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Bullet.as
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Bullet.as
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package {
import flash.display.DisplayObjectContainer;
import flash.display.Sprite;
import flash.geom.Point;
import flash.geom.Vector3D;
/**
* Shitty Fucking Art Game
* @author Sean Finch
* @version 27APR2011
*/
/* Copyright © 2011 - 2015 Sean Finch
This file is part of Shitty Fucking Art Game.
bang is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
bang is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with bang. If not, see <http://www.gnu.org/licenses>. */
public class Bullet
{
private var _parent:DisplayObjectContainer;
private var icon:Sprite;
private var power:int;
private var ang:int;
private var destroy:Boolean;
public function Bullet(parent:DisplayObjectContainer, itype:int, pX:int, pY:int, angle:int) {
destroy = false;
_parent = parent;
switch(itype) {
case 1:
icon = new bulletPistol();
power = 2;
break;
case 4:
icon = new bulletShotgun();
power = 5;
break;
case 7:
icon = new bulletTommygun();
power = 1;
break;
default:
icon = new bulletPistol();
power = 3;
break;
}
icon.x = pX;
icon.y = pY;
icon.rotation = angle;
_parent.addChild(icon);
ang = angle;
}
public function cleanUp():void {
_parent.removeChild(icon);
icon = null;
}
public function angPos():Vec {
return new Vec(new Point(icon.x, icon.y), ang, power);
}
public function scrollX(a:Number):void {
icon.x += a;
}
public function scrollY(a:Number):void {
icon.y += a;
}
public function destroyMe():Boolean {
return destroy;
}
public function destroyThis():void {
_parent.removeChild(icon);
icon = null;
power = 0;
ang = 0;
}
public function update(p:Sprite):void {
icon.x += 20 * Math.cos((ang + 90) * Math.PI / 180);
icon.y += 20 * Math.sin((ang + 90) * Math.PI / 180);
if (Math.abs(icon.x - p.x) > 400 || Math.abs(icon.y - p.y) > 200) {
destroy = true;
}
}
}
}