function oceanRoom () { // Create objects on room creation for persistence. G.player = rm_Ocean.AddObject(OS.P["Ship"]); G.player.x = pixel((rm_Ocean.width / OS.S.pixelScale) / 2); G.player.y = pixel((rm_Ocean.height / OS.S.pixelScale) / 2); console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y); G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]); G.oceanParticle.x = G.player.x + randomSmidge(); G.oceanParticle.y = G.player.y + randomSmidge(); var island1 = rm_Ocean.AddObject(OS.P["Island"]); island1.x = pixel((rm_Ocean.width / OS.S.pixelScale) / 2) + island1.xBound + G.player.xBound; island1.y = pixel((rm_Ocean.height / OS.S.pixelScale) / 2); console.log(island1.name + " created at " + island1.x + ", " + island1.y); // When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly // to make sure DoFirst runs. OS.SetRoom(rm_Ocean); } rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150)); rm_Ocean.speedGaugeImg = new Image(); rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png"; rm_Ocean.DoFirst = function () { // Reset camera whenever room starts OS.SetCamera({ x: G.player.x - (OS.camera.width / 2), y: G.player.y - (OS.camera.height / 2), objectToFollow: G.player }); this.mapLeftTrigger = OS.camera.hBorder; this.mapLeftTriggerTarget = this.width - (OS.camera.width - OS.camera.hBorder); this.mapRightTrigger = this.width - OS.camera.hBorder; this.mapRightTriggerTarget = OS.camera.width - OS.camera.hBorder; this.mapUpTrigger = OS.camera.vBorder; this.mapUpTriggerTarget = this.height - (OS.camera.height - OS.camera.vBorder); this.mapDownTrigger = this.height - OS.camera.vBorder; this.mapDownTriggerTarget = OS.camera.height - OS.camera.vBorder; } rm_Ocean.Do = function () { // Move G.oceanParticle around based on player's movement. 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 (!guiControl.inventory.show && !guiControl.trade.show) { if (ct_cancel().down) { guiControl.inventory.show = true; } if (ct_esc.down) { guiControl.trade.show = true; G.player.speed = 0; } } } rm_Ocean.DrawAbove = function () { // Draw the speed indicator in Bottom Left corner. OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32); // Draw Energy Bar this.DrawEnergyBar(); // drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4); // drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6); drawInventoryGUI(); drawTradeGUI(); } rm_Ocean.DoLast = function () { // Clear Objects on room exit. This is best practice unless you need persistent objects. //rm_Ocean.objects = {}; } rm_Ocean.DrawEnergyBar = function () { var percentage = G.stats.energy / G.stats.maxEnergy; var barHeight = pixel(2); var maxBarWidth = 32; var barWidth = pixel(Math.round(maxBarWidth * percentage)); var saveFillStyle = OS.context.fillStyle; OS.context.fillStyle = "#0055FF"; OS.context.fillRect(64, OS.camera.height - barHeight - 16, barWidth, barHeight); OS.context.fillStyle = saveFillStyle; }