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tower.js
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tower.js
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const Mob = require('./mob')
class Tower {
constructor(x, y, tier, team, id){
this.tier = tier
this.id = id
this.stats = {
hp: 0,
max_hp: 0,
dead: false,
x: x,
y: y,
}
switch(tier){
case 1:
this.stats.max_hp = 10000
this.wave_interval = 90000
break
case 2:
this.stats.max_hp = 5000
this.wave_interval = 60000
break
}
this.stats.hp = this.stats.max_hp
this.next_wave_timestamp = Date.now()
this.team = team
this.die = this.die.bind(this)
this.to_exp = this.to_exp.bind(this)
this.drop_coins = this.drop_coins.bind(this)
}
generate_mobs(shift){
let amount
switch(this.tier){
case 1:
amount = 3
break
case 2:
amount = 2
break
}
const game = require('./game')
const keys = Object.keys(game.state.players)
const another_team_count = keys.filter(key => game.state.players[key].team !== this.team).length
amount *= Math.ceil(another_team_count / 3) + 1
const current_time = Date.now()
const distance = 300
for(let i = 0 ;i < amount; i ++){
const hash_id = current_time + i + shift
const x = this.stats.x + distance * Math.random(), y = this.stats.y + distance * Math.random()
game.state.objects.mobs.data[hash_id] = new Mob(this.team, hash_id, x, y)
}
this.next_wave_timestamp = current_time + this.wave_interval
}
drop_coins(){
const coins = require('./game').state.objects.coins
const n = Math.floor(Math.random() * 5) + 5
const displacement = 200
const reward = 2000 / this.tier
for(let i = 0 ;i < n ;i ++)
coins.data[Date.now() + i] = {
x: this.stats.x + (2 * Math.random() - 1) * displacement,
y: this.stats.y + (2 * Math.random() - 1) * displacement,
value: Math.floor(reward * Math.random())
}
}
die(){
this.stats.dead = true
this.stats.hp = 0
this.drop_coins()
}
to_exp(){
return 5000 / this.tier
}
}
module.exports = Tower