2016-04-05 01:10:40 +02:00
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function oceanRoom () {
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2016-04-06 22:36:51 +02:00
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// Create objects on room creation for persistence.
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G.player = rm_Ocean.AddObject(OS.P["Ship"]);
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G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]);
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2016-04-13 02:14:09 +02:00
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2016-04-14 07:20:11 +02:00
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rm_Ocean.GenerateMap();
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2016-04-14 23:02:12 +02:00
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2016-04-05 01:10:40 +02:00
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// When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly
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2016-04-06 22:36:51 +02:00
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// to make sure DoFirst runs.
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2016-04-05 01:10:40 +02:00
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OS.SetRoom(rm_Ocean);
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}
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2016-04-06 16:01:52 +02:00
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rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
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2016-04-16 07:15:38 +02:00
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rm_Ocean.clockTimerCount = 1; // Set it to 1 so it doesn't check for player illness immediately!
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2016-04-07 21:19:22 +02:00
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2016-04-05 01:10:40 +02:00
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rm_Ocean.DoFirst = function () {
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2016-04-17 07:35:04 +02:00
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mus_title.Play();
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2016-04-16 23:43:39 +02:00
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2016-04-15 23:10:24 +02:00
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G.player.x = (this.squareSize * (this.squaresX / 2)) - (this.squareSize / 2) - G.player.xBound;
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G.player.y = (this.squareSize * (this.squaresY / 2));
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// console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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2016-04-14 23:02:12 +02:00
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G.oceanParticle.x = G.player.x + randomSmidge();
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G.oceanParticle.y = G.player.y + randomSmidge();
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2016-04-06 22:36:51 +02:00
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// Reset camera whenever room starts
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OS.SetCamera({
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x: G.player.x - (OS.camera.width / 2),
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y: G.player.y - (OS.camera.height / 2),
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objectToFollow: G.player
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});
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2016-04-07 20:26:36 +02:00
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this.mapLeftTrigger = OS.camera.hBorder;
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this.mapLeftTriggerTarget = this.width - (OS.camera.width - OS.camera.hBorder);
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this.mapRightTrigger = this.width - OS.camera.hBorder;
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this.mapRightTriggerTarget = OS.camera.width - OS.camera.hBorder;
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this.mapUpTrigger = OS.camera.vBorder;
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this.mapUpTriggerTarget = this.height - (OS.camera.height - OS.camera.vBorder);
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this.mapDownTrigger = this.height - OS.camera.vBorder;
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this.mapDownTriggerTarget = OS.camera.height - OS.camera.vBorder;
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2016-04-14 23:02:12 +02:00
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// G.economy.UpdateEconomy();
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2016-04-05 01:10:40 +02:00
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}
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rm_Ocean.Do = function () {
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2016-04-17 07:35:04 +02:00
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if (G.gameStarted) {
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2016-04-17 23:58:36 +02:00
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if (guiControl && guiControl.inventory && guiControl.map && guiControl.trade) { // Force it to wait until loaded.
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2016-04-17 07:35:04 +02:00
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if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) {
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// Move G.oceanParticle around based on player's movement.
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if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.show = true;
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}
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2016-04-18 04:46:20 +02:00
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if (ct_m.down) {
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snd_select.Play();
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guiControl.map.activateDelay = 5;
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guiControl.map.show = true;
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}
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2016-04-14 22:58:19 +02:00
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}
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2016-04-12 06:47:01 +02:00
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}
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2016-04-15 01:11:55 +02:00
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2016-04-17 07:35:04 +02:00
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this.RunClock();
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}
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2016-04-17 23:58:36 +02:00
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// Make waves even if the game hasn't started, but not when on trade screen.
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if (guiControl && guiControl.trade) { // Force it to wait until loaded.
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if (!guiControl.trade.show) {
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this.waveTimer--;
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if (this.waveTimer <= 0) {
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var wave = this.AddObject(OS.P["Wave Particle"]);
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wave.x = G.player.x + (randomSmidge() * 4);
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wave.y = G.player.y + (randomSmidge() * 4);
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this.waveTimer = Math.round(Math.randomRange(30, 150));
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}
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}
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}
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2016-04-05 01:10:40 +02:00
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}
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2016-04-06 01:33:38 +02:00
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2016-04-05 01:10:40 +02:00
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rm_Ocean.DrawAbove = function () {
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2016-04-17 07:35:04 +02:00
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if (G.gameStarted) {
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this.DrawNightDarkness();
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2016-04-15 01:11:55 +02:00
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2016-04-26 21:26:02 +02:00
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guiControl.drawSpeedGauge();
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2016-04-06 22:52:02 +02:00
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2016-04-26 21:26:02 +02:00
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guiControl.drawEnergyBar();
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2016-04-08 02:20:23 +02:00
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2016-04-26 21:26:02 +02:00
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guiControl.drawClock();
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2016-04-14 23:02:12 +02:00
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2016-04-26 21:26:02 +02:00
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guiControl.inventory.Draw();
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guiControl.map.Draw();
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guiControl.trade.Draw();
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2016-04-17 07:35:04 +02:00
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} else {
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2016-04-26 21:26:02 +02:00
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guiControl.title.Draw();
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2016-04-17 07:35:04 +02:00
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}
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2016-04-05 01:10:40 +02:00
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}
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2016-04-06 01:33:38 +02:00
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2016-04-05 01:10:40 +02:00
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rm_Ocean.DoLast = function () {
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// Clear Objects on room exit. This is best practice unless you need persistent objects.
