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Weapon.pde
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class Weapon {
float period = 1;
float cooldown = 0;
public void roll(float delta) {
cooldown -= delta;
}
public Projectile emit(Entity e, float delta) {
if ((cooldown -= delta) < 0) {
cooldown = period;
Projectile projectile = new Projectile();
projectile.position.set(e.position);
projectile.velocity.y = (e.friendly) ? -100 : 100;
projectile.alive = true;
projectile.radius = 3;
projectile.friendly = e.friendly;
game.pendingAdd.add(projectile);
if (projectile.friendly)
game.friendlyProjectiles.add(projectile);
else
game.enemyProjectiles.add(projectile);
if (projectile.friendly)
sound.play();
return projectile;
}
return null;
}
}
class Trident extends Weapon {
public Trident() {
period = 0.5;
}
public Projectile emit(Entity e, float delta) {
if ((cooldown -= delta) < 0) {
cooldown = period;
for (int i = -1; i <= 1; ++i) {
Projectile projectile = new Projectile();
projectile.position.set(e.position);
projectile.velocity.set(e.velocity);
projectile.velocity.mult(0.5f);
projectile.velocity.y += (e.friendly) ? -200 : 200;
projectile.velocity.x += i * 80;
projectile.alive = true;
projectile.radius = 3;
projectile.friendly = e.friendly;
game.pendingAdd.add(projectile);
if (projectile.friendly)
game.friendlyProjectiles.add(projectile);
else
game.enemyProjectiles.add(projectile);
}
if (e.friendly)
sound.play();
return null;
}
return null;
}
}
class Rapid extends Weapon {
int rushCount = 10;
int maxRush = rushCount;
int rechargePeriod = 1;
Rapid(){
period = .10;
}
public Projectile emit(Entity e, float delta) {
if ((cooldown -= delta) < 0) {
cooldown = period;
rushCount --;
if (cooldown < (-rechargePeriod + period)) {
rushCount = maxRush;
}
if(rushCount > 0){
Projectile projectile = new Projectile();
projectile.position.set(e.position);
projectile.velocity.y = (e.friendly) ? -100 : 100;
projectile.velocity.x += random(-1, 1);
projectile.alive = true;
projectile.radius = 3;
projectile.friendly = e.friendly;
game.pendingAdd.add(projectile);
if (projectile.friendly)
game.friendlyProjectiles.add(projectile);
else
game.enemyProjectiles.add(projectile);
if (projectile.friendly)
sound.play();
return projectile;
}
if(rushCount <= 0){
rushCount = maxRush;
cooldown = rechargePeriod;
}
}
return null;
}
}