const WAIT_MONSTERSHOOT = 500;
const WAIT_MONSTERSPAWN = 20000;
const WAIT_DETERMINATION = 4000;
+ const WAIT_DEATH = 4000;
const WALL_THICKNESS = 16;
const WALL_BORDER = 8;
const WALL_BORDERBOTTOM = 48;
this.lasttime_shoot = 0;
this.lasttime_mode = 0;
this.lasttime_damage = 0;
+ this.lasttime_death = 0;
this.speed = SPEED_PLAYER;
this.switchmode(MODE_DETERMINATION);
this.weapon = new JusticeBlaster(game, this);
this.weapon.bulletSpeed = SPEED_PPROJECTILE;
this.healthBar = new HealthBar(60, game.world.height - (WALL_BORDERBOTTOM / 2));
+ this.soulbreakEmitter = this.game.add.emitter(0, 0, 8);
+ this.soulbreakEmitter.gravity = 1000;
+ this.soulbreakEmitter.setXSpeed(-300, 300);
+ this.soulbreakEmitter.makeParticles('soulbreak');
}
enablePhysics() {
this.health = 0;
this.healthBar.update(this.love, this.maxHealth, this.health);
super.kill();
- this.game.state.start('GameOver');
+ this.soulbreakEmitter.x = this.x;
+ this.soulbreakEmitter.y = this.y;
+ this.soulbreakEmitter.explode(2000, 8);
+ this.lasttime_death = this.game.time.now;
}
loveUp() {
game.load.image('monster', 'monster.png');
game.load.image('determination', 'determination.png');
game.load.image('projectile', 'projectile.png');
+ game.load.image('soulbreak', 'soulbreak.png');
}
if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;
+ if ((!player.alive) && (game.time.now > (player.lasttime_death + WAIT_DEATH)))
+ {
+ game.state.start('GameOver');
+ }
+
}
}