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mcMissiles.js
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if(MC === undefined) {
var MC = {};
}
MC.initMissiles = function() {
MC.mslProps = {
playerSpeed : 1500,
enemySpeed : 50,
enemyDelay : 200,
enemyAccumDelay : 0
};
MC.missiles = [];
if(MC.settings === undefined) {
MC.settings = {};
}
MC.settings.PLAYER = "player";
MC.settings.PLAYER_COLOR = "F00";
MC.settings.ENEMY = "enemy";
MC.settings.ENEMY_COLOR = "FF0";
};
MC.addPlayerMissile = function(srcX, srcY, destX, destY) {
var next = MC.missiles.length;
var xDiff = destX - srcX;
var yDiff = destY - srcY;
var hyp = Math.sqrt((xDiff*xDiff) + (yDiff*yDiff));
MC.missiles[next] = {
alive : true,
type : MC.settings.PLAYER,
color : MC.settings.ENEMY_COLOR,
src : {
x : srcX,
y : srcY
},
pos : {
x : srcX,
y : srcY
},
dest : {
x : destX,
y : destY
},
maxDistSqr : MC.calcDistSqr(srcX, srcY, destX, destY),
xCoef : xDiff / hyp,
yCoef : yDiff / hyp
};
};
MC.addEnemyMissile = function() {
var next = MC.missiles.length;
var srcX = Math.floor(Math.random() * MC.canvas.width);
var srcY = 0;
var city = Math.floor(Math.random() * MC.cities.length);
var destX = MC.cities[city].x + (MC.images.city.width / 2);
var destY = MC.cities[city].y + (MC.images.city.height / 2);
var xDiff = destX - srcX;
var yDiff = destY - srcY;
var hyp = Math.sqrt((xDiff*xDiff) + (yDiff*yDiff));
MC.missiles[next] = {
alive : true,
type : MC.settings.ENEMY,
color : MC.settings.ENEMY_COLOR,
src : {
x : srcX,
y : srcY
},
pos : {
x : srcX,
y : srcY
},
dest : {
x : destX,
y : destY
},
maxDistSqr : MC.calcDistSqr(srcX, srcY, destX, destY),
xCoef : xDiff / hyp,
yCoef : yDiff / hyp
};
};
MC.updateMissiles = function() {
var maxPlayerDist = MC.mslProps.playerSpeed * (MC.elapsed / 1000);
var maxEnemyDist = MC.mslProps.enemySpeed * (MC.elapsed / 1000);
var i, j, distSqr, nDead = 0;
// move enemy timer along, add enemy missile if time
MC.mslProps.enemyAccumDelay += MC.elapsed;
if(MC.mslProps.enemyAccumDelay > MC.mslProps.enemyDelay) {
MC.addEnemyMissile();
MC.mslProps.enemyAccumDelay -= MC.mslProps.enemyDelay;
}
// move the missiles forward
for(i = 0; i < MC.missiles.length; i++) {
if(MC.missiles[i].type === MC.settings.PLAYER) {
MC.missiles[i].pos.x += maxPlayerDist * MC.missiles[i].xCoef;
MC.missiles[i].pos.y += maxPlayerDist * MC.missiles[i].yCoef;
}
if(MC.missiles[i].type === MC.settings.ENEMY) {
MC.missiles[i].pos.x += maxEnemyDist * MC.missiles[i].xCoef;
MC.missiles[i].pos.y += maxEnemyDist * MC.missiles[i].yCoef;
}
distSqr = MC.calcDistSqr(MC.missiles[i].src.x, MC.missiles[i].src.y,
MC.missiles[i].pos.x, MC.missiles[i].pos.y);
if(distSqr >= MC.missiles[i].maxDistSqr) {
// players where they're supposed to be, enemies where they are
if(MC.missiles[i].type === MC.settings.PLAYER) {
MC.addExplosion(MC.missiles[i].dest.x, MC.missiles[i].dest.y);
} else if(MC.missiles[i].type === MC.settings.ENEMY) {
MC.addExplosion(MC.missiles[i].pos.x, MC.missiles[i].pos.y);
}
MC.missiles[i].alive = false;
nDead++;
}
}
// now mark the enemies that have hit explosions
for(i = 0; i < MC.missiles.length; i++) {
if(MC.missiles[i].type === MC.settings.PLAYER ||
MC.missiles[i].alive === false) {
continue;
}
if(MC.pointInExplosion(MC.missiles[i].pos.x, MC.missiles[i].pos.y)) {
MC.addExplosion(MC.missiles[i].pos.x, MC.missiles[i].pos.y);
MC.missiles[i].alive = false;
nDead++;
}
}
// remove dead missiles
for(i = 0; i < nDead; i++) {
for(j = 0; j < MC.missiles.length; j++) {
if(MC.missiles[j].alive === false) {
MC.missiles.splice(j, 1);
break;
}
}
}
};
MC.drawMissiles = function() {
var i;
// draw the enemies
MC.c.beginPath();
MC.c.lineWidth = 1;
MC.c.strokeStyle = MC.settings.ENEMY_COLOR;
for(i = 0; i < MC.missiles.length; i++) {
if(MC.missiles[i].type === MC.settings.ENEMY) {
MC.c.moveTo(MC.missiles[i].src.x, MC.missiles[i].src.y);
MC.c.lineTo(MC.missiles[i].pos.x, MC.missiles[i].pos.y);
}
}
MC.c.stroke();
// and the players
MC.c.beginPath();
MC.c.lineWidth = 1;
MC.c.strokeStyle = MC.settings.PLAYER_COLOR;
for(i = 0; i < MC.missiles.length; i++) {
if(MC.missiles[i].type === MC.settings.PLAYER) {
MC.c.moveTo(MC.missiles[i].src.x, MC.missiles[i].src.y);
MC.c.lineTo(MC.missiles[i].pos.x, MC.missiles[i].pos.y);
}
}
MC.c.stroke();
};