Fixed some island stuff (All GameObjects MUST HAVE at least 1 animation) and took a screenshot.
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@ -1,6 +1,9 @@
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var ani_island_1 = OS.A.Add("Island 1", 256, 256, {});
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function islandPrefab() {}
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function islandPrefab() {}
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var pr_island = OS.P.Add("Island", {
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var pr_island = OS.P.Add("Island", {
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solid: true,
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solid: true,
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imageSrc: "images/island.png"
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imageSrc: "images/island.png",
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animations: [ani_island_1]
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});
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});
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@ -17,6 +17,10 @@ rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
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rm_Ocean.speedGaugeImg = new Image();
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rm_Ocean.speedGaugeImg = new Image();
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rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
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rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
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var island1 = rm_Ocean.AddObject(OS.P["Island"]);
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island1.x = (((rm_Ocean.width / OS.S.pixelScale) / 2) + 64) * OS.S.pixelScale;
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island1.y = ((rm_Ocean.height / OS.S.pixelScale) / 2) * OS.S.pixelScale;
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rm_Ocean.DoFirst = function () {
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rm_Ocean.DoFirst = function () {
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// Reset camera whenever room starts
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// Reset camera whenever room starts
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OS.SetCamera({
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OS.SetCamera({
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@ -52,8 +56,8 @@ rm_Ocean.DrawAbove = function () {
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// Draw the speed indicator in Bottom Left corner.
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// Draw the speed indicator in Bottom Left corner.
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OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
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OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
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drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
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// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
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drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
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// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
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}
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}
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rm_Ocean.DoLast = function () {
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rm_Ocean.DoLast = function () {
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