r3-custom-code/21g30t1e75.js

586 lines
14 KiB
JavaScript
Raw Normal View History

if (this.parentEntity === data.entity) {
console.log('snake entity loaded');
} else {
return;
}
/**
* Defines
*/
GameLib.CustomCode.BODY_TYPE_NORMAL = 0x1;
GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
GameLib.CustomCode.BODY_TYPE_CORNER = 0x3;
GameLib.CustomCode.GRID_WIDTH = 8;
GameLib.CustomCode.GRID_HEIGHT = 9;
GameLib.CustomCode.GRID_OFFSET_X = 1;
GameLib.CustomCode.GRID_OFFSET_Y = 7;
GameLib.CustomCode.SPEED_INITIAL = 1;
GameLib.CustomCode.ORIENTATION_UP = 0;
GameLib.CustomCode.ORIENTATION_LEFT = 1;
GameLib.CustomCode.ORIENTATION_DOWN = 2;
GameLib.CustomCode.ORIENTATION_RIGHT = 3;
/**
* Get runtime
*/
this.runtime = GameLib.Utils.GetRuntime();
/**
* Custom Code Components
*/
this.beforeRender = GameLib.EntityManager.Instance.findComponentById('zjq6ach3jt');
this.keyUp = GameLib.EntityManager.Instance.findComponentById('306204wy29');
/**
* Geometries
*/
this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp');
/**
* Images
*/
this.imageBreadHead = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
this.imageBreadTail = GameLib.EntityManager.Instance.findComponentById('se6qlnmojd');
this.imageBreadPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
this.imageBreadCorner = GameLib.EntityManager.Instance.findComponentById('iljpuouaok');
this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
/**
* Other Objects (Scene)
*/
this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj');
this.animation = GameLib.EntityManager.Instance.findComponentById('8kb7utb2fn');
this.animationRotation = GameLib.EntityManager.Instance.findComponentById('z628kythyn');
/**
* Game objects
*/
this.snake = [];
this.grid = [];
this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.advanceTime = 0;
/**
* Orientation is 0, 1, 2 or 3, (up, left, down, right) -
* This is also the amount we need to multiply with PI to get the mesh rotation
* @type {{direction: {x: number, y: number}, orientation: number}}
*/
this.state = {
orientation : 0,
turning : false,
flip : 0
};
GameLib.CustomCode.prototype.visualizeGrid = function (color) {
if (this.starsMesh) {
this.scene.instance.remove(this.starsMesh);
}
this.starsGeometry = new THREE.Geometry();
this.grid.map(
function(x, xIndex) {
x.map(
function(y, yIndex) {
this.starsGeometry.vertices.push(
new THREE.Vector3(
xIndex + GameLib.CustomCode.GRID_OFFSET_X,
yIndex + GameLib.CustomCode.GRID_OFFSET_Y,
5
)
);
}.bind(this)
)
}.bind(this)
);
var starsMaterial = new THREE.PointsMaterial({color: color, size: 0.1});
this.starsMesh = new THREE.Points(this.starsGeometry, starsMaterial);
this.scene.instance.add(this.starsMesh);
}.bind(this)
GameLib.CustomCode.prototype.createMaterial = function(image) {
var diffuseMap = new GameLib.D3.Texture.Image(
this.runtime.graphics,
{
image : image,
repeat : {
x : 0.99,
y : 0.99
}
}
)
return new GameLib.D3.Material.Phong(
this.runtime.graphics,
{
diffuseMap : diffuseMap,
transparent : true
}
);
}.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.meshBreadHead = this.createGameMesh(this.imageBreadHead);
this.meshBreadHead.useQuaternion = false;
this.meshBreadTail = this.createGameMesh(this.imageBreadTail);
this.meshBreadTail.useQuaternion = false;
this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty);
this.meshBreadPatty.useQuaternion = false;
this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner);
