Added energy consumption and display, updated Ship prefab to use the new Oversimplified.GameObject.SimpleMove() to stop if crashed.
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@ -20,7 +20,9 @@ var pr_ship = OS.P.Add("Ship", {
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moveStepSize: 3,
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moveStepSize: 3,
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moveStepAmount: 5 * Oversimplified.R[Oversimplified.R.currentRoom].stepSpeed,
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moveStepAmount: 5 * Oversimplified.R[Oversimplified.R.currentRoom].stepSpeed,
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moveStepProgress: 0,
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moveStepProgress: 0,
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doTakeStep: false
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doTakeStep: false,
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energyRefillTimer: 0
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});
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});
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pr_ship.Do = function () {
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pr_ship.Do = function () {
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@ -36,6 +38,9 @@ pr_ship.Do = function () {
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} else if (ct_down().down) {
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} else if (ct_down().down) {
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this.currentSpeed--;
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this.currentSpeed--;
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}
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}
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if (this.currentSpeed > 1 && G.stats.maxEnergy / G.stats.energy > this.currentSpeed + G.stats.crew) {
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this.currentSpeed--;
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}
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this.currentSpeed = Math.clamp(this.currentSpeed, 0, 4);
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this.currentSpeed = Math.clamp(this.currentSpeed, 0, 4);
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this.moveStepProgress += this.currentSpeed * this.moveStepAmount;
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this.moveStepProgress += this.currentSpeed * this.moveStepAmount;
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@ -47,52 +52,74 @@ pr_ship.Do = function () {
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}
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}
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this.SeamlessScroll();
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this.SeamlessScroll();
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console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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// console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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}
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}
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pr_ship.AfterDo = function () {
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pr_ship.AfterDo = function () {
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this.CheckMovement();
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this.CheckMovement();
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this.UpdateEnergy();
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}
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}
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pr_ship.CheckMovement = function () {
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pr_ship.CheckMovement = function () {
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var moveAmount = (G.stats.speed + this.currentSpeed) * OS.S.pixelScale;
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var moveAmount = (G.stats.speed + this.currentSpeed) * OS.S.pixelScale;
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var movedSuccessfully = false;
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switch (this.direction) {
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switch (this.direction) {
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case 0:
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case 0:
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if (this.image.currentAnimation != "Ship Right") this.SetAnimation("Ship Right");
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if (this.image.currentAnimation != "Ship Right") this.SetAnimation("Ship Right");
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if (this.doTakeStep) this.SimpleMove(moveAmount, 0, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(moveAmount, 0, true, 8);
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break;
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break;
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case 45:
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case 45:
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if (this.image.currentAnimation != "Ship Up-Right") this.SetAnimation("Ship Up-Right");
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if (this.image.currentAnimation != "Ship Up-Right") this.SetAnimation("Ship Up-Right");
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if (this.doTakeStep) this.SimpleMove(moveAmount, -moveAmount, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(moveAmount, -moveAmount, true, 8);
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break;
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break;
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case 90:
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case 90:
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if (this.image.currentAnimation != "Ship Up") this.SetAnimation("Ship Up");
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if (this.image.currentAnimation != "Ship Up") this.SetAnimation("Ship Up");
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if (this.doTakeStep) this.SimpleMove(0, -moveAmount, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(0, -moveAmount, true, 8);
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break;
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break;
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case 135:
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case 135:
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if (this.image.currentAnimation != "Ship Up-Left") this.SetAnimation("Ship Up-Left");
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if (this.image.currentAnimation != "Ship Up-Left") this.SetAnimation("Ship Up-Left");
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if (this.doTakeStep) this.SimpleMove(-moveAmount, -moveAmount, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(-moveAmount, -moveAmount, true, 8);
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break;
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break;
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case 180:
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case 180:
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if (this.image.currentAnimation != "Ship Left") this.SetAnimation("Ship Left");
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if (this.image.currentAnimation != "Ship Left") this.SetAnimation("Ship Left");
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if (this.doTakeStep) this.SimpleMove(-moveAmount, 0, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(-moveAmount, 0, true, 8);
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break;
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break;
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case 225:
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case 225:
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if (this.image.currentAnimation != "Ship Down-Left") this.SetAnimation("Ship Down-Left");
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if (this.image.currentAnimation != "Ship Down-Left") this.SetAnimation("Ship Down-Left");
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if (this.doTakeStep) this.SimpleMove(-moveAmount, moveAmount, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(-moveAmount, moveAmount, true, 8);
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break;
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break;
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case 270:
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case 270:
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if (this.image.currentAnimation != "Ship Down") this.SetAnimation("Ship Down");
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if (this.image.currentAnimation != "Ship Down") this.SetAnimation("Ship Down");
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if (this.doTakeStep) this.SimpleMove(0, moveAmount, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(0, moveAmount, true, 8);
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break;
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break;
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case 315:
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case 315:
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if (this.image.currentAnimation != "Ship Down-Right") this.SetAnimation("Ship Down-Right");
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if (this.image.currentAnimation != "Ship Down-Right") this.SetAnimation("Ship Down-Right");
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if (this.doTakeStep) this.SimpleMove(moveAmount, moveAmount, true);
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if (this.doTakeStep) movedSuccessfully = this.SimpleMove(moveAmount, moveAmount, true, 8);
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break;
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break;
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default:
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default:
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console.log("No valid direction");
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console.log("No valid direction");
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break;
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break;
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}
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}
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if (this.doTakeStep && !movedSuccessfully) {
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this.currentSpeed = 0;
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}
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}
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pr_ship.UpdateEnergy = function () {
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this.energyRefillTimer++;
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if (this.doTakeStep) {
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G.stats.energy -= ((this.currentSpeed / G.stats.speed) + ((G.stats.hunger + G.stats.thirst) * 0.1)) * 0.25;
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if (this.energyRefillTimer >= (100 / G.stats.crew) + ((G.stats.hunger + G.stats.thirst) * 10)) {
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G.stats.energy += G.stats.crew;
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this.energyRefillTimer = 0;
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}
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if (G.stats.energy < 0) G.stats.energy = 0;
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if (G.stats.energy > G.stats.maxEnergy) G.stats.energy = G.stats.maxEnergy;
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}
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}
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}
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pr_ship.SeamlessScroll = function () {
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pr_ship.SeamlessScroll = function () {
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@ -56,6 +56,9 @@ rm_Ocean.DrawAbove = function () {
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// Draw the speed indicator in Bottom Left corner.
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// Draw the speed indicator in Bottom Left corner.
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OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
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OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
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// Draw Energy Bar
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this.DrawEnergyBar();
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// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
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// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
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// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
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// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
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}
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}
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@ -64,3 +67,15 @@ 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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// 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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//rm_Ocean.objects = {};
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}
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}
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rm_Ocean.DrawEnergyBar = function () {
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var percentage = G.stats.energy / G.stats.maxEnergy;
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var barHeight = 2 * OS.S.pixelScale;
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var maxBarWidth = 32;
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var barWidth = Math.round(maxBarWidth * percentage) * OS.S.pixelScale;
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var saveFillStyle = OS.context.fillStyle;
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OS.context.fillStyle = "#0055FF";
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OS.context.fillRect(64, OS.camera.height - barHeight - 16, barWidth, barHeight);
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OS.context.fillStyle = saveFillStyle;
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}
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