// -- Init the Background DIV
Layouts.Player = new Layout({

	// -- Define elements to draw with options
	el: [{
		name: 'ship',
		width: 200,
		height: 80,
		fireInterval: 300,
		animate: function(obj) { 
			
			// -- KEY up /down
			if ( Wyrian.input.keyboard.up && obj.y > 0 ) {
				obj.y -= obj.parent.settings.speed ;
			}
			if ( Wyrian.input.keyboard.down && (obj.y < (obj.parent.height-obj.height) ) ) {
				obj.y += obj.parent.settings.speed;
			}
			
			// -- Left/Right move : choose sprite sequence to display
			if ( Wyrian.input.keyboard.left && (obj.x > 0)) {
				obj.spriteIndex = 0 ;
				obj.x -= obj.parent.settings.speed;
			} 
			else if ( Wyrian.input.keyboard.right && (obj.x < obj.parent.width-obj.width) ) {
				obj.spriteIndex = 2 ;
				obj.x += obj.parent.settings.speed;
			} 
			else {
				obj.spriteIndex = 1 ;
			}
			
			// -- Press Space : fire
			if ( Wyrian.input.keyboard.space ) {
				obj.parent.fire(obj) ;
			}

		}
	}],
	
	// -- Define current Speed
	speed: 20,
	direction: 1,
	
	// -- Define canvas parent
	dom: $('div#game')
	
}) ;

// -- Bullets types
Layouts.Player.bulletLib = function(obj, bulletType) {
	
	var bulletConf = {
		power: 40,
		imageSrc: '/images/bullet-electric-sprite.png',
		sprites: [0,1,2],
		speed:  40,
		direction: -1,
		origin: {x:0, y:0}
	} ;
	
	// -- Default Left 
	if ( bulletType == 'default_left' )  {
		bulletConf.width = 16 ;
		bulletConf.height = 64 ;
		bulletConf.sprites = false ;
		bulletConf.imageSrc = '/images/12px-long-blue.png' ;
		bulletConf.name = 'bullet' ;
		bulletConf.origin.x = obj.x+8+obj.width/2 ;
		bulletConf.origin.y = obj.y - bulletConf.height ;
	}
	
	// -- Default Right
	if ( bulletType == 'default_right' )  {
		bulletConf.width = 16 ;
		bulletConf.height = 64 ;
		bulletConf.sprites = false ;
		bulletConf.imageSrc = '/images/12px-long-blue.png' ;
		bulletConf.name = 'bullet' ;
		bulletConf.origin.x = obj.x-8+obj.width/2 ;
		bulletConf.origin.y = obj.y - bulletConf.height ;
	}
	
	// -- Big Left
	if ( bulletType == 'big_left' )  {
		bulletConf.width = 60 ;
		bulletConf.height = 60 ;
		bulletConf.speed = 20 ;
		bulletConf.name = 'bullet' ;
		bulletConf.origin.x = obj.x+30+obj.width/2 ;
		bulletConf.origin.y = obj.y + 30 - bulletConf.height ;
	}
	
	// -- Big Left
	if ( bulletType == 'big_right' )  {
		bulletConf.width = 60 ;
		bulletConf.height = 60 ;
		bulletConf.speed = 20 ;
		bulletConf.name = 'bullet' ;
		bulletConf.origin.x = obj.x-60+obj.width/2 ;
		bulletConf.origin.y = obj.y + 30 - bulletConf.height ;
	}
	
	// -- The animate function
	bulletConf.animate = function(obj) {
	  	if ( obj.deleteAfter ) return false;
	     obj.y += obj.settings.speed*obj.settings.direction ;
	     if ( obj.y < -obj.height ) {
	     	obj.deleteObj() ;
	     }
	} ;
	
	// Add the bullet to display
	return this.createObj(bulletConf) ;
	
} ;

// -- Fire bullets on space bar
Layouts.Player.fire = function(obj) {
	
	// Get now time and lastfired
	this.now = (new Date().getTime()) ;
	this.lastFired = this.lastFired || this.now ;
	
	// If firing, wait for next interval
	if ( (this.now-this.lastFired) < (obj.settings.fireInterval) ) return false;
	
	// Store now for last fired event
	this.lastFired = this.now ;
	
	// Create new bullets
	var bullets = [] ;
	bullets.push(this.bulletLib(obj, 'default_left')) ;
	bullets.push(this.bulletLib(obj, 'default_right')) ;
	bullets.push(this.bulletLib(obj, 'big_left')) ;
	bullets.push(this.bulletLib(obj, 'big_right')) ;
	for ( var i in bullets ) {
		this.els.push(bullets[i]) ;
	}
}