topical media & game development

talk show tell print

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



  /*
   * 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;
  }
  


(C) Æliens 20/2/2008

You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.