X-Git-Url: http://git.megabrutal.com/?p=ld40.git;a=blobdiff_plain;f=ld40.js;h=7b14c05b870e51ba841e4ff0a0feb9d25c09fae8;hp=d32c5ff410d98a5a12621aa8404db1d657098430;hb=refs%2Fheads%2Fcleaning;hpb=507e4175e082fbc90b755b7c1c9f79278ae48798 diff --git a/ld40.js b/ld40.js index d32c5ff..7b14c05 100644 --- a/ld40.js +++ b/ld40.js @@ -22,7 +22,8 @@ const MODE_DETERMINATION = 0; const MODE_JUSTICE = 1; const SPEED_PLAYER = 150; - const SPEED_PROJECTILE = 500; + const SPEED_PPROJECTILE = 500; + const SPEED_MPROJECTILE = 200; window.addEventListener("keydown", function(e) { // Prevent default browser action for arrows and spacebar @@ -46,6 +47,7 @@ this.speed = 150; 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)); } @@ -144,10 +146,9 @@ this.anchor.setTo(0.5, 0.5); this.health = MONSTER_HEALTH; this.nexttime_shoot = game.time.now; - this.weapon = new Phaser.Weapon(game, this); - this.weapon.x = x; - this.weapon.y = y; - this.weapon.createBullets(20, 'projectile'); + this.weapon = new JusticeBlaster(game, this); + this.weapon.bulletSpeed = SPEED_MPROJECTILE; + this.weapon.trackSprite(this); } enablePhysics() { @@ -171,7 +172,7 @@ this.weapon.fireAtSprite(player); this.nexttime_shoot = game.time.now + (WAIT_MONSTERSHOOT / 2) + (Math.random() * WAIT_MONSTERSHOOT); } - game.physics.arcade.overlap(player, this.weapon.bullets, function(p,b) { p.damage(p.love); }); + game.physics.arcade.overlap(player, this.weapon.bullets, function(p,b) { b.overlap_player(p); }); } } @@ -196,13 +197,17 @@ entity.damage(player.love); this.kill(); } + + overlap_player(player) { + player.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); } @@ -268,8 +273,6 @@ game.camera.follow(player); cursors = game.input.keyboard.createCursorKeys(); - keyboard_handler = keyPress_default; - } function update () { @@ -295,12 +298,5 @@ } if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0; - if (keyboard_handler) keyboard_handler(); - - } - - function keyPress_default() { - - // Maybe needed later. }