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generate.js
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function generate_projectile(x, y, angle, amount, offsetAngle, offsetStartTimes, speed, damage, ownerId, creationTime, endTime, color){
var projectilePos = offsetStartTimes; // Higher than 0
// Create multiple shoots
for(var i = 0; i < amount; i++){
// The offset in rad
var offset = 0;
if(i !== 0){
// Make the offset!
if(i/2 === Math.floor(i/2)){
// Even numbers
offset = -offsetAngle * projectilePos;
projectilePos++; // increment the pos| Since both the even and uneven has been added now
}
else{
// Uneven numbers
offset = offsetAngle * projectilePos;
}
}
/* - Calculate the x and y per tick! - */
var xInc = 0;
var yInc = 0;
// Calculate the x and y increments | using speed(hypotenuse) and the angle the click was in
xInc = speed * Math.cos(angle + offset);
yInc = speed * Math.sin(angle + offset);
// The projectile object
var newProjectile = {
id: ownerId,
created: creationTime,
ending: endTime,
x: x,
y: y,
xInc: xInc,
yInc: yInc,
speed: speed,
angle: angle,
damage: damage,
color: color
}
// Add it to the array
projectile.push(newProjectile);
}
}
function create_player_projectile(){
// Create a projectile
// Get the time
var d = new Date();
var t = d.getTime(); // Time
// Get mouse position
var x = client.mouse.x;
var y = client.mouse.y;
// Call projectile generator IF the delay time has passed since last time
if(t - (player.projectile.delay * 1000) > player.projectile.last){ // Current T(ms) - delay(ms) > last time shoot
// Update the time last shoot
player.projectile.last = t;
// Get the angle(rad) the mouse is i
var angle = rad_angle(player.x + (player.width / 2) - client.offset.x, player.y + (player.height / 2) - client.offset.y, x, y);
// Create a projectile
generate_projectile(player.x + player.width / 2, player.y + player.height / 2, angle, player.projectile.amount, deg2rad(player.projectile.offsetAngle), player.projectile.offsetStartTimes, player.projectile.speed, player.projectile.damage, player.id, t, t + player.projectile.duration * 1000, player.projectile.color);
}
}
function create_enemy_projectile(instance){
// Create a projectile
// Get the time
var d = new Date();
var t = d.getTime(); // Time
// Call projectile generator IF the delay time has passed since last time
if(t - (enemy[instance].projectile.delay * 1000) > enemy[instance].projectile.last){ // Current T(ms) - delay(ms) > last time shoot
// Update the time last shoot
enemy[instance].projectile.last = t;
// Get the angle(rad) the player is in
var angle = rad_angle(enemy[instance].x, enemy[instance].y, player.x, player.y);
// Create a projectile
generate_projectile(enemy[instance].x + (enemy[instance].width / 2), enemy[instance].y + (enemy[instance].height / 2), angle, enemy[instance].projectile.amount, deg2rad(enemy[instance].projectile.offsetAngle), enemy[instance].projectile.offsetStartTimes, enemy[instance].projectile.speed, enemy[instance].projectile.damage, enemy[instance].id, t, t + enemy[instance].projectile.duration * 1000, enemy[instance].projectile.color);
}
}