1 decade ago by levo
So here is my base class enemy and I have a variable this.timer, that gets created when I spawn an enemy. Then the second block of code is a enemy-line, which is a child to the parent. I spawn a 'enemy-line' which loads and everything, it moves with the path function but when I console.log(this.timer) the third block of code gets outputted. The timer just breaks and puts in really odd numbers.
What I want this to do is when I spawn an enemy it starts a timer for I can shoot bullets every 5 seconds or whatever time interval.
I assumed this would of work because the timer doesn't start until the object is spawned but when it starts it just gives the timer messed up values.
What I want this to do is when I spawn an enemy it starts a timer for I can shoot bullets every 5 seconds or whatever time interval.
I assumed this would of work because the timer doesn't start until the object is spawned but when it starts it just gives the timer messed up values.
ig.module(
'game.entities.enemy'
)
.requires(
'impact.entity'
)
.defines(function(){
EntityEnemy = ig.Entity.extend({
size: {x:32, y:32},
// Animation sheet being assigned, type default as blue
animSheet: new ig.AnimationSheet('media/EnemyAnimation.png', 32 ,32),
Type: 'Blue',
init: function(x, y, settings){
this.parent(x, y, settings);
// Animation sheets, either blue or red, 0.1 is speed
this.addAnim( 'Blue', 0.1, [0,1,2,3]);
this.addAnim( 'Red', 0.1, [4,5,6,7]);
this.timer = new ig.Timer();
}
});
});
ig.module(
'game.entities.enemy-line'
)
.requires(
'game.entities.enemy'
)
.defines(function(){
EntityEnemyLine = EntityEnemy.extend({
update: function(){
// Sets the Animation when spawned
this.currentAnim = this.anims[this.Type];
this.path();
this.shoot();
this.parent();
},
path: function(){
this.vel.x = 10;
this.vel.y = 10;
},
shoot: function(){
console.log(this.timer);
}
});
});
Class {base: 5e-324, last: 5e-324, target: 0, pausedAt: 0, init: function…}
base: 5e-324
last: 5e-324
target: 0
