Mercurial > hg > Game > WebGL
comparison dandy/resources/Player.js @ 1:54589bb5e57d
add dandy
author | Nobuyasu Oshiro <dimolto@cr.ie.u-ryukyu.ac.jp> |
---|---|
date | Thu, 23 Feb 2012 14:51:33 +0900 |
parents | |
children |
comparison
equal
deleted
inserted
replaced
0:718974a1a32b | 1:54589bb5e57d |
---|---|
1 lg = new Object(); | |
2 lg.stg = 0;//レーザーゲージ | |
3 pg = new Object(); | |
4 pg.stg = 0; | |
5 infg = new Object(); | |
6 infg.stg = 0; | |
7 infg_level = 0; | |
8 p_extend = 0; | |
9 fastebos = 0; | |
10 se_key = [-1,-1,-1,-1,-1,-1]; | |
11 | |
12 rswait = 0; | |
13 | |
14 function Pad() | |
15 { | |
16 this.up=0; | |
17 this.down=0; | |
18 this.right=0; | |
19 this.left=0; | |
20 this.count=0; | |
21 this.ccount=0; | |
22 this.state=0; | |
23 this.k0=0; | |
24 this.k1=0; | |
25 this.k2=0; | |
26 this.k3=0; | |
27 this.k4=0; | |
28 this.r2=0; | |
29 this.r1=0; | |
30 this.r2=0; | |
31 this.l1=0; | |
32 this.l2=0; | |
33 this.l3=0; | |
34 this.se=0; | |
35 this.st=0; | |
36 | |
37 //勝手につけた | |
38 this.quit=0; | |
39 this.start=0; | |
40 return this; | |
41 } | |
42 | |
43 function makePlayer( object ) | |
44 { | |
45 this.x = 100; | |
46 this.y = 100; | |
47 this.z = 10; | |
48 this.ch = 0; | |
49 this.dx = 0; | |
50 this.dy = 0; | |
51 this.scale = 1.0; | |
52 this.muteki = 120; | |
53 this.bf = true; | |
54 this.zanki = 3; | |
55 this.point = 0; | |
56 this.count = 0; | |
57 this.ccount = 0; | |
58 this.idle = object["player_idle"]; | |
59 this.rightmove = object["player_rightmove"]; | |
60 this.leftmove = object["player_leftmove"]; | |
61 this.turntoright = object["player_turnright"]; | |
62 this.turntoleft = object["player_turnleft"]; | |
63 this.image = this.idle; | |
64 this.w = this.image.w; | |
65 this.h = this.image.h; | |
66 this.vertexObject = new Object(); | |
67 this.normalObject = new Object(); | |
68 this.texCoordObject = new Object(); | |
69 this.indexObject = new Object(); | |
70 this.numIndices = new Object(); | |
71 this.texture=new Object(); | |
72 | |
73 return this; | |
74 } | |
75 | |
76 | |
77 | |
78 function loadImageJiki( jiki, Image) | |
79 { | |
80 jiki.vertexObject = Image.vertexObject; | |
81 jiki.normalObject = Image.normalObject; | |
82 jiki.texCoordObject = Image.texCoordObject; | |
83 jiki.indexObject = Image.indexObject; | |
84 jiki.numIndices = Image.numIndices; | |
85 jiki.texture = Image.texture; | |
86 } | |
87 | |
88 | |
89 | |
90 function Player(ctx, jiki, pad, ortho ) | |
91 { | |
92 | |
93 | |
94 | |
95 /*自機無敵計算*/ | |
96 /* | |
97 if(jiki.muteki > 0 && jiki.bf == true){ | |
98 cout++; | |
99 jiki.muteki--; | |
100 } | |
101 */ | |
102 | |
