Allow waves to be created while on the title screen.

This commit is contained in:
Robbie Antenesse 2016-04-17 15:58:36 -06:00
parent f63788a6c5
commit 9c63b8e4b0
1 changed files with 14 additions and 10 deletions

View File

@ -43,20 +43,11 @@ rm_Ocean.DoFirst = function () {
}
rm_Ocean.Do = function () {
if (G.gameStarted) {
if (guiControl && guiControl.inventory && guiControl.trade) { // Force it to wait until loaded.
if (guiControl && guiControl.inventory && guiControl.map && guiControl.trade) { // Force it to wait until loaded.
if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) {
// Move G.oceanParticle around based on player's movement.
if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
this.waveTimer--;
if (this.waveTimer <= 0) {
var wave = this.AddObject(OS.P["Wave Particle"]);
wave.x = G.player.x + (randomSmidge() * 4);
wave.y = G.player.y + (randomSmidge() * 4);
this.waveTimer = Math.round(Math.randomRange(30, 150));
}
if (ct_cancel().down) {
snd_select.Play();
guiControl.inventory.activateDelay = 5;
@ -67,6 +58,19 @@ rm_Ocean.Do = function () {
this.RunClock();
}
// Make waves even if the game hasn't started, but not when on trade screen.
if (guiControl && guiControl.trade) { // Force it to wait until loaded.
if (!guiControl.trade.show) {
this.waveTimer--;
if (this.waveTimer <= 0) {
var wave = this.AddObject(OS.P["Wave Particle"]);
wave.x = G.player.x + (randomSmidge() * 4);
wave.y = G.player.y + (randomSmidge() * 4);
this.waveTimer = Math.round(Math.randomRange(30, 150));
}
}
}
}
rm_Ocean.DrawAbove = function () {