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titaniumnetwork-dev
GitHub Repository: titaniumnetwork-dev/Incognito-old
Path: blob/main/static/src/gs/public/radius-raid/js/definitions.js
1325 views
1
/*==============================================================================
2
Definitions
3
==============================================================================*/
4
$.definitions = {};
5
6
/*==============================================================================
7
Audio
8
==============================================================================*/
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$.definitions.audio = {
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'shoot': {
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count: 10,
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params: [
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[2,,0.2,,0.1753,0.64,,-0.5261,,,,,,0.5522,-0.564,,,,1,,,,,0.25]
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]
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},
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'shootAlt': {
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count: 10,
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params: [
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[0,,0.16,0.18,0.18,0.47,0.0084,-0.26,,,,,,0.74,-1,,-0.76,,1,,,,,0.15]
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]
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},
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'hit': {
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count: 10,
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params: [
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[3,,0.0138,,0.2701,0.4935,,-0.6881,,,,,,,,,,,1,,,,,0.25],
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[0,,0.0639,,0.2425,0.7582,,-0.6217,,,,,,0.4039,,,,,1,,,,,0.25],
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[3,,0.0948,,0.2116,0.7188,,-0.6372,,,,,,,,,,,1,,,0.2236,,0.25]
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]
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},
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'explosion': {
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count: 5,
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params: [
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[3,,0.1164,0.88,0.37,0.06,,0.1599,,,,-0.0846,0.6485,,,,0.3963,-0.0946,1,,,,,0.25],
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[3,,0.2958,0.3173,0.3093,0.0665,,0.1334,,,,,,,,,,,1,,,,,0.25]
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]
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},
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'explosionAlt': {
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count: 5,
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params: [
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[3,,0.15,0.7523,0.398,0.15,,-0.18,,0.39,0.53,-0.3428,0.6918,,,0.5792,0.6,0.56,1,,,,,0.25]
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]
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},
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'takingDamage': {
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count: 5,
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params: [
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[3,,0.1606,0.5988,0.2957,0.1157,,-0.3921,,,,,,,,,0.3225,-0.2522,1,,,,,0.25],
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[3,,0.1726,0.2496,0.2116,0.0623,,-0.2096,,,,,,,,,0.2665,-0.1459,1,,,,,0.25],
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[3,,0.1645,0.7236,0.3402,0.0317,,,,,,,,,,,,,1,,,,,0.25]
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]
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},
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'death': {
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count: 1,
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params: [
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[3,,0.51,,1,0.1372,,0.02,0.1,,,,0.89,0.7751,,,-0.16,0.32,1,0.3999,0.81,,0.1999,0.15]
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]
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},
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'powerup': {
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count: 3,
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params: [
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[0,,0.01,,0.4384,0.2,,0.12,0.28,1,0.65,,,0.0419,,,,,1,,,,,0.4]
61
]
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},
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'levelup': {
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count: 2,
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params: [
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[2,1,0.01,,0.84,0.19,,,,0.62,0.7,,,-0.7248,0.8522,,,,1,,,,,0.45]
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]
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},
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'hover': {
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count: 10,
