Player.js 2.0 KB

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  1. /* global SpaceGame */
  2. 'atomic component';
  3. exports.component = function(self) {
  4. var game = Atomic.game;
  5. var input = game.input;
  6. var node = self.node;
  7. self.allowMove = true;
  8. self.allowShoot = true;
  9. self.shootDelta = 0;
  10. self.health = 10;
  11. self.onHit = function() {
  12. var expNode = SpaceGame.myscene.createChild("Explosion");
  13. var exp = expNode.createJSComponent("Components/Explosion.js", {
  14. spawnPosition: node.worldPosition2D
  15. });
  16. self.health--;
  17. SpaceGame.hud.updateHealth(self.health);
  18. if (self.health == 0) {
  19. SpaceGame.lose();
  20. }
  21. };
  22. function doShooting(timeStep) {
  23. if (self.shootDelta > 0) {
  24. self.shootDelta -= timeStep;
  25. if (self.shootDelta < 0)
  26. self.shootDelta = 0;
  27. return;
  28. }
  29. if (!input.getKeyDown(Atomic.KEY_W) && !input.getKeyDown(Atomic.KEY_UP) && !input.getKeyDown(Atomic.KEY_SPACE))
  30. return;
  31. self.shootDelta = 0.15;
  32. var pos = node.position2D;
  33. pos[1] += .5;
  34. SpaceGame.spawnBullet(pos, true);
  35. }
  36. function moveShip(timeStep) {
  37. var speed = 3.0 * timeStep;
  38. var pos = node.position2D;
  39. var left = false;
  40. var right = false;
  41. if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT))
  42. pos[0] -= speed;
  43. if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT))
  44. pos[0] += speed;
  45. if (pos[0] < -SpaceGame.halfWidth + 2)
  46. pos[0] = -SpaceGame.halfWidth + 2;
  47. if (pos[0] > SpaceGame.halfWidth - 2)
  48. pos[0] = SpaceGame.halfWidth - 2;
  49. node.position2D = pos;
  50. }
  51. self.start = function() {
  52. var spaceSheet = game.getSpriteSheet("Sprites/spacegame_sheet.xml");
  53. var sprite2D = node.createComponent("StaticSprite2D");
  54. sprite2D.sprite = spaceSheet.getSprite("spaceship_mantis");
  55. sprite2D.blendMode = Atomic.BLEND_ALPHA;
  56. node.position2D = [0, -SpaceGame.halfHeight + .65];
  57. };
  58. self.update = function(timeStep) {
  59. if (self.allowShoot)
  60. doShooting(timeStep);
  61. if (self.allowMove)
  62. moveShip(timeStep);
  63. };
  64. };