r3-custom-code/21g30t1e75.js

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if (this.parentEntity === data.entity) {
console.log('snake entity loaded');
} else {
return;
}
/**
* Defines
*/
GameLib.CustomCode.BODY_TYPE_HEAD = 0x1;
GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
GameLib.CustomCode.GRID_WIDTH = 11;
GameLib.CustomCode.GRID_HEIGHT = 11;
GameLib.CustomCode.GRID_OFFSET_X = 1;
GameLib.CustomCode.GRID_OFFSET_Y = 5;
GameLib.CustomCode.SPEED_INITIAL = 3;
/**
* Get runtime
*/
this.runtime = GameLib.Utils.GetRuntime();
/**
* Custom Code Components
*/
this.beforeRender = GameLib.EntityManager.Instance.findComponentById('zjq6ach3jt');
/**
* Geometries
*/
this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp');
/**
* Images
*/
this.imageEnd = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
this.imageBodyPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
/**
* Other Objects (Scene)
*/
this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj');
/**
* Game objects
*/
this.snake = [];
this.grid = [];
this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.advanceTime = 0;
GameLib.CustomCode.SnakeBody = function(
mesh,
position,
direction
) {
this.mesh = mesh;
this.position = position;
this.direction = direction;
};
GameLib.CustomCode.SnakeBody.prototype.clone = function() {
return new GameLib.CustomCode.SnakeBody(
this.mesh,
{
x : this.position.x,
y : this.position.y
},
{
x : this.direction.x,
y : this.direction.y
}
);
}
GameLib.CustomCode.SnakeBody.prototype.advance = function() {
this.position.x += this.direction.x;
this.position.y += this.direction.y;
this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
/**
* TODO: We don't update instance position - animation should do this
*/
this.mesh.updateInstance('position');
}
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
this.advanceTime += delta;
if (this.advanceTime > this.speed) {
this.advanceTime = 0;
} else {
return;
}
var head = this.snake[0].clone();
head.advance();
this.snake = this.snake.reduce(
function(result, body, index) {
if ((index + 1) >= this.snake.length) {
/**
* do nothing
*/
} else {
/**
* Move the body over
*/
result.push(this.snake[index + 1]);
}
return result;
}.bind(this),
[head]
)
}.bind(this);
GameLib.CustomCode.prototype.initializeGrid = function() {
this.grid = [];
for (var x = 0; x < GameLib.CustomCode.GRID_WIDTH; x++) {
this.grid[x] = [];
for (var y = 0; y < GameLib.CustomCode.GRID_HEIGHT; y++) {
this.grid[x][y] = {
mesh : null,
direction : {
x : 0,
y : 0
}
}
}
}
}.bind(this);
GameLib.CustomCode.prototype.cloneBody = function(bodyType) {
var mesh = null;
switch (bodyType) {
case (GameLib.CustomCode.BODY_TYPE_HEAD) :
mesh = this.meshEnd.clone();
break;
case (GameLib.CustomCode.BODY_TYPE_TAIL) :
mesh = this.meshEnd.clone();
mesh.rotation.z = Math.PI;
mesh.updateInstance('rotation');
break;
default:
console.warn('unhandled body type : ' + bodyType);
break;
}
var direction = {
x : -1,
y : 0
};
var position = {
x : Math.round(GameLib.CustomCode.GRID_WIDTH / 2),
y : Math.round(GameLib.CustomCode.GRID_HEIGHT / 2)
};
if (this.snake.length > 0) {
direction.x = this.snake[0].direction.x;
direction.y = this.snake[0].direction.y;
}
if (this.snake.length > 0) {
position.x = this.snake[0].position.x;
position.y = this.snake[0].position.y;
}
return new GameLib.CustomCode.SnakeBody(
mesh,
position,
direction
);
}.bind(this);
GameLib.CustomCode.prototype.createMaterial = function(image) {
var diffuseMap = new GameLib.D3.Texture.Image(
this.runtime.graphics,
{
image : image
}
)
return new GameLib.D3.Material.Phong(
this.runtime.graphics,
{
diffuseMap : diffuseMap
}
);
}.bind(this);
GameLib.CustomCode.prototype.createGameMesh = function(image) {
var mesh = new GameLib.D3.Mesh(
this.runtime.graphics,
{
geometry : this.geometryBody,
materials : [this.createMaterial(image)]
}
)
this.scene.addClone(mesh);
return mesh;
}.bind(this)
/**
* Create our objects
*/
this.meshEnd = this.createGameMesh(this.imageEnd);
this.meshPatty = this.createGameMesh(this.imagePatty);
this.meshBodyPatty = this.createGameMesh(this.imageBodyPatty);
GameLib.Event.Subscribe(
GameLib.Event.GAME_START,
function() {
/**
* Remove all existing snake parts
*/
this.snake.map(
function(body) {
body.geometry = null;
body.materials = null;
body.remove();
}
)
this.snake = [
this.cloneBody(GameLib.CustomCode.BODY_TYPE_HEAD),
this.cloneBody(GameLib.CustomCode.BODY_TYPE_TAIL)
];
/**
* Cleanup grid
*/
this.grid.map(
function(x) {
x.map(
function(y) {
y.mesh.geometry = null;
y.mesh.materials = null;
y.mesh.remove();
}
);
}
);
this.initializeGrid();
/**
* Other Settings
*/
this.speed = GameLib.CustomCode.SPEED_INITIAL;
/**
* Re-initialize our other custom code components
*/
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = this;
console.log('starting game snake');
}.bind(this)
);
GameLib.Event.Subscribe(
GameLib.Event.GAME_OVER,
function() {
this.beforeRender.entityLoaded = null;
this.beforeRender.initialized = false;
console.log('starting game snake');
}.bind(this)
)
GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
//@ sourceURL=entityLoaded.js