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| // https://buch415.github.io/game-off-2016/ | |
| // 648 | |
| setup: function () { | |
| this.canonPosition = 48; | |
| this.maxEnemyPosition = 790; | |
| this.maxShootPosition = 700; | |
| this.minShootPosition = 400; | |
| this.currentEnemy = null; | |
| this.enemies = []; | |
| /* | |
| this.setCannonAngle(cannonMinAngle); | |
| var angle = cannonMinAngle; | |
| while (angle < cannonMaxAngle) { | |
| console.log(angle, this.calcShootDistance(angle)); | |
| angle += 0.01; | |
| } | |
| */ | |
| }, | |
| calcShootDistance: function (angle) { | |
| angle = angle || this.getCannonAngle(); | |
| var distance = (Math.pow(cannonShootSpeed, 2) * Math.sin(2 * angle)) / g; | |
| distance += this.canonPosition; | |
| return distance; | |
| }, | |
| calcShootAngle: function (R) { | |
| R = R - this.canonPosition; | |
| return Math.asin( (R*g) / (Math.pow(cannonShootSpeed, 2) * 2) ); | |
| }, | |
| updateEnemies: function () { | |
| this.enemies.forEach(enemy => enemy.killed = true); | |
| this.getEnemies().forEach((e, enemyIndex) => { | |
| var found = false; | |
| this.enemies.forEach(enemy => { | |
| if (Math.abs(e[0] - enemy.x) < 5) { | |
| found = true; | |
| enemy.index = enemyIndex; | |
| enemy.x = e[0]; | |
| enemy.killed = false; | |
| } | |
| }, this); | |
| if (!found) { | |
| console.log('New enemy!'); | |
| this.enemies.push({ | |
| index: enemyIndex, | |
| x: e[0], | |
| y: e[1] | |
| }); | |
| } | |
| }, this); | |
| this.enemies.forEach((enemy, index) => { | |
| if (enemy.killed) { | |
| console.log('Enemy killed!'); | |
| this.enemies.splice(index, 1); | |
| } | |
| }, this); | |
| }, | |
| update: function () { | |
| this.updateEnemies(); | |
| //if (this.hp() < 8 && this.ready()) { | |
| // this.repair(); | |
| //} | |
| if (this.enemies.length == 0) { | |
| return; | |
| } | |
| var enemies = this.enemies.filter(e => !e.shot); | |
| if (enemies.length == 0) { | |
| return; | |
| } | |
| this.currentEnemy = enemies[0]; | |
| this.nextEnemy = enemies.length >= 2 ? enemies[1] : null | |
| if (this.currentEnemy.x < this.minShootPosition) { | |
| return; | |
| } | |
| if (!this.currentEnemy.marked) { | |
| console.log('Mark!', this.currentEnemy.index); | |
| this.mark(this.currentEnemy.index); | |
| this.currentEnemy.marked = true; | |
| } | |
| var bulletDelay = this.currentEnemy.x / 10; | |
| if ((this.calcShootDistance() - this.currentEnemy.x + bulletDelay) < 1) { | |
| if (this.ready() && this.currentEnemy.x < this.maxShootPosition) { | |
| console.log('Shoot: ', this.calcShootDistance(), this.currentEnemy.x); | |
| this.shoot(); | |
| this.currentEnemy.shot = true; | |
| if (this.nextEnemy && this.nextEnemy.x - 30 < this.currentEnemy.x) { | |
| this.nextEnemy.shot = true; | |
| } | |
| return; | |
| } | |
| } | |
| this.setCannonAngle(this.calcShootAngle(this.currentEnemy.x - bulletDelay)); | |
| } |
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