/**
* Used to calculate damage during an attack
* @param {Object} attackingObject
* @param {Object} defendingObject
*/
function calculateDamage(attackingObject, defendingObject) {
//attacking Object attacks a number of times equal to their attack speed
for (var i = 0; i < attackingObject.attackSpeed; i++){
if (attackingObject instanceof Player ){
attackingObject.attackAnimation.x = defendingObject.animations.x - defendingObject.spriteSheet._frameWidth / 2;
attackingObject.attackAnimation.y = defendingObject.animations.y;
renderer.activeObjectsContainer.addChild(attackingObject.attackAnimation);
attackingObject.attackAnimation.gotoAndPlay("slash");
}
if (defendingObject.hp > 0){
defendingObject.receiveDamage(attackingObject);
}
if (attackingObject instanceof Player ){
setTimeout(function() {
renderer.activeObjectsContainer.removeChild(attackingObject.attackAnimation)
}, 500);
}
}
}