Expand all Oversimplified.R to Oversimplified.Rooms
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@ -478,7 +478,7 @@ Oversimplified.Room.prototype.type = "Room";
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Oversimplified.Room.prototype.Start = function () {
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this.DoFirst();
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if (this.name === Oversimplified.R.currentRoom) {
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if (this.name === Oversimplified.Rooms.currentRoom) {
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for (var object in this.objects) {
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this.objects[object].Start();
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}
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@ -513,7 +513,7 @@ Oversimplified.Room.prototype.Update = function () {
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this.Do();
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if (this.name === Oversimplified.R.currentRoom) {
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if (this.name === Oversimplified.Rooms.currentRoom) {
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for (var object in this.objects) {
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this.objects[object].Update();
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}
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@ -539,13 +539,13 @@ Oversimplified.Room.prototype.Draw = function () {
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this.DrawBelow(); //Draw this before any objects are drawn
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if (this.name === Oversimplified.R.currentRoom) {
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// if (this.name === Oversimplified.Rooms.currentRoom) {
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for (var i = 0; i < this.drawOrder.length; i++) {
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if (typeof this.objects[this.drawOrder[i]] !== 'undefined') {
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this.objects[this.drawOrder[i]].Draw();
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}
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}
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}
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// }
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// If there is a foreground, draw it.
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if (typeof this.foreground !== 'undefined') {
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@ -582,15 +582,15 @@ Oversimplified.Room.prototype.AddObject = function (newObjectName, newObjectOpti
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// Change to the specified room.
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// Runs the current Room's End() function, changes the room, and runs the specified Room's Start() function.
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Oversimplified.SetRoom = function (room) {
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if (typeof Oversimplified.R[Oversimplified.R.currentRoom] !== 'undefined') {
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Oversimplified.R[Oversimplified.R.currentRoom].End();
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if (typeof Oversimplified.Rooms[Oversimplified.Rooms.currentRoom] !== 'undefined') {
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Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].End();
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}
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Oversimplified.R.currentRoom = room.name;
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Oversimplified.O = Oversimplified.Rooms[Oversimplified.R.currentRoom].objects; //Update the Oversimplified.O alias when room changes
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Oversimplified.Rooms.currentRoom = room.name;
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Oversimplified.O = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects; //Update the Oversimplified.O alias when room changes
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Oversimplified.camera.following = "";
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Oversimplified.R[Oversimplified.R.currentRoom].Start();
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Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].Start();
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}
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// PremadeObjects (Prefab) Namespace
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@ -907,7 +907,7 @@ Oversimplified.GameObject.prototype.IfOverlappingThenMove = function (doSimple)
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// Prevents the object from moving outside of the room's boundaries.
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Oversimplified.GameObject.prototype.KeepInsideRoom = function () {
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var currentRoom = Oversimplified.R[Oversimplified.R.currentRoom]
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var currentRoom = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom]
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if (this.x < this.xBound || this.x > currentRoom.width - this.xBound)
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{
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this.x = this.xPrevious;
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@ -985,7 +985,7 @@ Oversimplified.GameObject.prototype.SimpleMove = function (xSpeed, ySpeed, check
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// Removes the specified object from memory.
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Oversimplified.GameObject.prototype.Destroy = function () {
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this.End();
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delete Oversimplified.R[Oversimplified.R.currentRoom].objects[this.name];
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delete Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[this.name];
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}
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// Check if the point (x, y) lies inside the bounds of ANY object in the room.
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@ -1360,7 +1360,7 @@ Oversimplified.DEBUG = {
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roomInQuestion = Oversimplified.Rooms[roomName];
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}
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} else {
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roomInQuestion = Oversimplified.Rooms[Oversimplified.R.currentRoom];
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roomInQuestion = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom];
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}
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for (var objects in roomInQuestion.objects) {
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count++;
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@ -1610,17 +1610,17 @@ Oversimplified.Update = function () {
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Oversimplified.Rooms.AllAfterDo();
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if (Oversimplified.camera.following != "") { //If the camera is following an object, keep the object within its borders.
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if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x > Oversimplified.camera.width - Oversimplified.camera.hBorder) {
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Oversimplified.camera.x = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - (Oversimplified.camera.width - Oversimplified.camera.hBorder);
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if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x > Oversimplified.camera.width - Oversimplified.camera.hBorder) {
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Oversimplified.camera.x = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - (Oversimplified.camera.width - Oversimplified.camera.hBorder);
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}
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if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x < Oversimplified.camera.hBorder) {
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Oversimplified.camera.x = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.hBorder;
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if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x < Oversimplified.camera.hBorder) {
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Oversimplified.camera.x = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.hBorder;
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}
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if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y > Oversimplified.camera.height - Oversimplified.camera.vBorder) {
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Oversimplified.camera.y = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - (Oversimplified.camera.height - Oversimplified.camera.vBorder);
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if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y > Oversimplified.camera.height - Oversimplified.camera.vBorder) {
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Oversimplified.camera.y = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - (Oversimplified.camera.height - Oversimplified.camera.vBorder);
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}
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if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y < Oversimplified.camera.vBorder) {
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Oversimplified.camera.y = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.vBorder;
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if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y < Oversimplified.camera.vBorder) {
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Oversimplified.camera.y = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.vBorder;
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}
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}
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@ -1628,14 +1628,14 @@ Oversimplified.Update = function () {
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if (Oversimplified.camera.x < 0) {
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Oversimplified.camera.x = 0;
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}
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if (Oversimplified.camera.x + Oversimplified.camera.width > Oversimplified.R[Oversimplified.R.currentRoom].width) {
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Oversimplified.camera.x = Oversimplified.R[Oversimplified.R.currentRoom].width - Oversimplified.camera.width;
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if (Oversimplified.camera.x + Oversimplified.camera.width > Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].width) {
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Oversimplified.camera.x = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].width - Oversimplified.camera.width;
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}
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if (Oversimplified.camera.y < 0) {
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Oversimplified.camera.y = 0;
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}
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if (Oversimplified.camera.y + Oversimplified.camera.height > Oversimplified.R[Oversimplified.R.currentRoom].height) {
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Oversimplified.camera.y = Oversimplified.R[Oversimplified.R.currentRoom].height - Oversimplified.camera.height;
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if (Oversimplified.camera.y + Oversimplified.camera.height > Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].height) {
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Oversimplified.camera.y = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].height - Oversimplified.camera.height;
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}
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}
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