2016-04-06 01:59:37 +02:00
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var ani_ship_r = OS.A.Add("Ship Right", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 4});
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var ani_ship_ur = OS.A.Add("Ship Up-Right", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 7});
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var ani_ship_u = OS.A.Add("Ship Up", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 5});
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var ani_ship_ul = OS.A.Add("Ship Up-Left", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 6});
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var ani_ship_l = OS.A.Add("Ship Left", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 3});
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var ani_ship_dl = OS.A.Add("Ship Down-Left", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 1});
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2016-04-06 00:51:00 +02:00
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var ani_ship_d = OS.A.Add("Ship Down", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 0});
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2016-04-06 01:59:37 +02:00
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var ani_ship_dr = OS.A.Add("Ship Down-Right", 64, 64, {columns: 2, speed: 1/60, yOffset: 64 * 2});
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2016-04-05 19:39:18 +02:00
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function shipPrefab() {}
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2016-04-06 00:51:00 +02:00
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var pr_ship = OS.P.Add("Ship", {
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solid: true,
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imageSrc: "images/ship_sheet.png",
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maskImageSrc: "images/ship_mask.png",
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animations: [ani_ship_r, ani_ship_ur, ani_ship_u, ani_ship_ul, ani_ship_l, ani_ship_dl, ani_ship_d, ani_ship_dr],
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direction: 0,
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2016-04-06 01:59:37 +02:00
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currentSpeed: 0,
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2016-04-08 15:52:28 +02:00
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pointInFront : {x: 0, y: 0 },
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2016-04-06 00:51:00 +02:00
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moveStepSize: 3,
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2016-04-06 01:59:37 +02:00
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moveStepAmount: 5 * Oversimplified.R[Oversimplified.R.currentRoom].stepSpeed,
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2016-04-06 00:51:00 +02:00
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moveStepProgress: 0,
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2016-04-08 02:20:23 +02:00
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doTakeStep: false,
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energyRefillTimer: 0
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2016-04-06 00:51:00 +02:00
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});
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pr_ship.Do = function () {
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2016-04-12 06:47:01 +02:00
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if (!guiControl.inventory.show && !guiControl.trade.show) {
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2016-04-12 01:00:27 +02:00
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if (ct_left().down) {
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this.direction += 45;
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} else if (ct_right().down) {
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this.direction -= 45;
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}
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this.direction = Math.clampAngle(this.direction);
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if (ct_up().down) {
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this.currentSpeed++;
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} else if (ct_down().down) {
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this.currentSpeed--;
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}
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this.AdjustSpeedBasedOnEnergy();
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2016-04-12 18:02:27 +02:00
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this.CheckInteraction();
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2016-04-06 00:51:00 +02:00
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}
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2016-04-06 01:59:37 +02:00
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this.currentSpeed = Math.clamp(this.currentSpeed, 0, 4);
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2016-04-08 22:39:12 +02:00
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2016-04-06 01:59:37 +02:00
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this.moveStepProgress += this.currentSpeed * this.moveStepAmount;
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if (this.moveStepProgress >= this.moveStepSize) {
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this.moveStepProgress -= this.moveStepSize;
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this.doTakeStep = true;
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} else {
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this.doTakeStep = false;
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2016-04-06 00:51:00 +02:00
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}
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2016-04-07 20:26:36 +02:00
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2016-04-12 18:02:27 +02:00
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2016-04-07 20:26:36 +02:00
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this.SeamlessScroll();
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2016-04-08 02:20:23 +02:00
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// console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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2016-04-06 00:51:00 +02:00
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}
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pr_ship.AfterDo = function () {
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2016-04-06 22:40:42 +02:00
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this.CheckMovement();
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2016-04-08 02:20:23 +02:00
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this.UpdateEnergy();
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2016-04-06 22:40:42 +02:00
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}
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2016-04-08 15:52:28 +02:00
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pr_ship.CheckInteraction = function () {
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2016-04-10 04:12:16 +02:00
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if (ct_confirm().down) {
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var objectsFound = OS.GameObjectsAtPoint(this.pointInFront.x, this.pointInFront.y);
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if (objectsFound.length > 0) {
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for (var i = 0; i < objectsFound.length; i++) {
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if (objectsFound[i].canTrade) {
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2016-04-12 18:02:27 +02:00
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objectsFound[i].TradeWith();
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2016-04-10 04:12:16 +02:00
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}
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}
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}
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}
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2016-04-08 15:52:28 +02:00
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}
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2016-04-06 22:40:42 +02:00
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pr_ship.CheckMovement = function () {
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var moveAmount = (G.stats.speed + this.currentSpeed) * OS.S.pixelScale;
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2016-04-08 02:20:23 +02:00
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var movedSuccessfully = false;
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2016-04-06 00:51:00 +02:00
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switch (this.direction) {
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case 0:
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if (this.image.currentAnimation != "Ship Right") this.SetAnimation("Ship Right");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(moveAmount, 0, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x + this.xBound + (OS.S.pixelScale * 2) + moveAmount;
