function oceanRoom () { // Create objects on room creation for persistence. G.player = rm_Ocean.AddObject(OS.P["Ship"]); G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]); rm_Ocean.GenerateMap(); // 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.clockTimerCount = 1; // Set it to 1 so it doesn't check for player illness immediately! rm_Ocean.DoFirst = function () { mus_title.Play(); G.player.x = (this.squareSize * (this.squaresX / 2)) - (this.squareSize / 2) - G.player.xBound; G.player.y = (this.squareSize * (this.squaresY / 2)); // console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y); G.oceanParticle.x = G.player.x + randomSmidge(); G.oceanParticle.y = G.player.y + randomSmidge(); // 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; // G.economy.UpdateEconomy(); } rm_Ocean.Do = function () { if (G.gameStarted) { if (guiControl && guiControl.inventory && guiControl.map && guiControl.trade) { // Force it to wait until loaded. if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) { // Move G.oceanParticle around based on player's movement. if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction); if (ct_cancel().down) { snd_select.Play(); guiControl.inventory.activateDelay = 5; guiControl.inventory.show = true; } if (ct_m.down) { snd_select.Play(); guiControl.map.activateDelay = 5; guiControl.map.show = true; } } } this.RunClock(); } // Make waves even if the game hasn't started, but not when on trade screen. if (guiControl && guiControl.trade) { // Force it to wait until loaded. if (!guiControl.trade.show) { 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)); } } } } rm_Ocean.DrawAbove = function () { if (G.gameStarted) { this.DrawNightDarkness(); guiControl.drawSpeedGauge(); guiControl.drawEnergyBar(); guiControl.drawClock(); guiControl.inventory.Draw(); guiControl.map.Draw(); guiControl.trade.Draw(); } else { guiControl.title.Draw(); } } rm_Ocean.DoLast = function () { // Clear Objects on room exit. This is best practice unless you need persistent objects. //rm_Ocean.objects = {}; } rm_Ocean.RunClock = function () { if (guiControl.trade && !guiControl.trade.show) { // Only advance time when not trading. rm_Ocean.clockTimerCount++; if (rm_Ocean.clockTimerCount > rm_Ocean.clockTimerCutoff) { rm_Ocean.clockTimerCount = 0; // Play New_Day sound. G.economy.UpdateEconomy(); for (var i = 0; i < G.map.length; i++) { G.map[i].island.NewDay(); } G.SaveGame(); } if (rm_Ocean.clockTimerCount == 0 || rm_Ocean.clockTimerCount == Math.round(rm_Ocean.clockTimerCutoff * 0.33) || rm_Ocean.clockTimerCount == Math.round(rm_Ocean.clockTimerCutoff * 0.66)) { G.player.CheckIllnessIncrease(); } } } rm_Ocean.DrawNightDarkness = function () { var alphaFormula = (Math.sin((((this.clockTimerCount / (this.clockTimerCutoff * Math.PI)) * 10) * 1.5) - 2) - 0.4); if (alphaFormula < 0) alphaFormula = 0; if (alphaFormula > 0) { var saveGlobalAlpha = OS.context.globalAlpha; var tmp = Oversimplified.context.fillStyle; OS.context.globalAlpha = alphaFormula; Oversimplified.context.fillStyle = "#112189"; Oversimplified.context.fillRect(0, 0, Oversimplified.camera.width, Oversimplified.camera.height); Oversimplified.context.fillStyle = tmp; Oversimplified.context.globalAlpha = saveGlobalAlpha; } } rm_Ocean.GenerateMap = function () { var xSquares = [25]; var ySquares = [22]; while (xSquares.length < this.numberOfIslands) { var randomNumber = Math.round(Math.randomRange(2, this.squaresX - 2)); var found = false; for (var i = 0; i < xSquares.length; i++) { if (xSquares[i] - ((this.squaresX / this.numberOfIslands) / 2) < randomNumber && randomNumber < xSquares[i] + ((this.squaresX / this.numberOfIslands) / 2)) { found = true; break; } } if (!found) xSquares.push(randomNumber); } while (ySquares.length < this.numberOfIslands) { var randomNumber = Math.round(Math.randomRange(2, this.squaresY - 2)); var found = false; for (var i = 0; i < ySquares.length; i++) { if (ySquares[i] - ((this.squaresY / this.numberOfIslands) / 2) < randomNumber && randomNumber < ySquares[i] + ((this.squaresY / this.numberOfIslands) / 2)) { found = true; break; } } if (!found) ySquares.push(randomNumber); } for (var i = 0; i < this.numberOfIslands; i++) { G.map[i] = { island: rm_Ocean.AddObject(OS.P["Island"], { x: this.squareSize * xSquares[i], y: this.squareSize * ySquares[i] }), drawX: xSquares[i], drawY: ySquares[i], drawWidth: 1, drawHeight: 1 }; } }