wingbase/server/game/room/world/body/turret/discharge/discharge.js
2016-03-30 19:58:56 +01:00

79 lines
1.4 KiB
JavaScript

'use strict';
class Discharge {
constructor(fixture, data) {
this.x = data.x;
this.y = data.y;
this.xvel = data.xvel;
this.yvel = data.yvel;
this.r = data.r;
this.lifetime = data.lifetime || 50;
this.fixture = fixture;
this.body = this.fixture.body;
this.world = this.body.world;
this.id = this.world.room.generateId();
}
destroy() {
this.world.removeDischarge(this);
}
contact(body, point) {
if (body == this.body) return;
if (body.type == 'ship' && body.player.team != this.body.player.team) {
body.damage(0.1, point)
}
this.destroy();
}
packDelta() {
// TODO: Implement some sort of delta interface for discharges that is
// derived from the fixture so it's efficient.
return [this.id, this.x, this.y];
}
packFull() {
// TODO: Create creation interface using fixture then send this as
// an array.
return {
form: 'discharge',
id: this.id,
x: this.x,
y: this.y,
r: this.r,
xvel: this.xvel,
yvel: this.yvel,
delta: this.packDelta()
}
}
tick() {
let start = {
x: this.x,
y: this.y
};
this.x += this.xvel;
this.y += this.yvel
let end = {
x: this.x,
y: this.y
};
let contact = this.world.physics.raycast(start, end);
if (contact) {
this.contact(contact.body, contact.point);
}
if (this.lifetime-- <= 0)
this.destroy();
}
}
module.exports = Discharge;