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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);
}
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