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kaiwa/public/rocket.js

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JavaScript
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2013-06-03 18:51:30 -04:00
var box = require('./box');
//var util = require('./utils');
var particle = require('./particle');
var Shrapnel = require('./shrapnel');
var rimg = new Image();
rimg.src = 'ship2.png';
var Rocket = function(game, x, y, a) {
this.game = game;
this.x = x;
this.y = y;
this.a = a;
this.my = 0;
this.go = false;
this.start = Date.now();
this.body = this.game.makeBody(x, y, [[0,-2],[1.2,1.8],[-1.2,1.8]], this);
this.active = true;
this.last_particle = Date.now();
this.last_shot = Date.now();
this.explode = function() {
if(!this.active) { return; }
var pos = this.body.GetPosition();
var vel = this.body.GetLinearVelocity();
var idx = 0;
var a = Math.random() * Math.PI;
while(idx < 4) {
idx++;
var s = new Shrapnel(this.game, pos.x, pos.y, .01, true);
s.body.SetAngularVelocity(Math.random() * 50 - 25);
var af = Math.random() * 100 + 50;
s.body.SetLinearVelocity(this.body.GetLinearVelocity());
var f = new box.Vec2(Math.sin(a) * af, Math.cos(a) * af);
s.body.ApplyImpulse(f, pos);
this.game.shraps.push(s);
a += Math.PI/2;
}
var pidx = 0;
while (pidx < 10) {
var p = new particle.Particle(this.game, fireball);
p.reset(pos.x * this.game.scale, pos.y * this.game.scale,
vel.x + Math.random() * 50 -25 , vel.y + Math.random() * 50 - 25,
1, 200 * Math.random(), 1, -.5,
Math.random() * 360,
Math.random() * 2- 1);
pidx++;
}
this.game.world.DestroyBody(this.body);
this.active = false;
}
this.animate = function(dt, now) {
var ctx = this.game.ctx;
var now = Date.now();
if(this.active == false && this.game.keys[82] == true) {
this.body = this.game.makeBody(40, 78, [[0,-2],[1.2,1.8],[-1.2,1.8]], this);
this.body.SetPosition(new box.Vec2(this.game.canvas.width / 2 / this.game.scale, (this.game.canvas.height - 20) / this.game.scale));
this.body.SetAngle(0);
this.body.SetAngularVelocity(0);
this.body.SetLinearVelocity(new box.Vec2(0, 0));
for(var s in this.game.shraps) {
this.game.shraps[s].destroy();
}
this.game.shraps = [];
this.active = true;
console.log('reset');
}
if(this.active) {
if(this.game.keys[88] == true) {
this.explode();
return;
}
var pos = this.body.GetPosition();
if(pos.x * this.game.scale > this.game.canvas.width) {
pos.x = 0;
this.body.SetPosition(pos);
} else if (pos.x < 0) {
pos.x = this.game.canvas.width / this.game.scale;
this.body.SetPosition(pos);
}
this.angle = this.body.GetAngle();
if(this.game.keys[32] == true) {
if(now - this.last_shot > 100) {
var pos = this.body.GetPosition();
npos = pos.Copy();
var angle = this.body.GetAngle();
npos.x += Math.sin(angle) * 3;
npos.y -= Math.cos(angle) * 3;
var vel = this.body.GetLinearVelocity();
var force = new box.Vec2(Math.sin(angle) * 150, Math.cos(angle) * -150);
var s = new Shrapnel(this.game, npos.x, npos.y, .01, false);
//s.body.SetAngularVelocity(Math.random() * 50 - 25);