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2016-04-06 22:52:02 +02:00
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//rm_Ocean.objects = {};
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}
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2016-04-08 02:20:23 +02:00
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2016-04-15 01:11:55 +02:00
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rm_Ocean.RunClock = function () {
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2016-04-14 23:02:12 +02:00
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if (guiControl.trade && !guiControl.trade.show) { // Only advance time when not trading.
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rm_Ocean.clockTimerCount++;
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if (rm_Ocean.clockTimerCount > rm_Ocean.clockTimerCutoff) {
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rm_Ocean.clockTimerCount = 0;
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// Play New_Day sound.
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G.economy.UpdateEconomy();
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for (var i = 0; i < G.map.length; i++) {
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2016-04-16 07:15:38 +02:00
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G.map[i].island.NewDay();
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2016-04-14 23:02:12 +02:00
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}
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2016-04-18 04:46:20 +02:00
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2016-04-18 04:13:37 +02:00
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G.SaveGame();
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2016-04-14 23:02:12 +02:00
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}
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2016-04-16 07:15:38 +02:00
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if (rm_Ocean.clockTimerCount == 0 ||
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rm_Ocean.clockTimerCount == Math.round(rm_Ocean.clockTimerCutoff * 0.33) ||
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rm_Ocean.clockTimerCount == Math.round(rm_Ocean.clockTimerCutoff * 0.66)) {
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G.player.CheckIllnessIncrease();
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}
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2016-04-14 23:02:12 +02:00
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}
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2016-04-15 01:11:55 +02:00
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}
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2016-04-14 23:02:12 +02:00
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2016-04-15 01:11:55 +02:00
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rm_Ocean.DrawNightDarkness = function () {
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var alphaFormula = (Math.sin((((this.clockTimerCount / (this.clockTimerCutoff * Math.PI)) * 10) * 1.5) - 2) - 0.4);
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if (alphaFormula < 0) alphaFormula = 0;
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if (alphaFormula > 0) {
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var saveGlobalAlpha = OS.context.globalAlpha;
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var tmp = Oversimplified.context.fillStyle;
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OS.context.globalAlpha = alphaFormula;
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Oversimplified.context.fillStyle = "#112189";
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Oversimplified.context.fillRect(0, 0, Oversimplified.camera.width, Oversimplified.camera.height);
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Oversimplified.context.fillStyle = tmp;
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Oversimplified.context.globalAlpha = saveGlobalAlpha;
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}
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}
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2016-04-14 07:20:11 +02:00
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rm_Ocean.GenerateMap = function () {
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2016-04-15 23:10:24 +02:00
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var xSquares = [25];
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var ySquares = [22];
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while (xSquares.length < this.numberOfIslands) {
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var randomNumber = Math.round(Math.randomRange(2, this.squaresX - 2));
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var found = false;
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for (var i = 0; i < xSquares.length; i++) {
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if (xSquares[i] - ((this.squaresX / this.numberOfIslands) / 2) < randomNumber && randomNumber < xSquares[i] + ((this.squaresX / this.numberOfIslands) / 2)) {
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found = true;
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break;
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}
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}
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if (!found) xSquares.push(randomNumber);
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}
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while (ySquares.length < this.numberOfIslands) {
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var randomNumber = Math.round(Math.randomRange(2, this.squaresY - 2));
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var found = false;
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for (var i = 0; i < ySquares.length; i++) {
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if (ySquares[i] - ((this.squaresY / this.numberOfIslands) / 2) < randomNumber && randomNumber < ySquares[i] + ((this.squaresY / this.numberOfIslands) / 2)) {
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found = true;
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break;
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}
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}
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if (!found) ySquares.push(randomNumber);
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}
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for (var i = 0; i < this.numberOfIslands; i++) {
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2016-04-17 23:53:31 +02:00
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G.map[i] = {
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2016-04-15 23:10:24 +02:00
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island: rm_Ocean.AddObject(OS.P["Island"], {
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x: this.squareSize * xSquares[i],
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y: this.squareSize * ySquares[i]
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}),
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drawX: xSquares[i],
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drawY: ySquares[i],
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drawWidth: 1,
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drawHeight: 1
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2016-04-17 23:53:31 +02:00
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};
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2016-04-15 23:10:24 +02:00
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}
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2016-04-14 07:20:11 +02:00
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}
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