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view paper_shooting/resources/create_enemy.js @ 25:158b846e3874
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author | <e085737> |
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date | Mon, 14 Feb 2011 16:37:16 +0900 |
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children | 6468848f4d22 |
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createEnemy1_2d = function(node, sgroot, w, h){ if(node.frame == 200){ var enemy = new sgroot.createSceneGraph1("enemy_yellow"); enemy.xyz[0] = 145; enemy.xyz[1] = 0; enemy.xyz[2] = 60; enemy.scale = 1.8; enemy.angle[0] = 90; enemy.life = 3; enemy.shot = 0; enemy.combat = sgroot.list['Player']; enemy.bullet = sgroot.list['Enemy_bullet']; enemy.my_bullet = sgroot.list['my_bullet']; enemy.set_move_collision(enemy_move1_2d, enemy_collision_2d); node.main.addChild(enemy); var enemy2 = new sgroot.createSceneGraph1("Enemy001"); enemy2.xyz[0] = 145; enemy2.xyz[1] = 0; enemy2.xyz[2] =-190; enemy2.scale = 1.8; enemy2.angle[0] = 90; enemy2.life = 3; enemy2.shot = 0; enemy2.combat = sgroot.list['Player']; enemy2.bullet = sgroot.list['Enemy_bullet']; enemy2.my_bullet = sgroot.list['my_bullet']; enemy2.set_move_collision(enemy_move2_2d, enemy_collision_2d); node.main.addChild(enemy2); } } createEnemy_row_up = function(node, sgroot, w, h){ if(1 == node.frame%10 && node.frame >= 100){ var enemy_kind = node.enemy_list[node.type]; var bullet_kind = node.bullet_list[node.type]; var enemy = new sgroot.createSceneGraph1(enemy_kind); enemy.xyz[0] = 145; enemy.xyz[1] = 0; enemy.xyz[2] = 60; enemy.scale = 1.8; enemy.dx = 2.0; enemy.dz = 2.0; enemy.interval = 15; enemy.angle[0] = 90; enemy.life = 3; enemy.shot = 0; enemy.combat = sgroot.list['Player']; enemy.bullet = sgroot.list['Enemy_bullet']; enemy.my_bullet = sgroot.list['my_bullet']; enemy.bullet_kind = bullet_kind; enemy.set_move_collision(enemy_move1, enemy_collision_2d); node.main.addChild(enemy); node.type++; if(node.type > 4){ node.type = 0; node.frame = 0; node.set_move_collision(createEnemy_row_down, no_collision_idle); } } } createEnemy_row_down = function(node, sgroot, w, h){ if(1 == node.frame%10 && node.frame >= 100 ){ var enemy_kind = node.enemy_list[node.type]; var bullet_kind = node.bullet_list[node.type]; var enemy = new sgroot.createSceneGraph1(enemy_kind); enemy.xyz[0] = 145; enemy.xyz[1] = 0; enemy.xyz[2] =-190; enemy.scale = 1.8; enemy.dx = 2.0; enemy.dz = 2.0; enemy.interval = 15; enemy.angle[0] = 90; enemy.life = 3; enemy.shot = 0; enemy.combat = sgroot.list['Player']; enemy.bullet = sgroot.list['Enemy_bullet']; enemy.my_bullet = sgroot.list['my_bullet']; enemy.bullet_kind = bullet_kind; enemy.set_move_collision(enemy_move2, enemy_collision_2d); node.main.addChild(enemy); node.type++; if(node.type > 4){ node.type = 0; node.frame = 0; node.set_move_collision(createEnemy_triangle, no_collision_idle); } } } createEnemy_triangle = function(node, sgroot, w, h){ if(node.frame >= 200){ var enemy = new sgroot.createSceneGraph1("enemy_green"); enemy.xyz[0] = 120; enemy.xyz[1] = -80; enemy.xyz[2] = 60; enemy.scale = 1.8; enemy.dx = 0.0; enemy.dz = 2.0; enemy.interval = 4; enemy.angle[0] = 90; enemy.life = 3; enemy.shot = 0; enemy.combat = sgroot.list['Player']; enemy.bullet = sgroot.list['Enemy_bullet']; enemy.my_bullet = sgroot.list['my_bullet']; enemy.bullet_kind = "green_3d"; enemy.set_move_collision(enemy_move3, enemy_collision_2d); node.main.addChild(enemy); var enemy2 = new sgroot.createSceneGraph1("enemy_green"); enemy2.xyz[0] = 120; enemy2.xyz[1] = 80; enemy2.xyz[2] = 60; enemy2.scale = 1.8; enemy2.dx = 0.0; enemy2.dz = 2.0; enemy2.interval = 4; enemy2.angle[0] = 90; enemy2.life = 3; enemy2.shot = 0; enemy2.combat = sgroot.list['Player']; enemy2.bullet = sgroot.list['Enemy_bullet']; enemy2.my_bullet = sgroot.list['my_bullet']; enemy2.bullet_kind = "green_3d"; enemy2.set_move_collision(enemy_move3, enemy_collision_2d); node.main.addChild(enemy2); var enemy3 = new sgroot.createSceneGraph1("enemy_yellow"); enemy3.xyz[0] = 145; enemy3.xyz[1] = 0; enemy3.xyz[2] = -190; enemy3.scale = 1.8; enemy3.dx = 0.0; enemy3.dz = 2.0; enemy3.interval = 4; enemy3.angle[0] = 90; enemy3.life = 3; enemy3.shot = 0; enemy3.combat = sgroot.list['Player']; enemy3.bullet = sgroot.list['Enemy_bullet']; enemy3.my_bullet = sgroot.list['my_bullet']; enemy3.bullet_kind = "yellow_3d"; enemy3.set_move_collision(enemy_move4, enemy_collision_2d); node.main.addChild(enemy3); node.set_move_collision(createEnemy_square, no_collision_idle); node.frame = 0; } } createEnemy_square = function(node, sgroot, w, h){ if(node.frame >= 200){ var enemy = new sgroot.createSceneGraph1("enemy_water"); enemy.xyz[0] = 145; enemy.xyz[1] = -80; enemy.xyz[2] = 60; enemy.scale = 1.8; enemy.dx = 0.0; enemy.dz = 4.0; enemy.interval = 4; enemy.angle[0] = 90; enemy.life = 3; enemy.shot = 0; enemy.combat = sgroot.list['Player']; enemy.bullet = sgroot.list['Enemy_bullet']; enemy.my_bullet = sgroot.list['my_bullet']; enemy.bullet_kind = "water_3d"; enemy.set_move_collision(enemy_move5, enemy_collision_2d); node.main.addChild(enemy); var enemy2 = new sgroot.createSceneGraph1("enemy_yellow_green"); enemy2.xyz[0] = 145; enemy2.xyz[1] = 80; enemy2.xyz[2] = 60; enemy2.scale = 1.8; enemy2.dx = 0.0; enemy2.dz = 4.0; enemy2.interval = 4; enemy2.angle[0] = 90; enemy2.life = 3; enemy2.shot = 0; enemy2.combat = sgroot.list['Player']; enemy2.bullet = sgroot.list['Enemy_bullet']; enemy2.my_bullet = sgroot.list['my_bullet']; enemy2.bullet_kind = "yellow_green_3d"; enemy2.set_move_collision(enemy_move5, enemy_collision_2d); node.main.addChild(enemy2); var enemy3 = new sgroot.createSceneGraph1("enemy_red"); enemy3.xyz[0] = 145; enemy3.xyz[1] = 0; enemy3.xyz[2] = -190; enemy3.scale = 1.8; enemy3.dx = 0.0; enemy3.dz = 2.0; enemy3.interval = 4; enemy3.angle[0] = 90; enemy3.life = 3; enemy3.shot = 0; enemy3.combat = sgroot.list['Player']; enemy3.bullet = sgroot.list['Enemy_bullet']; enemy3.my_bullet = sgroot.list['my_bullet']; enemy3.bullet_kind = "red_3d"; enemy3.set_move_collision(enemy_move7, enemy_collision_2d); node.main.addChild(enemy3); var enemy4 = new sgroot.createSceneGraph1("enemy_silver"); enemy4.xyz[0] = 145; enemy4.xyz[1] = 0; enemy4.xyz[2] = 60; enemy4.scale = 1.8; enemy4.dx = 0.0; enemy4.dz = 2.0; enemy4.interval = 4; enemy4.angle[0] = 90; enemy4.life = 3; enemy4.shot = 0; enemy4.combat = sgroot.list['Player']; enemy4.bullet = sgroot.list['Enemy_bullet']; enemy4.my_bullet = sgroot.list['my_bullet']; enemy4.bullet_kind = "silver_3d"; enemy4.set_move_collision(enemy_move6, enemy_collision_2d); node.main.addChild(enemy4); node.set_move_collision(set_delay, no_collision_idle); node.frame = 0; } } createEnemy_fort = function(node, sgroot, w, h){ if(node.frame >= 