modules.Projectiles = (function() {
var projectiles = [];
return {
new: function(cv, x, y, width, height, direction, speed) {
projectiles.push(
new Projectile(cv, x, y, width, height, direction, speed));
},
getActive: function() {
return projectiles.length;
},
draw: function() {
for (var i = 0; i < projectiles.length; i++) {
projectiles[i].draw();
}
}
};
})();
Enemy.prototype.init = function(game, avatar, enemyInfo) {
_game = game;
_game.enemy.avatar = new Image();
_game.enemy.avatar.src = avatar;
console.log(_game.enemy.avatar.src);
function ready() {
window.removeEventListener('load', ready, false);
// Create an instance of the app
app = new App();
// Make sure the game Object is empty before starting a new game
app.game = {
fps: fps
};
app.game.player = {};
app.game.enemy = {};
app.game.bodies = [];
// Initialize modules
app.modules.Overlays.init(app.el.overlays, app.game);
// Start the welcome screen once the app is loaded
app.modules.Overlays.startWelcome();
}
window.addEventListener('load', re
Enemy.prototype.init = function(game, avatar, enemyInfo) {
_game = game;
console.log(_game);
Enemy.prototype.draw = function () {
_game.cv.drawImage(
_game.enemy.avatar,
_game.enemy.frame.width * _game.enemy.frame.current,
_game.enemy.frame.direction * _game.enemy.frame.height,
_game.enemy.frame.width, _game.enemy.frame.height,
// centered on canvass
_game.enemy.pos.x, _game.enemy.pos.y,
// image size to draw
_game.enemy.frame.width * _game.scaleFactor,
_game.enemy.frame.height * _game.scaleFactor
);
this.drawHealth();
}
Enemy.prototype.init = function(game, avatar, enemyInfo) {
_game = game;
console.log(_game);
_game.enemy.avatar = new Image();
_game.enemy.avatar.src = avatar;
console.log(_game.enemy.avatar.src);
_game.enemy.pos = {
x: Math.floor((Math.random() * 600) + 100) * _game.scaleFactor,
y: Math.floor((Math.random() * 400) + 100) * _game.scaleFactor
};
_game.enemy.animation = {
x: 0,
y: 0
};
_game.enemy.frame = {
current: 0,
direction: Math.floor((Math.random() * 3)),
total: enemyInfo.frames,
width: (enemyInfo.width / enemyInfo.frames),
height: (enemyInfo.height / enemyInfo.frames)
};
_game.enemy.health = {
total: 100,
current: 100,
percent: 100
};
_game.enemy.speed = .05;
_game.enemy.avatar = null;
_game.bodies.push(_game.enemy);
}
modules.Enemy = new Enemy();
window.$modules = modules;
})(window.$modules || {});
app.modules.Player.init(app.game,
'/images/players/player_00' + player + '.png', {
frames: 4,
width: playersInfo[player - 1].width,
height: playersInfo[player - 1].height
});
app.modules.Enemy.init(app.game,
'/images/dragons/dragon.png', {
frames: 10,
width: (750 / 10),
height: (560 / 8)
});
console.log(_game.enemy);