Cleanup: Use Phaser.Bullet & Phaser.Weapon
[ld40.git] / ld40.js
diff --git a/ld40.js b/ld40.js
index 5c84a995a30a5ca2e5a4df6f865ac57b969e6bd9..d32c5ff410d98a5a12621aa8404db1d657098430 100644 (file)
--- a/ld40.js
+++ b/ld40.js
@@ -45,7 +45,7 @@
                 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)
             {