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.speedGaugeImg = new Image(); rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png"; rm_Ocean.clockTimerCutoff = (1 / OS.S.defaultStep) * 60 * 10; // 10 minute day. rm_Ocean.clockTimerCount = 0; rm_Ocean.clockImg = new Image(); rm_Ocean.clockImg.src = "images/clock_sheet.png"; rm_Ocean.DoFirst = function () { G.player.x = (pixel(64) * 25) - pixel(32) - G.player.xBound; G.player.y = pixel(64) * 25; 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 () { // 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); 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 && guiControl.inventory && guiControl.trade) { // Force it to wait until loaded. 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); this.DrawEnergyBar(); this.DrawClock(); // drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4); // drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6); drawInventoryGUI(); drawMapGUI(); 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; } rm_Ocean.DrawClock = 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.SimulateTrade(); } } } var screenX = OS.camera.width - pixel(9) - pixel(2); var screenY = OS.camera.height - pixel(9) - pixel(2); var percentOfClock = rm_Ocean.clockTimerCount / rm_Ocean.clockTimerCutoff; var clockFrameX = Math.floor(16 * percentOfClock) * pixel(9); OS.context.drawImage(rm_Ocean.clockImg, clockFrameX, 0, pixel(9), pixel(9), screenX, screenY, pixel(9), pixel(9)); // console.log(rm_Ocean.clockTimerCount); } rm_Ocean.GenerateMap = function () { var island1 = rm_Ocean.AddObject(OS.P["Island"], { x: pixel(64) * 25, //Exact center of map. y: pixel(64) * 25 }); console.log(island1.name + " created at " + island1.x + ", " + island1.y); G.map.push({ island: island1, drawX: 25, drawY: 25, drawWidth: 1, drawHeight: 1 }); var usedXSquares = []; var usedYSquares = []; for (var i = 0; i < 5; i++) { var xSquare = Math.round(Math.randomRange(1, 49)); while (usedXSquares.indexOf(xSquare) != -1 && usedXSquares.indexOf(xSquare + 1) != -1 && usedXSquares.indexOf(xSquare - 1) != -1 && usedXSquares.indexOf(xSquare + 2) != -1 && usedXSquares.indexOf(xSquare - 2) != -1) { xSquare = Math.round(Math.randomRange(1, 49)); } usedXSquares.push(xSquare); var ySquare = Math.round(Math.randomRange(1, 49)); while (usedYSquares.indexOf(ySquare) != -1 && usedYSquares.indexOf(ySquare + 1) != -1 && usedYSquares.indexOf(ySquare - 1) != -1 && usedYSquares.indexOf(ySquare + 2) != -1 && usedYSquares.indexOf(ySquare - 2) != -1) { ySquare = Math.round(Math.randomRange(1, 49)); } usedYSquares.push(ySquare); var xPosition = pixel(64) * xSquare; var yPosition = pixel(64) * ySquare; G.map.push({ island: rm_Ocean.AddObject(OS.P["Island"], { x: xPosition, y: yPosition }), drawX: xSquare, drawY: ySquare, drawWidth: 1, drawHeight: 1 }); console.log(G.map[i + 1].island.name + " created at " + G.map[i + 1].island.x + ", " + G.map[i + 1].island.y); } }