topical media & game development
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
You may not copy or print any of this material without explicit permission of the author or the publisher.
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