function oceanRoom () { // When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly OS.SetRoom(rm_Ocean); } rm_Ocean.DoFirst = function () { //Hide cursor when playing (only use if masking the cursor with another object) //OS.canvas.style.cursor = "none"; // Create objects on room start. This is best practice unless you need persistent objects. Game.player = this.AddObject(OS.P["UFO"]); Game.ball = this.AddObject(OS.P["Ball"]); Game.cowboys = Math.floor(RandomRange(5, 50)); for (var i = 0; i < Game.cowboys; i++) { this.AddObject(OS.P["Cowboy"]); } } rm_Ocean.Do = function () { if (Game.cowboys <= 0) { OS.SetRoom(rm_Ocean); } } rm_Ocean.DrawAbove = function () { // Draw the number of cowboys remaining if (Game.ball !== null) { OS.context.font = "18px Impact"; OS.context.fillText(Game.cowboys, 15, 30); } } rm_Ocean.DoLast = function () { // Clear Objects on room exit. This is best practice unless you need persistent objects. rm_Ocean.objects = {}; }