Add: alien wave

This commit is contained in:
2018-12-02 15:52:18 +09:00
parent 12f00b73c5
commit 7b19f5b958
3 changed files with 85 additions and 50 deletions
+52 -24
View File
@@ -5,20 +5,25 @@ function Alien(spaceship) {
this.spaceship = spaceship;
this.isActivated = false;
this.responCount = 0;
this.speed = Alien.DEFAULT_SPEED_DOT_PER_SEC;
this.boostSpeed = Alien.DEFAULT_SPEED_DOT_PER_SEC / 10;
this.angleFromSpaceship = 0;
this.angleFromAlien = 0;
this.responRadius = 0;
this.speedLevel = 0;
Phaser.Sprite.call(this, game, 0, 0, 'alien_normal');
this.anchor.set(0.5);
game.add.existing(this);
this.moveRandomPosition();
// game.physics.enable(this, Phaser.Physics.ARCADE);
game.physics.arcade.enable(this);
// this.setActive(true);
this.moveRandomPosition();
}
@@ -45,15 +50,15 @@ Alien.prototype.moveRandomPosition = function() {
this.angleFromAlien = alienAngle;
this.responCount++;
console.log(this.responCount);
this.speedUp(this.responCount);
this.upgradeLevel();
}
Alien.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.angleFromAlien * Math.PI / 180;
@@ -71,6 +76,10 @@ Alien.prototype.update = function() {
}
Alien.prototype.collisionHandler = function() {
console.log("collision");
}
Alien.prototype.stop = function() {
this.setActive(false);
}
@@ -87,7 +96,6 @@ Alien.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)
@@ -96,24 +104,45 @@ Alien.prototype.getAngle = function (x1, y1, x2, y2){
return degree;
}
Alien.prototype.speedUp = function(responCount) {
var boostLevel = 0;
Alien.prototype.upgradeLevel = function() {
if(this.speedLevel == 5)
return;
if(responCount == 2)
boostLevel = 1;
else if(responCount == 4)
boostLevel = 2;
else if(responCount == 6)
boostLevel = 3;
else if(responCount == 8)
boostLevel = 4;
else if(responCount == 10)
boostLevel = 5;
var rand = game.rnd.integerInRange(0, 100);
if(boostLevel > 5)
boostLevel = 5;
var successNumber = 0;
switch(this.speedLevel) {
case 0:
successNumber = 90;
break;
switch(boostLevel) {
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();
}
Alien.prototype.speedUp = function() {
this.speedLevel++;
this.speed = Alien.DEFAULT_SPEED_DOT_PER_SEC + (this.boostSpeed * this.speedLevel);
switch(this.speedLevel) {
case 1:
this.tint = 0xffffff;
break;
@@ -134,12 +163,11 @@ Alien.prototype.speedUp = function(responCount) {
this.tint = 0x888888;
break;
}
this.speed = Alien.DEFAULT_SPEED_DOT_PER_SEC + (this.boostSpeed * boostLevel);
}
Alien.DEFAULT_SPEED_DOT_PER_SEC = 100;
Alien.DEFAULT_SPEED_DOT_PER_SEC = 150;
Alien.START_Radius_PX = 600;
Alien.START_RANDOM_Radius_PERCENT = 40;
+31 -25
View File
@@ -1,6 +1,8 @@
var Game = {
create: function() {
game.physics.enable(this, Phaser.Physics.ARCADE);
this.game.stage.backgroundColor = "#000000"; // '#4d4d4d';
this.scoreManager = new ScoreManager();
@@ -120,34 +122,38 @@ var Game = {
this.ellapsedTime += 1;
// console.log(this.ellapsedTime);
if(this.ellapsedTime == 1) {
if(this.ellapsedTime == 2)
this.sendWave(1);
else if(this.ellapsedTime == 4)
this.sendWave(2);
else if(this.ellapsedTime == 6)
this.sendWave(3);
else if(this.ellapsedTime == 8)
this.sendWave(4);
else if(this.ellapsedTime == 10)
this.sendWave(5);
else if(this.ellapsedTime == 12)
this.sendWave(6);
else if(this.ellapsedTime == 14)
this.sendWave(7);
else if(this.ellapsedTime == 16)
this.sendWave(8);
else if(this.ellapsedTime == 18)
this.sendWave(9);
},
sendWave: function(waveNo) {
if(waveNo == 1) {
for(var i = 0; i < 20; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 3) {
for(var i = 20; i < 30; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 5) {
for(var i = 30; i < 40; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 7) {
for(var i = 40; i < 50; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 9) {
for(var i = 50; i < 60; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 9) {
for(var i = 60; i < 70; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 9) {
for(var i = 70; i < 80; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 9) {
for(var i = 80; i < 90; i++)
this.aliens[i].setActive(true);
} else if(this.ellapsedTime == 9) {
for(var i = 90; i < 100; i++)
this.aliens[i].setActive(true);
return;
}
var beginAlienIndex = waveNo * 10;
var endAlienIndex = (waveNo + 1) * 10;
for(var i = beginAlienIndex; i < endAlienIndex; i++)
this.aliens[i].setActive(true);
},
gameOver: function() {
+2 -1
View File
@@ -12,7 +12,8 @@ function Spaceship() {
this.anchor.set(0.5);
this.halfWidth = this.width / 2;
game.physics.enable(this, Phaser.Physics.ARCADE);
// game.physics.enable(this, Phaser.Physics.ARCADE);
game.physics.arcade.enable(this);
this.setActive(true);
}