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464 lines
10 KiB
Dart
464 lines
10 KiB
Dart
part of game;
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abstract class GameObject extends Node {
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GameObject(this.f);
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double radius = 0.0;
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double removeLimit = 1280.0;
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bool canDamageShip = true;
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bool canBeDamaged = true;
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bool canBeCollected = false;
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double maxDamage = 3.0;
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double damage = 0.0;
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final GameObjectFactory f;
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Paint _paintDebug = new Paint()
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..color=new Color(0xffff0000)
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..strokeWidth = 1.0
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..setStyle(sky.PaintingStyle.stroke);
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bool collidingWith(GameObject obj) {
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return (GameMath.pointQuickDist(position, obj.position)
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< radius + obj.radius);
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}
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void move() {
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}
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void removeIfOffscreen(double scroll) {
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;
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if (-position.y > scroll + removeLimit ||
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-position.y < scroll - 50.0) {
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removeFromParent();
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}
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}
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void destroy() {
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if (parent != null) {
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Explosion explo = createExplosion();
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if (explo != null) {
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explo.position = position;
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parent.addChild(explo);
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}
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Collectable powerUp = createPowerUp();
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if (powerUp != null) {
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powerUp.position = position;
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powerUp.setupActions();
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parent.addChild(powerUp);
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}
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removeFromParent();
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}
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}
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void collect() {
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removeFromParent();
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}
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void addDamage(double d) {
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if (!canBeDamaged) return;
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damage += d;
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if (damage >= maxDamage) {
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destroy();
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f.playerState.score += (maxDamage * 10).ceil();
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}
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}
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Explosion createExplosion() {
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return null;
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}
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Collectable createPowerUp() {
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return null;
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}
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void paint(PaintingCanvas canvas) {
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if (_drawDebug) {
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canvas.drawCircle(Point.origin, radius, _paintDebug);
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}
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super.paint(canvas);
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}
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void setupActions() {
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}
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}
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class Ship extends GameObject {
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Ship(GameObjectFactory f) : super(f) {
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// Add main ship sprite
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_sprt = new Sprite(f.sheet["ship.png"]);
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_sprt.scale = 0.3;
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_sprt.rotation = -90.0;
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addChild(_sprt);
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_sprtShield = new Sprite(f.sheet["shield.png"]);
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_sprtShield.scale = 0.35;
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_sprtShield.transferMode = sky.TransferMode.plus;
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addChild(_sprtShield);
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radius = 20.0;
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canBeDamaged = false;
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canDamageShip = false;
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// Set start position
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position = new Point(0.0, 50.0);
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}
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Sprite _sprt;
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Sprite _sprtShield;
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void applyThrust(Point joystickValue, double scroll) {
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Point oldPos = position;
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Point target = new Point(joystickValue.x * 160.0, joystickValue.y * 220.0 - 250.0 - scroll);
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double filterFactor = 0.2;
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position = new Point(
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GameMath.filter(oldPos.x, target.x, filterFactor),
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GameMath.filter(oldPos.y, target.y, filterFactor));
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}
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void setupActions() {
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ActionTween rotate = new ActionTween((a) => _sprtShield.rotation = a, 0.0, 360.0, 1.0);
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_sprtShield.actions.run(new ActionRepeatForever(rotate));
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}
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void update(double dt) {
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// Update shield
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if (f.playerState.shieldActive) {
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if (f.playerState.shieldDeactivating)
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_sprtShield.visible = !_sprtShield.visible;
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else
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_sprtShield.visible = true;
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} else {
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_sprtShield.visible = false;
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}
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}
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}
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class Laser extends GameObject {
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double impact = 1.0;
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Laser(GameObjectFactory f, double r) : super(f) {
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// Add sprite
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_sprt = new Sprite(f.sheet["explosion_particle.png"]);
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_sprt.scale = 0.5;
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_sprt.colorOverlay = new Color(0xff95f4fb);
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_sprt.transferMode = sky.TransferMode.plus;
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_sprt.rotation = r + 90.0;
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addChild(_sprt);
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radius = 10.0;
