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 = {})
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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)
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# 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()
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# 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()
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# File line-em-up/models/missile_boat.rb, line 64 def get_draw_ordering ZOrder::Enemy end
get_image()
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# 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()
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# File line-em-up/models/missile_boat.rb, line 30 def get_points return POINT_VALUE_BASE end
is_alive()
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# File line-em-up/models/missile_boat.rb, line 34 def is_alive @health > 0 end
take_damage(damage)
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# 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)
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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