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_NORMAL = 0x1;
GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
GameLib.CustomCode.BODY_TYPE_CORNER = 0x3;
GameLib.CustomCode.GRID_WIDTH = 11;
GameLib.CustomCode.GRID_HEIGHT = 10;
GameLib.CustomCode.GRID_OFFSET_X = 1;
GameLib.CustomCode.GRID_OFFSET_Y = 8;
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;
GameLib.CustomCode.FOOD_SPEED_INITIAL = 3;
GameLib.CustomCode.MAX_FOOD_ITEMS = 6;
GameLib.CustomCode.POWERUP_WAIT_TIME_MIN = 5;
GameLib.CustomCode.POWERUP_WAIT_TIME_MAX = 10;
GameLib.CustomCode.POWERUP_DURATION = 7;
GameLib.CustomCode.POWERUP_SPEED = 0;
GameLib.CustomCode.POWERUP_LIFE = 1;
GameLib.CustomCode.POWERUP_SLOW = 2;
GameLib.CustomCode.MAX_POWERUP_ITEMS = 3;
GameLib.CustomCode.FOOD_BACON = 0;
GameLib.CustomCode.FOOD_CHEESE = 1;
GameLib.CustomCode.FOOD_ONION = 2;
GameLib.CustomCode.FOOD_ONION_RING = 3;
GameLib.CustomCode.FOOD_PATTY = 4;
GameLib.CustomCode.FOOD_TOMATO = 5;
GameLib.CustomCode.BODY_TYPE_BREAD_BACON = 0;
GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE = 1;
GameLib.CustomCode.BODY_TYPE_BREAD_ONION = 2;
GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING = 3;
GameLib.CustomCode.BODY_TYPE_BREAD_PATTY = 4;
GameLib.CustomCode.BODY_TYPE_BREAD_HEAD = 5;
GameLib.CustomCode.BODY_TYPE_BREAD_TAIL = 6;
GameLib.CustomCode.BODY_TYPE_BREAD_CORNER = 7;
GameLib.CustomCode.OBJECT_TYPE_NONE = 0;
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY = 1;
GameLib.CustomCode.OBJECT_TYPE_FOOD = 2;
GameLib.CustomCode.OBJECT_TYPE_POWERUP = 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');
GameLib.CustomCode.BODY_SCALE_X = this.geometryBody.width;
GameLib.CustomCode.BODY_SCALE_Y = this.geometryBody.height;
/**
* Materials
*/
this.materialTomato = GameLib.EntityManager.Instance.findComponentById('merwtvkm1t');
this.materialBacon = GameLib.EntityManager.Instance.findComponentById('x5ffcl6ojc');
this.materialCheese = GameLib.EntityManager.Instance.findComponentById('0rxqy5eddx');
this.materialOnionRing = GameLib.EntityManager.Instance.findComponentById('gz8zex5xug');
this.materialPatty = GameLib.EntityManager.Instance.findComponentById('f7y8nurbcv');
this.materialOnion = GameLib.EntityManager.Instance.findComponentById('im3tsuzwrp');
this.materialBreadBacon = GameLib.EntityManager.Instance.findComponentById('wn31yqi6lc');
this.materialBreadCheese = GameLib.EntityManager.Instance.findComponentById('i22ixqizge');
this.materialBreadOnion = GameLib.EntityManager.Instance.findComponentById('69sybcj08d');
this.materialBreadOnionRing = GameLib.EntityManager.Instance.findComponentById('kvesyjtr2v');
this.materialBreadPatty = GameLib.EntityManager.Instance.findComponentById('k6axym9bu5');
this.materialBreadHead = GameLib.EntityManager.Instance.findComponentById('heu4f7zzuh');
this.materialBreadTail = GameLib.EntityManager.Instance.findComponentById('mm2yq9rmpf');
this.materialBreadCorner = GameLib.EntityManager.Instance.findComponentById('ju9r1bw6cb');
this.materialPowerupSpeed = GameLib.EntityManager.Instance.findComponentById('fb32uutj9q');
this.materialPowerupLife = GameLib.EntityManager.Instance.findComponentById('6tld70a6zu');
this.materialPowerupSlow = GameLib.EntityManager.Instance.findComponentById('ulgntj8nta');
/**
* 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;
this.foodTime = 0;
this.foodSpeed = GameLib.CustomCode.FOOD_SPEED_INITIAL;
this.food = [];
this.powerupTime = 0;
this.nextPowerupTime = GameLib.Utils.GetRandomIntInclusive(
GameLib.CustomCode.POWERUP_WAIT_TIME_MIN,
GameLib.CustomCode.POWERUP_WAIT_TIME_MAX
);
this.powerups = [];
/**
* 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.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + 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.createGameMesh = function(material, visible) {
if (GameLib.Utils.UndefinedOrNull(visible)) {
visible = true;
}
var mesh = new GameLib.D3.Mesh(
this.runtime.graphics,
{
geometry : this.geometryBody,
materials : [material],
visible : visible,
useQuaternion : false
}
)
this.scene.addClone(mesh);
return mesh;
}.bind(this)
/**
* GameLib.CustomCode.Object
* @param objectType
* @param type
* @param mesh
* @param position
* @constructor
*/
GameLib.CustomCode.GameObject = function(
objectType,
type,
mesh,
position
) {
if (GameLib.Utils.UndefinedOrNull(objectType)) {
objectType = GameLib.CustomCode.OBJECT_TYPE_NONE;
}
this.objectType = objectType;
