2016-04-05 01:10:40 +02:00
|
|
|
function oceanRoom () {
|
2016-04-06 22:36:51 +02:00
|
|
|
// Create objects on room creation for persistence.
|
|
|
|
G.player = rm_Ocean.AddObject(OS.P["Ship"]);
|
|
|
|
G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]);
|
2016-04-13 02:14:09 +02:00
|
|
|
|
2016-04-14 07:20:11 +02:00
|
|
|
rm_Ocean.GenerateMap();
|
2016-04-14 23:02:12 +02:00
|
|
|
|
2016-04-05 01:10:40 +02:00
|
|
|
// When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly
|
2016-04-06 22:36:51 +02:00
|
|
|
// to make sure DoFirst runs.
|
2016-04-05 01:10:40 +02:00
|
|
|
OS.SetRoom(rm_Ocean);
|
|
|
|
}
|
|
|
|
|
2016-04-06 16:01:52 +02:00
|
|
|
rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
|
2016-04-16 07:15:38 +02:00
|
|
|
rm_Ocean.clockTimerCount = 1; // Set it to 1 so it doesn't check for player illness immediately!
|
2016-04-07 21:19:22 +02:00
|
|
|
|
2016-04-05 01:10:40 +02:00
|
|
|
rm_Ocean.DoFirst = function () {
|
2016-04-17 07:35:04 +02:00
|
|
|
mus_title.Play();
|
2016-04-16 23:43:39 +02:00
|
|
|
|
2016-04-15 23:10:24 +02:00
|
|
|
G.player.x = (this.squareSize * (this.squaresX / 2)) - (this.squareSize / 2) - G.player.xBound;
|
|
|
|
G.player.y = (this.squareSize * (this.squaresY / 2));
|
|
|
|
// console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
|
2016-04-14 23:02:12 +02:00
|
|
|
|
|
|
|
G.oceanParticle.x = G.player.x + randomSmidge();
|
|
|
|
G.oceanParticle.y = G.player.y + randomSmidge();
|
|
|
|
|
2016-04-06 22:36:51 +02:00
|
|
|
// 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
|
|
|
|
});
|
2016-04-07 20:26:36 +02:00
|
|
|
|
|
|
|
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;
|
2016-04-14 23:02:12 +02:00
|
|
|
|
|
|
|
// G.economy.UpdateEconomy();
|
2016-04-05 01:10:40 +02:00
|
|
|
}
|
|
|
|
rm_Ocean.Do = function () {
|
2016-04-17 07:35:04 +02:00
|
|
|
if (G.gameStarted) {
|
|
|
|
if (guiControl && guiControl.inventory && guiControl.trade) { // Force it to wait until loaded.
|
|
|
|
if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) {
|
|
|
|
// Move G.oceanParticle around based on player's movement.
|
|
|
|
if (G.oceanParticle.CheckPosition) 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));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ct_cancel().down) {
|
|
|
|
snd_select.Play();
|
|
|
|
guiControl.inventory.activateDelay = 5;
|
|
|
|
guiControl.inventory.show = true;
|
|
|
|
}
|
2016-04-14 22:58:19 +02:00
|
|
|
}
|
2016-04-12 06:47:01 +02:00
|
|
|
}
|
2016-04-15 01:11:55 +02:00
|
|
|
|
2016-04-17 07:35:04 +02:00
|
|
|
this.RunClock();
|
|
|
|
}
|
2016-04-05 01:10:40 +02:00
|
|
|
}
|
2016-04-06 01:33:38 +02:00
|
|
|
|
2016-04-05 01:10:40 +02:00
|
|
|
rm_Ocean.DrawAbove = function () {
|
2016-04-17 07:35:04 +02:00
|
|
|
if (G.gameStarted) {
|
|
|
|
this.DrawNightDarkness();
|
2016-04-15 01:11:55 +02:00
|
|
|
|
2016-04-17 07:35:04 +02:00
|
|
|
// 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);
|
2016-04-06 22:52:02 +02:00
|
|
|
|
2016-04-17 07:35:04 +02:00
|
|
|
this.DrawEnergyBar();
|
2016-04-08 02:20:23 +02:00
|
|
|
|
2016-04-17 07:35:04 +02:00
|
|
|
this.DrawClock();
|
2016-04-14 23:02:12 +02:00
|
|
|
|
2016-04-17 07:35:04 +02:00
|
|
|
drawInventoryGUI();
|
|
|
|
drawMapGUI();
|
|
|
|
drawTradeGUI();
|
|
|
|
} else {
|
|
|
|
drawTitleScreen();
|
|
|
|
}
|
2016-04-05 01:10:40 +02:00
|
|
|
}
|
2016-04-06 01:33:38 +02:00
|
|
|
|
2016-04-05 01:10:40 +02:00
|
|
|
rm_Ocean.DoLast = function () {
|
|
|
|
// Clear Objects on room exit. This is best practice unless you need persistent objects.
