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BreakOut.BonusFire.js
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BreakOut.BonusFire.js
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/**
* The MIT License (MIT)
*
* Copyright (c) 2015 Couchfriends
* www.couchfriends.com
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* Brick object
* @constructor
*/
BreakOut.BonusFire = function (settings) {
BreakOut.Bonus.call(this, settings);
/**
* list of textures. Start with the latest and move up to the first. Then it
* get destroyed
* @type {string[]}
*/
this.textures = [
'bonus-powerup-core-neutral.png'
];
this.childTexture = 'bonus-powerup-container-neutral.png';
/**
* Inner core
* @type {{}}
*/
this.core = {};
this.animationSpeed = 3;
this.effect = 'fire';
this.color = 0xff0000;
this.particles = [];
};
BreakOut.BonusFire.prototype = Object.create(BreakOut.Bonus.prototype);
BreakOut.BonusFire.prototype.init = function (settings) {
BreakOut.Bonus.prototype.init.call(this, settings);
if (BreakOut.settings.particles == true) {
for (var i = 0; i < 3; i++) {
var particle = new PIXI.Graphics();
particle.beginFill(this.color, 1);
particle.drawCircle(0, 0, 1 + Math.random() * 2);
particle.rotateRadius = 18 + Math.random() * 4;
particle.rotationSpeed = 6 + Math.random() * 4;
this.particles.push(particle);
this.object.addChild(particle);
}
}
};
BreakOut.BonusFire.prototype.update = function (time) {
if (!BreakOut.Bonus.prototype.update.call(this, time)) {
return false;
}
this.core.rotation += .05;
this.object.rotation -= .05;
// smoothly fade out light when reaching off the screen
if (BreakOut.settings.lighting == true &&
(this.object.position.y < 100 || this.object.position.y > BreakOut.settings.height - 100)) {
this.light.brightness -= .005;
}
if (BreakOut.settings.particles == true) {
for (var i = 0; i < this.particles.length; i++) {
var particle = this.particles[i];
var particleRotationRadius = BreakOut.timer / particle.rotationSpeed;
particle.x = particle.rotateRadius * Math.cos(particleRotationRadius);
particle.y = particle.rotateRadius * Math.sin(particleRotationRadius);
}
}
return true;
};