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this.pointInFront.y = this.y;
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2016-04-06 00:51:00 +02:00
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break;
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case 45:
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if (this.image.currentAnimation != "Ship Up-Right") this.SetAnimation("Ship Up-Right");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(moveAmount, -moveAmount, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x + this.xBound + (OS.S.pixelScale * 2) + moveAmount;
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this.pointInFront.y = this.y - this.yBound - (OS.S.pixelScale * 2) - moveAmount;
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2016-04-06 00:51:00 +02:00
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break;
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case 90:
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if (this.image.currentAnimation != "Ship Up") this.SetAnimation("Ship Up");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(0, -moveAmount, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x;
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this.pointInFront.y = this.y - this.yBound - (OS.S.pixelScale * 2) - moveAmount;
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2016-04-06 00:51:00 +02:00
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break;
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case 135:
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if (this.image.currentAnimation != "Ship Up-Left") this.SetAnimation("Ship Up-Left");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(-moveAmount, -moveAmount, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x - this.xBound - (OS.S.pixelScale * 2) - moveAmount;
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this.pointInFront.y = this.y - this.yBound - (OS.S.pixelScale * 2) - moveAmount;
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2016-04-06 00:51:00 +02:00
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break;
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case 180:
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if (this.image.currentAnimation != "Ship Left") this.SetAnimation("Ship Left");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(-moveAmount, 0, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x - this.xBound - (OS.S.pixelScale * 2) - moveAmount;
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this.pointInFront.y = this.y;
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2016-04-06 00:51:00 +02:00
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break;
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case 225:
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if (this.image.currentAnimation != "Ship Down-Left") this.SetAnimation("Ship Down-Left");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(-moveAmount, moveAmount, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x - this.xBound - (OS.S.pixelScale * 2) - moveAmount;
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this.pointInFront.y = this.y + this.yBound + (OS.S.pixelScale * 2) + moveAmount;
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2016-04-06 00:51:00 +02:00
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break;
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case 270:
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if (this.image.currentAnimation != "Ship Down") this.SetAnimation("Ship Down");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(0, moveAmount, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x;
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this.pointInFront.y = this.y + this.yBound + (OS.S.pixelScale * 2) + moveAmount;
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2016-04-06 00:51:00 +02:00
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break;
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case 315:
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if (this.image.currentAnimation != "Ship Down-Right") this.SetAnimation("Ship Down-Right");
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(moveAmount, moveAmount, true, 8);
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2016-04-08 15:52:28 +02:00
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this.pointInFront.x = this.x + this.xBound + (OS.S.pixelScale * 2) + moveAmount;
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this.pointInFront.y = this.y + this.yBound + (OS.S.pixelScale * 2) + moveAmount;
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2016-04-06 00:51:00 +02:00
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break;
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default:
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console.log("No valid direction");
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break;
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}
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep && !movedSuccessfully) {
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this.currentSpeed = 0;
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}
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}
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pr_ship.UpdateEnergy = function () {
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this.energyRefillTimer++;
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2016-04-08 22:39:12 +02:00
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if (this.energyRefillTimer >= (100 / G.stats.crew) + ((G.stats.illness) * (100 / G.stats.crew))) {
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G.stats.energy += G.stats.crew;
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this.energyRefillTimer = 0;
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}
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2016-04-08 02:20:23 +02:00
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if (this.doTakeStep) {
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2016-04-08 22:39:12 +02:00
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G.stats.energy -= ((this.currentSpeed / G.stats.speed) + ((G.stats.illness) * 0.1)) * 0.25;
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2016-04-08 02:20:23 +02:00
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}
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2016-04-08 22:39:12 +02:00
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if (G.stats.energy < 0) G.stats.energy = 0;
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if (G.stats.energy > G.stats.maxEnergy) G.stats.energy = G.stats.maxEnergy;
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2016-04-06 00:51:00 +02:00
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}
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2016-04-07 20:26:36 +02:00
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pr_ship.SeamlessScroll = function () {
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if (this.x <= rm_Ocean.mapLeftTrigger) {
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this.x = rm_Ocean.mapLeftTriggerTarget;
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OS.SetCamera({x: rm_Ocean.width});
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}
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else if (this.x >= rm_Ocean.mapRightTrigger) {
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this.x = rm_Ocean.mapRightTriggerTarget;
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OS.SetCamera({x: 0});
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}
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else if (this.y <= rm_Ocean.mapUpTrigger) {
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this.y = rm_Ocean.mapUpTriggerTarget;
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OS.SetCamera({y: rm_Ocean.height});
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}
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else if (this.y >= rm_Ocean.mapDownTrigger) {
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this.y = rm_Ocean.mapDownTriggerTarget;
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OS.SetCamera({y: 0});
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}
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}
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2016-04-08 22:39:12 +02:00
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pr_ship.AdjustSpeedBasedOnEnergy = function () {
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if (this.currentSpeed > 3 && G.stats.energy < (G.stats.maxEnergy * 0.3) ||
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this.currentSpeed > 2 && G.stats.energy < (G.stats.maxEnergy * 0.15) ||
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this.currentSpeed > 1 && G.stats.energy < (G.stats.maxEnergy * 0.05))
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{
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this.currentSpeed--;
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}
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}
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