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params: [
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[0,0.08,0.18,,,0.65,,1,1,,,0.94,1,,,,-0.3,1,1,,,0.3,0.5,0.35]
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]
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},
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'click': {
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count: 5,
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params: [
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[3,,0.18,,,1,,-1,-1,,,,,,,,,,1,,,0.64,,0.35]
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]
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}
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};
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83
/*==============================================================================
84
Enemies
85
==============================================================================*/
86
$.definitions.enemies = [
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{ // Enemy 0 - horizontal / vertical
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value: 5,
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speed: 1.5,
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life: 1,
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radius: 15,
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hue: 180,
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lockBounds: 1,
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setup: function() {
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if( this.start == 'top' ){
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this.direction = $.pi / 2;
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} else if( this.start == 'right' ) {
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this.direction = -$.pi;
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} else if( this.start == 'bottom' ) {
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this.direction = -$.pi / 2;
101
} else {
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this.direction = 0;
103
}
104
},
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behavior: function() {
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var speed = this.speed;
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if( $.slow ) {
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speed = this.speed / $.slowEnemyDivider;
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}
110
111
this.vx = Math.cos( this.direction ) * speed;
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this.vy = Math.sin( this.direction ) * speed;
113
}
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},
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{ // Enemy 1 - diagonal
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value: 10,
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speed: 1.5,
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life: 2,
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radius: 15,
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hue: 120,
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lockBounds: 1,
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setup: function() {
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var rand = Math.floor( $.util.rand( 0, 2 ) );
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if( this.start == 'top' ){
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this.direction = ( rand ) ? $.pi / 2 + $.pi / 4: $.pi / 2 - $.pi / 4;
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} else if( this.start == 'right' ) {
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this.direction = ( rand ) ? -$.pi + $.pi / 4 : -$.pi - $.pi / 4;
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} else if( this.start == 'bottom' ) {
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this.direction = ( rand ) ? -$.pi / 2 + $.pi / 4 : -$.pi / 2 - $.pi / 4;
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} else {
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this.direction = ( rand ) ? $.pi / 4 : -$.pi / 4;
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}
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},
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behavior: function() {
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var speed = this.speed;
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if( $.slow ) {
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speed = this.speed / $.slowEnemyDivider;
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}
139
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this.vx = Math.cos( this.direction ) * speed;
141
this.vy = Math.sin( this.direction ) * speed;
142
}
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},
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{ // Enemy 2 - move directly hero
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value: 15,
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speed: 1.5,
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life: 2,
148
radius: 20,
