マイペースなプログラミング日記

DTMやプログラミングにお熱なd-kamiがマイペースに書くブログ

簡単なシューティングゲーム作成 その2

前回作ったPlayerとPlayerBullet1は共通する処理があったので、今回は継承(?)を使って共通する処理をまとめてみた。ついでにEnemy1も作成した。ただ、まだ敵はでてこない。まずは共通する処理をまとめたGameObject.js

var GameObject = function(){
    this.move = function(x, y){
        this.position.move(x, y)
    }
    
    this.dmove = function(dx, dy){
        this.position.dmove(dx, dy);
    }

    this.applyDamage = function(damage){
        this.life -= damage;
        this.life = this.life < 0 ? 0 : this.life;
        
        return this.life > 0;
    }

    this.intersect = function(object){
        return this.getRect().intersect(object.getRect());
    }
}

次にPlayer.js。使う必要がなさそうなのでthis.imageを削除してimageをそのまま使うようにした。あとはGameObjectを継承するようにしている

var Player = function(image){
    this.position = new Point();
    this.rect = new Rect();
    
    this.life = 300;
    this.damage = 300;
    this.score = 10000;
    this.fire = false;
    
    var direction = 0;
    var fireCount = 0;
    
    this.draw = function(context){
        context.drawImage(image, this.position.x, this.position.y);
    }
    
    this.doAction = function(info){
        this.doMove();
        
        if(this.fire && fireCount == 0){
            var bullet = new PlayerBullet1();
            bullet.move(this.position.x + 60, this.position.y + 22);
            info.bullets.push(bullet);
            
            fireCount = 16;
        }
        
        if(fireCount > 0){
            fireCount--;
        }
    }
    
    this.doMove = function(){
        if((direction & 0x01) > 0){
            this.dmove(3, 0);
        }
        
        if((direction & 0x02) > 0){
            this.dmove(-3, 0);
        }
        
        if((direction & 0x04) > 0){
            this.dmove(0, 3);
        }
        
        if((direction & 0x08) > 0){
            this.dmove(0, -3);
        }
    }
    
    this.onDirection = function(input){
        direction |= input;
    }
    
    this.offDirection = function(input){
        direction &= ~input;
    }
    
    this.getRect = function(){
        this.rect.left = this.position.x + 8;
        this.rect.top = this.position.y + 14;
        this.rect.right = this.position.x + 68;
        this.rect.bottom = this.position.y + 30;
        
        return this.rect;
    }
}

Player.prototype = new GameObject();

次にPlayerBullet1.js。これはただGameObjectを継承するようにしただけ

var PlayerBullet1 = function(){
    this.position = new Point();
    this.rect = new Rect();
    this.life = 10000;
    this.damage = 100;
    this.score = 100000;

    this.doAction = function(info){
        this.dmove(8, 0);
    }

    this.draw = function(context){
        context.fillStyle = 'rgb(255, 255, 0)';
        context.beginPath();
        context.arc(this.position.x + 1, this.position.y + 1, 2, 0, 360, true);
        context.closePath();
        context.fill();
    }

    this.getRect = function(){
        this.rect.left = this.position.x;
        this.rect.top = this.position.y;
        this.rect.right = this.rect.left + 2;
        this.rect.bottom = this.rect.top + 2;
    }
}

PlayerBullet1.prototype = new GameObject();

最後にEnemy1.js。描画はまた今度

var Enemy1 = function(image){
    this.position = new Point();
    this.rect = new Rect();
    
    this.life = 100;
    this.damage = 100;
    this.score = 1;
    
    this.draw = function(context){
        context.drawImage(image, this.position.x, this.position.y);
    }
    
    this.doAction = function(info){
        this.dmove(-2, 0);
    }

    this.getRect = function(){
        this.rect.left = this.position.x + 6;
        this.rect.top = this.position.y + 10;
        this.rect.right = this.position.x + 72;
        this.rect.bottom = this.position.y + 22;
        
        return this.rect;
    }
}

Enemy1.prototype = new GameObject();