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removeLimit = 640.0;
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canDamageShip = false;
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canBeDamaged = false;
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_offset = new Offset(math.cos(radians(r)) * 10.0, math.sin(radians(r)) * 10.0);
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}
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Sprite _sprt;
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Offset _offset;
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void move() {
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position += _offset;
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}
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Explosion createExplosion() {
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return new ExplosionMini(f.sheet);
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}
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}
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Color colorForDamage(double damage, double maxDamage) {
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int alpha = ((200.0 * damage) ~/ maxDamage).clamp(0, 200);
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return new Color.fromARGB(alpha, 255, 3, 86);
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}
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abstract class Obstacle extends GameObject {
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Obstacle(GameObjectFactory f) : super(f);
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double explosionScale = 1.0;
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Explosion createExplosion() {
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SoundEffectPlayer.sharedInstance().play(f.sounds["explosion"]);
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Explosion explo = new ExplosionBig(f.sheet);
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explo.scale = explosionScale;
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return explo;
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}
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}
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abstract class Asteroid extends Obstacle {
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Asteroid(GameObjectFactory f) : super(f);
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Sprite _sprt;
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void setupActions() {
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// Rotate obstacle
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int direction = 1;
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if (randomBool()) direction = -1;
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ActionTween rotate = new ActionTween(
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(a) => _sprt.rotation = a,
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0.0, 360.0 * direction, 5.0 + 5.0 * randomDouble());
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_sprt.actions.run(new ActionRepeatForever(rotate));
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}
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set damage(double d) {
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super.damage = d;
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_sprt.colorOverlay = colorForDamage(d, maxDamage);
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}
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Collectable createPowerUp() {
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return new Coin(f);
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}
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}
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class AsteroidBig extends Asteroid {
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AsteroidBig(GameObjectFactory f) : super(f) {
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_sprt = new Sprite(f.sheet["asteroid_big_${randomInt(3)}.png"]);
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_sprt.scale = 0.3;
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radius = 25.0;
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maxDamage = 5.0;
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addChild(_sprt);
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}
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}
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class AsteroidSmall extends Asteroid {
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AsteroidSmall(GameObjectFactory f) : super(f) {
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_sprt = new Sprite(f.sheet["asteroid_small_${randomInt(3)}.png"]);
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_sprt.scale = 0.3;
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radius = 12.0;
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maxDamage = 3.0;
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addChild(_sprt);
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}
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}
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class AsteroidPowerUp extends AsteroidBig {
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AsteroidPowerUp(GameObjectFactory f) : super(f);
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Collectable createPowerUp() {
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return new PowerUp(f, nextPowerUpType());
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}
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}
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class EnemyScout extends Obstacle {
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EnemyScout(GameObjectFactory f) : super(f) {
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_sprt = new Sprite(f.sheet["enemy_scout_0.png"]);
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_sprt.scale = 0.32;
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radius = 12.0;
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maxDamage = 1.0;
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addChild(_sprt);
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constraints = [new ConstraintRotationToMovement(dampening: 0.5)];
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}
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final double _swirlSpacing = 80.0;
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_addRandomSquare(List<Offset> offsets, double x, double y) {
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double xMove = (randomBool()) ? _swirlSpacing : -_swirlSpacing;
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double yMove = (randomBool()) ? _swirlSpacing : -_swirlSpacing;
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if (randomBool()) {
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offsets.addAll([
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new Offset(x, y),
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new Offset(xMove + x, y),
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new Offset(xMove + x, yMove + y),
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new Offset(x, yMove + y),
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new Offset(x, y)
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]);
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} else {
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offsets.addAll([
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new Offset(x, y),
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new Offset(x, y + yMove),
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new Offset(xMove + x, yMove + y),
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new Offset(xMove + x, y),
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new Offset(x, y)
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]);
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}
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}
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void setupActions() {
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List<Offset> offsets = [];
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_addRandomSquare(offsets, -_swirlSpacing, 0.0);
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_addRandomSquare(offsets, _swirlSpacing, 0.0);
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offsets.add(new Offset(-_swirlSpacing, 0.0));
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List<Point> points = [];
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for (Offset offset in offsets) {
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points.add(position + offset);
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}
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ActionSpline spline = new ActionSpline((a) => position = a, points, 6.0);
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spline.tension = 0.7;
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actions.run(new ActionRepeatForever(spline));
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}
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Collectable createPowerUp() {
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return new Coin(f);
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}
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Sprite _sprt;
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}
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class EnemyDestroyer extends Obstacle {
