Trade-Winds/rooms/oceanRoom.js

181 lines
6.3 KiB
JavaScript

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
};
}
}