Initial commit, no data is really correct.
After Width: | Height: | Size: 465 B |
After Width: | Height: | Size: 586 B |
After Width: | Height: | Size: 573 B |
After Width: | Height: | Size: 472 B |
After Width: | Height: | Size: 468 B |
After Width: | Height: | Size: 439 B |
After Width: | Height: | Size: 560 B |
After Width: | Height: | Size: 587 B |
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>Game</title>
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<script src="Oversimplified.js"></script>
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</head>
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<body>
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<canvas style="border:solid 1px black;" id="game">
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Your browser is really old, dude - no canvas support! Update this thing!
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</canvas>
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<div id="audio"></div>
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</body>
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</html>
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var ct_up = OS.C.Add("WASD Up", OS.Keycode.w);
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var ct_left = OS.C.Add("WASD Left", OS.Keycode.a);
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var ct_down = OS.C.Add("WASD Down", OS.Keycode.s);
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var ct_right = OS.C.Add("WASD Right", OS.Keycode.d);
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var ct_shift = OS.C.Add("Shift", OS.Keycode.shift);
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var ct_space = OS.C.Add("Space", OS.Keycode.space);
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function loadControls () {}
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var Game = {};
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G = Game;
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G.pixelSize = 4;
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G.player = {};
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G.map = {};
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function loadGameManager () {}
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function loadPrefabs() {
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OS.AddScript("prefabs/shipPrefab.js");
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OS.AddScript("prefabs/islandPrefab.js");
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}
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var rm_TitleScreen = OS.R.Add("Default", OS.camera.width, OS.camera.height, "");
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var rm_Ocean = OS.R.Add("Ocean", 64 * 1000 * G.pixelSize, 64 * 1000 * G.pixelSize, "");
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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.SetRoom(rm_TitleScreen);
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}
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function oceanRoom () {
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// When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly
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OS.SetRoom(rm_Ocean);
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}
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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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// Create objects on room start. This is best practice unless you need persistent objects.
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Game.player = this.AddObject(OS.P["UFO"]);
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Game.ball = this.AddObject(OS.P["Ball"]);
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Game.cowboys = Math.floor(RandomRange(5, 50));
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for (var i = 0; i < Game.cowboys; i++) {
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this.AddObject(OS.P["Cowboy"]);
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}
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}
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rm_Ocean.Do = function () {
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if (Game.cowboys <= 0) {
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OS.SetRoom(rm_Ocean);
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}
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}
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rm_Ocean.DrawAbove = function () {
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// Draw the number of cowboys remaining
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if (Game.ball !== null) {
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OS.context.font = "18px Impact";
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OS.context.fillText(Game.cowboys, 15, 30);
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}
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}
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rm_Ocean.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_Ocean.objects = {};
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}
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function titleScreen () {
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// When room is loaded, explicitly set room to rm_TitleScreen, just in case "Default" doesn't work/is loaded too slowly
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OS.SetRoom(rm_TitleScreen);
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}
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rm_TitleScreen.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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// Create objects on room start. This is best practice unless you need persistent objects.
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Game.player = this.AddObject(OS.P["UFO"]);
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Game.ball = this.AddObject(OS.P["Ball"]);
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Game.cowboys = Math.floor(RandomRange(5, 50));
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for (var i = 0; i < Game.cowboys; i++) {
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this.AddObject(OS.P["Cowboy"]);
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}
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}
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rm_TitleScreen.Do = function () {
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if (Game.cowboys <= 0) {
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OS.SetRoom(rm_TitleScreen);
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}
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}
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rm_TitleScreen.DrawAbove = function () {
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// Draw the number of cowboys remaining
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if (Game.ball !== null) {
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OS.context.font = "18px Impact";
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OS.context.fillText(Game.cowboys, 15, 30);
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}
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}
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rm_TitleScreen.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_TitleScreen.objects = {};
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}
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OS.S.defaultStep = 1 / 120;
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OS.S.SetCamera((window.innerWidth < 500) ? window.innerWidth - 10 : 500, (window.innerHeight < 800) ? window.innerHeight - 10 : 800);
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function start()
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{
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OS.AddScript("loadControls.js");
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OS.AddScript("loadGamemanager.js");
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OS.AddScript("loadPrefabs.js");
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OS.AddScript("loadRooms.js");
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}
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