Enemy.js 1.5 KB

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