From: MegaBrutal Date: Fri, 29 Dec 2017 23:25:00 +0000 (+0100) Subject: Reuse same tween for monster shaking X-Git-Url: http://git.megabrutal.com/?p=ld40.git;a=commitdiff_plain;h=b69fd06095d7d61ccbcd237298aeb306331991c3 Reuse same tween for monster shaking Now one tween is created and reused to shake a monster when it is damaged. As a side-effect, the amplitude of shaking is now constant while it was random in the previous commit. I decided to use one tween for a monster to avoid creating a memory leak by leaving unused tweens in memory. modified: ld40.js --- diff --git a/ld40.js b/ld40.js index 53e41f8..7bf03d7 100644 --- a/ld40.js +++ b/ld40.js @@ -32,6 +32,9 @@ } }, false); + function sign(n) { + if (n >= 0) { return 1 } else { return -1 }; + } class Player extends Phaser.Text { constructor(x, y) { @@ -155,6 +158,7 @@ this.weapon = new JusticeBlaster(game, this); this.weapon.bulletSpeed = SPEED_MPROJECTILE; this.weapon.trackSprite(this); + this.shaketween = game.add.tween(this).to({ x: this.x + (sign(Math.random() - 0.5)) * 5 }, 10, Phaser.Easing.Sinusoidal.InOut, false, 0, 8, true); } enablePhysics() { @@ -163,7 +167,7 @@ damage(amount) { super.damage(amount); - if (this.alive) { game.add.tween(this).to({ x: this.x + (Math.random() - 0.5) * 10 }, 10, Phaser.Easing.Sinusoidal.InOut, true, 0, 8, true); } + if (this.alive) { this.shaketween.start(); } } kill() {