Player.js 2.0 KB

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