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hue: 330,
150
behavior: function() {
151
var speed = this.speed;
152
if( $.slow ) {
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speed = this.speed / $.slowEnemyDivider;
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}
155
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var dx = $.hero.x - this.x,
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dy = $.hero.y - this.y,
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direction = Math.atan2( dy, dx );
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this.vx = Math.cos( direction ) * speed;
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this.vy = Math.sin( direction ) * speed;
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}
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},
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{ // Enemy 3 - splitter
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value: 20,
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speed: 0.5,
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life: 3,
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radius: 50,
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hue: 210,
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canSpawn: 1,
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behavior: function() {
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var speed = this.speed;
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if( $.slow ) {
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speed = this.speed / $.slowEnemyDivider;
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}
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var dx = $.hero.x - this.x,
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dy = $.hero.y - this.y,
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direction = Math.atan2( dy, dx );
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this.vx = Math.cos( direction ) * speed;
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this.vy = Math.sin( direction ) * speed;
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},
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death: function() {
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if( this.canSpawn ) {
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for( var i = 0; i < 4; i++ ) {
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var enemy = $.spawnEnemy( this.type );
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enemy.radius = 20;
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enemy.canSpawn = 0;
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enemy.speed = 1;
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enemy.life = 1;
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enemy.value = 5;
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enemy.x = this.x;
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enemy.y = this.y;
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if( i == 0 ) {
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enemy.x -= 45;
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} else if( i == 1 ) {
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enemy.x += 45;
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} else if( i == 2 ) {
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enemy.y -= 45;
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} else {
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enemy.y += 45;
201
}
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$.enemies.push( enemy );
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}
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}
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}
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},
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{ // Enemy 4 - wanderer
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value: 25,
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speed: 2,
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life: 4,
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radius: 20,
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hue: 30,
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lockBounds: 1,
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setup: function() {
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if( this.start == 'top' ){
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this.direction = $.pi / 2;
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} else if( this.start == 'right' ) {
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this.direction = -$.pi;
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} else if( this.start == 'bottom' ) {
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this.direction = -$.pi / 2;
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} else {
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this.direction = 0;
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}
224
},
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behavior: function() {
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var speed = this.speed * $.util.rand( 1, 2 );
