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154 lines
4.8 KiB
JavaScript

/**
* Created by stryker on 2014.03.05..
*/
define(['module/HUD'],function(HUD){
//Private variables
var _game = null;
//var _alienGroups = [];
var _playerShip = null;
//Private class
//This is a wrapper for the aliengroup
//Instead of extending Phaser group, i wrap it up in a class
var _Aliens = function(configuration){
var _alienGroup = _game.add.group(),
_cols = configuration.cols,
_rows = configuration.rows,
_scoreValue = configuration.scoreValue,
_firingTime = configuration.firingTime,
_bulletSpeed = configuration.bulletSpeed,
_health = configuration.health,
_easing = configuration.easing,
_alien = null,
_tween = null,
_bulletGroup = null,
_bullet = null,
_explosionGroup = null,
_explosion = null,
_livingAlien = [],
_randomAlienIndex = null,
_shooter = null,
_shootingEvent = null;
_alienGroup.enableBody = true;
_alienGroup.physicsBodyType = Phaser.Physics.ARCADE;
_createAllienGroup();
function _createAllienGroup(){
//making aliens
for(var i=0;i < _cols;i++){
for(var j=0; j < _rows;j++){
_alien = _alienGroup.create(i * 48, j * 50, 'invader');
//custome properties
_alien.health = _health;
_alien.myScore = _scoreValue;
_alien.anchor.setTo(0.5, 0.5);
_alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true);
_alien.play('fly');
_alien.body.moves = false;
}
}
//setting aliens postition
_alienGroup.x = 100;
_alienGroup.y = 50;
// All this does is basically start the invaders moving.
_tween = _game.add.tween(_alienGroup).to( { x: 200 }, 2000, _easing, true, 0, 1000, true);
}
var _fireBullet = function(){
_bullet = _bulletGroup.getFirstExists(false);
_livingAlien = [];
_alienGroup.forEachAlive(function(alien){
_livingAlien.push(alien);
});
if(_bullet && _livingAlien.length > 0){
//_bullet.lifespan = _game.height / (_bulletSpeed/1000);
_bullet.checkWorldBounds = true;
_randomAlienIndex = _game.rnd.integerInRange(0,_livingAlien.length);
_shooter = _livingAlien[_randomAlienIndex];
if(_shooter){
_bullet.reset(_shooter.body.x,_shooter.body.y);
_game.physics.arcade.moveToObject(_bullet,_playerShip,_bulletSpeed);
}
//all alien died
}else if(_livingAlien.length == 0){
_game.state.start('End');
}
};
var _collisionHandler = function(bullet, alien){
alien.damage(bullet.bulletDamage);
bullet.kill();
if(alien.health == 0){
_explosion = _explosionGroup.getFirstExists(false);
_explosion.reset(alien.body.x,alien.body.y);
_explosion.play('kaboom',30,false,true);
}
HUD.updateScoreText(alien.myScore);
};
//Public functions
return{
setBulletGroup: function(bullets){
_bulletGroup = bullets.getBulletGroup();
},
getBulletGroup: function(){
return _bulletGroup;
},
setExplosionGroup: function(explosions){
_explosionGroup = explosions.getExplosionGroup();
},
startShooting: function(){
_shootingEvent = _game.time.events.loop(_firingTime,_fireBullet,this);
},
stopShooting: function(){
_game.time.events.remove(_shootingEvent);
},
createOverLap: function(bulletGroup){
_game.physics.arcade.overlap(bulletGroup, _alienGroup, _collisionHandler, null, this);
},
getAlienGroup: function(){
return _alienGroup;
}
}
};//End of _Aliens
//Public functions
return{
init: function(game){
_game = game;
},
preload: function(){
_game.load.spritesheet('invader', 'assets/img/invader32x32x4.png', 32, 32);
},
create: function(configuration){
return( new _Aliens(configuration) );
},
setPlayerShip: function(playerShip){
_playerShip = playerShip;
}
}
});