mirror of
https://github.com/moparisthebest/kaiwa
synced 2024-11-22 01:02:23 -05:00
191 lines
8.0 KiB
JavaScript
191 lines
8.0 KiB
JavaScript
var box = require('./box');
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//var util = require('./utils');
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var particle = require('./particle');
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var Shrapnel = require('./shrapnel');
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var rimg = new Image();
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rimg.src = 'ship2.png';
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var Rocket = function(game, x, y, a) {
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this.game = game;
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this.x = x;
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this.y = y;
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this.a = a;
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this.my = 0;
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this.go = false;
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this.start = Date.now();
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this.body = this.game.makeBody(x, y, [[0,-2],[1.2,1.8],[-1.2,1.8]], this);
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this.active = true;
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this.last_particle = Date.now();
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this.last_shot = Date.now();
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this.explode = function() {
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if(!this.active) { return; }
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var pos = this.body.GetPosition();
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var vel = this.body.GetLinearVelocity();
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var idx = 0;
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var a = Math.random() * Math.PI;
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while(idx < 4) {
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idx++;
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var s = new Shrapnel(this.game, pos.x, pos.y, .01, true);
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s.body.SetAngularVelocity(Math.random() * 50 - 25);
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var af = Math.random() * 100 + 50;
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s.body.SetLinearVelocity(this.body.GetLinearVelocity());
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var f = new box.Vec2(Math.sin(a) * af, Math.cos(a) * af);
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s.body.ApplyImpulse(f, pos);
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this.game.shraps.push(s);
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a += Math.PI/2;
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}
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var pidx = 0;
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while (pidx < 10) {
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var p = new particle.Particle(this.game, fireball);
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p.reset(pos.x * this.game.scale, pos.y * this.game.scale,
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vel.x + Math.random() * 50 -25 , vel.y + Math.random() * 50 - 25,
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1, 200 * Math.random(), 1, -.5,
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Math.random() * 360,
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Math.random() * 2- 1);
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pidx++;
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}
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this.game.world.DestroyBody(this.body);
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this.active = false;
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}
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this.animate = function(dt, now) {
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var ctx = this.game.ctx;
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var now = Date.now();
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if(this.active == false && this.game.keys[82] == true) {
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this.body = this.game.makeBody(40, 78, [[0,-2],[1.2,1.8],[-1.2,1.8]], this);
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this.body.SetPosition(new box.Vec2(this.game.canvas.width / 2 / this.game.scale, (this.game.canvas.height - 20) / this.game.scale));
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this.body.SetAngle(0);
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this.body.SetAngularVelocity(0);
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this.body.SetLinearVelocity(new box.Vec2(0, 0));
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for(var s in this.game.shraps) {
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this.game.shraps[s].destroy();
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}
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this.game.shraps = [];
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this.active = true;
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console.log('reset');
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}
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if(this.active) {
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if(this.game.keys[88] == true) {
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this.explode();
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return;
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}
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var pos = this.body.GetPosition();
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if(pos.x * this.game.scale > this.game.canvas.width) {
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pos.x = 0;
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this.body.SetPosition(pos);
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} else if (pos.x < 0) {
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pos.x = this.game.canvas.width / this.game.scale;
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this.body.SetPosition(pos);
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}
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this.angle = this.body.GetAngle();
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if(this.game.keys[32] == true) {
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if(now - this.last_shot > 100) {
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var pos = this.body.GetPosition();
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npos = pos.Copy();
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var angle = this.body.GetAngle();
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npos.x += Math.sin(angle) * 3;
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npos.y -= Math.cos(angle) * 3;
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var vel = this.body.GetLinearVelocity();
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var force = new box.Vec2(Math.sin(angle) * 150, Math.cos(angle) * -150);
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var s = new Shrapnel(this.game, npos.x, npos.y, .01, false);
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//s.body.SetAngularVelocity(Math.random() * 50 - 25);
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s.body.SetLinearVelocity(vel);
