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GameState.js
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/*
This file is part of Micro Soldier.
Micro Solider 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.
Micro Solider 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 Micro Soldier. If not, see <http://www.gnu.org/licenses/>.
*/
function dead(e, x, y) {
if (((e.x > (x-10) ) && e.x < (x+10)) && ((e.y > (y-10) ) && e.y < (y+10)))
return true;
else
return false;
}
function check_mine_explode(e, x, y) {
if (((e.x > (x-10) ) && e.x < (x+10)) && ((e.y > (y-10) ) && e.y < (y+10)))
return true;
else
return false;
}
function shoot(x, y) {
if (gameFinishedDelay.running)
return
// check that the distance is not too far
var minX = soldiers.itemAt(focusedSolider).x - shootRange
var maxX = soldiers.itemAt(focusedSolider).x + shootRange
var minY = soldiers.itemAt(focusedSolider).y - shootRange
var maxY = soldiers.itemAt(focusedSolider).y + shootRange
if ( (minX < x) && (x < maxX)
&& (minY < y) && (y < maxY) ) {
bullet.x = x
bullet.y = y
bullet.visible = true;
bulletTimer.start()
for (var i=0; i<n2.count; i++) {
if (GameState.dead(n2.itemAt(i),x,y))
n2.itemAt(i).state = "dead";
}
for (var i=0; i<civilian_repeater.count; i++) {
if (GameState.dead(civilian_repeater.itemAt(i),x,y))
civilian_repeater.itemAt(i).state = "dead";
}
for (var i=0; i<mine_repeater.count; i++) {
if ((mine_repeater.itemAt(i).state === "active") && GameState.check_mine_explode(mine_repeater.itemAt(i),x,y)) {
mine_repeater.itemAt(i).state = "exploded";
mine_repeater.itemAt(i).exploded(mine_repeater.itemAt(i).x, mine_repeater.itemAt(i).y);
}
}
}
}
function menuInitialize()
{
if (mainWindow.missionModelInitialized)
return
missionModel.clear()
missionModel.append({"name":'One',
"soldierCount": 1,
"enemyCount": 1,
"mineCount": 4,
"locked":false})
missionModel.append({"name":'Road To Hell',
"soldierCount": 1,
"enemyCount": 1,
"mineCount": 4,
"locked":true})
missionModel.append({"name":'Three',
"soldierCount": 1,
"enemyCount": 1,
"mineCount": 4,
"locked":true})
missionModel.append({"name":'Road To Hell',
"soldierCount": 1,
"enemyCount": 1,
"mineCount": 4,
"locked":true})
missionModel.append({"name":'Three',
"soldierCount": 1,
"enemyCount": 1,
"mineCount": 4,
"locked":true})
console.debug("menuInitialize ", missionModel.count)
mainWindow.missionModelInitialized = true
}
function gameInitialize()
{
// copy the value to the soldierModel
for (var i=0; i<mainWindow.soldierCount; i++) {
for (var j=0; j<missionSoldierModel.count; j++) {
if (missionSoldierModel.get(j).name === soldierModel.get(i).name) {
soldierModel.get(i).alive = missionSoldierModel.get(j).alive
soldierModel.get(i).rank = missionSoldierModel.get(j).rank
soldiers.itemAt(j).rank = missionSoldierModel.get(j).rank
console.debug("initalizing soldier ", soldierModel.get(i).name, missionSoldierModel.get(j).rank)
}
}
}
missionSoldierModel.clear()
gameScene.focus = true
gameFinishedDelay.stop()
gameMouseArea.enabled= true
gameTimer.gameWon = false
moveDestination.visible = false
bullet.visible = false
bulletTimer.stop()
for (var i=0; i<n2.count; i++) {
n2.itemAt(i).state = "alive"
n2.itemAt(i).x = Math.floor((Math.random()*land.width)%land.width)
n2.itemAt(i).y = Math.floor((Math.random()*land.height)%land.height)
}
for (var i=0; i<civilian_repeater.count; i++) {
civilian_repeater.itemAt(i).state = "alive"
}
var soldierCount = 0