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EnemyDestroyer(GameObjectFactory f) : super(f) {
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_sprt = new Sprite(f.sheet["enemy_destroyer_1.png"]);
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_sprt.scale = 0.32;
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radius = 24.0;
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maxDamage = 4.0;
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addChild(_sprt);
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constraints = [new ConstraintRotationToNode(f.level.ship, dampening: 0.05)];
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}
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int _countDown = randomInt(120) + 240;
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void setupActions() {
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ActionCircularMove circle = new ActionCircularMove(
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(a) => position = a,
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position, 40.0,
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360.0 * randomDouble(),
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randomBool(),
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3.0);
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actions.run(new ActionRepeatForever(circle));
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}
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Collectable createPowerUp() {
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return new Coin(f);
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}
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void update(double dt) {
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_countDown -= 1;
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if (_countDown <= 0) {
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print("SHOOT!!");
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// Shoot at player
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EnemyLaser laser = new EnemyLaser(f, rotation, 5.0, new Color(0xffffe38e));
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laser.position = position;
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f.level.addChild(laser);
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_countDown = 60 + randomInt(120);
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}
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}
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set damage(double d) {
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super.damage = d;
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_sprt.colorOverlay = colorForDamage(d, maxDamage);
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}
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Sprite _sprt;
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}
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class EnemyLaser extends Obstacle {
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EnemyLaser(GameObjectFactory f, double rotation, double speed, Color color) : super(f) {
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_sprt = new Sprite(f.sheet["explosion_particle.png"]);
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_sprt.scale = 0.5;
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_sprt.rotation = rotation + 90;
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_sprt.colorOverlay = color;
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addChild(_sprt);
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canDamageShip = true;
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canBeDamaged = false;
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double rad = radians(rotation);
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_movement = new Offset(math.cos(rad) * speed, math.sin(rad) * speed);
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print("LASER!!");
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}
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Sprite _sprt;
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Offset _movement;
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void move() {
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position += _movement;
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}
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}
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class Collectable extends GameObject {
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Collectable(GameObjectFactory f) : super(f) {
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canDamageShip = false;
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canBeDamaged = false;
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canBeCollected = true;
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zPosition = 20.0;
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}
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}
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class Coin extends Collectable {
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Coin(GameObjectFactory f) : super(f) {
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_sprt = new Sprite(f.sheet["coin.png"]);
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_sprt.scale = 0.7;
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addChild(_sprt);
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radius = 7.5;
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}
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void setupActions() {
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// Rotate
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ActionTween rotate = new ActionTween((a) => _sprt.rotation = a, 0.0, 360.0, 1.0);
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actions.run(new ActionRepeatForever(rotate));
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// Fade in
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ActionTween fadeIn = new ActionTween((a) => _sprt.opacity = a, 0.0, 1.0, 0.6);
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actions.run(fadeIn);
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}
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Sprite _sprt;
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void collect() {
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f.playerState.addCoin(this);
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super.collect();
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}
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}
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enum PowerUpType {
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shield,
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speedLaser,
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sideLaser,
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}
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List<PowerUpType> _powerUpTypes = new List.from(PowerUpType.values);
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int _lastPowerUp = _powerUpTypes.length;
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PowerUpType nextPowerUpType() {
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if (_lastPowerUp >= _powerUpTypes.length) {
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_powerUpTypes.shuffle();
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_lastPowerUp = 0;
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}
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PowerUpType type = _powerUpTypes[_lastPowerUp];
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_lastPowerUp++;
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return type;
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}
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class PowerUp extends Collectable {
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PowerUp(GameObjectFactory f, this.type) : super(f) {
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_sprt = new Sprite(f.sheet["coin.png"]);
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_sprt.scale = 1.2;
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addChild(_sprt);
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radius = 10.0;
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}
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Sprite _sprt;
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PowerUpType type;
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void setupActions() {
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ActionTween rotate = new ActionTween((a) => _sprt.rotation = a, 0.0, 360.0, 1.0);
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actions.run(new ActionRepeatForever(rotate));
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// Fade in
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ActionTween fadeIn = new ActionTween((a) => _sprt.opacity = a, 0.0, 1.0, 0.6);
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actions.run(fadeIn);
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}
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void collect() {
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f.playerState.activatePowerUp(type);
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super.collect();
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}
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}
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