103 | |
104 pad.right = Math.min(pad.right, 0.7); | |
105 pad.left = Math.min(pad.left, 0.7); | |
106 pad.up = Math.min(pad.up, 0.7); | |
107 pad.down = Math.min(pad.down, 0.7); | |
108 | |
109 /*コントローラー上限値----------------------*/ | |
110 jiki.x += pad.right; | |
111 jiki.x -= pad.left; | |
112 jiki.y -= pad.up; | |
113 jiki.y += pad.down; | |
114 | |
115 /*自機の動き--------------------------------*/ | |
116 jiki.x = Math.min(jiki.x, ortho.right - jiki.w/2); | |
117 jiki.x = Math.max(jiki.x, ortho.left + jiki.w/2); | |
118 jiki.y = Math.min(jiki.y, ortho.bottom - jiki.w/2); | |
119 jiki.y = Math.max(jiki.y, ortho.top + jiki.w/2); | |
120 | |
121 if( pad.count == 1) pad.state=0; | |
122 if( pad.count > 0) pad.state=1; | |
123 if( pad.count > 10 ) pad.state=2; | |
124 | |
125 if( pad.state == 0 ) loadImageJiki(jiki, jiki.idle); | |
126 if( pad.state == 1 ) { | |
127 if( pad.right > 0 ) loadImageJiki(jiki, jiki.turntoright); | |
128 if( pad.left > 0 )loadImageJiki(jiki, jiki.turntoleft); | |
129 } | |
130 if( pad.state == 2 ) { | |
131 if( pad.right > 0 ) loadImageJiki(jiki, jiki.rightmove); | |
132 if( pad.left > 0 ) loadImageJiki(jiki, jiki.leftmove); | |
133 } | |
134 //分かりやすいように横幅と縦幅はjiki.w,jiki.hに直でいれておく | |
135 jiki.w = jiki.image.w; | |
136 jiki.h = jiki.image.h; | |
137 | |
138 | |
139 // if(jiki.muteki < 5) alert("jiki.muteki "+jiki.muteki); | |
140 if(jiki.muteki > 0) jiki.muteki--; | |
141 if(jiki.bf == true) { | |
142 PutSpriteF(ctx, jiki.x, jiki.y, jiki.scale, jiki); | |
143 } else { | |
144 | |
145 /* 自機が復活するまでは玉は撃たせない */ | |
146 pad.k4 = 0; | |
147 pad.k3 = 0; | |
148 pad.k1 = 0; | |
149 pad.k0 = 0; | |
150 } | |
151 | |
152 | |
153 | |
154 //玉レベル1登録 | |
155 if ((pad.k4 % 3 == 1) && (pad.k3 % 3 == 0)){ | |
156 pad.k4 = 1; | |
157 // audioShoot && audioShoot.play();//このaudioは試験使用中.global宣言されてる奴(htmlファイルのなかで) | |
158 SoundPlay(1); | |
159 | |
160 tama_lv1_end++; | |
161 | |
162 // if(tama_lv1_end > 19) tama_lv1_end = 0; | |
163 i = tama_lv1_end; | |
164 // if(tama_lv1_end > 50) alert(tama_lv1_end); | |
165 | |
166 tama = new tama1(); | |
167 tama.x = jiki.x; | |
168 tama.y = jiki.y; | |
169 tama.r = 1; | |
170 tama.l = 1; | |
171 tama.scale = 1.0; //玉がでかいので調整 | |
172 tama_lv1[i] = tama; | |
173 } | |
174 | |
175 /*玉レベル2登録--------------------------------------*/ | |
176 if((pad.k3 % 3 == 1) && (pad.k4 == 0) && (pg.stg > 64)) { | |
177 // PlaySdlMixer(0, SHOT_B); | |
178 SoundPlay(2); | |
179 | |
180 // se_key[1] = SsUtKeyOn(vab[SHOT_B], 0, 0, 65, 0, 80, 80); | |
181 | |
182 pad.k3 = 1; | |
183 tama_lv2_end++; | |
184 i = tama_lv2_end; | |
185 | |
186 tama = new tama2(); | |
