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tank.js
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tank.js
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Tank = enchant.Class.create(enchant.Group,
{
initialize: function(x, y, chassiscolor, turretcolor, world) { //initialization
enchant.Group.call(this); //initialization of the Group object
this.chassis = new Sprite(64,64);
this.chassis.image = game.assets['images/' + chassiscolor + 'tank.png'];
this.chassis.frame = 0;
this.addChild(this.chassis);
this.turret = new Sprite(64,64);
this.turret.image = game.assets['images/' + turretcolor + 'tank.png'];
this.turret.frame = 1;
this.addChild(this.turret);
this.world = world;
this.x = x;
this.y = y;
this.width = this.chassis.width;
this.height = this.chassis.height;
this.collisionPointsOffsetX=[19, 44, 19, 44];
this.collisionPointsOffsetY=[13, 13, 50, 50];
this.rotate = function(value)
{
var previousCollisionPointsX = [];
var previousCollisionPointsY = [];
for(var i =0;i<4;i++)
{
var aux = this.getPositionOfCollisionPoint(i);
previousCollisionPointsX[i] = aux[0]+this.x;
previousCollisionPointsY[i] = aux[1]+this.y;
}
if ((this.chassis.rotation >= 360)||(this.chassis.rotation <= 0)) {
this.chassis.rotation = this.chassis.rotation%360;
}
this.chassis.rotation+=value;
var currentCollisionPointsX = [];
var currentCollisionPointsY = [];
for(var i =0;i<4;i++)
{
var aux = this.getPositionOfCollisionPoint(i);
currentCollisionPointsX[i] = aux[0]+this.x;
currentCollisionPointsY[i] = aux[1]+this.y;
// put code here mf
var result = this.world.checkCollision(previousCollisionPointsX[i], previousCollisionPointsY[i],
currentCollisionPointsX[i], currentCollisionPointsY[i]);
if(result[0]==true)
{
this.x = this.x- (this.x+ aux[0]) + result[1];
this.y = this.y - (this.y + aux[1]) + result[2];
}
}
}
// maybe this rotation should be linked to the chassis turret
this.rotateTurret = function(value)
{
if ((this.turret.rotation >= 360)||(this.turret.rotation <= 0)) {
this.turret.rotation = this.turret.rotation%360;
}
this.turret.rotation+=value;
}
this.move = function(value)
{
var nextx = this.x + value * Math.cos((Math.PI * (this.chassis.rotation-90))/180);
var nexty = this.y +value * Math.sin((Math.PI * (this.chassis.rotation-90))/180);
for(var i =0;i<4;i++)
{
var aux = this.getPositionOfCollisionPoint(i);
var result = this.world.checkCollision(this.x+aux[0],this.y+aux[1], nextx + aux[0], nexty + aux[1]);
if(result[0]==true)
{
nextx = nextx - (nextx + aux[0]) + result[1];
nexty = nexty - (nexty + aux[1]) + result[2];
}
}
this.x=nextx;
this.y=nexty;
}
this.getPositionOfCollisionPoint = function(index)
{
var coordX, coordY;
coordX = 32 + (this.collisionPointsOffsetX[index]-32) * Math.cos(Math.PI*(this.chassis.rotation)/180) -
(this.collisionPointsOffsetY[index]-32) * Math.sin(Math.PI*(this.chassis.rotation)/180);
coordY = 32 + (this.collisionPointsOffsetX[index]-32) * Math.sin(Math.PI*(this.chassis.rotation)/180) +
(this.collisionPointsOffsetY[index]-32) * Math.cos(Math.PI*(this.chassis.rotation)/180);
return [coordX, coordY];
}
this.scale = function (x, y)
{
this.chassis.scale(x,y);
this.turret.scale(x,y);
}
this.rotateWholeTank = function (rotate)
{
this.chassis.rotate(rotate);
this.turret.rotate(rotate);
}
},
onenterframe: function() {
}
});