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Diffstat (limited to 'o3d/samples/io/actors/arrow.js')
-rw-r--r-- | o3d/samples/io/actors/arrow.js | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/o3d/samples/io/actors/arrow.js b/o3d/samples/io/actors/arrow.js new file mode 100644 index 0000000..0103b5c --- /dev/null +++ b/o3d/samples/io/actors/arrow.js @@ -0,0 +1,94 @@ +/* + * 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; +} |