|
2016-04-06 22:52:02 +02:00
|
|
|
//rm_Ocean.objects = {};
|
|
|
|
}
|
2016-04-08 02:20:23 +02:00
|
|
|
|
2016-04-15 01:11:55 +02:00
|
|
|
rm_Ocean.RunClock = function () {
|
2016-04-14 23:02:12 +02:00
|
|
|
if (guiControl.trade && !guiControl.trade.show) { // Only advance time when not trading.
|
|
|
|
rm_Ocean.clockTimerCount++;
|
|
|
|
if (rm_Ocean.clockTimerCount > rm_Ocean.clockTimerCutoff) {
|
|
|
|
rm_Ocean.clockTimerCount = 0;
|
|
|
|
// Play New_Day sound.
|
2016-04-17 07:35:04 +02:00
|
|
|
// Save the game.
|
2016-04-14 23:02:12 +02:00
|
|
|
G.economy.UpdateEconomy();
|
|
|
|
|
|
|
|
for (var i = 0; i < G.map.length; i++) {
|
2016-04-16 07:15:38 +02:00
|
|
|
G.map[i].island.NewDay();
|
2016-04-14 23:02:12 +02:00
|
|
|
}
|
|
|
|
}
|
2016-04-16 07:15:38 +02:00
|
|
|
|
|
|
|
if (rm_Ocean.clockTimerCount == 0 ||
|
|
|
|
rm_Ocean.clockTimerCount == Math.round(rm_Ocean.clockTimerCutoff * 0.33) ||
|
|
|
|
rm_Ocean.clockTimerCount == Math.round(rm_Ocean.clockTimerCutoff * 0.66)) {
|
|
|
|
G.player.CheckIllnessIncrease();
|
|
|
|
}
|
2016-04-14 23:02:12 +02:00
|
|
|
}
|
2016-04-15 01:11:55 +02:00
|
|
|
}
|
2016-04-14 23:02:12 +02:00
|
|
|
|
2016-04-15 01:11:55 +02:00
|
|
|
rm_Ocean.DrawNightDarkness = function () {
|
|
|
|
var alphaFormula = (Math.sin((((this.clockTimerCount / (this.clockTimerCutoff * Math.PI)) * 10) * 1.5) - 2) - 0.4);
|
|
|
|
if (alphaFormula < 0) alphaFormula = 0;
|
|
|
|
|
|
|
|
if (alphaFormula > 0) {
|
|
|
|
var saveGlobalAlpha = OS.context.globalAlpha;
|
|
|
|
var tmp = Oversimplified.context.fillStyle;
|
|
|
|
OS.context.globalAlpha = alphaFormula;
|
|
|
|
Oversimplified.context.fillStyle = "#112189";
|
|
|
|
Oversimplified.context.fillRect(0, 0, Oversimplified.camera.width, Oversimplified.camera.height);
|
|
|
|
Oversimplified.context.fillStyle = tmp;
|
|
|
|
Oversimplified.context.globalAlpha = saveGlobalAlpha;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
rm_Ocean.DrawEnergyBar = function () {
|
|
|
|
var percentage = G.stats.energy / G.stats.maxEnergy;
|
|
|
|
var barHeight = pixel(2);
|
|
|
|
var maxBarWidth = 32;
|
|
|
|
var barWidth = pixel(Math.round(maxBarWidth * percentage));
|
|
|
|
|
|
|
|
var saveFillStyle = OS.context.fillStyle;
|
|
|
|
OS.context.fillStyle = "#0055FF";
|
|
|
|
