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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 Spikem class.
+ */
+
+/**
+ * A Horizontal Floater.
+ */
+function Spikem(initObj) {
+ this.absorbNamedValues(initObj);
+ this.width = 24;
+ this.height = 55;
+ this.velX = -200;
+ this.velZ = 0;
+ this.isDead = false;
+ this.isHit = false;
+ this.pauseFrames = 0;
+ this.frameName = "spinning"
+}
+Spikem.prototype = new Actor;
+
+Spikem.prototype.onTick = function(timeElapsed) {
+ if (this.isDead == true) {
+ return;
+ }
+
+ if (this.isHit == true) {
+ if (this.z < -1000) {
+ isDead = true;
+ } else {
+ this.velX = this.velX*.9;
+ // 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.z -= 20;
+ this.moveMapX(this.velX * timeElapsed)
+ }
+ } else {
+ // I move based off of the platform that I'm on. So get that now.
+ var myPlatform = world.platforms[this.platformID];
+
+ // I stay on my platform
+ if (this.mapX - this.width/2 < myPlatform.left.mapX
+ && this.velX < 0) {
+ this.velX *= -1;
+ } else if (this.mapX + this.width/2 > myPlatform.right.mapX
+ && this.velX > 0) {
+ this.velX *= -1;
+ }
+
+ this.rotZ += this.velX / 60 * timeElapsed;
+
+ if (Math.abs(this.velX) < .1) {
+ if (Math.random() > .5) {
+ this.velX = -400;
+ } else {
+ this.velX = 400;
+ }
+ this.pauseFrames = Math.random() * 0.5 + 1;
+ }
+
+ if (this.pauseFrames > 0) {
+ this.frameName = "spinning"
+ this.pauseFrames -= timeElapsed;
+ } else {
+ this.frameName = "charging"
+ this.velX = this.velX*.9;
+ // 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)
+ }
+
+ if (this.isHitBySword()) {
+ this.isHit = true;
+ soundPlayer.play('sound/_SMASH.mp3', 100);
+ this.velX = 0;
+ } else if (this.isHitByArrow()) {
+ top.arrowActor.hide();
+ this.isHit = true;
+ soundPlayer.play('sound/_SMASH.mp3', 100);
+ this.velX = top.arrowActor.velX;
+ } else if (this.collidesWith(avatar)) {
+ // Play an event sound @100% volume, 0 repeats
+ soundPlayer.play('sound/ah.mp3', 100);
+
+ this.velZ = 0;
+ if (avatar.velX < 1) {
+ avatar.velX = this.velX * 7;
+ } else {
+ avatar.velX = avatar.velX * -7;
+ }
+ }
+ }
+
+ updateActor(this);
+}