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MultipleModuloMissileLauncher.js
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MultipleModuloMissileLauncher.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 MultipleModuloMissileLauncher(x, y, size, defaultLaunchingDirection, shiftList, modulo, doNotStartBefore, fragileMissiles){
// Call the MissileLauncher constructor
MissileLauncher.call(this, x, y, size, defaultLaunchingDirection, fragileMissiles);
// Set members from parameters
this.shiftList = shiftList;
this.modulo = modulo;
this.doNotStartBefore = doNotStartBefore;
};
MultipleModuloMissileLauncher.prototype = Object.create(MissileLauncher.prototype);
// Should we launch a missile?
MultipleModuloMissileLauncher.prototype.shouldLaunchMissile = function(){
// If we won
if(Game.gameState == GameState.WON){
return ((Game.frameNumber % 8) == 0)
}
if(Game.frameNumber >= this.doNotStartBefore){
// We launch a missile if one of the shift is satisfied
for(var i = 0; i < this.shiftList.length; i++){
if(Game.frameNumber % this.modulo == this.shiftList[i])
return true;
}
}
return false;
};