diff --git a/rooms/oceanRoom.js b/rooms/oceanRoom.js index c37f154..a762c34 100644 --- a/rooms/oceanRoom.js +++ b/rooms/oceanRoom.js @@ -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 () {