590ba65d18
- Add sound effects
166 lines
3.7 KiB
JavaScript
166 lines
3.7 KiB
JavaScript
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// -- Init the Background DIV
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Layouts.Player = new Layout({
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// -- Define elements to draw with options
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el: [{
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id: 'ship',
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name: 'ship',
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width: 160,
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height: 160,
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type: 'human',
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sprites: [0,1],
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origin: {
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x: Game.width/2 - 80,
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y: Game.height-220
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},
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fireInterval: 300,
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explode: function(obj) {
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if ( ! obj ) return false ;
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obj.explosing = true ;
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Layouts.Ennemies.createExplosion(obj) ;
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Layouts.Player.running = false ;
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},
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animate: function(obj) {
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// -- KEY up /down
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if ( Game.input.keyboard.up ) {
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if ( obj.y > 0 ) obj.y -= obj.parent.settings.speed ;
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}
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if ( Game.input.keyboard.down && (obj.y < (Game.height-obj.height) ) ) {
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obj.y += obj.parent.settings.speed;
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}
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// -- Left/Right move : choose sprite sequence to display
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if ( Game.input.keyboard.left && (obj.x > 0)) {
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obj.x -= obj.parent.settings.speed;
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}
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if ( Game.input.keyboard.right && (obj.x < Game.width-obj.width) ) {
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obj.x += obj.parent.settings.speed;
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}
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// -- Press Space : fire
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if ( Game.input.keyboard.space ) {
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obj.parent.fire(obj) ;
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}
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}
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}, {
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id: 'ship_reactor',
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width: 44,
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height: 68,
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imageSrc: 'images/sprites/reactor_fire_sprite.png',
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sprites: [0,1],
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nomove: true,
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animate: function(obj) {
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obj.settings.spriteMod = 3 ;
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obj.settings.sprites = [0,1] ;
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if ( Game.input.keyboard.up ) {
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obj.settings.sprites = [2,3,4] ;
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}
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}
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}],
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// -- Define current Speed
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speed: 20,
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direction: 1,
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// -- Define canvas parent
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dom: $('div#game')
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}) ;
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// -- Bullets types
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Layouts.Player.bulletLib = function(obj, bulletType) {
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var bulletConf = {
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power: 40,
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imageSrc: 'images/bullet-electric-sprite.png',
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sprites: [0,1,2],
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speed: 40,
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direction: -1,
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type: 'human',
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name: 'bullet',
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explode: function(obj) {
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if ( ! obj ) return false ;
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obj.explosing = true ;
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obj.deleteAfter = true ;
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},
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origin: {x:0, y:0}
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} ;
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// -- Default Left
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if ( bulletType == 'weapon_pilot' ) {
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bulletConf.width = 16 ;
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bulletConf.height = 64 ;
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bulletConf.sprites = false ;
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bulletConf.imageSrc = 'images/12px-long-blue.png' ;
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bulletConf.origin.x = obj.x-6+obj.width/2 ;
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bulletConf.origin.y = obj.y - bulletConf.height ;
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}
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// -- Big Left
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if ( bulletType == 'big_left' ) {
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bulletConf.width = 60 ;
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bulletConf.height = 60 ;
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bulletConf.speed = 20 ;
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bulletConf.origin.x = obj.x+18+obj.width/2 ;
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bulletConf.origin.y = obj.y + 50 - bulletConf.height ;
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}
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// -- Big Left
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if ( bulletType == 'big_right' ) {
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bulletConf.width = 60 ;
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bulletConf.height = 60 ;
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bulletConf.speed = 20 ;
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bulletConf.origin.x = obj.x-75+obj.width/2 ;
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bulletConf.origin.y = obj.y + 50 - bulletConf.height ;
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}
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// -- The animate function
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bulletConf.animate = function(obj) {
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if ( obj.deleteAfter ) return false;
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if ( obj.explosing ) {
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Game.log(obj) ;
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return false ;
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}
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obj.y += obj.settings.speed*obj.settings.direction ;
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if ( obj.y < -(obj.height+300) ) {
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obj.deleteObj() ;
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}
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} ;
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// Add the bullet to display
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return this.createObj(bulletConf) ;
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} ;
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// -- Fire bullets on space bar
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Layouts.Player.fire = function(obj) {
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// Get now time and lastfired
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this.now = (new Date().getTime()) ;
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this.lastFired = this.lastFired || this.now ;
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// If firing, wait for next interval
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if ( (this.now-this.lastFired) < (obj.settings.fireInterval) ) return false;
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// Store now for last fired event
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this.lastFired = this.now ;
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// Create new bullets
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var bullets = [] ;
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bullets.push(this.bulletLib(obj, 'weapon_pilot')) ;
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bullets.push(this.bulletLib(obj, 'big_left')) ;
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bullets.push(this.bulletLib(obj, 'big_right')) ;
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for ( var i in bullets ) {
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this.els.push(bullets[i]) ;
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}
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// Play sound
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soundManager.play('shoot') ;
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}
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