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+/*
+ * Copyright 2009, Google Inc.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+
+/**
+ * @fileoverview This file defines the Arrow class.
+ */
+
+/**
+ * An arrow that Io can shoot.
+ */
+function Arrow(initObj) {
+ this.absorbNamedValues(initObj);
+
+ // Hide myself by moving way off the screen.
+ this.z = -10000;
+ this.mapX = -10000;
+ this.width = 40;
+ this.height = 1;
+ this.velX = 0;
+
+ // Figure out which arrow number I am.
+ this.arrowNumber = parseInt(initObj.name.substr(initObj.name.length-1,1));
+
+}
+Arrow.prototype = new Actor;
+
+Arrow.prototype.onTick = function(timeElapsed) {
+ if (this.mapX < avatar.mapX-500 || this.mapX > avatar.mapX+500 &&
+ this.z > -10000) {
+ // then hide ourselves way off screen.
+ this.mapX = -10000;
+ this.z = -10000;
+ updateActor(this);
+ } else {
+ // Here's how I move. moveMapX is a handy function that updates both
+ // my "virtual 2d world" mapX, as well as my literal x + y values
+ this.moveMapX(this.velX * timeElapsed)
+ updateActor(this);
+ }
+}
+
+Arrow.prototype.shoot = function() {
+ this.x = avatar.x;
+ this.y = avatar.y;
+ this.z = avatar.z + 33; // Approximate height of IO's crossbow.
+ this.platformID = avatar.platformID;
+ this.parentPlatformID = avatar.parentPlatformID;
+ this.rotZ = world.platforms[this.platformID].rotZ;
+ this.mapX = avatar.mapX;
+
+ if (Math.abs(avatar.rotZ - this.rotZ) < Math.PI/2) {
+ this.velX = 50 * 20;
+ } else {
+ this.velX = -50 * 20;
+ this.rotZ -= Math.PI;
+ }
+ soundPlayer.play('sound/arrow.mp3', 100);
+ updateActor(this);
+}
+
+// TODO: This should be a generic concept, not an arrow-specifc
+// thing.
+Arrow.prototype.hide = function() {
+ this.mapX = -10000;
+}