2017-02-09 00:00:35 +00:00
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module TS.SpaceTac.UI {
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2015-02-20 00:00:00 +00:00
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// Particle that is rotated to always face its ongoing direction
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class BulletParticle extends Phaser.Particle {
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update(): void {
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super.update();
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this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x);
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}
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}
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2017-02-13 19:31:45 +00:00
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interface Point {
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x: number;
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y: number;
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}
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/**
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* Visual effects renderer for weapons.
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*/
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2015-02-20 00:00:00 +00:00
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export class WeaponEffect {
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2017-02-13 19:31:45 +00:00
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// Link to game
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private ui: MainUI;
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2017-05-09 20:41:35 +00:00
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// Link to arena
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private arena: Arena;
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2017-02-13 19:31:45 +00:00
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// Display group in which to display the visual effects
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private layer: Phaser.Group;
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2015-03-11 00:00:00 +00:00
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2015-02-20 00:00:00 +00:00
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// Firing ship
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2017-02-09 00:00:35 +00:00
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private source: Target;
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2015-02-20 00:00:00 +00:00
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// Targetted ship
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2017-02-09 00:00:35 +00:00
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private destination: Target;
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2017-02-15 16:41:24 +00:00
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// Weapon used
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private weapon: Equipment;
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2015-02-20 00:00:00 +00:00
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// Effect in use
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private effect: Function;
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2017-02-15 16:41:24 +00:00
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constructor(arena: Arena, source: Target, destination: Target, weapon: Equipment) {
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this.ui = arena.getGame();
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this.arena = arena;
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this.layer = arena.layer_weapon_effects;
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this.source = source;
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this.destination = destination;
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this.weapon = weapon;
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2017-02-15 16:41:24 +00:00
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this.effect = this.getEffectForWeapon(weapon.code);
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2015-02-20 00:00:00 +00:00
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}
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2017-02-14 00:30:50 +00:00
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/**
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* Start the visual effect
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*
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* Returns the duration of the effect.
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*/
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start(): number {
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if (this.effect) {
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return this.effect();
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} else {
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return 0;
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}
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}
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2017-02-15 16:41:24 +00:00
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/**
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* Get the function that will be called to start the visual effect
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*/
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getEffectForWeapon(weapon: string): Function {
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switch (weapon) {
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case "gatlinggun":
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return this.gunEffect.bind(this);
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default:
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return this.defaultEffect.bind(this);
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}
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}
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2017-02-13 19:31:45 +00:00
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/**
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* Add a shield impact effect on a ship
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*/
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shieldImpactEffect(from: Point, ship: Point, delay: number, duration: number, particles = false) {
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let angle = Math.atan2(from.y - ship.y, from.x - ship.x);
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let effect = new Phaser.Image(this.ui, ship.x, ship.y, "battle-weapon-shield-impact");
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effect.alpha = 0;
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effect.rotation = angle;
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effect.anchor.set(0.5, 0.5);
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this.layer.addChild(effect);
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let tween1 = this.ui.add.tween(effect).to({ alpha: 1 }, 100).delay(delay);
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let tween2 = this.ui.add.tween(effect).to({ alpha: 0 }, 100).delay(duration);
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tween1.chain(tween2);
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tween2.onComplete.addOnce(() => effect.destroy());
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tween1.start();
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2017-05-09 20:41:35 +00:00
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if (particles) {
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let emitter = this.ui.add.emitter(ship.x + Math.cos(angle) * 35, ship.y + Math.sin(angle) * 35, 30);
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emitter.minParticleScale = 0.7;
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emitter.maxParticleScale = 1.2;
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emitter.gravity = 0;
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emitter.makeParticles("battle-weapon-hot");
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emitter.setSize(10, 10);
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emitter.setRotation(0, 0);
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emitter.setXSpeed(-Math.cos(angle) * 20, -Math.cos(angle) * 80);
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emitter.setYSpeed(-Math.sin(angle) * 20, -Math.sin(angle) * 80);
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this.arena.battleview.timer.schedule(delay, () => emitter.start(false, 200, 30, duration * 0.8 / 30));
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this.layer.addChild(emitter);
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}
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2017-02-14 00:30:50 +00:00
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}
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/**
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* Add a hull impact effect on a ship
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*/
