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graphic-o3d-samples-io-actors-spikem.js / js



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@fileoverview This file defines the Spikem class.

  
  
  
A Horizontal Floater.

  
  function Spikem(initObj) {
    this.absorbNamedValues(initObj);
    this.width = 24;
    this.height = 55;
    this.velX = -10;
    this.velZ = 0;
    this.isDead = false;
    this.isHit = false;
    this.pauseFrames = 0;
    this.frameName = "spinning"
  }
  Spikem.prototype = new Actor;
  
  Spikem.prototype.onTick = function(timeElapsed) {
    if (this.isDead == true) {
      return;
    }
  
    if (this.isHit == true) {
      if (this.z < -1000) {
        isDead = true;
      } else {
        this.velX = this.velX*.7;
        // 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.z -= 20;
        this.moveMapX(this.velX)
      }
    } else {
      // I move based off of the platform that I'm on. So get that now.
      var myPlatform = world.platforms[this.platformID];
  
      // I stay on my platform
      if (this.mapX - this.width/2 < myPlatform.left.mapX
          && this.velX < 0) {
        this.velX *= -1;
      } else if (this.mapX + this.width/2 > myPlatform.right.mapX
          && this.velX > 0) {
        this.velX *= -1;
      }
  
      this.rotZ += this.velX / 60;
  
      if (Math.abs(this.velX) < .1) {
        if (Math.random() > .5) {
          this.velX = -20;
        } else {
          this.velX = 20;
        }
        this.pauseFrames = Math.floor(Math.random() * 10) + 20;
      }
  
      if (this.pauseFrames > 0) {
        this.frameName = "spinning"
        this.pauseFrames--;
      } else {
        this.frameName = "charging"
        this.velX = this.velX*.7;
        // 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)
      }
  
      if (this.isHitBySword()) {
        this.isHit = true;
        soundPlayer.play('sound/_SMASH.mp3', 100);
        this.velX = 0;
      } else if (this.isHitByArrow()) {
        top.arrowActor.hide();
        this.isHit = true;
        soundPlayer.play('sound/_SMASH.mp3', 100);
        this.velX = top.arrowActor.velX;
      } else if (this.collidesWith(avatar)) {
        // Play an event sound @100% volume, 0 repeats
        soundPlayer.play('sound/ah.mp3', 100);
  
        this.velZ = 0;
        if (avatar.velX < 1) {
          avatar.velX = this.velX * 7;
        } else {
          avatar.velX = avatar.velX * -7;
        }
      }
    }
  
    updateActor(this);
  }
  


(C) Æliens 20/2/2008

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