var EnemyWave5 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = enemyCount; var enemyGraphics = self.createAsset('enemyWave5', 'Enemy Wave 5 character', .5, .5); self.move = function () {}; }); var EnemyWave4 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = enemyCount; var enemyGraphics = self.createAsset('enemyWave4', 'Enemy Wave 4 character', .5, .5); self.move = function () {}; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5); self.move = function () {}; self.shoot = function () {}; }); var EnemyWave1 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = enemyCount; var enemyGraphics = self.createAsset('enemyWave1', 'Enemy Wave 1 character', .5, .5); self.move = function () {}; }); var EnemyWave2 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = enemyCount; var enemyGraphics = self.createAsset('enemyWave2', 'Enemy Wave 2 character', .5, .5); self.move = function () {}; }); var EnemyWave3 = Container.expand(function (enemyCount) { var self = Container.call(this); self.enemyCount = enemyCount; var enemyGraphics = self.createAsset('enemyWave3', 'Enemy Wave 3 character', .5, .5); self.move = function () {}; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', .5, .5); self.move = function () {}; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet', .5, .5); self.move = function () {}; }); var Game = Container.expand(function () { var self = Container.call(this); var hero = self.addChild(new Hero()); var enemies = []; var waveIndex = 0; var waveTimer = 0; var waveInterval = 300; var enemiesPerWave = 5; var heroBullets = []; var enemyBullets = []; hero.x = 2048 / 2; hero.y = 2732 / 2; LK.on('tick', function () { hero.move(); waveTimer++; if (waveTimer >= waveInterval) { for (var i = 0; i < enemiesPerWave; i++) { var newEnemy; var enemyCount = Math.floor(waveIndex / 5) + 3; switch (waveIndex % 5) { case 0: newEnemy = new EnemyWave1(enemyCount); break; case 1: newEnemy = new EnemyWave2(enemyCount); break; case 2: newEnemy = new EnemyWave3(enemyCount); break; case 3: newEnemy = new EnemyWave4(enemyCount); break; case 4: newEnemy = new EnemyWave5(enemyCount); break; } newEnemy.x = Math.random() * 2048; newEnemy.y = -100; enemies.push(newEnemy); self.addChild(newEnemy); } waveIndex++; waveTimer = 0; } for (var i = 0; i < enemies.length; i++) { enemies[i].move(); } for (var i = 0; i < heroBullets.length; i++) { heroBullets[i].move(); } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].move(); } }); stage.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); hero.x = pos.x; hero.y = pos.y; hero.shoot(); }); });
===================================================================
--- original.js
+++ change.js
@@ -1,11 +1,13 @@
-var EnemyWave5 = Container.expand(function () {
+var EnemyWave5 = Container.expand(function (enemyCount) {
var self = Container.call(this);
+ self.enemyCount = enemyCount;
var enemyGraphics = self.createAsset('enemyWave5', 'Enemy Wave 5 character', .5, .5);
self.move = function () {};
});
-var EnemyWave4 = Container.expand(function () {
+var EnemyWave4 = Container.expand(function (enemyCount) {
var self = Container.call(this);
+ self.enemyCount = enemyCount;
var enemyGraphics = self.createAsset('enemyWave4', 'Enemy Wave 4 character', .5, .5);
self.move = function () {};
});
var Hero = Container.expand(function () {
@@ -13,20 +15,23 @@
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
self.move = function () {};
self.shoot = function () {};
});
-var EnemyWave1 = Container.expand(function () {
+var EnemyWave1 = Container.expand(function (enemyCount) {
var self = Container.call(this);
+ self.enemyCount = enemyCount;
var enemyGraphics = self.createAsset('enemyWave1', 'Enemy Wave 1 character', .5, .5);
self.move = function () {};
});
-var EnemyWave2 = Container.expand(function () {
+var EnemyWave2 = Container.expand(function (enemyCount) {
var self = Container.call(this);
+ self.enemyCount = enemyCount;
var enemyGraphics = self.createAsset('enemyWave2', 'Enemy Wave 2 character', .5, .5);
self.move = function () {};
});
-var EnemyWave3 = Container.expand(function () {
+var EnemyWave3 = Container.expand(function (enemyCount) {
var self = Container.call(this);
+ self.enemyCount = enemyCount;
var enemyGraphics = self.createAsset('enemyWave3', 'Enemy Wave 3 character', .5, .5);
self.move = function () {};
});
var HeroBullet = Container.expand(function () {
@@ -56,23 +61,24 @@
waveTimer++;
if (waveTimer >= waveInterval) {
for (var i = 0; i < enemiesPerWave; i++) {
var newEnemy;
+ var enemyCount = Math.floor(waveIndex / 5) + 3;
switch (waveIndex % 5) {
case 0:
- newEnemy = new EnemyWave1();
+ newEnemy = new EnemyWave1(enemyCount);
break;
case 1:
- newEnemy = new EnemyWave2();
+ newEnemy = new EnemyWave2(enemyCount);
break;
case 2:
- newEnemy = new EnemyWave3();
+ newEnemy = new EnemyWave3(enemyCount);
break;
case 3:
- newEnemy = new EnemyWave4();
+ newEnemy = new EnemyWave4(enemyCount);
break;
case 4:
- newEnemy = new EnemyWave5();
+ newEnemy = new EnemyWave5(enemyCount);
break;
}
newEnemy.x = Math.random() * 2048;
newEnemy.y = -100;