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bullet.js
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bullet.js
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Bullet = enchant.Class.create(enchant.Sprite, {
initialize: function (startx, endx, starty, endy, speed, num_bounces, world, scene, color) {
enchant.Sprite.call(this, 24, 32);
//this.image = game.assets['images/' + color + 'bullet.png'];
if (Bullet.upgradeLevel == 1)
this.image = game.assets['images/yellowbullet.png'];
if (Bullet.upgradeLevel == 2)
this.image = game.assets['images/yellowbullet2.png'];
if (Bullet.upgradeLevel == 3)
this.image = game.assets['images/yellowbullet3.png'];
this.x = startx;
this.y = starty;
this.speed = speed;
this.num_bounces = num_bounces;
this.frame = 3;
this.world = world;
this.currentScene = scene;
this.walls = this.currentScene.walls;
x_delta = endx - startx;
y_delta = endy - starty;
total = Math.abs(x_delta) + Math.abs(y_delta);
this.x_velocity = x_delta / total;
this.y_velocity = y_delta / total;
var rotation = Math.atan((endy - starty)/ (endx - startx)) * (180 / Math.PI);
if ((endx - startx) < 0){
rotation = Math.atan((starty - endy)/ (startx - endx)) * (180 / Math.PI);
rotation += 180;
}
if (rotation + 90 > 360)
{
var diff = rotation - 360;
rotation = diff + 90
}
else {
rotation += 90;
}
this.rotation = rotation;
},
onenterframe : function () {
var tanks = this.currentScene.tanks;
if (this.x > 768 || this.y > 640) {
this.currentScene.removeChild(this);
}
else if (this.x < 0 || this.y < 0) {
this.currentScene.removeChild(this);
}
this.x += this.x_velocity * this.speed;
this.y += this.y_velocity * this.speed;
for(var i in tanks) {
if(this.within(tanks[i], 20)) {
var blast=new Blast(tanks[i].x,tanks[i].y,world,this.currentScene);
this.currentScene.addChild(blast);
game.assets['sounds/explosion.wav'].play();
tanks[i].die();
tanks[i].remove();
tanks.splice(i, 1);
this.remove();
}
}
for(var i in this.walls) {
if(this.walls[i].intersect(this)) {
if (this.walls[i].destructible) {
this.currentScene.world.removeDestructibleTile((this.walls[i].y / 64) - 1, (this.walls[i].x / 64) - 1);
this.walls[i].remove();
this.walls.splice(i, 1);
this.currentScene.removeChild(world.currentLevelTiles[4][1]);
}
else {
this.num_bounces--;
if(this.x < this.walls[i].x) {
//bullet is left of wall
if(this.x_velocity > 0 ) {
//bullset is moving to the left
if (this.y > this.walls[i].y) {
this.x_velocity *= -1;
}
}
}
else if(this.x > this.walls[i].x) {
//bullet is right of wall
if(this.x_velocity < 0) {
//bullet is moving to the right
if(this.y > this.walls[i].y && ((this.walls[i].x + 64) < this.x + 10)) {
this.x_velocity *= -1;
}
}
}
if(this.y > this.walls[i].y) {
//bullet is below block
if(this.y_velocity < 0) {
//bullet is moving upwards
console.log((this.walls[i].y + 64));
console.log(this.y);
if (((this.walls[i].y + 64) < (this.y + 5) && (this.walls[i].y + 64) > this.y) || this.walls[i].y == 0)
this.y_velocity *= -1;
}
}
else if(this.y < this.walls[i].y) {
//bullet is above block
if(this.y_velocity > 0) {
//bullet is moving downwards
this.y_velocity *= -1;
}
}
break;
}
}
}
if(this.num_bounces < 0) {
this.currentScene.removeChild(this);
}
}
});
BulletUpgrade = enchant.Class.create(enchant.Sprite, {
initialize: function (x, y, scene, level) {
enchant.Sprite.call(this, 24, 32);
this.level = level;
if (level == 1)
this.image = game.assets['images/yellowbullet.png'];
if (level == 2)
this.image = game.assets['images/yellowbullet2.png'];
if (level == 3)
this.image = game.assets['images/yellowbullet3.png'];
this.x = x;
this.y = y;
this.currentScene = scene;
},
onenterframe : function () {
if (!BulletUpgrade.TitleScreen){
if (this.within(this.currentScene.tankPlayer, 30)) {
this.currentScene.removeChild(this);
game.assets['sounds/upgrade.wav'].play();
if (this.level == 2)
Bullet.upgradeLevel = 2;
if (this.level == 3)
Bullet.upgradeLevel = 3;
}
}
if (this.rotation >= 355)
this.rotation = 0;
this.rotation++;
}
});