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if( $.slow ) {
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speed = this.speed / $.slowEnemyDivider;
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}
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this.direction += $.util.rand( -0.15, 0.15 );
232
this.vx = Math.cos( this.direction ) * speed;
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this.vy = Math.sin( this.direction ) * speed;
234
}
235
},
236
{ // Enemy 5 - stealth, hard to see - move directly hero
237
value: 30,
238
speed: 1,
239
life: 3,
240
radius: 20,
241
hue: 0,
242
saturation: 0,
243
lightness: 30,
244
behavior: function() {
245
var speed = this.speed;
246
if( $.slow ) {
247
speed = this.speed / $.slowEnemyDivider;
248
}
249
250
var dx = $.hero.x - this.x,
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dy = $.hero.y - this.y,
252
direction = Math.atan2( dy, dx );
253
this.vx = Math.cos( direction ) * speed;
254
this.vy = Math.sin( direction ) * speed;
255
}
256
},
257
{ // Enemy 6 - big strong slow fatty
258
value: 35,
259
speed: 0.25,
260
life: 8,
261
radius: 80,
262
hue: 150,
263
behavior: function() {
264
var speed = this.speed;
265
if( $.slow ) {
266
speed = this.speed / $.slowEnemyDivider;
267
}
268
269
var dx = $.hero.x - this.x,
270
dy = $.hero.y - this.y,
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direction = Math.atan2( dy, dx );
272
this.vx = Math.cos( direction ) * speed;
273
this.vy = Math.sin( direction ) * speed;
274
}
275
},
276
{ // Enemy 7 - small weak speedy
277
value: 40,
278
speed: 2.5,
279
life: 1,
280
radius: 15,
281
hue: 300,
282
behavior: function() {
283
var speed = this.speed;
284
if( $.slow ) {
285
speed = this.speed / $.slowEnemyDivider;
286
}
287
288
var dx = $.hero.x - this.x,
289
dy = $.hero.y - this.y,
290
direction = Math.atan2( dy, dx );
291
direction = direction + Math.cos( $.tick / 50 ) * 1;
292
this.vx = Math.cos( direction ) * speed;
293
this.vy = Math.sin( direction ) * speed;
294
}
295
},
296
{ // Enemy 8 - strong grower, move to hero
297
value: 45,
298
speed: 1.5,
299
growth: 0.1,
300
life: 6,
301
radius: 20,
302
hue: 0,
303
saturation: 0,
304
lightness: 100,
305
behavior: function() {
306
var speed = this.speed,
307
growth = this.growth;
308
if( $.slow ) {
309
speed = this.speed / $.slowEnemyDivider;
310
growth = this.growth / $.slowEnemyDivider;
311
}
312
313
var dx = $.hero.x - this.x,
314
dy = $.hero.y - this.y,
315
direction = Math.atan2( dy, dx );
316
317
if( Math.sqrt(dx * dx + dy * dy ) > 200 ) {
318
this.vx = Math.cos( direction ) * speed;
319
this.vy = Math.sin( direction ) * speed;
320
this.fillStyle ='hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, 0.1)';
321
this.strokeStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, 1)';
322
} else {
323
this.vx += $.util.rand( -0.25, 0.25 );
324
this.vy += $.util.rand( -0.25, 0.25 );
325
this.radius += growth * $.dt;
326
var hue = $.util.rand( 0, 360 );
327
lightness = $.util.rand( 50, 80 );
328
this.fillStyle ='hsla(' + hue + ', 100%, ' + lightness + '%, 0.2)';
329
this.strokeStyle = 'hsla(' + hue + ', 100%, ' + lightness + '%, 1)';
330
}
331
}
332
},
333
{ // Enemy 9 - circle around hero
334
value: 50,
335
speed: 0.5,
336
angleSpeed: 0.015,
337
life: 2,
338
radius: 20,
339
hue: 60,
340
setup: function() {
341
var dx = this.x - $.hero.x,
342
dy = this.y - $.hero.y;
343
this.angle = Math.atan2( dy, dx );
344
this.distance = Math.sqrt( dx * dx + dy * dy );
345
if( Math.random() > 0.5 ) {
346
this.angleSpeed = -this.angleSpeed;
347
}
348
},
349
behavior: function() {
350
var speed = this.speed,
351
angleSpeed = this.angleSpeed;
352
if( $.slow) {
353
speed = this.speed / $.slowEnemyDivider;
354
angleSpeed = this.angleSpeed / $.slowEnemyDivider;
355
}
356
357
this.distance -= speed * $.dt;
358
this.angle += angleSpeed * $.dt;
359
360
this.vx = ( ( $.hero.x + Math.cos( this.angle ) * this.distance ) - this.x ) / 50;
361
this.vy = ( ( $.hero.y + Math.sin( this.angle ) * this.distance ) - this.y ) / 50;
362
}
363
},
364
{ // Enemy 10 - spawner
365
value: 55,
366
speed: 1,
367
life: 3,
368
radius: 45,
369
hue: 0,
370
canSpawn: 1,
371
spawnTick: 0,
372
spawnMax: 250,
373
behavior: function() {
374
var speed = this.speed;
375
if( $.slow ) {
376
speed = this.speed / $.slowEnemyDivider;
377
}
378
379
var dx = $.hero.x - this.x,
380
dy = $.hero.y - this.y,
381
direction = Math.atan2( dy, dx );
382
direction = direction + Math.cos( $.tick / 50 ) * 1;
383
this.vx = Math.cos( direction ) * speed;
384
this.vy = Math.sin( direction ) * speed;
385
386
if( this.canSpawn ) {
387
if( this.spawnTick < this.spawnMax ) {
388
this.spawnTick += $.dt;
389
} else {
390
this.spawnTick = 0;
391
var enemy = $.spawnEnemy( this.type );
392
enemy.radius = 20;
393
enemy.canSpawn = 0;
394
enemy.speed = 3;
395
enemy.life = 1;
396
enemy.value = 30;
397
enemy.x = this.x;
398
enemy.y = this.y;
399
$.enemies.push( enemy );
400
}
401
}
402
}
403
},
404
{ // Enemy 11 - random location strong tower
405
value: 60,
406
speed: 1.5,
407
life: 10,
408
radius: 30,
409
hue: 90,
410
setup: function(){
411
this.xTarget = $.util.rand( 50, $.ww - 50 );