this.meshBreadCorner.useQuaternion = false;
this.meshPatty = this.createGameMesh(this.imagePatty);
/**
* GameLib.CustomCode.SnakeBody
* @param mesh
* @param position
* @param orientation
* @param flip
* @param backupMesh
* @constructor
*/
GameLib.CustomCode.SnakeBody = function(
mesh,
position,
orientation,
flip,
backupMesh,
isTail
) {
if (GameLib.Utils.UndefinedOrNull(mesh)) {
throw new Error('no mesh specified');
}
this.mesh = mesh.clone();
this.mesh.useQuaternion = false;
this.mesh.position.z = GameLib.CustomCode.SnakeBody.LastZ;
GameLib.CustomCode.SnakeBody.LastZ += 0.1;
this.mesh.updateInstance('position');
if (GameLib.Utils.UndefinedOrNull(position)) {
position = {
x : Math.round(GameLib.CustomCode.GRID_WIDTH / 2),
y : Math.round(GameLib.CustomCode.GRID_HEIGHT / 2)
};
}
this.position = position;
if (GameLib.Utils.UndefinedOrNull(orientation)) {
orientation = GameLib.CustomCode.ORIENTATION_UP;
}
this.orientation = orientation;
if (GameLib.Utils.UndefinedOrNull(flip)) {
flip = 0;
}
this.flip = flip;
if (GameLib.Utils.UndefinedOrNull(backupMesh)) {
backupMesh = null;
}
this.backupMesh = backupMesh;
if (GameLib.Utils.UndefinedOrNull(isTail)) {
isTail = false;
}
this.isTail = isTail;
this.applyToMesh();
};
GameLib.CustomCode.SnakeBody.LastZ = 0;
GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
//if ((this.mesh.rotation.z - (this.orientation * Math.PI / 2)) > Math.PI) {
// this.mesh.rotation.z -= Math.PI;
// this.mesh.updateInstance('rotation');
//}
this.mesh.rotation.z = this.orientation * Math.PI / 2;
if (this.backupMesh) {
this.mesh.rotation.z += ((Math.PI / 2) * this.flip);
this.mesh.updateInstance('position');
this.mesh.updateInstance('rotation');
}
/**
* TODO: We don't update instance position - animation should do this
*/
// this.mesh.updateInstance('position');
//if (!this.isTail) {
this.mesh.updateInstance('rotation');
//}
}
GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation, flip) {
var crash = false;
switch (orientation) {
case GameLib.CustomCode.ORIENTATION_UP :
if ((this.position.y + 1) >= GameLib.CustomCode.GRID_HEIGHT) {
crash = true;
} else {
this.position.y += 1;
}
break;
case GameLib.CustomCode.ORIENTATION_DOWN :
if ((this.position.y - 1) < 0) {
crash = true;
} else {
this.position.y -= 1;
}
break;
case GameLib.CustomCode.ORIENTATION_LEFT :
if ((this.position.x - 1) < 0) {
crash = true;
} else {
this.position.x -= 1;
}
break;
case GameLib.CustomCode.ORIENTATION_RIGHT :
if ((this.position.x + 1) >= GameLib.CustomCode.GRID_WIDTH) {
crash = true;
} else {
this.position.x += 1;
}
break;
default :
console.warn('unknown orientation');
break;
}
if (!crash) {
console.log('check against body');
} else {
console.log('crashed!');
}
this.orientation = orientation;
this.flip = flip;
}
GameLib.CustomCode.prototype.createFood = function(delta) {
};
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
this.advanceTime += delta;
if (this.advanceTime > this.speed) {
this.advanceTime = 0;
} else {
return;
}
var backup = null;
var temp = null;
this.snake.map(
function(body, index) {
if (index === 0) {
backup = {
position : {
x : body.position.x,
y : body.position.y
},
orientation : body.orientation,
flip : body.flip
}
body.advance(
this.state.orientation,
this.state.flip
);
backup.orientation = body.orientation;
backup.flip = body.flip;
}
if (index > 0) {
temp = {
position : {
x : body.position.x,
y : body.position.y
},
orientation : body.orientation,
flip : body.flip
}
