game/shit/js/chainrxn.js
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var chainrxn = false;
Ball = new Class({
number: 0,
xposition: 0,
yposition: 0,
downspeed: 0,
rightspeed: 0,
color: "#fff",
srcs: "vapp/shit.png",
radius: 0,
expanding: 0,
sizeChangeCount: 0,
disabled: false,
expanded: false,
chainlevel: 0,
initialize: function (gameLevel, number, xposition, yposition) {
this.number = number;
this.gameLevel = gameLevel;
this.radius = this.gameLevel.ballSize;
if(xposition == null) {
this.xposition = (this.gameLevel.xmax - 2 * this.gameLevel.ballSize) * Math.random() + this.gameLevel.ballSize;
this.yposition = (this.gameLevel.ymax - 2 * this.gameLevel.ballSize) * Math.random() + this.gameLevel.ballSize;
var direction = Math.random() * 360;
this.downspeed = Math.cos(direction) * this.gameLevel.ballSpeed;
this.rightspeed = Math.sin(direction) * this.gameLevel.ballSpeed;
this.color = "rgb(" + Math.round(255 * Math.random()) + ", " + Math.round(255 * Math.random()) + ", " + Math.round(255 * Math.random()) + ")";
} else {
this.xposition = xposition;
this.yposition = yposition;
this.color = "rgb(150,150,150)";
this.startExpansion();
}
this.gameLevel.movingBalls.push(this);
this.draw();
},
move: function () {
this.xposition += this.rightspeed;
this.yposition += this.downspeed;
this.draw();
var notHit = true;
this.gameLevel.expandedBalls.each(function (expandedBall) {
if(notHit && this.gameLevel.movingBalls[expandedBall].expanded == true && Math.sqrt(Math.pow(this.gameLevel.movingBalls[expandedBall].xposition - this.xposition, 2) + Math.pow(this.gameLevel.movingBalls[expandedBall].yposition - this.yposition, 2)) <= this.radius + this.gameLevel.movingBalls[expandedBall].radius) {
this.chainlevel = this.gameLevel.movingBalls[expandedBall].chainlevel + 1;
this.startExpansion();
notHit = false;
}
}.bind(this))
if(notHit) {
if(this.xposition <= this.gameLevel.ballSize || this.xposition >= this.gameLevel.xmax - this.gameLevel.ballSize) {
this.rightspeed = -1 * this.rightspeed;
}
if(this.yposition <= this.gameLevel.ballSize || this.yposition >= this.gameLevel.ymax - this.gameLevel.ballSize) {
this.downspeed = -1 * this.downspeed;
}
}
},
startExpansion: function () {
this.expanded = true;
this.gameLevel.expandedBalls.push(this.number);
this.gameLevel.totalBallsExpanded++;
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