Player.js 3.6 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. // joystick support
  12. self.js_fire = false;
  13. self.js_left = false;
  14. self.js_right = false;
  15. if ( Atomic.input.numJoysticks > 0 ) {
  16. var scene = SpaceGame.myscene;
  17. scene.subscribeToEvent("JoystickButtonDown", function(ev) {
  18. if ( ev.Button == Atomic.CONTROLLER_BUTTON_X
  19. || ev.Button == Atomic.CONTROLLER_BUTTON_Y
  20. || ev.Button == Atomic.CONTROLLER_BUTTON_A
  21. || ev.Button == Atomic.CONTROLLER_BUTTON_B
  22. || ev.Button == Atomic.CONTROLLER_BUTTON_LEFTSHOULDER
  23. || ev.Button == Atomic.CONTROLLER_BUTTON_RIGHTSHOULDER )
  24. self.fire();
  25. if ( ev.Button == Atomic.CONTROLLER_BUTTON_DPAD_LEFT )
  26. self.moveLeft();
  27. if ( ev.Button == Atomic.CONTROLLER_BUTTON_DPAD_RIGHT )
  28. self.moveRight();
  29. });
  30. scene.subscribeToEvent("JoystickButtonUp", function(ev) {
  31. if ( ev.Button == Atomic.CONTROLLER_BUTTON_DPAD_LEFT
  32. || ev.Button == Atomic.CONTROLLER_BUTTON_DPAD_RIGHT )
  33. self.moveStop();
  34. });
  35. }
  36. self.onHit = function() {
  37. if ( game.jsid >= 0 ) // has js and not muted
  38. Atomic.input.joystickRumble (game.jsid, 0.75, 250 );
  39. var expNode = SpaceGame.myscene.createChild("Explosion");
  40. var exp = expNode.createJSComponent("Components/Explosion.js", {
  41. spawnPosition: node.worldPosition2D
  42. });
  43. self.health--;
  44. SpaceGame.hud.updateHealth(self.health);
  45. if (self.health == 0) {
  46. SpaceGame.lose();
  47. }
  48. };
  49. function doShooting(timeStep) {
  50. if (self.shootDelta > 0) {
  51. self.shootDelta -= timeStep;
  52. if (self.shootDelta < 0)
  53. self.shootDelta = 0;
  54. return;
  55. }
  56. if (!input.getKeyDown(Atomic.KEY_W)
  57. && !input.getKeyDown(Atomic.KEY_UP)
  58. && !input.getKeyDown(Atomic.KEY_SPACE)
  59. && !self.js_fire )
  60. return;
  61. self.shootDelta = 0.15;
  62. var pos = node.position2D;
  63. pos[1] += .5;
  64. SpaceGame.spawnBullet(pos, true);
  65. self.js_fire = false; // reset js request
  66. }
  67. function moveShip(timeStep) {
  68. var speed = 3.0 * timeStep;
  69. var pos = node.position2D;
  70. var left = false;
  71. var right = false;
  72. if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT) || self.js_left )
  73. pos[0] -= speed;
  74. if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT) || self.js_right )
  75. pos[0] += speed;
  76. if (pos[0] < -SpaceGame.halfWidth + 2)
  77. pos[0] = -SpaceGame.halfWidth + 2;
  78. if (pos[0] > SpaceGame.halfWidth - 2)
  79. pos[0] = SpaceGame.halfWidth - 2;
  80. node.position2D = pos;
  81. }
  82. self.start = function() {
  83. var spaceSheet = game.getSpriteSheet("Sprites/spacegame_sheet.xml");
  84. var sprite2D = node.createComponent("StaticSprite2D");
  85. sprite2D.sprite = spaceSheet.getSprite("spaceship_mantis");
  86. sprite2D.blendMode = Atomic.BLEND_ALPHA;
  87. node.position2D = [0, -SpaceGame.halfHeight + .65];
  88. };
  89. self.update = function(timeStep) {
  90. if (self.allowShoot)
  91. doShooting(timeStep);
  92. if (self.allowMove)
  93. moveShip(timeStep);
  94. };
  95. self.moveStop = function() {
  96. self.js_right = false; // reset js move requests
  97. self.js_left = false;
  98. }
  99. self.moveLeft = function() {
  100. self.js_left = true;
  101. }
  102. self.moveRight = function() {
  103. self.js_right = true;
  104. }
  105. self.fire = function() {
  106. self.js_fire = true;
  107. }
  108. };