Eliminate the concept of a tradeRoom.
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1255929124
commit
470bac1997
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@ -1,10 +1,5 @@
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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_Trade = OS.R.Add("Trade", {
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width: OS.camera.width,
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height: OS.camera.height,
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backgroundColor: "#D9BEA5"
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});
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var rm_Ocean = OS.R.Add("Default", {
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width: pixel(64) * 50, //50x50 map of 64x64 squares. This will allow a single pixel on the map to represent a 64x square and fit comfortably on screen.
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height: pixel(64) * 50,
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@ -14,7 +9,6 @@ var rm_Ocean = OS.R.Add("Default", {
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function loadRooms() {
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// OS.AddScript("rooms/titleScreen.js");
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OS.AddScript("rooms/oceanRoom.js");
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OS.AddScript("rooms/tradeRoom.js");
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// OS.SetRoom(rm_TitleScreen);
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OS.SetRoom(rm_Ocean);
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@ -39,9 +39,6 @@ rm_Ocean.DoFirst = function () {
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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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// THIS IS JUST FOR MAKING TRADE ROOM TESTING EASIER. DO NOT SHIP LIKE THIS!!!!
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// OS.SetRoom(rm_Trade);
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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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@ -1,16 +0,0 @@
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function tradeRoom () {}
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rm_Trade.DoFirst = function () {
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OS.canvas.style.background = this.background.color;
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}
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rm_Trade.Do = function () {}
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rm_Trade.DrawAbove = function () {
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drawTradeGUI();
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}
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rm_Trade.DoLast = function () {
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// Clear Objects on room exit. This is best practice unless you need persistent objects.
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//rm_Trade.objects = {};
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}
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