412
this.yTarget = $.util.rand( 50, $.wh - 50 );
413
},
414
behavior: function() {
415
var speed = this.speed;
416
if( $.slow ) {
417
speed = this.speed / $.slowEnemyDivider;
418
}
419
var dx = this.xTarget - this.x,
420
dy = this.yTarget - this.y,
421
direction = Math.atan2( dy, dx );
422
if( Math.sqrt( dx * dx + dy * dy) > this.speed ) {
423
this.vx = Math.cos( direction ) * speed;
424
this.vy = Math.sin( direction ) * speed;
425
} else {
426
this.vx = 0;
427
this.vy = 0;
428
}
429
}
430
},
431
{ // Enemy 12 - speedy random direction, no homing
432
value: 65,
433
speed: 6,
434
life: 1,
435
radius: 5,
436
hue: 0,
437
lockBounds: 1,
438
setup: function() {
439
this.radius = $.util.rand( 15, 35 );
440
this.speed = $.util.rand( 3, 8 );
441
if( Math.random() > 0.5 ){
442
if( this.start == 'top' ){
443
this.direction = $.pi / 2;
444
} else if( this.start == 'right' ) {
445
this.direction = -$.pi;
446
} else if( this.start == 'bottom' ) {
447
this.direction = -$.pi / 2;
448
} else {
449
this.direction = 0;
450
}
451
} else {
452
var rand = Math.floor( $.util.rand( 0, 2 ) );
453
if( this.start == 'top' ){
454
this.direction = ( rand ) ? $.pi / 2 + $.pi / 4: $.pi / 2 - $.pi / 4;
455
} else if( this.start == 'right' ) {
456
this.direction = ( rand ) ? -$.pi + $.pi / 4 : -$.pi - $.pi / 4;
457
} else if( this.start == 'bottom' ) {
458
this.direction = ( rand ) ? -$.pi / 2 + $.pi / 4 : -$.pi / 2 - $.pi / 4;
459
} else {
460
this.direction = ( rand ) ? $.pi / 4 : -$.pi / 4;
461
}
462
}
463
},
464
behavior: function() {
465
var speed = this.speed;
466
if( $.slow ) {
467
speed = this.speed / $.slowEnemyDivider;
468
}
469
this.vx = Math.cos( this.direction ) * speed;
470
this.vy = Math.sin( this.direction ) * speed;
471
this.hue += 10;
472
this.lightness = 50;
473
this.fillStyle = 'hsla(' + this.hue + ', 100%, ' + this.lightness + '%, 0.2)';
474
this.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.lightness + '%, 1)';
475
}
476
}
477
];
478
479
/*==============================================================================
480
Levels
481
==============================================================================*/
482
$.definitions.levels = [];
483
var base = 25;
484
for( var i = 0; i < $.definitions.enemies.length; i++ ){
485
var distribution = [];
486
for( var di = 0; di < i + 1; di++ ) {
487
var value = ( di == i ) ? Math.floor( ( ( i + 1) * base ) * 0.75 ) : ( i + 1) * base;
488
value = ( i == 0 ) ? base : value;
489
distribution.push( value );
490
}
491
$.definitions.levels.push( {
492
killsToLevel: 10 + ( i + 1 ) * 7,
493
distribution: distribution
494
} );
495
}
496
497
/*==============================================================================
498
Powerups
499
==============================================================================*/
500
$.definitions.powerups = [
501
{
502
title: 'HEALTH PACK',
503
hue: 0,
504
saturation: 0,
505
lightness: 100
506
},
507
{
508
title: 'SLOW ENEMIES',
509
hue: 200,
510
saturation: 0,
511
lightness: 100
512
},
513
{
514
title: 'FAST SHOT',
515
hue: 100,
516
saturation: 100,
517
lightness: 60
518
},
519
{
520
title: 'TRIPLE SHOT',
521
hue: 200,
522
saturation: 100,
523
lightness: 60
524
},
525
{
526
title: 'PIERCE SHOT',
527
hue: 0,
528
saturation: 100,
529
lightness: 60
530
}
531
];
532
533
/*==============================================================================
534
Letters
535
==============================================================================*/
536
$.definitions.letters = {
537
'1': [
538
[ , , 1, , 0 ],
539
[ , 1, 1, , 0 ],
540
[ , , 1, , 0 ],
541
[ , , 1, , 0 ],
542
[ 1, 1, 1, 1, 1 ]
543
],
544
'2': [
545
[ 1, 1, 1, 1, 0 ],
546
[ , , , , 1 ],
547
[ , 1, 1, 1, 0 ],
548
[ 1, , , , 0 ],
549
[ 1, 1, 1, 1, 1 ]
550
],
551
'3': [
552
[ 1, 1, 1, 1, 0 ],
553
[ , , , , 1 ],
554
[ , 1, 1, 1, 1 ],
555
[ , , , , 1 ],
556
[ 1, 1, 1, 1, 0 ]
557
],
558
'4': [
559
[ 1, , , 1, 0 ],
560
[ 1, , , 1, 0 ],
561
[ 1, 1, 1, 1, 1 ],
562
[ , , , 1, 0 ],
563
[ , , , 1, 0 ]
564
],
565
'5': [
566
[ 1, 1, 1, 1, 1 ],
567
[ 1, , , , 0 ],
568
[ 1, 1, 1, 1, 0 ],
569
[ , , , , 1 ],
570
[ 1, 1, 1, 1, 0 ]
571
],
572
'6': [
573
[ , 1, 1, 1, 0 ],
574
[ 1, , , , 0 ],
575
[ 1, 1, 1, 1, 0 ],
576
[ 1, , , , 1 ],
577
[ , 1, 1, 1, 0 ]
578
],
579
'7': [
580
[ 1, 1, 1, 1, 1 ],
581
[ , , , , 1 ],
582
[ , , , 1, 0 ],
583
[ , , 1, , 0 ],
584
[ , , 1, , 0 ]
585
],
586
'8': [
587
[ , 1, 1, 1, 0 ],
588
[ 1, , , , 1 ],
589
[ , 1, 1, 1, 0 ],
590
[ 1, , , , 1 ],
591
[ , 1, 1, 1, 0 ]
592
],
593
'9': [
594
[ , 1, 1, 1, 0 ],
595
[ 1, , , , 1 ],
596
[ , 1, 1, 1, 1 ],
597
[ , , , , 1 ],
598
[ , 1, 1, 1, 0 ]
599
],
600
'0': [
601
[ , 1, 1, 1, 0 ],
602
[ 1, , , , 1 ],
603
[ 1, , , , 1 ],
604
[ 1, , , , 1 ],
605
[ , 1, 1, 1, 0 ]
606
],
607
'A': [
608
[ 1, 1, 1, 1, 1 ],
609
[ 1, , , , 1 ],
610
[ 1, 1, 1, 1, 1 ],
611
[ 1, , , , 1 ],
612
[ 1, , , , 1 ]
613
],
614
'B': [
615
[ 1, 1, 1, 1, 0 ],
616
[ 1, , , 1, 0 ],
617
[ 1, 1, 1, 1, 1 ],
618
[ 1, , , , 1 ],
619
[ 1, 1, 1, 1, 1 ]
620
],
621
'C': [
622
[ 1, 1, 1, 1, 1 ],
623
[ 1, , , , 0 ],
624
[ 1, , , , 0 ],
625
[ 1, , , , 0 ],
626
[ 1, 1, 1, 1, 1 ]
627
],
628
'D': [
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