diff --git a/Oversimplified.js b/Oversimplified.js index d0aab68..1b1227a 100644 --- a/Oversimplified.js +++ b/Oversimplified.js @@ -478,7 +478,7 @@ Oversimplified.Room.prototype.type = "Room"; Oversimplified.Room.prototype.Start = function () { this.DoFirst(); - if (this.name === Oversimplified.R.currentRoom) { + if (this.name === Oversimplified.Rooms.currentRoom) { for (var object in this.objects) { this.objects[object].Start(); } @@ -513,7 +513,7 @@ Oversimplified.Room.prototype.Update = function () { this.Do(); - if (this.name === Oversimplified.R.currentRoom) { + if (this.name === Oversimplified.Rooms.currentRoom) { for (var object in this.objects) { this.objects[object].Update(); } @@ -539,13 +539,13 @@ Oversimplified.Room.prototype.Draw = function () { this.DrawBelow(); //Draw this before any objects are drawn - if (this.name === Oversimplified.R.currentRoom) { + // if (this.name === Oversimplified.Rooms.currentRoom) { for (var i = 0; i < this.drawOrder.length; i++) { if (typeof this.objects[this.drawOrder[i]] !== 'undefined') { this.objects[this.drawOrder[i]].Draw(); } } - } + // } // If there is a foreground, draw it. if (typeof this.foreground !== 'undefined') { @@ -582,15 +582,15 @@ Oversimplified.Room.prototype.AddObject = function (newObjectName, newObjectOpti // Change to the specified room. // Runs the current Room's End() function, changes the room, and runs the specified Room's Start() function. Oversimplified.SetRoom = function (room) { - if (typeof Oversimplified.R[Oversimplified.R.currentRoom] !== 'undefined') { - Oversimplified.R[Oversimplified.R.currentRoom].End(); + if (typeof Oversimplified.Rooms[Oversimplified.Rooms.currentRoom] !== 'undefined') { + Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].End(); } - Oversimplified.R.currentRoom = room.name; - Oversimplified.O = Oversimplified.Rooms[Oversimplified.R.currentRoom].objects; //Update the Oversimplified.O alias when room changes + Oversimplified.Rooms.currentRoom = room.name; + Oversimplified.O = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects; //Update the Oversimplified.O alias when room changes Oversimplified.camera.following = ""; - Oversimplified.R[Oversimplified.R.currentRoom].Start(); + Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].Start(); } // PremadeObjects (Prefab) Namespace @@ -907,7 +907,7 @@ Oversimplified.GameObject.prototype.IfOverlappingThenMove = function (doSimple) // Prevents the object from moving outside of the room's boundaries. Oversimplified.GameObject.prototype.KeepInsideRoom = function () { - var currentRoom = Oversimplified.R[Oversimplified.R.currentRoom] + var currentRoom = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom] if (this.x < this.xBound || this.x > currentRoom.width - this.xBound) { this.x = this.xPrevious; @@ -985,7 +985,7 @@ Oversimplified.GameObject.prototype.SimpleMove = function (xSpeed, ySpeed, check // Removes the specified object from memory. Oversimplified.GameObject.prototype.Destroy = function () { this.End(); - delete Oversimplified.R[Oversimplified.R.currentRoom].objects[this.name]; + delete Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[this.name]; } // Check if the point (x, y) lies inside the bounds of ANY object in the room. @@ -1360,7 +1360,7 @@ Oversimplified.DEBUG = { roomInQuestion = Oversimplified.Rooms[roomName]; } } else { - roomInQuestion = Oversimplified.Rooms[Oversimplified.R.currentRoom]; + roomInQuestion = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom]; } for (var objects in roomInQuestion.objects) { count++; @@ -1610,17 +1610,17 @@ Oversimplified.Update = function () { Oversimplified.Rooms.AllAfterDo(); if (Oversimplified.camera.following != "") { //If the camera is following an object, keep the object within its borders. - if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x > Oversimplified.camera.width - Oversimplified.camera.hBorder) { - Oversimplified.camera.x = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - (Oversimplified.camera.width - Oversimplified.camera.hBorder); + if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x > Oversimplified.camera.width - Oversimplified.camera.hBorder) { + Oversimplified.camera.x = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - (Oversimplified.camera.width - Oversimplified.camera.hBorder); } - if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x < Oversimplified.camera.hBorder) { - Oversimplified.camera.x = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.hBorder; + if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.x < Oversimplified.camera.hBorder) { + Oversimplified.camera.x = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].x - Oversimplified.camera.hBorder; } - if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y > Oversimplified.camera.height - Oversimplified.camera.vBorder) { - Oversimplified.camera.y = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - (Oversimplified.camera.height - Oversimplified.camera.vBorder); + if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y > Oversimplified.camera.height - Oversimplified.camera.vBorder) { + Oversimplified.camera.y = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - (Oversimplified.camera.height - Oversimplified.camera.vBorder); } - if (Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y < Oversimplified.camera.vBorder) { - Oversimplified.camera.y = Oversimplified.R[Oversimplified.R.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.vBorder; + if (Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.y < Oversimplified.camera.vBorder) { + Oversimplified.camera.y = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].objects[Oversimplified.camera.following].y - Oversimplified.camera.vBorder; } } @@ -1628,14 +1628,14 @@ Oversimplified.Update = function () { if (Oversimplified.camera.x < 0) { Oversimplified.camera.x = 0; } - if (Oversimplified.camera.x + Oversimplified.camera.width > Oversimplified.R[Oversimplified.R.currentRoom].width) { - Oversimplified.camera.x = Oversimplified.R[Oversimplified.R.currentRoom].width - Oversimplified.camera.width; + if (Oversimplified.camera.x + Oversimplified.camera.width > Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].width) { + Oversimplified.camera.x = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].width - Oversimplified.camera.width; } if (Oversimplified.camera.y < 0) { Oversimplified.camera.y = 0; } - if (Oversimplified.camera.y + Oversimplified.camera.height > Oversimplified.R[Oversimplified.R.currentRoom].height) { - Oversimplified.camera.y = Oversimplified.R[Oversimplified.R.currentRoom].height - Oversimplified.camera.height; + if (Oversimplified.camera.y + Oversimplified.camera.height > Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].height) { + Oversimplified.camera.y = Oversimplified.Rooms[Oversimplified.Rooms.currentRoom].height - Oversimplified.camera.height; } }