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. G.player = this.AddObject(OS.P["Ship"]); G.player.x = ((rm_Ocean.width / OS.S.pixelScale) / 2) * OS.S.pixelScale; G.player.y = ((rm_Ocean.height / OS.S.pixelScale) / 2) * OS.S.pixelScale; G.oceanParticle = this.AddObject(OS.P["Ocean Particle"]); G.oceanParticle.x = G.player.x + randomSmidge(); G.oceanParticle.y = G.player.y + randomSmidge(); OS.S.SetCamera(64 * OS.S.pixelScale, 64 * OS.S.pixelScale, G.player, 24 * OS.S.pixelScale, 24 * OS.S.pixelScale); } rm_Ocean.Do = function () { // Move G.oceanParticle around based on player's movement. G.oceanParticle.CheckPosition(G.player.x, G.player.y); } rm_Ocean.DrawAbove = function () { // Draw the speed indicator in Bottom Left corner. } rm_Ocean.DoLast = function () { // Clear Objects on room exit. This is best practice unless you need persistent objects. rm_Ocean.objects = {}; }