waves/public/assets/g/wbwwb/js/game/Gore.js
2025-04-09 17:11:14 -05:00

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Game.addToManifest({
gore: "sprites/peeps/gore.json"
});
/**************************************
Gore:
Just a prop that bounces around.
**************************************/
function Gore(scene){
var self = this;
self._CLASS_ = "Gore";
// Graphics: Layers to this peep.
self.DRAWING_SCALE = 0.65;
var g = new PIXI.Container();
self.graphics = g;
self.mc = MakeMovieClip("gore");
self.mc.gotoAndStop(Math.floor(Math.random()*3));
self.mc.anchor.x = 0.5;
self.mc.anchor.y = 0.5;
self.mc.scale.x = self.mc.scale.y = self.DRAWING_SCALE;
g.addChild(self.mc);
// Init set DIRECTION and VELOCITY and X,Y,Z
// and GRAVITY and SPIN and BOUNCE and OFFSET and FRAME
self.direction = 0;
self.velocity = 0;
self.vx = 0;
self.vz = 0;
self.x = 0;
self.y = 0;
self.z = 0;
self.rotation = 0;
self.gravity = 0.5;
self.init = function(options){
// All them dang options
if(options.direction!==undefined) self.direction=options.direction;
if(options.velocity!==undefined) self.velocity=options.velocity;
if(options.x!==undefined) self.x=options.x;
if(options.y!==undefined) self.y=options.y;
if(options.z!==undefined) self.z=options.z;
if(options.gravity!==undefined) self.gravity=options.gravity;
// And then convert to vx & vz.
self.vx = Math.cos(self.direction)*self.velocity;
self.vz = Math.sin(self.direction)*self.velocity;
self.vy = Math.random()-0.5; // just coz
self.vr = (Math.random()*2-1)*0.5; // just coz
};
// Update!
self.update = function(){
// FALLING
self.x += self.vx;
self.y += self.vy;
self.z += self.vz;
self.rotation += self.vr;
self.vz += self.gravity;
// Bounce or no?
if(self.z>=0){
self.z=0;
self.vx *= 0.8;
self.vy *= 0.8;
self.vr *= 0.8;
if(Math.abs(self.vz)>1){
// BLOOD FOR THE BLOOD GOD
var blood = new Blood(scene);
blood.init({
x: self.x,
y: self.y,
scale: Math.abs(self.vz)*0.02
});
scene.world.addBG(blood);
// Bounce
self.vz *= -0.2;
}else{
self.vz = 0;
}
}
// Convert to Graphics!
g.x = self.x;
g.y = self.y + self.z;
g.rotation = self.rotation;
};
// KILL ME
self.kill = function(){
var world = self.scene.world;
world.props.splice(world.props.indexOf(self),1);
world.layers.props.removeChild(self.graphics);
};
}