Files
shooting-word/js/enemy.js
T

149 lines
4.6 KiB
JavaScript

class Enemy {
constructor() {
const isHeavy = Math.random() < CONFIG.game.heavyEnemyChanceBase + wave * CONFIG.game.heavyEnemyChancePerWave;
this.isHeavy = isHeavy;
const wordData = WordGenerator.generateWord(isHeavy);
if (isHeavy) {
this.words = wordData;
this.currentWordIndex = 0;
this.text = this.words[0];
} else {
this.words = [wordData];
this.currentWordIndex = 0;
this.text = wordData;
}
this.y = 0;
this.speed = isHeavy
? S.heavyEnemySpeedBase + Math.random() * S.heavyEnemySpeedRandom
: Math.min(
S.simpleEnemySpeedBase +
Math.random() * S.simpleEnemySpeedRandom +
wave * S.simpleEnemySpeedPerWave,
S.simpleEnemyMaxSpeed,
);
this.height = isHeavy ? S.enemyHeavyHeight : S.enemySimpleHeight;
this.pulse = 0;
this.flashTimer = 0;
this.width = 0;
this.x = this._calculateSpawnX();
}
_calculateSpawnX() {
const padding = S.enemyPaddingX;
ctx.save();
ctx.font = `${this.isHeavy ? "bold " : ""}${this.isHeavy ? S.enemyHeavyFont : S.enemySimpleFont}px 'Courier New', monospace`;
let maxTextWidth = 0;
for (let word of this.words) {
const w = ctx.measureText(word).width;
if (w > maxTextWidth) maxTextWidth = w;
}
ctx.restore();
this.width = maxTextWidth + 24;
const halfWidth = this.width / 2;
const minX = padding + halfWidth;
const maxX = W - padding - halfWidth;
return minX + Math.random() * (maxX - minX);
}
nextWord() {
this.currentWordIndex++;
this.flashTimer = S.flashDuration;
if (this.currentWordIndex >= this.words.length) {
return true;
}
this.text = this.words[this.currentWordIndex];
return false;
}
update() {
this.y += this.speed;
this.pulse += 0.05;
if (this.flashTimer > 0) this.flashTimer--;
}
draw() {
const alpha = S.enemyAlphaBase + Math.sin(this.pulse) * S.enemyAlphaRange;
const flash = this.flashTimer > 0;
ctx.save();
ctx.font = `${this.isHeavy ? "bold " : ""}${this.isHeavy ? S.enemyHeavyFont : S.enemySimpleFont}px 'Courier New', monospace`;
const boxW = this.width;
const boxH = this.height;
ctx.shadowColor = flash ? CONFIG.colors.white : this.isHeavy ? CONFIG.colors.heavy : CONFIG.colors.primary;
ctx.shadowBlur = flash ? S.enemyFlashGlow : S.enemyGlow + Math.sin(this.pulse * 2) * S.enemyGlowPulse;
ctx.strokeStyle = flash
? CONFIG.colors.white
: this.isHeavy
? `rgba(255,170,0,${alpha})`
: `rgba(0,255,65,${alpha})`;
ctx.lineWidth = flash ? S.enemyLineWidth * 2 : S.enemyLineWidth;
if (this.isHeavy) {
const off = S.enemyAlienOffset;
ctx.beginPath();
ctx.moveTo(this.x - boxW / 2 + off, this.y - boxH / 2);
ctx.lineTo(this.x + boxW / 2 - off, this.y - boxH / 2);
ctx.lineTo(this.x + boxW / 2, this.y);
ctx.lineTo(this.x + boxW / 2 - off, this.y + boxH / 2);
ctx.lineTo(this.x - boxW / 2 + off, this.y + boxH / 2);
ctx.lineTo(this.x - boxW / 2, this.y);
ctx.closePath();
ctx.stroke();
const barW = boxW - S.armorBarPad;
const barH = S.enemyArmorBarHeight;
const totalLayers = this.words.length;
const remainingLayers = totalLayers - this.currentWordIndex;
ctx.fillStyle = CONFIG.colors.armorBarBg;
ctx.fillRect(this.x - barW / 2, this.y - boxH / 2 - S.enemyArmorBarOffset, barW, barH);
ctx.fillStyle = flash ? CONFIG.colors.white : CONFIG.colors.armorBarFill;
ctx.fillRect(
this.x - barW / 2,
this.y - boxH / 2 - S.enemyArmorBarOffset,
barW * (remainingLayers / totalLayers),
barH,
);
ctx.font = `${S.armorBarFont}px "Courier New", monospace`;
ctx.fillStyle = flash ? CONFIG.colors.white : CONFIG.colors.heavy;
ctx.textAlign = "center";
ctx.fillText(
`${CONFIG.texts.armorLabel} ${remainingLayers}/${totalLayers}`,
this.x,
this.y - boxH / 2 - S.enemyArmorLabelOffset,
);
} else {
ctx.strokeRect(this.x - boxW / 2, this.y - boxH / 2, boxW, boxH);
}
ctx.shadowBlur = 0;
ctx.font = `${this.isHeavy ? "bold " : ""}${this.isHeavy ? S.enemyHeavyFont : S.enemySimpleFont}px 'Courier New', monospace`;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStyle = flash ? CONFIG.colors.white : this.isHeavy ? CONFIG.colors.heavy : CONFIG.colors.primary;
ctx.fillText(this.text, this.x, this.y);
ctx.restore();
}
getBounds() {
return {
left: this.x - this.width / 2,
right: this.x + this.width / 2,
top: this.y - this.height / 2,
bottom: this.y + this.height / 2,
};
}
}