187 tama.x = jiki.x; | |
188 tama.y = jiki.y; | |
189 tama.rr = 1; | |
190 tama.sr = 1; | |
191 tama.sl = 1; | |
192 tama.ll = 1; | |
193 tama.scale = 1.0;//少し画像がでかいので調整 | |
194 | |
195 tama_lv2[i] = tama; | |
196 | |
197 pg.stg -= 64; | |
198 } | |
199 | |
200 /*押してないときの玉ゲージ回復-------------------*/ | |
201 if ((pad.k3 == 0) && (pad.k4 == 0)) | |
202 if(pg.stg <= MAXP) | |
203 pg.stg += 4; | |
204 | |
205 //玉レベル1表示 | |
206 for (i = 0; i < tama_lv1_end + 1; i++) | |
207 { | |
208 tama_lv1[i].y -= 10; | |
209 if (tama_lv1[i].r == 1) { | |
210 PutSpriteF(ctx, tama_lv1[i].x+5, tama_lv1[i].y, tama_lv1[i].scale, bullets[2]); | |
211 } | |
212 if (tama_lv1[i].l == 1) { | |
213 PutSpriteF(ctx, tama_lv1[i].x-5, tama_lv1[i].y, tama_lv1[i].scale, bullets[2]); | |
214 } | |
215 if (tama_lv1[i].y < ortho.top) { | |
216 if(tama_lv1_end == i){ | |
217 tama_lv1_end--; | |
218 break; | |
219 } | |
220 if(tama_lv1_end > i){ | |
221 tama_lv1[i] = tama_lv1[tama_lv1_end]; | |
222 tama_lv1_end--; | |
223 i--; | |
224 } | |
225 | |
226 } | |
227 | |
228 } | |
229 | |
230 /*玉レベル2表示--------------------------*/ | |
231 for(i = 0; i < tama_lv2_end + 1; i++) { | |
232 tama_lv2[i].y -= 10; | |
233 if(tama_lv2[i].rr == 1) { | |
234 count++; | |
235 PutSpriteF(ctx, tama_lv2[i].x+10, tama_lv2[i].y, tama_lv2[i].scale, bullets[4]); | |
236 } | |
237 if(tama_lv2[i].sr == 1) { | |
238 count++; | |
239 PutSpriteF(ctx, tama_lv2[i].x+5, tama_lv2[i].y, tama_lv2[i].scale, bullets[4]); | |
240 } | |
241 if(tama_lv2[i].sl == 1) { | |
242 count++; | |
243 PutSpriteF(ctx, tama_lv2[i].x-5, tama_lv2[i].y, tama_lv2[i].scale, bullets[4]); | |
244 } | |
245 if(tama_lv2[i].ll == 1) { | |
246 count++; | |
247 PutSpriteF(ctx, tama_lv2[i].x-10, tama_lv2[i].y, tama_lv2[i].scale, bullets[4]); | |
248 } | |
249 if(tama_lv2[i].y < 0) { | |
250 if(tama_lv2_end == i) { | |
251 tama_lv2_end--; | |
252 break; | |
253 } | |
254 if(tama_lv2_end > i) { | |
255 tama_lv2[i] = tama_lv2[tama_lv2_end]; | |
256 tama_lv2_end--; | |
257 i--; | |
258 } | |
259 } | |
260 } | |
261 | |
262 | |
263 /* 照準コントロール--------------------- */ | |
264 if(pad.r1 == 1) { | |
265 pad.r1 = 1; | |
266 jiki.point += 10; | |
267 } | |
268 if(pad.l1 == 1) { | |
269 pad.l1 = 1; | |
270 jiki.point -= 10; | |
271 } | |
272 jiki.point %= 360; | |
273 // var siny = 50 * Mysin(jiki.point - 90) / SANKAKU; | |
274 // var cosx = 30 + 50 * Mycos(jiki.point - 90) / SANKAKU; | |
275 var siny = -100 + 50 * Mysin(jiki.point - 90) / SANKAKU; | |
276 var cosx = -80 + 50 * Mycos(jiki.point - 90) / SANKAKU; | |
277 | |
278 count++; | |
279 if(jiki.bf) PutSpriteA(ctx, (jiki.x + cosx * d_x), (jiki.y + siny * d_y), 1.0, jiki.point, bullets[1]); | |
