summaryrefslogtreecommitdiff
path: root/src/entities/boshy.js
blob: 9a2b589b43ef593c7fcb4ef9472309e37c9ba158 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
import { BOSHY } from "../assets.js"
import { Vector } from "../engine/vector.js"
import { Engine } from "../engine.js"
import { BoshyBullet } from "./boshybullet.js"
import { Entity } from "./entity.js"
import { SCENES, currentScene } from "../scenes.js"
import { boshyDied } from "../main.js"
import { Blood } from "./boshyblood.js"

export class Boshy extends Entity {
    reloadTime = 6
    lastShot = 0
    speed = 4

    canmove = true
    dead = false

    constructor() {
        super({
            size: new Vector(30, 30),
            position: new Vector(325, 400),
            sprite: BOSHY.NORMAL,
        })

        switch (currentScene) {
            case SCENES.PREQUEL:
            Engine.radio.playSound(BOSHY.SOUNDS.INTRO2)
            break;

            case SCENES.HELLO_KITTY:
            Engine.radio.playSound(BOSHY.SOUNDS.INTRO)
            break;
        }
    }

    update() {
        if (!this.canmove) return
        let keys = Engine.keys
        let viewport = Engine.screen.viewport

        /* get movement direction */
        let move = new Vector()
        let speed = this.speed
        if (keys.right) move.x += 1
        if (keys.left) move.x -= 1
        if (keys.up) move.y -= 1
        if (keys.down) move.y += 1
        if (keys.shoot) this.shoot()

        /* apply movement */
        move.normalize()
        move.multiply(speed)
        this.position.add(move)

        /* check limits */
        if (this.position.x < 0) this.position.x = 0
        if (this.position.y < 0) this.position.y = 0
        if (this.position.x > viewport.x) this.position.x = viewport.x
        if (this.position.y > viewport.y) this.position.y = viewport.y
    }

    shoot() {
        /* check if it can shoot */
        if (Engine.frame < this.lastShot + this.reloadTime) {
            return
        }

        this.lastShot = Engine.frame /*(reset reload)*/

        let bullet_a_position = this.position.clone()
        let bullet_b_position = this.position.clone()

        bullet_a_position.x = bullet_a_position.x + 5
        bullet_b_position.x = bullet_b_position.x - 5

        new BoshyBullet(bullet_a_position)
        new BoshyBullet(bullet_b_position)
        // new BoshyBullet(this.position.clone())
        Engine.radio.playSound(BOSHY.SOUNDS.SHOOT)
    }

    die() {
        if (this.dead) return
        this.dead = true
        this.playDeathSounds()
        this.spawnBlood()
        
        this.position.x = 0
        this.position.y = Engine.screen.viewport.y
        this.remove()
        boshyDied()
    }

    playDeathSounds() {
        Engine.radio.playSound(BOSHY.SOUNDS.DEAD)
        
        switch (Engine.random(1, 4)) {
            case 1: Engine.radio.playSound(BOSHY.SOUNDS.DEADQUOTE1); break;
            case 2: Engine.radio.playSound(BOSHY.SOUNDS.DEADQUOTE2); break;
            case 3: Engine.radio.playSound(BOSHY.SOUNDS.DEADQUOTE3); break;
            case 4: Engine.radio.playSound(BOSHY.SOUNDS.DEADQUOTE4); break;
        }
    }

    spawnBlood() {
        for (let i = 0; i<20; i++) {
            new Blood(this.position.clone().floor())
        }
    }
}