Using ImpactJS: How to set a publicly available variable

Posted by Dave Voyles on Game Development See other posts from Game Development or by Dave Voyles
Published on 2013-03-05T22:28:32Z Indexed on 2013/11/03 16:13 UTC
Read the original article Hit count: 227

Filed under:

I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired).

How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now....

                    // Shooting
                    var isShooting = ig.input.state('shoot');

                    if (isShooting && this.lastShootTimer.delta() > 0) {

                    switch (this.activeWeapon)
                    {
                        case("EntityBullet"):
                            ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10);
                            var equipedWeap =  ig.game.getEntitiesByType(EntityBullet);
                            this.lastShootTimer.set(equippedWeap.shootingRate);
                            console.log(equipedWeap.shootingRate);
                            break;
                        case("EntityGrenade"):
                            ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5);
                          var  equipedWeap =  ig.game.getEntitiesByType(EntityGrenade);
                            this.lastShootTimer.set(equipedWeap.shootingRate);
                            console.log(EquipedWeap.shootingRate);
                            break;
                        case("EntityExplosiveBomb"):
                            ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 );
                         var   equipedWeap =  ig.game.getEntitiesByType(EntityExplosiveBomb)[0];
                            this.lastShootTimer.set(equipedWeap.shootingRate);
                            console.log(equipedWeap.shootingRate);
                            break;
                       }
                    }

© Game Development or respective owner

Related posts about JavaScript