Add: stop watch

This commit is contained in:
2018-12-02 20:25:14 +09:00
parent 7b19f5b958
commit 057ac18184
13 changed files with 369 additions and 47 deletions
+178
View File
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Missile.prototype = Object.create(Phaser.Sprite.prototype);
Missile.constructor = Missile;
function Missile(spaceship, onCollisionFunction) {
this.spaceship = spaceship;
this.onCollisionFunction = onCollisionFunction;
this.isActivated = false;
this.speed = Missile.DEFAULT_SPEED_DOT_PER_SEC;
this.boostSpeed = Missile.DEFAULT_SPEED_DOT_PER_SEC / 10;
this.angleFromSpaceship = 0;
this.angleFromMissile = 0;
this.responRadius = 0;
this.speedLevel = 0;
Phaser.Sprite.call(this, game, 0, 0, 'missile');
this.anchor.set(0.5);
game.add.existing(this);
// game.physics.enable(this, Phaser.Physics.ARCADE);
game.physics.arcade.enable(this);
this.moveRandomPosition();
}
Missile.prototype.moveRandomPosition = function() {
this.angleFromMissile = game.rnd.integerInRange(0, 360);
// console.log(this.angleFromMissile);
var radians = this.angleFromMissile * Math.PI / 180;
this.responRadius = Missile.START_Radius_PX * ( ( (100 + game.rnd.integerInRange(0, Missile.START_RANDOM_Radius_PERCENT) ) / 100) );
var posX = Math.sin(radians) * this.responRadius;
var posY = Math.cos(radians) * this.responRadius;
this.x = game.world.centerX + posX;
this.y = game.world.centerY + posY;
// this.x = this.spaceship.x + posX;
// this.y = this.spaceship.y + posY;
var MissileAngle = this.getAngle(this.spaceship.x, this.spaceship.y, this.x, this.y);
this.angle = this.getSpriteAngle(MissileAngle);
this.angleFromMissile = MissileAngle;
this.upgradeLevel();
}
Missile.prototype.update = function() {
if(!this.isActivated)
return;
// game.physics.arcade.overlap(this.spaceship, this, this.collisionHandler, null, this);
game.physics.arcade.collide(this.spaceship, this, this.collisionHandler, null, this);
var deltaTime = game.time.elapsed / 1000;
var radians = this.angleFromMissile * Math.PI / 180;
var moveX = Math.sin(radians) * this.speed * deltaTime;
var moveY = Math.cos(radians) * this.speed * deltaTime;
this.x -= moveX;
this.y -= moveY;
var distanceX = this.x - game.world.centerX;
var distanceY = this.y - game.world.centerY;
var distanceFromCenter = Math.sqrt(Math.abs(distanceX * distanceX) + Math.abs(distanceY * distanceY));
if(distanceFromCenter > this.responRadius)
this.moveRandomPosition();
}
Missile.prototype.collisionHandler = function() {
this.stop();
this.onCollisionFunction();
}
Missile.prototype.stop = function() {
this.setActive(false);
this.body.enable = false;
this.alpha = 0;
}
Missile.prototype.setActive = function(isActivated) {
this.isActivated = isActivated;
}
Missile.prototype.getSpriteAngle = function (angle){
return 360 - angle;
}
Missile.prototype.getAngle = function (x1, y1, x2, y2){
var dx = x2 - x1;
var dy = y2 - y1;
var rad= Math.atan2(dx, dy);
var degree = (rad * 180) / Math.PI ;
if(degree < 0)
degree += 360;
return degree;
}
Missile.prototype.upgradeLevel = function() {
if(this.speedLevel == 5)
return;
var rand = game.rnd.integerInRange(0, 100);
var successNumber = 0;
switch(this.speedLevel) {
case 0:
successNumber = 90;
break;
case 1:
successNumber = 80;
break;
case 2:
successNumber = 70;
break;
case 3:
successNumber = 60;
break;
case 4:
successNumber = 50;
break;
}
if(rand < successNumber)
this.speedUp();
}
Missile.prototype.speedUp = function() {
this.speedLevel++;
this.speed = Missile.DEFAULT_SPEED_DOT_PER_SEC + (this.boostSpeed * this.speedLevel);
switch(this.speedLevel) {
case 1:
this.tint = 0xffffff;
break;
case 2:
this.tint = 0xffaaaa;
break;
case 3:
this.tint = 0xaaffaa;
break;
case 4:
this.tint = 0xaaaaff;
break;
case 5:
this.tint = 0xaaaaaa;
break;
}
}
Missile.DEFAULT_SPEED_DOT_PER_SEC = 150;
Missile.START_Radius_PX = 600;
Missile.START_RANDOM_Radius_PERCENT = 40;