100){ var enemy_kind = node.enemy_list[node.type]; var bullet_kind = node.bullet_list[node.type]; var enemy = new sgroot.createSceneGraph1(enemy_kind); enemy.xyz[0] = 290; enemy.xyz[1] = 80; enemy.xyz[2] =-190; enemy.scale = 1.8; enemy.dx = 1.0; enemy.dz = 1.0; enemy.interval = 3; enemy.speed = 3.0; enemy.angle[0] = 90; enemy.life = 3; enemy.shot = 0; enemy.combat = sgroot.list['Player']; enemy.bullet = sgroot.list['Enemy_bullet']; enemy.my_bullet = sgroot.list['my_bullet']; enemy.bullet_kind = bullet_kind; enemy.set_move_collision(fort_move, enemy_collision_2d); node.main.addChild(enemy); var enemy2 = new sgroot.createSceneGraph1(enemy_kind); enemy2.xyz[0] = 290; enemy2.xyz[1] = -80; enemy2.xyz[2] =-190; enemy2.scale = 1.8; enemy2.dx = 1.0; enemy2.dz = 1.0; enemy2.interval = 3; enemy2.speed = 3.0; enemy2.angle[0] = 90; enemy2.life = 3; enemy2.shot = 0; enemy2.combat = sgroot.list['Player']; enemy2.bullet = sgroot.list['Enemy_bullet']; enemy2.my_bullet = sgroot.list['my_bullet']; enemy2.bullet_kind = bullet_kind; enemy2.set_move_collision(fort_move, enemy_collision_2d); node.main.addChild(enemy2); node.frame = 0; node.set_move_collision(createEnemy_fort, no_collision_idle); node.type++; if(node.type > 7){ node.type = 0; node.frame = 0; node.set_move_collision(createEnemy_machida, no_collision_idle); } } } createEnemy_machida = function(node, sgroot, w, h){ if(node.frame > 200){ var machida = sgroot.createSceneGraph1("machida_main"); machida.xyz[0] = 30; machida.xyz[1] = -200; machida.xyz[2] = -1000; machida.angle[1] = -90; machida.scale = 2.0; machida.dx = 1.0; machida.dy = 4.0; machida.dz = 1.0; machida.interval = 4; machida.speed = 7.0; machida.life = 100; machida.shot = 0; machida.combat = sgroot.list['Player']; machida.bullet = sgroot.list['Enemy_bullet']; machida.my_bullet = sgroot.list['my_bullet']; machida.set_move_collision(machida_down, machida_collision); node.main.addChild(machida); node.set_move_collision(createEnemy_machida2, no_collision_idle); node.frame = 0; } } createEnemy_machida2 = function(node, sgroot, w, h){ if(node.frame > 1200){ var machida = sgroot.createSceneGraph1("machida_main"); machida.xyz[0] = 500; machida.xyz[1] = -200; machida.xyz[2] = -300; machida.angle[1] = -180; machida.scale = 2.0; machida.dx = 4.0; machida.dy = 4.0; machida.dz = 1.0; machida.interval = 30; machida.speed = 1.0; machida.life = 100; machida.shot = 0; machida.combat = sgroot.list['Player']; machida.bullet = sgroot.list['Enemy_bullet']; machida.my_bullet = sgroot.list['my_bullet']; machida.set_move_collision(machida_down2, machida_collision); node.main.addChild(machida); node.set_move_collision(createEnemy_machidaFinal, no_collision_idle); node.frame = 0; } } createEnemy_machidaFinal = function(node, sgroot, w, h){ if(node.frame > 1800){ var machida = sgroot.createSceneGraph1("machida_main"); machida.xyz[0] = 30; machida.xyz[1] = -200; machida.xyz[2] = -160; machida.angle[1] = -90; machida.scale = 2.0; machida.dx = 1.0; machida.dy = 4.0; machida.dz = 0.0; machida.interval = 4; machida.speed = 3.0; machida.life = 300; machida.shot = 0; machida.combat = sgroot.list['Player']; machida.bullet = sgroot.list['Enemy_bullet']; machida.my_bullet = sgroot.list['my_bullet']; machida.set_move_collision(machida_down3, machida_collision2); node.main.addChild(machida); node.set_move_collision(no_move_idle, no_collision_idle); node.frame = 0; } }