if (GameLib.Utils.UndefinedOrNull(type)) {
type = -1;
}
this.type = type;
if (GameLib.Utils.UndefinedOrNull(mesh)) {
mesh = null;
}
this.mesh = mesh;
if (GameLib.Utils.UndefinedOrNull(position)) {
position = null;
}
this.position = position;
}
/**
* Disposes of the mesh object and resets this object to its defaults
*/
GameLib.CustomCode.GameObject.prototype.dispose = function(removeMesh) {
if (GameLib.Utils.UndefinedOrNull(removeMesh)) {
removeMesh = true;
}
if (this.mesh && removeMesh) {
this.mesh.geometry = null;
this.mesh.materials = null;
this.mesh.remove();
this.mesh = null;
}
this.objectType = GameLib.CustomCode.OBJECT_TYPE_NONE;
this.type = -1;
this.position = null;
};
/**
* Applies the object position to the mesh taking into account the offset and scale of the body
* @param updateInstance
*/
GameLib.CustomCode.GameObject.prototype.applyToMesh = function(updateInstance) {
if (this.mesh) {
this.mesh.position.x = (this.position.x * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X;
this.mesh.position.y = (this.position.y * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y;
this.mesh.position.z = 0.1;
if (updateInstance) {
this.mesh.updateInstance('position');
}
}
};
/**
* Scans through the grid, gets all empty positions, and chooses a random one
* @type {function(this:snakeEntityLoaded)}
*/
GameLib.CustomCode.prototype.getFreeGridPosition = function() {
var x = GameLib.Utils.GetRandomInt(0, GameLib.CustomCode.GRID_WIDTH);
var y = GameLib.Utils.GetRandomInt(0, GameLib.CustomCode.GRID_HEIGHT);
return {
x : x,
y : y
};
}.bind(this);
/**
*
* @type {function(this:snakeEntityLoaded)}
*/
GameLib.CustomCode.prototype.createGameObject = function(
objectType,
type,
position,
orientation
) {
if (GameLib.Utils.UndefinedOrNull(type)) {
type = null;
}
var mesh = null;
var array = null;
if (objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP) {
type = GameLib.Utils.GetRandomIntInclusive(0, 2);
switch (type) {
case GameLib.CustomCode.POWERUP_SPEED :
mesh = this.createGameMesh(this.materialPowerupSpeed);
break;
case GameLib.CustomCode.POWERUP_LIFE :
mesh = this.createGameMesh(this.materialPowerupLife);
break;
case GameLib.CustomCode.POWERUP_SLOW :
mesh = this.createGameMesh(this.materialPowerupSlow);
break;
default:
throw new Error('unhandled power up type : ' + type)
}
/**
* We apply a scale to the powerupss too - since they appear too big when normal
*/
mesh.scale.x = 0.8;
mesh.scale.y = 0.8;
mesh.updateInstance('scale');
array = this.powerups;
}
if (objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) {
type = GameLib.Utils.GetRandomIntInclusive(0, 5);
switch (type) {
case GameLib.CustomCode.FOOD_BACON :
mesh = this.createGameMesh(this.materialBacon);
break;
case GameLib.CustomCode.FOOD_CHEESE :
mesh = this.createGameMesh(this.materialCheese);
break;
case GameLib.CustomCode.FOOD_ONION :
mesh = this.createGameMesh(this.materialOnion);
break;
case GameLib.CustomCode.FOOD_ONION_RING :
mesh = this.createGameMesh(this.materialOnionRing);
break;
case GameLib.CustomCode.FOOD_PATTY :
mesh = this.createGameMesh(this.materialPatty);
break;
case GameLib.CustomCode.FOOD_TOMATO :
mesh = this.createGameMesh(this.materialTomato);
break;
default :
throw new Error('unhandled food type : ' + type)
}
/**
* We apply a scale to the food meshes too - since they appear too big when normal
*/
mesh.scale.x = 0.8;
mesh.scale.y = 0.8;
mesh.updateInstance('scale');
array = this.food;
}
if (objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) {
switch (type) {
case GameLib.CustomCode.BODY_TYPE_BREAD_BACON :
mesh = this.createGameMesh(this.materialBreadBacon);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE :
mesh = this.createGameMesh(this.materialBreadCheese);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_ONION :
mesh = this.createGameMesh(this.materialBreadOnion);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING :
mesh = this.createGameMesh(this.materialBreadOnionRing);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_PATTY :
mesh = this.createGameMesh(this.materialBreadPatty);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_HEAD :
mesh = this.createGameMesh(this.materialBreadHead);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_TAIL :
mesh = this.createGameMesh(this.materialBreadTail);
break;
case GameLib.CustomCode.BODY_TYPE_BREAD_CORNER :
mesh = this.createGameMesh(this.materialBreadCorner);
