Trade-Winds/rooms/oceanRoom.js

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function oceanRoom () {
// Create objects on room creation for persistence.
G.player = rm_Ocean.AddObject(OS.P["Ship"]);
G.player.x = ((rm_Ocean.width / OS.S.pixelScale) / 2) * OS.S.pixelScale;
G.player.y = ((rm_Ocean.height / OS.S.pixelScale) / 2) * OS.S.pixelScale;
console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]);
G.oceanParticle.x = G.player.x + randomSmidge();
G.oceanParticle.y = G.player.y + randomSmidge();
// When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly
// to make sure DoFirst runs.
OS.SetRoom(rm_Ocean);
}
rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
rm_Ocean.speedGaugeImg = new Image();
rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
var island1 = rm_Ocean.AddObject(OS.P["Island"]);
island1.x = (((rm_Ocean.width / OS.S.pixelScale) / 2) + 64) * OS.S.pixelScale;
island1.y = ((rm_Ocean.height / OS.S.pixelScale) / 2) * OS.S.pixelScale;
rm_Ocean.DoFirst = function () {
// Reset camera whenever room starts
OS.SetCamera({
x: G.player.x - (OS.camera.width / 2),
y: G.player.y - (OS.camera.height / 2),
objectToFollow: G.player
});
this.mapLeftTrigger = OS.camera.hBorder;
this.mapLeftTriggerTarget = this.width - (OS.camera.width - OS.camera.hBorder);
this.mapRightTrigger = this.width - OS.camera.hBorder;
this.mapRightTriggerTarget = OS.camera.width - OS.camera.hBorder;
this.mapUpTrigger = OS.camera.vBorder;
this.mapUpTriggerTarget = this.height - (OS.camera.height - OS.camera.vBorder);
this.mapDownTrigger = this.height - OS.camera.vBorder;
this.mapDownTriggerTarget = OS.camera.height - OS.camera.vBorder;
}
rm_Ocean.Do = function () {
// Move G.oceanParticle around based on player's movement.
G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
this.waveTimer--;
if (this.waveTimer <= 0) {
var wave = this.AddObject(OS.P["Wave Particle"]);
wave.x = G.player.x + (randomSmidge() * 4);
wave.y = G.player.y + (randomSmidge() * 4);
this.waveTimer = Math.round(Math.randomRange(30, 150));
}
}
rm_Ocean.DrawAbove = function () {
// Draw the speed indicator in Bottom Left corner.
OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
}
rm_Ocean.DoLast = function () {
// Clear Objects on room exit. This is best practice unless you need persistent objects.
//rm_Ocean.objects = {};
}