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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;
}
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