axmol/samples/CocosDragonJS/Resources/Explosion.js

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2012-11-22 16:11:47 +08:00
/* http://www.cocosbuilder.com
* http://www.cocos2d-iphone.org
*
* Copyright (c) 2012 Zynga, Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
//
// Controller for the Bomb Object
// This object is run when the Dragon (hero) touches a bomb
//
var Explosion = function()
{
this.radius = 15;
};
Explosion.prototype.onDidLoadFromCCB = function()
{
this.rootNode.animationManager.setCompletedAnimationCallback(this, this.onAnimationComplete);
};
Explosion.prototype.onUpdate = function()
{};
Explosion.prototype.handleCollisionWith = function(gameObjectController)
{};
Explosion.prototype.onAnimationComplete = function(animationManager)
{
this.isScheduledForRemove = true;
};