class MissileBoat

Constants

MAX_ATTACK_SPEED
MISSILE_LAUNCHER_INIT_ANGLE
MISSILE_LAUNCHER_MAX_ANGLE
MISSILE_LAUNCHER_MIN_ANGLE
POINT_VALUE_BASE
SPEED

Attributes

armor[RW]
attack_speed[RW]
cooldown_wait[RW]
health[RW]
x[RW]
y[RW]

Public Class Methods

new(scale, screen_width, screen_height, x = nil, y = nil, options = {}) click to toggle source
Calls superclass method GeneralObject::new
# File line-em-up/models/missile_boat.rb, line 20
def initialize(scale, screen_width, screen_height, x = nil, y = nil, options = {})
  super(scale, x || rand(screen_width), y || 0, screen_width, screen_height, options)
  @cooldown_wait = 0
  @attack_speed = 0.5
  @health = 10
  @armor = 0
  @current_speed = (rand(5) * @scale).round + 1
  @damage_factor = options[:damage_increase] || 0.5
end

Public Instance Methods

attack(player) click to toggle source
# File line-em-up/models/missile_boat.rb, line 43
def attack player
  x_padding_1 = 5 * @scale
  x_padding_2 = -(5 * @scale)
  return {
    projectiles: [
      SemiGuidedMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {custom_initial_delay: 2, damage_increase: @damage_factor}),
      SemiGuidedMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {custom_initial_delay: 12, x_homing_padding: x_padding_1, damage_increase: @damage_factor}),
      SemiGuidedMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {custom_initial_delay: 18, x_homing_padding: x_padding_2, damage_increase: @damage_factor})
    ],
    cooldown: SemiGuidedMissile::COOLDOWN_DELAY
  }
end
drops() click to toggle source
# File line-em-up/models/missile_boat.rb, line 57
def drops
  [
    SmallExplosion.new(@scale, @screen_width, @screen_height, @x, @y, @image),
    Star.new(@scale, @screen_width, @screen_height, @x, @y)
  ]
end
get_draw_ordering() click to toggle source
# File line-em-up/models/missile_boat.rb, line 64
def get_draw_ordering
  ZOrder::Enemy
end
get_image() click to toggle source
# File line-em-up/models/missile_boat.rb, line 16
def get_image
  Gosu::Image.new("#{MEDIA_DIRECTORY}/missile_boat_reverse.png")
end
get_points() click to toggle source
# File line-em-up/models/missile_boat.rb, line 30
def get_points
  return POINT_VALUE_BASE
end
is_alive() click to toggle source
# File line-em-up/models/missile_boat.rb, line 34
def is_alive
  @health > 0
end
take_damage(damage) click to toggle source
# File line-em-up/models/missile_boat.rb, line 39
def take_damage damage
  @health -= damage
end
update(mouse_x = nil, mouse_y = nil, player = nil, scroll_factor = 1) click to toggle source

end

# File line-em-up/models/missile_boat.rb, line 73
def update mouse_x = nil, mouse_y = nil, player = nil, scroll_factor = 1
  @cooldown_wait -= 1 if @cooldown_wait > 0
  if is_alive
    # Stay above the player
    if player.is_alive && player.y < @y
        @y -= @current_speed
    else
      if rand(2).even?
        @y += @current_speed

        @y = @screen_height / 2 if @y > @screen_height / 2
      else
        @y -= @current_speed

        @y = 0 + (get_height / 2) if @y < 0 + (get_height / 2)
      end
    end
    if rand(2).even?
      @x += @current_speed
      @x = @screen_width if @x > @screen_width
    else
      @x -= @current_speed
      @x = 0 + (get_width / 2) if @x < 0 + (get_width / 2)
    end

    @y < @screen_height + (get_height / 2)
  else
    false
  end
end