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/************* | |
* lasers.js * | |
************* | |
* | |
* Time to unleash the killer lasers! Each laser will kill you | |
* unless you have the appropriate color. Too bad you can't | |
* see which color corresponds to which laser! | |
*/ | |
function getRandomInt(min, max) { | |
return Math.floor(Math.random() * (max - min + 1)) + min; | |
} | |
function startLevel(map) { | |
map.placePlayer(0, 0); | |
map.placeObject(map.getWidth()-1, map.getHeight()-1, 'exit'); | |
var player = map.getPlayer(); | |
for (var i = 0; i < 25; i++) { | |
var colors = ['red', 'yellow', 'teal']; | |
var startX = getRandomInt(0, 600); | |
var startY = getRandomInt(0, 500); | |
var angle = getRandomInt(0, 360); | |
var length = getRandomInt(200, 300); | |
var color = colors[i % 3]; | |
createLaser(startX, startY, angle, length, color); | |
} | |
function createLaser(centerX, centerY, angleInDegrees, length, color) { | |
var angleInRadians = angleInDegrees * Math.PI / 180; | |
var x1 = centerX - Math.cos(angleInRadians) * length / 2; | |
var y1 = centerY + Math.sin(angleInRadians) * length / 2; | |
var x2 = centerX + Math.cos(angleInRadians) * length / 2; | |
var y2 = centerY - Math.sin(angleInRadians) * length / 2; | |
// map.createLine() creates a line with an effect when | |
// the player moves over it, but doesn't display it | |
map.createLine([x1, y1], [x2, y2], function (player) { | |
if (player.getColor() != color) { | |
player.killedBy('a ' + color + ' laser'); | |
} | |
}); | |
// using canvas to draw the line | |
var ctx = map.getCanvasContext(); | |
ctx.beginPath(); | |
ctx.strokeStyle = color; | |
ctx.lineWidth = 5; | |
ctx.moveTo(x1, y1); | |
ctx.lineTo(x2, y2); | |
ctx.stroke(); | |
} | |
player.setPhoneCallback(function(){ | |
if (!map.step) map.step = 0; | |
map.step ++; | |
var colors = ['red', 'yellow', 'teal']; | |
player.setColor(colors[map.step % 3]) | |
}) | |
} | |
function validateLevel(map) { | |
map.validateExactlyXManyObjects(1, 'exit'); | |
map.validateAtLeastXLines(25); | |
} | |
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