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Weapon.swift
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112 lines (89 loc) · 3.28 KB
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//
// Weapon.swift
// Jikoku
//
// Created by Raphaël Calabro on 04/09/2017.
// Copyright © 2017 Raphaël Calabro. All rights reserved.
//
import Foundation
import Melisse
import GLKit
protocol Weapon : HasBlueprints {
var level: Int { get }
var shootingStyleDefinitions: [ShootingStyleDefinition] { get }
func shootingStyle(factory: SpriteFactory) -> ShootingStyle
}
extension Weapon {
func shootingStyle(factory: SpriteFactory) -> ShootingStyle {
return CompositeShootingStyle(styles: shootingStyleDefinitions.map { $0.shootingStyle(spriteFactory: factory) })
}
}
struct PulseWeapon : Weapon {
var level: Int
var shootingStyleDefinitions: [ShootingStyleDefinition]
var blueprints = [
SpriteBlueprint(paintedShapes: [
PaintedShape(shape: .roundedArrow, paint: Color<GLubyte>(hex: 0x44B6DE))
], size: Size(width: 16, height: 24)),
SpriteBlueprint(paintedShapes: [
PaintedShape(shape: .powerWave, paint: Color<GLubyte>(hex: 0x44B6DE))
], size: Size(width: 16, height: 24))
]
var spriteDefinitions = [Int]()
init(level: Int) {
self.level = level
switch level {
default:
self.shootingStyleDefinitions = [
StraightShootingStyleDefinition(shotAmount: 2, spriteDefinition: spriteDefinitions[0], space: 16),
StraightShootingStyleDefinition(shotAmount: 1, spriteDefinition: spriteDefinitions[1], space: 0)
]
}
}
}
struct SpreadWeapon : Weapon {
var level: Int
var shootingStyleDefinitions: [ShootingStyleDefinition]
var blueprints = [
SpriteBlueprint(paintedShapes: [
PaintedShape(shape: .round, paint: Color<GLubyte>(hex: 0x44B6DE))
], size: Size(size: 12))
]
var spriteDefinitions = [Int]()
init(level: Int) {
self.level = level
switch level {
default:
self.shootingStyleDefinitions = [CircularShootingStyleDefinition(shotAmount: 4, spriteDefinition: spriteDefinitions[0], baseAngle: -3 * .pi / 24, angleIncrement: .pi / 12)]
}
}
}
struct CrossWeapon : Weapon {
var level: Int
var shootingStyleDefinitions: [ShootingStyleDefinition]
var blueprints = [
SpriteBlueprint(paintedShapes: [
PaintedShape(shape: .arrow, paint: Color<GLubyte>(hex: 0x44B6DE))
], size: Size(width: 16, height: 24)),
SpriteBlueprint(paintedShapes: [
PaintedShape(shape: .arrow, paint: Color<GLubyte>(hex: 0x44B6DE))
], size: Size(width: 24, height: 36))
]
var spriteDefinitions = [Int]()
init(level: Int) {
self.level = level
switch level {
default:
self.shootingStyleDefinitions = [
CircularShootingStyleDefinition(shotAmount: 4, shootInterval: 0.05, inversions: [.angle], inversionInterval: 8, spriteDefinition: spriteDefinitions[0], baseAngle: -.pi / 4, baseAngleVariation: .pi / 24)
]
}
}
}
// TODO: Implémenter le shooting-style laser/ray
struct LaserWeapon : Weapon {
var level: Int
var shootingStyleDefinitions: [ShootingStyleDefinition]
var blueprints: [SpriteBlueprint]
var spriteDefinitions = [Int]()
}