OS.context.fillRect(64, OS.camera.height - barHeight - 16, barWidth, barHeight);
|
|
|
|
OS.context.fillStyle = saveFillStyle;
|
|
|
|
}
|
|
|
|
|
|
|
|
rm_Ocean.DrawClock = function () {
|
2016-04-14 23:02:12 +02:00
|
|
|
var screenX = OS.camera.width - pixel(9) - pixel(2);
|
|
|
|
var screenY = OS.camera.height - pixel(9) - pixel(2);
|
2016-04-15 01:11:55 +02:00
|
|
|
var percentOfClock = this.clockTimerCount / this.clockTimerCutoff;
|
2016-04-14 23:02:12 +02:00
|
|
|
var clockFrameX = Math.floor(16 * percentOfClock) * pixel(9);
|
2016-04-15 01:11:55 +02:00
|
|
|
OS.context.drawImage(this.clockImg, clockFrameX, 0, pixel(9), pixel(9), screenX, screenY, pixel(9), pixel(9));
|
|
|
|
// console.log(this.clockTimerCount);
|
2016-04-14 23:02:12 +02:00
|
|
|
}
|
|
|
|
|
2016-04-14 07:20:11 +02:00
|
|
|
rm_Ocean.GenerateMap = function () {
|
2016-04-15 23:10:24 +02:00
|
|
|
var xSquares = [25];
|
|
|
|
var ySquares = [22];
|
|
|
|
while (xSquares.length < this.numberOfIslands) {
|
|
|
|
var randomNumber = Math.round(Math.randomRange(2, this.squaresX - 2));
|
|
|
|
var found = false;
|
|
|
|
for (var i = 0; i < xSquares.length; i++) {
|
|
|
|
if (xSquares[i] - ((this.squaresX / this.numberOfIslands) / 2) < randomNumber && randomNumber < xSquares[i] + ((this.squaresX / this.numberOfIslands) / 2)) {
|
|
|
|
found = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!found) xSquares.push(randomNumber);
|
|
|
|
}
|
|
|
|
while (ySquares.length < this.numberOfIslands) {
|
|
|
|
var randomNumber = Math.round(Math.randomRange(2, this.squaresY - 2));
|
|
|
|
var found = false;
|
|
|
|
for (var i = 0; i < ySquares.length; i++) {
|
|
|
|
if (ySquares[i] - ((this.squaresY / this.numberOfIslands) / 2) < randomNumber && randomNumber < ySquares[i] + ((this.squaresY / this.numberOfIslands) / 2)) {
|
|
|
|
found = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!found) ySquares.push(randomNumber);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (var i = 0; i < this.numberOfIslands; i++) {
|
|
|
|
G.map.push({
|
|
|
|
island: rm_Ocean.AddObject(OS.P["Island"], {
|
|
|
|
x: this.squareSize * xSquares[i],
|
|
|
|
y: this.squareSize * ySquares[i]
|
|
|
|
}),
|
|
|
|
drawX: xSquares[i],
|
|
|
|
drawY: ySquares[i],
|
|
|
|
drawWidth: 1,
|
|
|
|
drawHeight: 1
|
|
|
|
});
|
|
|
|
}
|
2016-04-14 07:20:11 +02:00
|
|
|
}
|