Player.js 2.0 KB

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