181 lines
6.4 KiB
JavaScript
181 lines
6.4 KiB
JavaScript
function oceanRoom () {
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// Create objects on room creation for persistence.
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G.player = rm_Ocean.AddObject(OS.P["Ship"]);
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G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]);
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rm_Ocean.GenerateMap();
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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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// to make sure DoFirst runs.
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OS.SetRoom(rm_Ocean);
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}
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rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
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rm_Ocean.speedGaugeImg = new Image();
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rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
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rm_Ocean.clockTimerCutoff = (1 / OS.S.defaultStep) * 60 * 10; // 10 minute day.
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rm_Ocean.clockTimerCount = 0;
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rm_Ocean.clockImg = new Image();
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rm_Ocean.clockImg.src = "images/clock_sheet.png";
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rm_Ocean.DoFirst = function () {
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G.player.x = (pixel(64) * 25) - pixel(32) - G.player.xBound;
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G.player.y = pixel(64) * 25;
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console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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G.oceanParticle.x = G.player.x + randomSmidge();
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G.oceanParticle.y = G.player.y + randomSmidge();
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// Reset camera whenever room starts
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OS.SetCamera({
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x: G.player.x - (OS.camera.width / 2),
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y: G.player.y - (OS.camera.height / 2),
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objectToFollow: G.player
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});
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this.mapLeftTrigger = OS.camera.hBorder;
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this.mapLeftTriggerTarget = this.width - (OS.camera.width - OS.camera.hBorder);
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this.mapRightTrigger = this.width - OS.camera.hBorder;
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this.mapRightTriggerTarget = OS.camera.width - OS.camera.hBorder;
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this.mapUpTrigger = OS.camera.vBorder;
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this.mapUpTriggerTarget = this.height - (OS.camera.height - OS.camera.vBorder);
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this.mapDownTrigger = this.height - OS.camera.vBorder;
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this.mapDownTriggerTarget = OS.camera.height - OS.camera.vBorder;
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// G.economy.UpdateEconomy();
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}
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rm_Ocean.Do = function () {
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// Move G.oceanParticle around based on player's movement.
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if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
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this.waveTimer--;
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if (this.waveTimer <= 0) {
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var wave = this.AddObject(OS.P["Wave Particle"]);
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wave.x = G.player.x + (randomSmidge() * 4);
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wave.y = G.player.y + (randomSmidge() * 4);
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this.waveTimer = Math.round(Math.randomRange(30, 150));
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}
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if (guiControl && guiControl.inventory && guiControl.trade) { // Force it to wait until loaded.
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if (!guiControl.inventory.show && !guiControl.trade.show) {
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if (ct_cancel().down) {
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guiControl.inventory.show = true;
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}
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if (ct_esc.down) {
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guiControl.trade.show = true;
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G.player.speed = 0;
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}
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}
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}
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}
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rm_Ocean.DrawAbove = function () {
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// Draw the speed indicator in Bottom Left corner.
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OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
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this.DrawEnergyBar();
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this.DrawClock();
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// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
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// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
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drawInventoryGUI();
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drawMapGUI();
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drawTradeGUI();
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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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}
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rm_Ocean.DrawEnergyBar = function () {
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var percentage = G.stats.energy / G.stats.maxEnergy;
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var barHeight = pixel(2);
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var maxBarWidth = 32;
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var barWidth = pixel(Math.round(maxBarWidth * percentage));
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var saveFillStyle = OS.context.fillStyle;
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OS.context.fillStyle = "#0055FF";
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OS.context.fillRect(64, OS.camera.height - barHeight - 16, barWidth, barHeight);
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OS.context.fillStyle = saveFillStyle;
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}
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rm_Ocean.DrawClock = function () {
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if (guiControl.trade && !guiControl.trade.show) { // Only advance time when not trading.
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rm_Ocean.clockTimerCount++;
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if (rm_Ocean.clockTimerCount > rm_Ocean.clockTimerCutoff) {
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rm_Ocean.clockTimerCount = 0;
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// Play New_Day sound.
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G.economy.UpdateEconomy();
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for (var i = 0; i < G.map.length; i++) {
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G.map[i].island.SimulateTrade();
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}
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}
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}
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var screenX = OS.camera.width - pixel(9) - pixel(2);
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var screenY = OS.camera.height - pixel(9) - pixel(2);
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var percentOfClock = rm_Ocean.clockTimerCount / rm_Ocean.clockTimerCutoff;
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var clockFrameX = Math.floor(16 * percentOfClock) * pixel(9);
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OS.context.drawImage(rm_Ocean.clockImg, clockFrameX, 0, pixel(9), pixel(9), screenX, screenY, pixel(9), pixel(9));
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// console.log(rm_Ocean.clockTimerCount);
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}
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rm_Ocean.GenerateMap = function () {
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var island1 = rm_Ocean.AddObject(OS.P["Island"], {
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x: pixel(64) * 25, //Exact center of map.
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y: pixel(64) * 25
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});
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console.log(island1.name + " created at " + island1.x + ", " + island1.y);
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G.map.push({
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island: island1,
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drawX: 25,
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drawY: 25,
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drawWidth: 1,
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drawHeight: 1
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});
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var usedXSquares = [];
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var usedYSquares = [];
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for (var i = 0; i < 5; i++) {
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var xSquare = Math.round(Math.randomRange(1, 49));
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while (usedXSquares.indexOf(xSquare) != -1 &&
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usedXSquares.indexOf(xSquare + 1) != -1 && usedXSquares.indexOf(xSquare - 1) != -1 &&
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usedXSquares.indexOf(xSquare + 2) != -1 && usedXSquares.indexOf(xSquare - 2) != -1)
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{
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xSquare = Math.round(Math.randomRange(1, 49));
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}
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usedXSquares.push(xSquare);
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var ySquare = Math.round(Math.randomRange(1, 49));
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while (usedYSquares.indexOf(ySquare) != -1 &&
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usedYSquares.indexOf(ySquare + 1) != -1 && usedYSquares.indexOf(ySquare - 1) != -1 &&
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usedYSquares.indexOf(ySquare + 2) != -1 && usedYSquares.indexOf(ySquare - 2) != -1)
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{
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ySquare = Math.round(Math.randomRange(1, 49));
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}
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usedYSquares.push(ySquare);
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var xPosition = pixel(64) * xSquare;
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var yPosition = pixel(64) * ySquare;
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G.map.push({
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island: rm_Ocean.AddObject(OS.P["Island"], {
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x: xPosition,
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y: yPosition
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}),
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drawX: xSquare,
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drawY: ySquare,
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drawWidth: 1,
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drawHeight: 1
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});
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console.log(G.map[i + 1].island.name + " created at " + G.map[i + 1].island.x + ", " + G.map[i + 1].island.y);
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}
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}
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