view paper_shooting/resources/create_enemy.js @ 25:158b846e3874

paper
author <e085737>
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;
    }
}