for (var i=0; (i<soldierModel.count) && (soldierCount < mainWindow.soldierCount); i++) {
console.debug('gameInitialize soldier', soldiers.itemAt(soldierCount).name)
if (soldierModel.get(i).alive === true) {
soldiers.itemAt(soldierCount).name = soldierModel.get(i).name
soldiers.itemAt(soldierCount).state = "alive"
soldiers.itemAt(soldierCount).visible= true
soldiers.itemAt(soldierCount).rank = soldierModel.get(i).rank
soldiers.itemAt(soldierCount).x = Math.floor((Math.random()*land.width)%land.width)
soldiers.itemAt(soldierCount).y = Math.floor((Math.random()*land.height)%land.height)
// soldierModel.append({"name":names[i], "image":'images/red/pN.pNG', "rank":0 })
missionSoldierModel.append({"name":names[i], "image":'images/red/pN.pNG', "rank":soldierModel.get(i).rank, "alive":true })
soldierCount++
}
}
for (var i=0; i<mineCount; i++) {
mine_repeater.itemAt(i).state = "active"
mine_repeater.itemAt(i).visible= true
mine_repeater.itemAt(i).x = Math.floor((Math.random()*land.width)%land.width)
mine_repeater.itemAt(i).y = Math.floor((Math.random()*land.height)%land.height)
//console.debug('gameInitialize mine')
}
gameTimer.start();
endButton.state = "PLAYING"
}
function onLoaded() {
endMissionText = "Honouring\n\n";
for (var i= 0; i < missionSoldierModel.count; i++) {
if (missionSoldierModel.get(i).alive === false)
endMissionText += "R.I.P. ";
endMissionText += missionSoldierModel.get(i).name +
" Rank: " + missionSoldierModel.get(i).rank;
console.debug(missionSoldierModel.get(i).name, missionSoldierModel.get(i).alive)
endMissionText += "\n\n"
}
}
function soldierModelAlive() {
if ( !mainWindow.applicationInitialized) {
// setup the soldierModel
initializeSoldierModel()
}
var total = 0
for (var i= 0; i < soldierModel.count; i++) {
if (soldierModel.get(i).alive === true) {
total++
}
}
return total
}
function updateSoldierModel(missionCompleted) {
console.debug("updateSoldierModel()" )
for (var i= 0; i < missionSoldierModel.count; i++) {
if (missionSoldierModel.get(i).alive === true && missionCompleted) {
missionSoldierModel.get(i).rank += 1
missionSoldierModel.get(i).rank = Math.min(10,missionSoldierModel.get(i).rank)
// now find this soldier in the main model
for (var j= 0; j < soldierModel.count; j++) {
if (soldierModel.get(j).name === missionSoldierModel.get(i).name) {
soldierModel.get(j).rank = missionSoldierModel.get(i).rank
break
}
}
} else {
// now find this soldier in the main model
for (var j= 0; j < soldierModel.count; j++) {
if (soldierModel.get(j).name === missionSoldierModel.get(i).name) {
soldierModel.get(j).alive = missionSoldierModel.get(i).alive
break
}
}
}
}
}
function initializeSoldierModel() {
if (mainWindow.applicationInitialized)
return
console.debug(names.length)
soldierModel.clear()
missionSoldierModel.clear()
for (var i= 0; i < names.length; i++) {
soldierModel.append({"name":names[i],
"image":'images/red/pN.pNG',
"rank":1,
"alive": true})
console.debug("created soldier ",soldierModel.get(i).name)
}
mainWindow.applicationInitialized = true
}
function focusNextAliveSoldier() {
for (var i=0; i<soldiers.count; i++) {
if (soldiers.itemAt(i).state !== "dead") {
focusedSolider = i;
moveDestination.visible = false
moveDestination.x = soldiers.itemAt(i).x
moveDestination.y = soldiers.itemAt(i).y
soldiers.itemAt(i).shooting = false
soldiers.itemAt(i).destX = soldiers.itemAt(i).x
soldiers.itemAt(i).destY = soldiers.itemAt(i).y
break
}
}
}