Eliminate the concept of a tradeRoom.

This commit is contained in:
Robbie Antenesse 2016-04-13 16:48:32 -06:00
parent 1255929124
commit 470bac1997
3 changed files with 0 additions and 25 deletions

View File

@ -1,10 +1,5 @@
// var rm_TitleScreen = OS.R.Add("Default");
// var rm_Ocean = OS.R.Add("Ocean", {
var rm_Trade = OS.R.Add("Trade", {
width: OS.camera.width,
height: OS.camera.height,
backgroundColor: "#D9BEA5"
});
var rm_Ocean = OS.R.Add("Default", {
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.
height: pixel(64) * 50,
@ -14,7 +9,6 @@ var rm_Ocean = OS.R.Add("Default", {
function loadRooms() {
// OS.AddScript("rooms/titleScreen.js");
OS.AddScript("rooms/oceanRoom.js");
OS.AddScript("rooms/tradeRoom.js");
// OS.SetRoom(rm_TitleScreen);
OS.SetRoom(rm_Ocean);

View File

@ -39,9 +39,6 @@ rm_Ocean.DoFirst = function () {
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;
// THIS IS JUST FOR MAKING TRADE ROOM TESTING EASIER. DO NOT SHIP LIKE THIS!!!!
// OS.SetRoom(rm_Trade);
}
rm_Ocean.Do = function () {
// Move G.oceanParticle around based on player's movement.

View File

@ -1,16 +0,0 @@
function tradeRoom () {}
rm_Trade.DoFirst = function () {
OS.canvas.style.background = this.background.color;
}
rm_Trade.Do = function () {}
rm_Trade.DrawAbove = function () {
drawTradeGUI();
}
rm_Trade.DoLast = function () {
// Clear Objects on room exit. This is best practice unless you need persistent objects.
//rm_Trade.objects = {};
}