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Text File  |  2011-10-17  |  2.2 KB  |  90 lines

  1. package engine.dynamicObjects
  2. {
  3.    import engine.BitmapLibrary;
  4.    import engine.Engine;
  5.    import engine.WorldScene;
  6.    
  7.    public class Rocket extends DynamicObject
  8.    {
  9.        
  10.       
  11.       private var _firingDelay:Number = 200;
  12.       
  13.       private var _jumpTimer:Number = 0;
  14.       
  15.       private var _firing:Boolean = false;
  16.       
  17.       private var _spearTimer:Number;
  18.       
  19.       private var _firingTimer:Number = 150;
  20.       
  21.       private var _spearDelay:Number = 200;
  22.       
  23.       public function Rocket()
  24.       {
  25.          _spearDelay = 200;
  26.          _spearTimer = Math.random() * _spearDelay;
  27.          _firing = false;
  28.          _firingTimer = 150;
  29.          _firingDelay = 200;
  30.          _jumpTimer = 0;
  31.          _bmdArray = BitmapLibrary.Clips.DYN_Rocket;
  32.          super(_bmdArray[0]);
  33.          _animationMethod = ANIM_METHODS.Arbitrary;
  34.          _spearDelay = 200 - Engine.Instance.Difficulty * 5;
  35.          if(_spearDelay < 50)
  36.          {
  37.             _spearDelay = 50;
  38.          }
  39.          _drawMethod = DMETHOD.Fast;
  40.          _persistent = true;
  41.          solid = true;
  42.          hitW = 75;
  43.          hitH = 75;
  44.          s = 2;
  45.          z = 1;
  46.       }
  47.       
  48.       override public function fStep() : *
  49.       {
  50.          super.fStep();
  51.          _currentFrame += _frameSpeed;
  52.          --_firingTimer;
  53.          if(_firingTimer < 0)
  54.          {
  55.             _firing = true;
  56.          }
  57.          if(_firing)
  58.          {
  59.             if(_currentFrame == 2)
  60.             {
  61.                if(CameraFocus)
  62.                {
  63.                   Main.Instance.playSound("rocket");
  64.                }
  65.             }
  66.             _frameSpeed = 1;
  67.             if(_currentFrame == 10)
  68.             {
  69.                WorldScene.Instance.createBurningEmbers(this);
  70.             }
  71.             if(_currentFrame >= _bmdArray.length - 1)
  72.             {
  73.                _firing = false;
  74.                _firingTimer = _firingDelay;
  75.             }
  76.          }
  77.          else
  78.          {
  79.             _currentFrame = 1;
  80.             _frameSpeed = 0;
  81.          }
  82.       }
  83.       
  84.       public function get Firing() : *
  85.       {
  86.          return _firing;
  87.       }
  88.    }
  89. }
  90.