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attacks.js
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function Shot(emitter, type, x, y, dir, speed, range, power) {
var self = this,
sprite = SPRITES[type];
self.id = getUniqueID();
self.emitter = emitter;
self.dir = dir;
self.w = sprite.w * PIXEL_SIZE;
self.h = sprite.h * PIXEL_SIZE;
self.x = self.startX = x + (0.5 * PIXEL_SIZE * self.dir) - (self.dir < 0 ? self.w : 0);
self.y = y + (1 * PIXEL_SIZE);
self.speed = speed || random(12, 15);
self.range = range || random(400, 1000);
self.power = power || random(15, 30);
self.animation = new Animation(sprite);
self.lastFrameNumber = sprite.frames.length - 1;
self.creationTime = currentTime;
if (level.attacks) level.attacks[self.id] = self;
}
Shot.prototype.tick = function () {
var self = this,
emitterIsHero = (self.emitter == hero);
self.x += self.speed * self.dir;
if (emitterIsHero) {
// Iterate all live units except Hero.
level.iterateUnits(hero.id, true, function (unit) {
if (haveCollision(unit, self)) {
delete level.attacks[self.id];
unit.hit(self.power);
return 0; // Optimization to break iterating cycle (and hit only one enemy).
}
});
} else {
// Check for collision only with Hero.
if (haveCollision(hero, self)) {
delete level.attacks[self.id];
hero.hit(self.power);
}
}
if (Math.abs(self.startX - self.x) >= self.range && level.attacks[self.id]) {
delete level.attacks[self.id];
}
};
Shot.prototype.getAnimationFrame = function () {
var self = this,
frameN,
frame;
// That is to use every sprite for 100 ms and to stop on the last one.
frameN = Math.floor((currentTime - self.creationTime) / 100);
frame = self.animation.getFrame(frameN <= self.lastFrameNumber ? frameN : self.lastFrameNumber);
return frame;
};
// Hero-only attack.
function Beam(power) {
var self = this;
self.id = getUniqueID();
self.w = 1000; // In that attack, `self.h` is dynamic. As well as X and Y.
self.power = power;
self.glitch = new Glitch(self.x, self.y, 1000, PIXEL_SIZE, 1);
self.stepsLeft = 2;
self.update();
level.attacks[self.id] = self;
}
Beam.prototype.update = function () {
var self = this;
if (self.stepsLeft < 0) { // When all steps are done.
hero.speed = hero.defaultSpeed; // Restore default speed.
self.glitch.remove();
delete level.attacks[self.id];
} else {
hero.speed = 4; // Reduce speed while beaming.
gameTimers.setTimeout(self.update.bind(self), 800); // Set timeout for the next step.
self.stepsLeft--;
}
};
Beam.prototype.tick = function () {
var self = this;
// That is to get a widening of 1-3-5 pixels in three steps.
self.h = (5 - self.stepsLeft * 2) * PIXEL_SIZE;
self.x = hero.x + (hero.dir < 0 ? -self.w : hero.w); // Get direction.
self.y = hero.y + (self.stepsLeft * PIXEL_SIZE); // Align to the vertical center of Hero.
self.glitch.update(self.x, self.y, self.w, self.h, 3 - self.stepsLeft);
// Here, we do not return `0` as far as that attack is AOE-like.
level.iterateUnits(hero.id, true, function (unit) {
if (haveCollision(unit, self)) {
if (unit.hp <= self.power) {
unit.bump(self, 10 * hero.dir, -5);
} else {
unit.hit(self.power);
}
}
});
};
// Enemy-only attack.
function Shrapnel(x, y, dir) {
var self = this,
sprite = SPRITES.BALL;
self.id = getUniqueID();
self.dir = dir;
self.w = sprite.w * PIXEL_SIZE;
self.h = sprite.h * PIXEL_SIZE;
self.x = x + (0.5 * PIXEL_SIZE * self.dir) - (self.dir < 0 ? self.w : 0);
self.y = y - 2 * PIXEL_SIZE;
self.ay = -random(10, 18); // To make an upward angle of firing.
self.speed = random(4, 10);
self.power = random(3, 6);
self.animation = new Animation(sprite);
level.attacks[self.id] = self;
}
Shrapnel.prototype.tick = function () {
var self = this;
self.x += self.speed * self.dir;
if (self.y + self.h + self.ay < GAME_H) {
self.y += ++self.ay; // Gravitation.
} else {
delete level.attacks[self.id]; // Remove when the shot touches the ground.
}
// Hard and ugly: check for collision only with Hero.
if (haveCollision(hero, self)) {
delete level.attacks[self.id];
hero.hit(self.power);
}
};
Shrapnel.prototype.getAnimationFrame = function () {
return this.animation.getFrame(0);
};