Class: EnemyCommand

Inherits:
Actor
  • Object
show all
Defined in:
lib/enemy_command.rb

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(opts = {}) ⇒ EnemyCommand

Returns a new instance of EnemyCommand.



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# File 'lib/enemy_command.rb', line 5

def initialize opts={}
  super
  @defeated = false
  @stock = opts[:stock] || 10
  @attack_every = opts[:attack_every] || 1

  # Missiles configuration
  @missile_conf = {
    :width => opts[:missile_width] || 14,
    :max_force => opts[:missile_max_force] || 10,
    :max_speed => opts[:missile_max_speed] || 50,
    :mass => opts[:missile_mass] || 1,
    :color => opts[:missile_color] || 0xffccbcff
  }

  on :extra! do
    unless Gosu::Song.current_song
      $lotu.song('Amenoske-Overtura_Ce_en_Re_menor.mp3').play
    end
  end
end

Instance Attribute Details

#attack_everyObject

Returns the value of attribute attack_every.



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# File 'lib/enemy_command.rb', line 3

def attack_every
  @attack_every
end

Instance Method Details

#attack!(opts = {}) ⇒ Object



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# File 'lib/enemy_command.rb', line 27

def attack! opts={}
  unless @defeated
    if @stock > 0
      surprise = rand(5.0/@stock)
      surprise *= 2 if opts[:extra]
      @extra ||= {}
      @extra[:max_speed] = 0
      @extra[:color] = nil
      if opts[:extra] == :speed
        @extra[:max_speed] = @missile_conf[:max_speed] * 4
        @extra[:color] = Gosu::Color.new(0xff000000)
        @extra[:color].saturation = 0
      end
      missile = EnemyMissile.new(:mass => @missile_conf[:mass] + surprise,
                                 :max_force => @missile_conf[:max_force] + surprise*10,
                                 :max_speed => @missile_conf[:max_speed] + surprise*10 + @extra[:max_speed],
                                 :color => @extra[:color] || @missile_conf[:color],
                                 :x => rand($lotu.width),
                                 :y => 0,
                                 :angle => 180)
      missile.save_init_pos
      missile.target = Vector2d.new(rand($lotu.width), $lotu.height)
      missile.play_animation('missile.png', :width => @missile_conf[:width] + surprise * 10)
      if opts[:extra] == :speed
        missile.interpolate_saturation( :init => 0.2, :end => 1, :duration => 1 )
        missile.interpolate_value( :init => 1, :end => 0.2, :duration => 1, :bounce => true )
        missile.interpolate_hue( :init => missile.color.hue, :end => missile.color.hue, :duration => 1, :loop => true)
      end
      @stock -= 1
    else
      @defeated = true
    end
  end
end

#to_sObject



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# File 'lib/enemy_command.rb', line 62

def to_s
  "Stock: #{@stock}"
end