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Unit.js
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100 lines (82 loc) · 2.82 KB
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/*
* Copyright (c) 2012 Tom Wadley, http://tomwadley.net/ship.js/
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
Unit.prototype = new Entity();
Unit.prototype.constructor = Entity;
function Unit() {
this.fireIfPossible = false;
this.hitPoints = 0;
this.weapons_ = null;
this.dying_ = false;
}
Unit.prototype.canCollide = function() {
return !this.dying_;
}
Unit.prototype.takeDamage = function(hitPoints) {
this.hitPoints -= hitPoints;
if (this.hitPoints <= 0) {
this.startDying();
return true;
}
return false;
}
Unit.prototype.playCollissionSound = function() {
if (this.template.collissionSound != null) {
playSound(this.template.collissionSound)
}
}
Unit.prototype.startDying = function() {
if (this.dying_) {
return;
}
this.dying_ = true;
this.sprite = new Sprite(this.template.spriteTemplateDead);
this.sprite.loop = false;
this.speed = 0;
if (this.template.deadSound != null) {
playSound(this.template.deadSound)
}
}
Unit.prototype.isDead = function() {
if (this.dying_) {
return this.sprite.animationEnded;
}
return this.hitPoints <= 0 || Entity.prototype.isDead.call(this);
}
Unit.prototype.getSpriteTemplateDead = function() {}
Unit.prototype.addWeapon = function(weapon) {
if (this.weapons_ == null) {
this.weapons_ = [];
}
this.weapons_[this.weapons_.length] = weapon;
}
Unit.prototype.update = function(delta) {
if (this.weapons_ != null) {
for (var i = 0; i < this.weapons_.length; i++) {
this.weapons_[i].update(delta);
if (this.fireIfPossible && this.weapons_[i].canWeaponFire()) {
this.weapons_[i].fireIfPossible();
}
}
}
Entity.prototype.update.call(this, delta);
}