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s.body.ApplyImpulse(force, s.body.GetPosition());
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this.game.shraps.push(s);
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this.last_shot = now;
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}
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}
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if(this.game.keys[38] == true) {
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var cp = pos.Copy();
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cp.x += Math.sin(this.angle) * -2;
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cp.y += Math.cos(this.angle) * 2;
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//ctx.fillRect(cp.x * scale - 10, cp.y * scale - 10, 20, 20);
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var force = new box.Vec2(Math.sin(this.angle), Math.cos(this.angle))
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force.x *= dt / 3;
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force.y *= -dt / 3;
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this.body.ApplyImpulse(force, cp);
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vel = this.body.GetLinearVelocity();
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if(now - this.last_particle > 50) {
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var p = new particle.Particle(this.game, this.game.smoke);
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p.reset(
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cp.x * this.game.scale,
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cp.y * this.game.scale,
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Math.sin(this.angle) * -(-vel.x + 60 + (30 * Math.random())),
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Math.cos(this.angle) *(vel.y + 60 + (30 * Math.random())) ,
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10, 25, 1, -.5,
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Math.random() * 360,
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Math.random() * 10 - 5);
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this.last_particle = now;
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}
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var ctx = this.game.ctx;
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ctx.save();
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ctx.translate(cp.x * this.game.scale, cp.y * this.game.scale);
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ctx.rotate(this.angle + Math.PI);
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ctx.drawImage(flame, -7.5, -9.5, 15, 19);
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ctx.restore();
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}
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if(this.game.keys[39] == true) {
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var cp = pos.Copy();
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cp.x -= Math.sin(this.angle) * -1.5;
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cp.y -= Math.cos(this.angle) * 1.5;
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//ctx.fillStyle = 'red'
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//ctx.fillRect(cp.x * scale - 10, cp.y * scale - 10, 20, 20);
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var force = new box.Vec2(Math.sin(this.angle + Math.PI/2) * .20, Math.cos(this.angle - Math.PI/2) * .20)
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//ctx.fillRect(cp.x * scale - force.x * scale * 2 - 5, cp.y * scale - force.y * scale * 2 - 5, 10, 10);
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ctx.save();
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ctx.translate(cp.x * this.game.scale - force.x * this.game.scale, cp.y * this.game.scale - force.y * this.game.scale );
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ctx.rotate(this.angle - Math.PI/2);
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ctx.drawImage(flame, -7.5, -9.5, 15,19);
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ctx.restore();
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this.body.ApplyImpulse(force, cp);
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}
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if(this.game.keys[37] == true) {
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var cp = pos.Copy();
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cp.x += Math.sin(this.angle) * 1.5;
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cp.y += Math.cos(this.angle) * -1.5;
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ctx.fillStyle = 'blue'
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//ctx.fillRect(cp.x * scale - 10, cp.y * scale - 10, 20, 20);
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var force = new box.Vec2(Math.sin(this.angle - Math.PI/2) * .20, Math.cos(this.angle + Math.PI/2) * .20)
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ctx.save();
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ctx.translate(cp.x * this.game.scale - force.x * this.game.scale, cp.y * this.game.scale - force.y * this.game.scale);
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ctx.rotate(this.angle + Math.PI/2);
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ctx.drawImage(flame, -7.5, -9.5, 15, 19);
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ctx.restore();
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//ctx.fillRect(cp.x * scale - force.x * scale*2 - 5, cp.y * scale - force.y * scale * 2- 5, 10, 10);
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this.body.ApplyImpulse(force, cp);
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}
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this.x = pos.x * this.game.scale;
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this.y = pos.y * this.game.scale;
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if(this.y < -10) {
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var vel = this.body.GetLinearVelocity();
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ctx.save();
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ctx.translate(this.x, 20);
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ctx.fillText("Velocity: " + (vel.y.toFixed(2)), -40, 30);
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ctx.fillText("Distance: " + ((Math.abs(pos.y)).toFixed(2)), -40, 45);
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ctx.rotate(this.angle);
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ctx.globalAlpha = .5;
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ctx.drawImage(rimg, -11, -18);
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ctx.globalAlpha = 1.0;
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ctx.restore();
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} else {
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ctx.save();
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ctx.translate(this.x , this.y);
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ctx.rotate(this.angle);
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ctx.drawImage(rimg, -11, -18);
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ctx.restore();
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}
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}
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};
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};
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module.exports = Rocket;
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