Added seamless transitions on the map, shrank Ocean room to allow making an in-game map.
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8694b5412b
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@ -1,8 +1,8 @@
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// var rm_TitleScreen = OS.R.Add("Default");
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// var rm_Ocean = OS.R.Add("Ocean", {
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var rm_Ocean = OS.R.Add("Default", {
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width: 64 * 1000 * OS.S.pixelScale,
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height: 64 * 1000 * OS.S.pixelScale,
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width: (64 * OS.S.pixelScale) * 64, //32 64x64 squares for the map.
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height: (64 * OS.S.pixelScale) * 64,
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backgroundColor: "#1b2632"
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});
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@ -45,6 +45,9 @@ pr_ship.Do = function () {
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} else {
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this.doTakeStep = false;
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}
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this.SeamlessScroll();
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console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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}
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pr_ship.AfterDo = function () {
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@ -91,3 +94,22 @@ pr_ship.CheckMovement = function () {
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break;
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}
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}
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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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@ -18,15 +18,21 @@ rm_Ocean.speedGaugeImg = new Image();
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rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
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rm_Ocean.DoFirst = function () {
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//Hide cursor when playing (only use if masking the cursor with another object)
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//OS.canvas.style.cursor = "none";
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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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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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}
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rm_Ocean.Do = function () {
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// Move G.oceanParticle around based on player's movement.
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