break;
default :
throw new Error('unhandled body type : ' + type)
}
array = this.snake;
}
var gameObject = null;
switch (objectType) {
case GameLib.CustomCode.OBJECT_TYPE_FOOD:
case GameLib.CustomCode.OBJECT_TYPE_POWERUP:
gameObject = new GameLib.CustomCode.GameObject(
objectType,
type,
mesh,
position
)
gameObject.applyToMesh(true);
break;
case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY:
gameObject = new GameLib.CustomCode.SnakeBody(
type,
mesh,
position,
orientation
)
gameObject.applyToMesh(true);
break;
default:
throw new Error('unhandled object type: ' + objectType);
}
/**
* Update the grid with this object
*/
var currentGameObject = this.grid[gameObject.position.x][gameObject.position.y];
/**
* If there is a powerup at this position - remove it
*/
if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP) {
this.powerups.splice(
this.powerups.indexOf(currentGameObject),
1
);
}
/**
* If there is food at this position - remove it
*/
if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) {
this.food.splice(
this.food.indexOf(currentGameObject),
1
);
}
/**
* If there is an existing snake body at this position - explode!
*/
if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) {
console.warn('should not reach this code if collision detection is perfect');
this.explode(currentGameObject.position);
return;
}
this.grid[gameObject.position.x][gameObject.position.y].dispose();
this.grid[gameObject.position.x][gameObject.position.y] = gameObject;
/**
* Save a reference to this object to the specific object array
*/
array.push(gameObject);
/**
* If we have too many objects - dispose of the first on in the queue (fifo)
*/
if (this.food.length > GameLib.CustomCode.MAX_FOOD_ITEMS) {
gameObject = this.food.shift();
this.grid[gameObject.position.x][gameObject.position.y].dispose();
}
if (this.powerups.length > GameLib.CustomCode.MAX_POWERUP_ITEMS_ITEMS) {
gameObject = this.powerups.shift();
this.grid[gameObject.position.x][gameObject.position.y].dispose();
}
return gameObject;
}.bind(this);
GameLib.CustomCode.prototype.createPowerup = function(delta) {
this.powerupTime += delta;
if (this.powerupTime > this.nextPowerupTime) {
this.powerupTime = 0;
} else {
return;
}
this.createGameObject(
GameLib.CustomCode.OBJECT_TYPE_POWERUP,
null,
this.getFreeGridPosition()
);
}.bind(this);
GameLib.CustomCode.prototype.createFood = function(delta) {
this.foodTime += delta;
if (this.foodTime > this.foodSpeed) {
this.foodTime = 0;
} else {
return;
}
this.createGameObject(
GameLib.CustomCode.OBJECT_TYPE_FOOD,
null,
this.getFreeGridPosition()
);
}.bind(this);
/**
* GameLib.CustomCode.SnakeBody
* @param type
* @param mesh
* @param position
* @param orientation
* @param flip
* @param backupMesh
* @param isTail
* @property animation
* @constructor
*/
GameLib.CustomCode.SnakeBody = function(
type,
mesh,
position,
orientation,
flip,
backupMesh,
isTail
) {
GameLib.CustomCode.GameObject.call(
this,
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
type,
mesh,
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();
var animation = GameLib.EntityManager.Instance.findComponentById('8kb7utb2fn');
animation.meshes.push(this.mesh);
};
GameLib.CustomCode.SnakeBody.prototype = Object.create(GameLib.CustomCode.GameObject.prototype);
GameLib.CustomCode.SnakeBody.prototype.constructor = GameLib.CustomCode.GameObject;
GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(updateInstance) {
GameLib.CustomCode.GameObject.prototype.applyToMesh.call(this, updateInstance);
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');
}
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('crashed!');
}
this.orientation = orientation;
this.flip = flip;
return !crash;
}
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] = new GameLib.CustomCode.GameObject();
}
}
}.bind(this);
// GameLib.CustomCode.prototype.rebuildGrid = function() {
//
// this.initializeGrid();
//
// /**
// * First add all the snake body parts
// */
// this.snake.map(
// function(body, index) {
// this.grid[body.position.x][body.position.y] = {
// occupied: true,
// type : GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
// index : index
// }
// }.bind(this)
// );
//
// /**
// * Then add all the food bits
// */
// this.food.map(
// function(food, index) {
// this.grid[food.position.x][food.position.y] = {
// occupied: true,
// type : GameLib.CustomCode.OBJECT_TYPE_FOOD,
