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SpecialButton.js
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/**
*
* @licstart The following is the entire license notice for the
* JavaScript code in this page.
*
* Copyright (C) 2012 David "aniwey" L.
*
*
* The JavaScript code in this page is free software: you can
* redistribute it and/or modify it under the terms of the GNU
* General Public License (GNU GPL) as published by the Free Software
* Foundation, either version 3 of the License, or (at your option)
* any later version. The code is distributed WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU GPL for more details.
*
* As additional permission under GNU GPL version 3 section 7, you
* may distribute non-source (e.g., minimized or compacted) forms of
* that code without the copy of the GNU GPL normally required by
* section 4, provided you include this license notice and a URL
* through which recipients can access the Corresponding Source.
*
* @licend The above is the entire license notice
* for the JavaScript code in this page.
*
*/
function SpecialButton(x, y, width, height, maxTimer){
// Call the Entity constructor
Entity.call(this, x, y, width, height, "#00B05B", true, false, false);
// Set members from parameters
this.maxTimer = maxTimer;
// Set the timer
this.timer = 0;
// Set the can fire boolean
this.canFire = false;
// Timer text
this.timerText = new Kinetic.Text({
fontSize: 12,
fontFamily: "monospace",
fill: "black"
});
Game.kineticMainLayer.add(this.timerText);
}
SpecialButton.prototype = Object.create(Entity.prototype);
// Loop method, inherited from Entity
SpecialButton.prototype.loop = function(){
// Call Entity loop method
Entity.prototype.loop.call(this);
// Decrease the timer
if(this.timer > 0){
this.timer--;
}
// Move the text to the top and set its text
this.timerText.moveToTop();
this.timerText.text("\
Touch to\n\
activate" + (this.timer > 0? ("\n in " + this.timer) : ""));
// We can't fire by default
this.canFire = false;
};
// Hit method, inherited from Entity
SpecialButton.prototype.hit = function(entity){
// If the entity we are hitting is the player and the timer is ready
if(entity === Game.player && this.timer == 0){
// We can fire special missiles
this.canFire = true;
// Reset the timer
this.timer = this.maxTimer;
}
};