var FireObjectClass = function(stage, args){
FireObjectClass.base.apply(this, arguments);
- this.fireVelocity = new Point2D(800, 100);
+ this.fireVelocity = new Point2D(600, 100);
this.isPhantom = true;
this.size.x = 32;
this.size.y = 32;
this.movingSpeed.y = -this.fireVelocity.y;
this.chasingRange = 0;
this.isItemCollector = true;
-
+ this.boundPower = 400;
+ this.boundCount = 0;
+ this.maxBoundCount = 3;
}.extend(EnemyCharacterClass, {
className: "FireObjectClass",
fire: function(ownerObj){
obj.damage(this.touchDamage);
this.ownerStage.removeStageObject(this);
}
+ if((obj instanceof BlockClass || obj instanceof SlopeBlockClass) && this.lastCollidedTick + 10 < this.ownerStage.manager.tickCount){
+ this.movingSpeed.y -= this.boundPower;
+ this.boundCount++;
+ if(this.maxBoundCount <= this.boundCount){
+ this.ownerStage.removeStageObject(this);
+ }
+ }
+
this.lastCollidedTick = this.ownerStage.manager.tickCount;
},