280 | |
281 | |
282 /* 押してないときレーザーゲージ回復-------------------- */ | |
283 if((pad.k1 == 0) && (pad.k0 == 0)) | |
284 if (lg.stg <= MAXP) | |
285 lg.stg += 4; | |
286 | |
287 /* レーザーレベル1登録---------------------------------- */ | |
288 if((pad.k1 %3 == 1) && (pad.k0 == 0) && (lg.stg > 16)) { | |
289 // PlaySdlMixer(0, RING) | |
290 SoundPlay(4); | |
291 | |
292 pad.k1 = 1; | |
293 laser_lv1_end++; | |
294 var i = laser_lv1_end; | |
295 | |
296 var tama = new laser(); | |
297 tama.sx = ( 32 * Mysin(jiki.point) / SANKAKU ) * d_x; | |
298 tama.sy = (32 * Mycos(jiki.point) / SANKAKU) * d_y; | |
299 tama.x = jiki.x;// + 128*d_x; | |
300 tama.y = jiki.y;// + 128*d_y; | |
301 tama.r = 1000; | |
302 tama.s = 0.08; | |
303 tama.scale = 1.0; | |
304 lg.stg -= 16; | |
305 | |
306 laser_lv1[i] = tama; | |
307 | |
308 } | |
309 /*laser_lv1表示----------------------------------*/ | |
310 for(i = 0; i < laser_lv1_end + 1; i++) { | |
311 if(laser_lv1[i].r != -1) { | |
312 laser_lv1[i].y -= laser_lv1[i].sy; | |
313 laser_lv1[i].x += laser_lv1[i].sx; | |
314 laser_lv1[i].r += 100; | |
315 laser_lv1[i].s += 0.05; | |
316 count++; | |
317 // DefSpriteEx(16, 16, 16); | |
318 // PutSpriteEx(16, laser_lv1[i].x, laser_lv1[i].y, laser_lv1[i].s, laser_lv1[i].s, 1); | |
319 PutSpriteF(ctx, laser_lv1[i].x, laser_lv1[i].y, laser_lv1[i].scale, bullets[5]); | |
320 } | |
321 // if(waku(laser_lv1[i].x, laser_lv1[i].y)) { | |
322 if( (laser_lv1[i].y < ortho.top ) || (laser_lv1[i].y > ortho.bottom) | |
323 || (laser_lv1[i].x < ortho.left) || (laser_lv1[i].x > ortho.right)) { | |
324 if(laser_lv1_end == i) { | |
325 laser_lv1_end--; | |
326 break; | |
327 } | |
328 if(laser_lv1_end > i) { | |
329 laser_lv1[i] = laser_lv1[laser_lv1_end]; | |
330 laser_lv1_end--; | |
331 i--; | |
332 } | |
333 } | |
334 } | |
335 | |
336 /*レーザーレベル2登録--------------------------*/ | |
337 if((pad.k1 == 0) && (pad.k0 != 0) && (lg.stg > 200)) { | |
338 // PlaySdlMixer(0. NEW); | |
339 if(laser_lv2[0].r == 0) { | |
340 laser_lv2[0].r = 1; | |
341 lg.stg -= 100; | |
342 } else { | |
343 laser_lv2[0].r %= 45; | |
344 laser_lv2[0].r++; | |
345 lg.stg -= 10; | |
346 } | |
347 } else { | |
348 laser_lv2[0].r = 0; | |
349 } | |
350 | |
351 /*レーザーレベル2表示 -----------------------*/ | |
352 if(laser_lv2[0].r != 0) { | |
353 laser_lv2[0].x = jiki.x + jiki.w*2 * Mysin(jiki.point) / SANKAKU; | |
354 laser_lv2[0].y = jiki.y - jiki.w*2 * Mycos(jiki.point) / SANKAKU; | |
355 laser_lv2[0].scale = 1.0; | |
356 count++; | |
357 PutSpriteF(ctx, laser_lv2[0].x, laser_lv2[0].y, laser_lv2[0].scale, bullets[0]); | |
358 } | |
359 | |
360 | |
361 } |