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Instakiller.js
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Instakiller.js
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/**
*
* @licstart The following is the entire license notice for the
* JavaScript code in this page.
*
* Copyright (C) 2012 David "aniwey" L.
*
*
* The JavaScript code in this page is free software: you can
* redistribute it and/or modify it under the terms of the GNU
* General Public License (GNU GPL) as published by the Free Software
* Foundation, either version 3 of the License, or (at your option)
* any later version. The code is distributed WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU GPL for more details.
*
* As additional permission under GNU GPL version 3 section 7, you
* may distribute non-source (e.g., minimized or compacted) forms of
* that code without the copy of the GNU GPL normally required by
* section 4, provided you include this license notice and a URL
* through which recipients can access the Corresponding Source.
*
* @licend The above is the entire license notice
* for the JavaScript code in this page.
*
*/
function Instakiller(x, y, width, height, color, affectedByCollisions, affectedByGravity, canBeKilled, fragile){
// Call the Entity constructor
Entity.call(this, x, y, width, height, color, affectedByCollisions, affectedByGravity, canBeKilled);
// Set members from parameters
this.fragile = fragile;
// Get a collision report just to check if we spawned on the player
var entityCollisionReport = Game.getEntityFullCollisionReport(this);
for(var i = 0; i < entityCollisionReport.entitiesList.length; i++){
// If we appeared on the player
if(entityCollisionReport.entitiesList[i] == Game.player && Game.gameState != GameState.WON){
// Game over and kill everyone
Game.gameOver();
Game.player.die();
this.die();
}
}
}
Instakiller.prototype = Object.create(Entity.prototype);
// Loop method, inherited from Entity
Instakiller.prototype.loop = function(){
// Call Entity loop method and get the entity loop report
var entityLoopReport = Entity.prototype.loop.call(this);
// If there was a collision with borders and we are fragile, we die
if(entityLoopReport.entityMoveReport !== undefined &&
entityLoopReport.entityMoveReport.entityCollisionReport !== undefined &&
entityLoopReport.entityMoveReport.entityCollisionReport.collisionWithBordersBoolean &&
this.fragile){
this.die();
}
};
// Hit method, inherited from Entity
Instakiller.prototype.hit = function(entity){
// If the entity we are hitting is the player
if(entity === Game.player && Game.gameState != GameState.WON){
Game.gameOver();
this.die();
}
// If the entity can be killed
if(entity.canBeKilled && Game.gameState != GameState.WON){
// It dies
entity.die();
}
// If we are fragile
if(this.fragile){
// We die
this.die();
}
};