/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @fileoverview This file defines the Arrow class. */ /** * An arrow that Io can shoot. */ function Arrow(initObj) { this.absorbNamedValues(initObj); // Hide myself by moving way off the screen. this.z = -10000; this.mapX = -10000; this.width = 40; this.height = 1; this.velX = 0; // Figure out which arrow number I am. this.arrowNumber = parseInt(initObj.name.substr(initObj.name.length-1,1)); } Arrow.prototype = new Actor; Arrow.prototype.onTick = function(timeElapsed) { if (this.mapX < avatar.mapX-500 || this.mapX > avatar.mapX+500 && this.z > -10000) { // then hide ourselves way off screen. this.mapX = -10000; this.z = -10000; updateActor(this); } else { // Here's how I move. moveMapX is a handy function that updates both // my "virtual 2d world" mapX, as well as my literal x + y values this.moveMapX(this.velX) updateActor(this); } } Arrow.prototype.shoot = function() { this.x = avatar.x; this.y = avatar.y; this.z = avatar.z + 33; // Approximate height of IO's crossbow. this.platformID = avatar.platformID; this.parentPlatformID = avatar.parentPlatformID; this.rotZ = world.platforms[this.platformID].rotZ; this.mapX = avatar.mapX; if (Math.abs(avatar.rotZ - this.rotZ) < Math.PI/2) { this.velX = 50; } else { this.velX = -50; this.rotZ -= Math.PI; } soundPlayer.play('sound/arrow.mp3', 100); updateActor(this); } // TODO: This should be a generic concept, not an arrow-specifc // thing. Arrow.prototype.hide = function() { this.mapX = -10000; }