91 lines
2.1 KiB
JavaScript
91 lines
2.1 KiB
JavaScript
const {Player, Position} = wielder;
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const EVERY = 0.03;
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const N = 14;
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const SPREAD = 1;
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const creating = [];
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const offset = Math.random() * Math.TAU;
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for (let i = 0; i < N; ++i) {
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creating.push(ecs.get(ecs.create({
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Collider: {
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bodies: [
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{
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group: -1,
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points: [
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{x: -2.5, y: -2.5},
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{x: 14, y: -2.5},
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{x: 14, y: 2.5},
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{x: -2.5, y: 2.5},
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],
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unstoppable: 1,
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},
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],
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collisionStartScript: '/resources/magic-swords/collision-start.js',
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},
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Controlled: {},
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Direction: {direction: offset + Math.TAU * (i / N)},
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Forces: {},
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Light: {brightness: 0},
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Owned: {owner: Player ? Player.id : 0},
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Position: {x: Position.x, y: Position.y},
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Speed: {},
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Sprite: {
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alpha: 0,
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source: '/resources/magic-swords/magic-sword-shot.json',
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},
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Ticking: {},
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VisibleAabb: {},
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})));
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}
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const shot = creating.shift();
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shot.Sprite.alpha = 1;
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const shots = [
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{
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accumulated: 0,
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entity: shot,
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},
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];
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let spawner = 0;
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while (shots.length > 0) {
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spawner += elapsed;
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if (creating.length > 0 && spawner >= EVERY) {
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const entity = creating.shift();
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entity.Sprite.alpha = 1;
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shots.push({accumulated: 0, entity})
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spawner -= EVERY;
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}
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const destroying = [];
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for (const shot of shots) {
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shot.accumulated += elapsed;
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if (shot.accumulated <= SPREAD) {
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shot.entity.Speed.speed = 100 * (1 - (shot.accumulated / SPREAD))
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}
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else {
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if (!shot.oriented) {
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const toward = Math.atan2(
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where.y - shot.entity.Position.y,
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where.x - shot.entity.Position.x,
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)
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shot.entity.Speed.speed = 400;
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shot.entity.Direction.direction = (Math.TAU + toward) % Math.TAU;
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shot.oriented = true;
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}
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if (shot.accumulated > 1.5) {
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shot.entity.Sprite.alpha = 0;
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ecs.destroy(shot.entity.id);
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destroying.push(shot);
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}
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}
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shot.entity.Controlled.directionMove(shot.entity.Direction.direction);
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}
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for (let i = 0; i < destroying.length; ++i) {
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shots.splice(shots.indexOf(destroying[i]), 1);
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}
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await wait();
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}
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