this.lasttime_damage = 0;
this.speed = 150;
this.switchmode(MODE_DETERMINATION);
- this.projectiles = game.add.group();
+ this.weapon = new JusticeBlaster(game, this);
this.healthBar = new HealthBar(60, game.world.height - (WALL_BORDERBOTTOM / 2));
}
}
if ((this.mode == MODE_JUSTICE) && game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR) && ((game.time.now - this.lasttime_shoot) > WAIT_SHOOT))
{
- this.shoot(0, SPEED_PROJECTILE);
- this.shoot(0, -SPEED_PROJECTILE);
- this.shoot(SPEED_PROJECTILE, 0);
- this.shoot(-SPEED_PROJECTILE, 0);
+ this.shoot();
}
}
}
this.mode = soulmode;
}
- shoot(velocityx, velocityy) {
- var projectile = new Justice(this.x, this.y, velocityx, velocityy);
- projectile.enablePhysics();
- this.projectiles.add(projectile);
+ shoot() {
+ this.weapon.fire(this, 0, this.y);
+ this.weapon.fire(this, this.x, 0);
+ this.weapon.fire(this, this.x, game.world.height);
+ this.weapon.fire(this, game.world.width, this.y);
this.lasttime_shoot = game.time.now;
}
super.update();
this.control();
this.healthBar.update(this.love, this.maxHealth, this.health);
+ game.physics.arcade.overlap(monsters, this.weapon.bullets, function(m,b) { b.overlap_monster(m); });
if ((game.time.now - this.lasttime_mode) > WAIT_SOULMODE) { this.switchmode(MODE_DETERMINATION); }
}
}
}
}
- class Justice extends Phaser.Sprite {
- constructor(x, y, velocityx, velocityy) {
+ class Justice extends Phaser.Bullet {
+ constructor(game, x, y, key, frame) {
super(game, x, y, 'projectile');
this.anchor.setTo(0.5, 0.5);
- this.velocityx = velocityx;
- this.velocityy = velocityy;
}
- enablePhysics() {
- game.physics.arcade.enable(this);
- this.body.velocity.x = this.velocityx;
- this.body.velocity.y = this.velocityy;
- }
-
- overlap(entity) {
+ overlap_monster(entity) {
entity.damage(player.love);
this.kill();
}
}
+ class JusticeBlaster extends Phaser.Weapon {
+ constructor(game, parent) {
+ super(game, parent);
+ this.bulletClass = Justice;
+ this.bulletSpeed = SPEED_PROJECTILE;
+ this.multiFire = true;
+ this.createBullets(100, null);
+ }
+ }
+
class HealthBar {
constructor(x, y) {
this.mhealth = game.add.tileSprite(x + 10, y, 0, HB_THICKNESS, 'wall');
game.physics.arcade.collide(player, walls);
game.physics.arcade.overlap(player, determinations, function(p,d) { p.overlap_determination(d); });
game.physics.arcade.overlap(player, monsters, function(p,m) { m.overlap_player(p); });
- game.physics.arcade.overlap(monsters, player.projectiles, function(m,j) { j.overlap(m); });
if (game.time.now > nexttime_determination)
{