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SpecialMissileLauncher.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 SpecialMissileLauncher(x, y, size, defaultLaunchingDirection, launcherID){
// Call the MissileLauncher constructor
MissileLauncher.call(this, x, y, size, defaultLaunchingDirection, true);
// Set members from parameters
this.launcherID = launcherID;
};
SpecialMissileLauncher.prototype = Object.create(MissileLauncher.prototype);
// Should we launch a missile?
SpecialMissileLauncher.prototype.shouldLaunchMissile = function(){
// If the special button says we can fire return true
return Game.specialButton.canFire;
};
// Get the missile speed
MissileLauncher.prototype.getMissileSpeed = function(){
if(Game.specialButton.canFire){
switch(Game.destroyableWall.currentBuildingSize){
case 25: return 30; break;
case 50: return 30; break;
case 75:
if(this.launcherID <= 4) return 45;
else return 24;
break;
}
}
// Return 10 by default
return 10;
};
// Get the missile other speed
SpecialMissileLauncher.prototype.getMissileOtherSpeed = function(){
if(Game.specialButton.canFire){
switch(Game.destroyableWall.currentBuildingSize){
case 25:
return 15;
break;
case 50:
switch(this.launcherID){
case 0: return 2; break;
case 1: return 2; break;
case 2: return 2; break;
case 4: return 10; break;
case 5: return -2; break;
case 6: return -2; break;
case 7: return -2; break;
}
break;
case 75:
if(this.launcherID <= 4) return 12;
break;
}
}
// Return 0 by default
return 0;
};