Fix: restructing session manager, ES6 -> ES5

This commit is contained in:
2018-09-14 22:22:22 +09:00
parent 72e7c1a28f
commit 3f340535ac
44 changed files with 3100 additions and 3262 deletions
+36 -39
View File
@@ -1,50 +1,47 @@
class HeartGauge {
function HeartGauge(heartManager) {
this.heartManager = heartManager;
this.hearts = [];
constructor(heartManager) {
this.heartManager = heartManager;
this.hearts = [];
var self = this;
this.heartManager.addOnChangeCountListener(
function() { self.onChangeCountListener(); }
);
let self = this;
this.heartManager.addOnChangeCountListener(
function() { self.onChangeCountListener(); }
);
this.heartManager.addOnChangeMaxCountListener(
function() { self.onChangeMaxCountListener(); }
);
this.heartManager.addOnChangeMaxCountListener(
function() { self.onChangeMaxCountListener(); }
);
let startPosX = GAME_SCREEN_SIZE.x - HeartGauge.GAP * 4;
let posY = 30;
for(let i = 0; i < HeartManager.HEART_MAX_COUNT; i++) {
let heart = game.add.sprite(startPosX - i * HeartGauge.GAP, posY, "heart_full");
heart.anchor.set(0.5);
heart.scale.set(HeartGauge.HEART_SCALE);
heart.alpha = 0;
this.hearts.push(heart);
}
};
onChangeCountListener() {
this.updateHearts();
var startPosX = GAME_SCREEN_SIZE.x - HeartGauge.GAP * 4;
var posY = 30;
for(var i = 0; i < HeartManager.HEART_MAX_COUNT; i++) {
var heart = game.add.sprite(startPosX - i * HeartGauge.GAP, posY, "heart_full");
heart.anchor.set(0.5);
heart.scale.set(HeartGauge.HEART_SCALE);
heart.alpha = 0;
this.hearts.push(heart);
}
};
onChangeMaxCountListener() {
this.updateHearts();
}
HeartGauge.prototype.onChangeCountListener = function() {
this.updateHearts();
}
start() {
this.updateHearts();
}
HeartGauge.prototype.onChangeMaxCountListener = function() {
this.updateHearts();
}
updateHearts() {
for(let i = 0; i < this.heartManager.getMaxCount(); i++) {
if(i < this.heartManager.getCount())
this.hearts[i].loadTexture("heart_full");
else
this.hearts[i].loadTexture("heart_empty");
HeartGauge.prototype.start = function() {
this.updateHearts();
}
this.hearts[i].alpha = 1;
}
HeartGauge.prototype.updateHearts = function() {
for(var i = 0; i < this.heartManager.getMaxCount(); i++) {
if(i < this.heartManager.getCount())
this.hearts[i].loadTexture("heart_full");
else
this.hearts[i].loadTexture("heart_empty");
this.hearts[i].alpha = 1;
}
}