manager | |
*/ | |
GAME.BulletManager = function () { | |
this.data; | |
this.container; | |
this.bulletSpeed = 500; | |
}; | |
GAME.BulletManager.prototype = { | |
init: function () { | |
this.data = new Array(); | |
this.container = new CAAT.ActorContainer(CAAT.ActorContainer.AddHint.CONFORM); | |
this.container.setBounds(0, 0, 640, 480); | |
this.container.enableEvents(false); | |
for (var i = 0; i < 150; i++) | |
{ | |
// trace("i: " + i + " = " + i % 3); | |
var bullet = new GAME.Bullet( this.container, (i % 3) + 1 ); | |
this.data.push(bullet); | |
} | |
}, | |
fire: function ( x, y ) { | |
var bullet = this.getAvailableBullet(game.loop.player.weaponType); | |
if (bullet === null) | |
{ | |
return; | |
} | |
if (game.loop.player.weaponType === 1) | |
{ | |
bullet.fire(x + 12, y, this.bulletSpeed); | |
} | |
else if (game.loop.player.weaponType == 2) | |
{ | |
bullet.fire(x + 9, y - 8, this.bulletSpeed); | |
} | |
else if (game.loop.player.weaponType == 3) | |
{ | |
bullet.fire(x - 8, y - 20, this.bulletSpeed); | |
} | |
}, | |
update: function () { | |
this.collide(); | |
}, | |
collide: function () { | |
game.loop.enemies.populateCollisionHash(); | |
for (var i = 0; i < this.data.length; i++) | |
{ | |
var bullet = this.data[i]; | |
if (bullet.alive === true) | |
{ | |
game.loop.hash.collide( bullet.actor.x, bullet.actor.y, bullet.actor.width, bullet.actor.height, function (obj) { bullet.collide(obj); return true; } ); | |
} | |
} | |
}, | |
getAvailableBullet: function ( type ) { | |
for (var i = 0; i < this.data.length; i++) | |
{ | |
if (this.data[i].alive === false && this.data[i].bulletType === type) | |
{ | |
return this.data[i]; | |
} | |
} | |
return null; | |
} | |
}; | |
/* | |
A Bullet | |
*/ | |
GAME.Bullet = function ( parent, type ) { | |
this.container = parent; | |
this.actor = new CAAT.Actor().setBackgroundImage(game.director.getImage('bulletType' + type)); | |
this.actor.self = this; | |
this.alive = false; | |
this.bulletType = type; | |
}; | |
GAME.Bullet.prototype = { | |
constructor: GAME.Bullet, | |
fire: function ( x, y, speed ) { | |
this.actor.setPosition(x, y); | |
this.container.addChild(this.actor); | |
this.actor.visible = true; | |
this.alive = true; | |
var path = new CAAT.LinearPath().setInitialPosition(x, y).setFinalPosition(x, -64); | |
var time = (speed / 480) * y; | |
var behavior = this.actor.addBehavior(new CAAT.PathBehavior().setValues(path).setDelayTime(0, time).addListener({ behaviorExpired: this.reset })); | |
}, | |
collide: function ( alien ) { | |
this.reset(); | |
game.loop.enemies.kill(alien.id); | |
}, | |
reset: function ( behavior, time, actor ) { | |
actor.visible = false; | |
actor.parent.removeChild(actor); | |
actor.self.alive = false; | |
} | |
}; |
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