Enemy.js 1.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778
  1. exports.component = function(self) {
  2. var game = Atomic.game;
  3. var node = self.node;
  4. self.allowShoot = true;
  5. self.shootDelta = 0;
  6. var moveDelta = 0;
  7. var dead = false;
  8. self.onHit = function() {
  9. var expNode = SpaceGame.myscene.createChild("Explosion");
  10. var exp = expNode.createJSComponent("Components/Explosion.js", {
  11. spawnPosition: node.worldPosition2D
  12. });
  13. SpaceGame.removeEnemy(self);
  14. }
  15. self.start = function() {
  16. // install AI
  17. node.createJSComponent("Components/AI.js");
  18. var spaceSheet = game.getSpriteSheet("Sprites/spacegame_sheet.xml");
  19. // add a sprite component to our node
  20. var sprite2D = self.sprite2D = node.createComponent("StaticSprite2D");
  21. sprite2D.blendMode = Atomic.BLEND_ALPHA;
  22. sprite2D.sprite = spaceSheet.getSprite(self.spriteName);
  23. node.position2D = self.spawnPosition;
  24. node.roll(180);
  25. node.scale2D = [0.65, 0.65];
  26. sprite2D.alpha = 0.0;
  27. self.dir = (Math.random() > .5);
  28. }
  29. // update function called per frame with delta time
  30. self.update = function(timeStep) {
  31. // fade in
  32. var alpha = self.sprite2D.alpha;
  33. if (alpha < 1) {
  34. alpha += timeStep * 1.5;
  35. if (alpha > 1)
  36. alpha = 1;
  37. self.sprite2D.alpha = alpha;
  38. }
  39. var pos = node.position2D;
  40. var ppos = SpaceGame.playerNode.position2D;
  41. if (Math.random() > .98) {
  42. self.dir = !self.dir;
  43. }
  44. moveDelta += (self.dir ? timeStep * 4 : -timeStep * 4);
  45. pos = [self.spawnPosition[0], self.spawnPosition[1]];
  46. pos[1] += Math.sin(moveDelta) * .1;
  47. node.position2D = pos;
  48. }
  49. }