Constructor
new PlayerGun(game, player)
Create a new player gun
Parameters:
Name | Type | Description |
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game |
SpaceInvaders | The current game instance |
player |
PlayerShip | The player instance |
Properties:
Name | Type | Description |
---|---|---|
shotsFired |
number | Total shots fired by this gun during current game |
shotsHit |
number | Total shots hit by this gun during current game |
shotsMissed |
number | Total shots missed by this gun during current game |
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Extends
Members
accuracy
Get the accuracy percentage
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Methods
canFire() → {boolean}
Can the gun fire (can the factory make a new instance at the moment)
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Returns:
- Type
- boolean
canMake() → {boolean}
Check if we can make a new instance based on maxItems
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Returns:
- Type
- boolean
destroy(item) → {Object}
Destroy an instance created by this factory
Parameters:
Name | Type | Description |
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item |
Object | The item / instance to destroy |
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Returns:
Returns the instance created
- Type
- Object
fireGun() → {boolean}
Make a request to fire the gun, won't guarantee a bullet
Call the Factory.make() method to create the bullet instance
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Returns:
True is it was fired, false if not
- Type
- boolean
make() → {boolean}
Make a new Bullet if the gun can fire, overides default
Factory.make() method
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Returns:
True is it was made, false if not
- Type
- boolean
makeItem() → {Bullet}
Makes a new Bullet and returns it, called from
Factory.make() method
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Returns:
Return Bullet instance
- Type
- Bullet
notifyHit() → {boolean}
Recieve a notification a bullet has hit. Called from Bullet
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Returns:
- Type
- boolean
notifyMiss() → {boolean}
Recieve a notification a bullet has missed. Called from Bullet
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Returns:
- Type
- boolean
reset()
Destroy all items and reset the data
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resetCountdown()
Restart the auto make countdown based on max / min delay
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update()
Main update loop
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