// index : index
// }
// }.bind(this)
// );
//
// /**
// * And also all the power ups
// */
// this.powerups.map(
// function(powerup, index) {
// this.grid[powerup.position.x][powerup.position.y] = {
// occupied: true,
// type : GameLib.CustomCode.OBJECT_TYPE_POWERUP,
// index : index
// }
// }.bind(this)
// );
//
// }.bind(this);
/**
* Explode the snake
* @param position
*/
GameLib.CustomCode.prototype.explode = function(position) {
console.log('explode snake at position : ' + position.x + ', ' + position.y);
}
/**
* Extend the snake with information from gameObject
* @param gameObject
*/
GameLib.CustomCode.prototype.extend = function(gameObject) {
console.log('extend');
};
/**
* Powerup the snake with information from gameObject
* @param gameObject
*/
GameLib.CustomCode.prototype.powerup = function(gameObject) {
console.log('powerup');
};
/**
* Move the snake forward and do collision detection
* @type {function(this:snakeEntityLoaded)}
*/
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
}
var advanced = body.advance(
this.state.orientation,
this.state.flip,
this.grid
);
if (!advanced) {
this.explode(body.position);
} else {
var gameObject = this.grid[body.position.x][body.position.y];
switch (gameObject.objectType) {
case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY :
this.explode(body.position);
break;
case GameLib.CustomCode.OBJECT_TYPE_FOOD :
this.extend(gameObject);
break;
case GameLib.CustomCode.OBJECT_TYPE_POWERUP:
this.powerup(gameObject);
break;
default:
/**
* Update the grid with the body
*/
this.grid[body.position.x][body.position.y] = body;
break;
}
/**
* Food or powerup objects need to be destroyed before being replaced with a body object
*/
if (
gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD ||
gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP
) {
if (gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) {
this.food.splice(
this.food.indexOf(gameObject),
1
);
} else {
this.powerups.splice(
this.powerups.indexOf(gameObject),
1
);
}
gameObject.dispose();
this.grid[body.position.x][body.position.y] = body;
}
}
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
}
/**
* Create a new empty object at the current grid position (free it up)
*/
this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
/**
* Assign the new location to the body
*/
body.position.x = backup.position.x;
body.position.y = backup.position.y;
body.orientation = backup.orientation;
body.flip = backup.flip;
/**
* Update the grid with our new body
*/
this.grid[body.position.x][body.position.y] = body;
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 * GameLib.CustomCode.BODY_SCALE_Y;
}
if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
}
if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
}
if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
}
//body.backupMesh.visible = false;
//body.backupMesh.updateInstance('visible');
body.mesh = this.createGameMesh(this.materialBreadCorner);
body.mesh.position.z = 5;
body.mesh.updateInstance('position');
body.mesh.visible = true;
body.mesh.updateInstance('visible');
}
}
backup = temp;
}
//if (!body.isTail) {
body.applyToMesh();
//}
}.bind(this)
)
this.state.turning = false;
}.bind(this);
GameLib.Event.Subscribe(
GameLib.Event.GAME_START,
function() {
/**
* Remove all existing snake parts
*/
this.snake.map(
function(body) {
body.dispose();
}
)
this.food.map(
function(food) {
food.dispose();
}
)
this.powerups.map(
function(powerup) {
powerup.dispose();
}
);
this.state = {
orientation : GameLib.CustomCode.ORIENTATION_UP
};
this.initializeGrid();
this.createGameObject(
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
GameLib.CustomCode.BODY_TYPE_BREAD_HEAD,
{
x : 4,
y : 4
},
GameLib.CustomCode.ORIENTATION_UP
);
this.createGameObject(
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
GameLib.CustomCode.BODY_TYPE_BREAD_TAIL,
{
x : 4,
y : 3
},
GameLib.CustomCode.ORIENTATION_UP
);
//this.visualizeGrid();
/**
* Other Settings
*/
this.advanceTime = 0;
this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.foodTime = 0;
this.foodSpeed = GameLib.CustomCode.FOOD_SPEED_INITIAL;
this.food = [];
this.powerupTime = 0;
this.nextPowerupTime = GameLib.Utils.GetRandomIntInclusive(
GameLib.CustomCode.POWERUP_WAIT_TIME_MIN,
GameLib.CustomCode.POWERUP_WAIT_TIME_MAX
);
this.powerups = [];
/**
* 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