body.position.x = backup.position.x;
body.position.y = backup.position.y;
body.orientation = backup.orientation;
body.flip = backup.flip;
if (body.backupMesh) {
/**
* We used to be a corner, change back
* @type {null}
*/
body.mesh.geometry = null;
body.mesh.materials = null;
body.mesh.remove();
body.mesh = body.backupMesh;
body.backupMesh = null;
body.mesh.visible = true;
body.mesh.updateInstance('visible');
body.mesh.updateInstance('position');
}
if (
body.orientation !== temp.orientation
) {
if ((index ) < this.snake.length) {
/**
* Our orientation changed - we should make a corner
*/
body.orientation = temp.orientation;
body.applyToMesh();
body.orientation = backup.orientation;
body.backupMesh = body.mesh;
if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) {
body.backupMesh.position.y -= 0.5;
}
if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
body.backupMesh.position.y += 0.5;
}
if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
body.backupMesh.position.x += 0.5;
}
if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
body.backupMesh.position.x -= 0.5;
}
//body.backupMesh.visible = false;
//body.backupMesh.updateInstance('visible');
body.mesh = this.meshBreadCorner.clone();
body.mesh.position.z = 5;
body.mesh.updateInstance('position');
}
}
backup = temp;
}
//if (!body.isTail) {
body.applyToMesh();
//}
}.bind(this)
)
this.state.turning = false;
}.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
}
}
}
}.bind(this);
GameLib.Event.Subscribe(
GameLib.Event.GAME_START,
function() {
/**
* Remove all existing snake parts
*/
this.snake.map(
function(body) {
body.mesh.geometry = null;
body.mesh.materials = null;
body.mesh.remove();
}
)
this.state = {
orientation : GameLib.CustomCode.ORIENTATION_UP
};
this.snake = [
new GameLib.CustomCode.SnakeBody(
this.meshBreadHead,
{
x : 4,
y : 4
},
0
),
new GameLib.CustomCode.SnakeBody(
this.meshBreadPatty,
{
x : 4,
y : 3
},
0
),
new GameLib.CustomCode.SnakeBody(
this.meshBreadPatty,
{
x : 4,
y : 2
},
0
),
new GameLib.CustomCode.SnakeBody(
this.meshBreadTail,
{
x : 4,
y : 1
},
0,
0,
null,
true
)
];
//this.snake[3].mesh.position.z += 1;
this.snake[0].mesh.updateInstance('position');
this.snake[1].mesh.updateInstance('position');
this.snake[2].mesh.updateInstance('position');
this.snake[3].mesh.updateInstance('position');
this.animation.meshes.push(this.snake[0].mesh);
this.animation.meshes.push(this.snake[1].mesh);
this.animation.meshes.push(this.snake[2].mesh);
//this.snake[2].mesh.instance.add(this.snake[3].mesh.instance);
this.animation.meshes.push(this.snake[3].mesh);
//this.animationRotation.meshes.push(this.snake[3].mesh);
/**
* Cleanup grid
*
this.grid.map(
function(x) {
x.map(
function(y) {
y.mesh.geometry = null;
y.mesh.materials = null;
y.mesh.remove();
}
);
}
);
*/
this.initializeGrid();
this.visualizeGrid();
/**
* Other Settings
*/
this.speed = GameLib.CustomCode.SPEED_INITIAL;
/**
* Re-initialize our other custom code components
*/
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = this;
this.keyUp.initialized = false;
this.keyUp.entityLoaded = this;
console.log('starting game snake');
}.bind(this)
);
GameLib.Event.Subscribe(
GameLib.Event.GAME_OVER,
function() {
this.keyUp.initialized = false;
this.keyUp.entityLoaded = null;
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = null;
console.log('starting game snake');
}.bind(this)
)
GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
//@ sourceURL=entityLoaded.js