wyrian/guiltouf/js/layouts/PlayerLayer.js
2011-02-12 15:55:38 +01:00

143 lines
3.4 KiB
JavaScript

// -- Init the Background DIV
Layouts.Player = new Layout({
// -- Define elements to draw with options
el: [{
name: 'ship',
width: 200,
height: 80,
fireInterval: 300,
animate: function(obj) {
// -- KEY up /down
if ( Wyrian.input.keyboard.up && obj.y > 0 ) {
obj.y -= obj.parent.settings.speed ;
}
if ( Wyrian.input.keyboard.down && (obj.y < (obj.parent.height-obj.height) ) ) {
obj.y += obj.parent.settings.speed;
}
// -- Left/Right move : choose sprite sequence to display
if ( Wyrian.input.keyboard.left && (obj.x > 0)) {
obj.spriteIndex = 0 ;
obj.x -= obj.parent.settings.speed;
}
else if ( Wyrian.input.keyboard.right && (obj.x < obj.parent.width-obj.width) ) {
obj.spriteIndex = 2 ;
obj.x += obj.parent.settings.speed;
}
else {
obj.spriteIndex = 1 ;
}
// -- Press Space : fire
if ( Wyrian.input.keyboard.space ) {
obj.parent.fire(obj) ;
}
}
}],
// -- Define current Speed
speed: 20,
direction: 1,
// -- Define canvas parent
dom: $('div#game')
}) ;
// -- Bullets types
Layouts.Player.bulletLib = function(obj, bulletType) {
var bulletConf = {
power: 40,
imageSrc: '/images/bullet-electric-sprite.png',
sprites: [0,1,2],
speed: 40,
direction: -1,
origin: {x:0, y:0}
} ;
// -- Default Left
if ( bulletType == 'default_left' ) {
bulletConf.width = 16 ;
bulletConf.height = 64 ;
bulletConf.sprites = false ;
bulletConf.imageSrc = '/images/12px-long-blue.png' ;
bulletConf.name = 'bullet' ;
bulletConf.origin.x = obj.x+8+obj.width/2 ;
bulletConf.origin.y = obj.y - bulletConf.height ;
}
// -- Default Right
if ( bulletType == 'default_right' ) {
bulletConf.width = 16 ;
bulletConf.height = 64 ;
bulletConf.sprites = false ;
bulletConf.imageSrc = '/images/12px-long-blue.png' ;
bulletConf.name = 'bullet' ;
bulletConf.origin.x = obj.x-8+obj.width/2 ;
bulletConf.origin.y = obj.y - bulletConf.height ;
}
// -- Big Left
if ( bulletType == 'big_left' ) {
bulletConf.width = 60 ;
bulletConf.height = 60 ;
bulletConf.speed = 20 ;
bulletConf.name = 'bullet' ;
bulletConf.origin.x = obj.x+30+obj.width/2 ;
bulletConf.origin.y = obj.y + 30 - bulletConf.height ;
}
// -- Big Left
if ( bulletType == 'big_right' ) {
bulletConf.width = 60 ;
bulletConf.height = 60 ;
bulletConf.speed = 20 ;
bulletConf.name = 'bullet' ;
bulletConf.origin.x = obj.x-60+obj.width/2 ;
bulletConf.origin.y = obj.y + 30 - bulletConf.height ;
}
// -- The animate function
bulletConf.animate = function(obj) {
if ( obj.deleteAfter ) return false;
obj.y += obj.settings.speed*obj.settings.direction ;
if ( obj.y < -obj.height ) {
obj.deleteObj() ;
}
} ;
// Add the bullet to display
return this.createObj(bulletConf) ;
} ;
// -- Fire bullets on space bar
Layouts.Player.fire = function(obj) {
// Get now time and lastfired
this.now = (new Date().getTime()) ;
this.lastFired = this.lastFired || this.now ;
// If firing, wait for next interval
if ( (this.now-this.lastFired) < (obj.settings.fireInterval) ) return false;
// Store now for last fired event
this.lastFired = this.now ;
// Create new bullets
var bullets = [] ;
bullets.push(this.bulletLib(obj, 'default_left')) ;
bullets.push(this.bulletLib(obj, 'default_right')) ;
bullets.push(this.bulletLib(obj, 'big_left')) ;
bullets.push(this.bulletLib(obj, 'big_right')) ;
for ( var i in bullets ) {
this.els.push(bullets[i]) ;
}
}