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