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hullImpactEffect(from: Point, ship: Point, delay: number, duration: number) {
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let angle = Math.atan2(from.y - ship.y, from.x - ship.x);
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let emitter = this.ui.add.emitter(ship.x + Math.cos(angle) * 10, ship.y + Math.sin(angle) * 10, 30);
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emitter.minParticleScale = 1.0;
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emitter.maxParticleScale = 2.0;
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emitter.gravity = 0;
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emitter.makeParticles("battle-weapon-hot");
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emitter.setSize(15, 15);
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emitter.setRotation(0, 0);
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emitter.setXSpeed(-Math.cos(angle) * 120, -Math.cos(angle) * 260);
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emitter.setYSpeed(-Math.sin(angle) * 120, -Math.sin(angle) * 260);
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this.arena.battleview.timer.schedule(delay, () => emitter.start(false, 200, 30, duration * 0.8 / 30));
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2017-02-13 19:31:45 +00:00
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this.layer.addChild(emitter);
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}
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/**
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* Default firing effect
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*/
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defaultEffect(): number {
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let missile = new Phaser.Image(this.ui, this.source.x, this.source.y, "battle-weapon-default");
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2015-03-16 00:00:00 +00:00
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missile.anchor.set(0.5, 0.5);
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missile.rotation = this.source.getAngleTo(this.destination);
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this.layer.addChild(missile);
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2017-04-18 19:51:23 +00:00
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let blast_radius = this.weapon.action.getBlastRadius(this.source.ship || new Ship());
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2017-02-15 16:41:24 +00:00
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let tween = this.ui.tweens.create(missile);
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tween.to({ x: this.destination.x, y: this.destination.y }, 1000);
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tween.onComplete.addOnce(() => {
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missile.destroy();
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2017-04-18 19:51:23 +00:00
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if (blast_radius > 0) {
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2017-02-15 16:41:24 +00:00
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let blast = new Phaser.Image(this.ui, this.destination.x, this.destination.y, "battle-weapon-blast");
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2017-04-18 19:51:23 +00:00
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let scaling = blast_radius * 2 / (blast.width * 0.9);
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2017-02-15 16:41:24 +00:00
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blast.anchor.set(0.5, 0.5);
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blast.scale.set(0.001, 0.001);
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let tween1 = this.ui.tweens.create(blast.scale).to({ x: scaling, y: scaling }, 1500, Phaser.Easing.Quintic.Out);
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tween1.onComplete.addOnce(() => blast.destroy());
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tween1.start();
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let tween2 = this.ui.tweens.create(blast).to({ alpha: 0 }, 1450, Phaser.Easing.Quadratic.In);
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tween2.start();
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this.layer.addChild(blast);
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}
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});
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tween.start();
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2017-02-14 00:30:50 +00:00
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2017-05-09 20:41:35 +00:00
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if (blast_radius > 0) {
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let ships = this.arena.getBattle().collectShipsInCircle(this.destination, blast_radius);
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ships.forEach(ship => {
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if (ship.getValue("shield") > 0) {
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this.shieldImpactEffect(this.destination, { x: ship.arena_x, y: ship.arena_y }, 1200, 800);
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} else {
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this.hullImpactEffect(this.destination, { x: ship.arena_x, y: ship.arena_y }, 1200, 400);
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}
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});
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}
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2017-04-18 19:51:23 +00:00
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return 1000 + (blast_radius ? 1500 : 0);
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}
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2017-02-13 19:31:45 +00:00
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/**
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* Submachine gun effect (quick chain of small bullets)
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*/
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gunEffect(): number {
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this.ui.audio.playOnce("battle-weapon-bullets");
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2017-02-13 19:31:45 +00:00
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let has_shield = this.destination.ship && this.destination.ship.getValue("shield") > 0;
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var dx = this.destination.x - this.source.x;
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var dy = this.destination.y - this.source.y;
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var angle = Math.atan2(dy, dx);
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var distance = Math.sqrt(dx * dx + dy * dy);
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2017-02-13 19:31:45 +00:00
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var emitter = new Phaser.Particles.Arcade.Emitter(this.ui, this.source.x + Math.cos(angle) * 35, this.source.y + Math.sin(angle) * 35, 10);
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var speed = 2000;
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emitter.particleClass = BulletParticle;
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emitter.gravity = 0;
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emitter.setSize(5, 5);
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emitter.setRotation(0, 0);
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emitter.setXSpeed(Math.cos(angle) * speed, Math.cos(angle) * speed);
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emitter.setYSpeed(Math.sin(angle) * speed, Math.sin(angle) * speed);
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emitter.makeParticles(["battle-weapon-bullets"]);
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2017-02-14 00:30:50 +00:00
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let guard = 50 + (has_shield ? 80 : 40);
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if (guard + 1 > distance) {
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guard = distance - 1;
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}
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emitter.start(false, 1000 * (distance - guard) / speed, 50, 10);
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this.layer.addChild(emitter);
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if (has_shield) {
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this.shieldImpactEffect(this.source, this.destination, 100, 800, true);
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} else {
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this.hullImpactEffect(this.source, this.destination, 100, 800);
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}
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return 1000;
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}
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}
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}
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