s.body.SetLinearVelocity(vel);
s.body.ApplyImpulse(force, s.body.GetPosition());
this.game.shraps.push(s);
this.last_shot = now;
}
}
if(this.game.keys[38] == true) {
var cp = pos.Copy();
cp.x += Math.sin(this.angle) * -2;
cp.y += Math.cos(this.angle) * 2;
//ctx.fillRect(cp.x * scale - 10, cp.y * scale - 10, 20, 20);
var force = new box.Vec2(Math.sin(this.angle), Math.cos(this.angle))
force.x *= dt / 3;
force.y *= -dt / 3;
this.body.ApplyImpulse(force, cp);
vel = this.body.GetLinearVelocity();
if(now - this.last_particle > 50) {
var p = new particle.Particle(this.game, this.game.smoke);
p.reset(
cp.x * this.game.scale,
cp.y * this.game.scale,
Math.sin(this.angle) * -(-vel.x + 60 + (30 * Math.random())),
Math.cos(this.angle) *(vel.y + 60 + (30 * Math.random())) ,
10, 25, 1, -.5,
Math.random() * 360,
Math.random() * 10 - 5);
this.last_particle = now;
}
var ctx = this.game.ctx;
ctx.save();
ctx.translate(cp.x * this.game.scale, cp.y * this.game.scale);
ctx.rotate(this.angle + Math.PI);
ctx.drawImage(flame, -7.5, -9.5, 15, 19);
ctx.restore();
}
if(this.game.keys[39] == true) {
var cp = pos.Copy();
cp.x -= Math.sin(this.angle) * -1.5;
cp.y -= Math.cos(this.angle) * 1.5;
//ctx.fillStyle = 'red'
//ctx.fillRect(cp.x * scale - 10, cp.y * scale - 10, 20, 20);
var force = new box.Vec2(Math.sin(this.angle + Math.PI/2) * .20, Math.cos(this.angle - Math.PI/2) * .20)
//ctx.fillRect(cp.x * scale - force.x * scale * 2 - 5, cp.y * scale - force.y * scale * 2 - 5, 10, 10);
ctx.save();
ctx.translate(cp.x * this.game.scale - force.x * this.game.scale, cp.y * this.game.scale - force.y * this.game.scale );
ctx.rotate(this.angle - Math.PI/2);
ctx.drawImage(flame, -7.5, -9.5, 15,19);
ctx.restore();
this.body.ApplyImpulse(force, cp);
}
if(this.game.keys[37] == true) {
var cp = pos.Copy();
cp.x += Math.sin(this.angle) * 1.5;
cp.y += Math.cos(this.angle) * -1.5;
ctx.fillStyle = 'blue'
//ctx.fillRect(cp.x * scale - 10, cp.y * scale - 10, 20, 20);
var force = new box.Vec2(Math.sin(this.angle - Math.PI/2) * .20, Math.cos(this.angle + Math.PI/2) * .20)
ctx.save();
ctx.translate(cp.x * this.game.scale - force.x * this.game.scale, cp.y * this.game.scale - force.y * this.game.scale);
ctx.rotate(this.angle + Math.PI/2);
ctx.drawImage(flame, -7.5, -9.5, 15, 19);
ctx.restore();
//ctx.fillRect(cp.x * scale - force.x * scale*2 - 5, cp.y * scale - force.y * scale * 2- 5, 10, 10);
this.body.ApplyImpulse(force, cp);
}
this.x = pos.x * this.game.scale;
this.y = pos.y * this.game.scale;
if(this.y < -10) {
var vel = this.body.GetLinearVelocity();
ctx.save();
ctx.translate(this.x, 20);
ctx.fillText("Velocity: " + (vel.y.toFixed(2)), -40, 30);
ctx.fillText("Distance: " + ((Math.abs(pos.y)).toFixed(2)), -40, 45);
ctx.rotate(this.angle);
ctx.globalAlpha = .5;
ctx.drawImage(rimg, -11, -18);
ctx.globalAlpha = 1.0;
ctx.restore();
} else {
ctx.save();
ctx.translate(this.x , this.y);
ctx.rotate(this.angle);
ctx.drawImage(rimg, -11, -18);
ctx.restore();
}
}
};
};
module.exports = Rocket;