Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 4309 bytes modified
parent
70e7b4a31e
commit
2915662e7d
413
21g30t1e75.js
413
21g30t1e75.js
|
@ -155,51 +155,119 @@ this.state = {
|
|||
flip : 0,
|
||||
eating : false,
|
||||
exploding : false,
|
||||
lives : 2
|
||||
lives : 3,
|
||||
getReady : false,
|
||||
message : null
|
||||
};
|
||||
|
||||
GameLib.CustomCode.prototype.displayHUD = function() {
|
||||
|
||||
this.canvasHUD.clear();
|
||||
|
||||
this.canvasHUD.line(50, 38, 462, 38, 2, "#000000");
|
||||
this.canvasHUD.clear();
|
||||
|
||||
this.canvasHUD.text('hiscore', 50, 32, '25px sans-serif', '#ffffff');
|
||||
|
||||
this.canvasHUD.image(this.imageHeart.instance, 250, 5, 30, 30);
|
||||
this.canvasHUD.image(this.imageHeart.instance, 285, 5, 30, 30);
|
||||
this.canvasHUD.image(this.imageHeart.instance, 320, 5, 30, 30);
|
||||
|
||||
this.canvasHUD.line(50, 456, 462, 456, 2, "#000000");
|
||||
|
||||
this.canvasHUD.text('xtra', 110, 480, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.text('speed', 110, 500, '20px sans-serif', '#ffffff');
|
||||
|
||||
this.canvasHUD.text('xtra', 265, 480, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.text('life', 265, 500, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.line(50, 38, 462, 38, 2, "#000000");
|
||||
|
||||
this.canvasHUD.text('xtra', 420, 480, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.text('slow', 420, 500, '20px sans-serif', '#ffffff');
|
||||
|
||||
this.canvasHUD.image(this.imagePowerupSpeed.instance, 50, 460, 48, 48);
|
||||
this.canvasHUD.image(this.imagePowerupLife.instance, 205, 460, 48, 48);
|
||||
this.canvasHUD.image(this.imagePowerupSlow.instance, 360, 460, 48, 48);
|
||||
|
||||
this.textureHUD.instance.needsUpdate = true;
|
||||
}
|
||||
this.canvasHUD.text('hiscore', 50, 32, '25px sans-serif', '#ffffff');
|
||||
|
||||
var images = [];
|
||||
|
||||
if (this.state.lives === 3) {
|
||||
images.push(this.imageHeart.instance);
|
||||
images.push(this.imageHeart.instance);
|
||||
images.push(this.imageHeart.instance);
|
||||
} else if (this.state.lives === 2) {
|
||||
images.push(this.imageHeart.instance);
|
||||
images.push(this.imageHeart.instance);
|
||||
images.push(this.imageHeartGrey.instance);
|
||||
} else if (this.state.lives === 1) {
|
||||
images.push(this.imageHeart.instance);
|
||||
images.push(this.imageHeartGrey.instance);
|
||||
images.push(this.imageHeartGrey.instance);
|
||||
} else if (this.state.lives === 0) {
|
||||
images.push(this.imageHeartGrey.instance);
|
||||
images.push(this.imageHeartGrey.instance);
|
||||
images.push(this.imageHeartGrey.instance);
|
||||
}
|
||||
|
||||
this.canvasHUD.image(images[0], 250, 5, 30, 30);
|
||||
this.canvasHUD.image(images[1].instance, 285, 5, 30, 30);
|
||||
this.canvasHUD.image(images[2].instance, 320, 5, 30, 30);
|
||||
|
||||
this.canvasHUD.line(50, 456, 462, 456, 2, "#000000");
|
||||
|
||||
this.canvasHUD.text('xtra', 110, 480, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.text('speed', 110, 500, '20px sans-serif', '#ffffff');
|
||||
|
||||
this.canvasHUD.text('xtra', 265, 480, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.text('life', 265, 500, '20px sans-serif', '#ffffff');
|
||||
|
||||
this.canvasHUD.text('xtra', 420, 480, '20px sans-serif', '#ffffff');
|
||||
this.canvasHUD.text('slow', 420, 500, '20px sans-serif', '#ffffff');
|
||||
|
||||
this.canvasHUD.image(this.imagePowerupSpeed.instance, 50, 460, 48, 48);
|
||||
this.canvasHUD.image(this.imagePowerupLife.instance, 205, 460, 48, 48);
|
||||
this.canvasHUD.image(this.imagePowerupSlow.instance, 360, 460, 48, 48);
|
||||
|
||||
this.textureHUD.instance.needsUpdate = true;
|
||||
|
||||
}.bind(this)
|
||||
|
||||
GameLib.CustomCode.prototype.waitReload = function(delta) {
|
||||
|
||||
this.explodeTime += delta;
|
||||
|
||||
|
||||
if (this.explodeTime < GameLib.CustomCode.EXPLODE_LIFETIME) {
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
* We need to revert to a good state
|
||||
*/
|
||||
console.warn('revert to good state');
|
||||
*/
|
||||
console.warn('reverting to good state');
|
||||
|
||||
this.displayHUD();
|
||||
|
||||
this.restore();
|
||||
|
||||
this.state.exploding = false;
|
||||
|
||||
this.state.getReady = true;
|
||||
|
||||
window.setTimeout(
|
||||
function(){
|
||||
this.state.message = null;
|
||||
this.displayHUD();
|
||||
this.state.getReady = false;
|
||||
}.bind(this),
|
||||
4000
|
||||
);
|
||||
|
||||
window.setTimeout(
|
||||
function(){
|
||||
this.state.message = "1";
|
||||
this.displayHUD();
|
||||
}.bind(this),
|
||||
3000
|
||||
);
|
||||
|
||||
window.setTimeout(
|
||||
function(){
|
||||
this.state.message = "2";
|
||||
this.displayHUD();
|
||||
}.bind(this),
|
||||
2000
|
||||
);
|
||||
|
||||
|
||||
window.setTimeout(
|
||||
function(){
|
||||
this.state.message = "3";
|
||||
this.displayHUD();
|
||||
}.bind(this),
|
||||
1000
|
||||
);
|
||||
|
||||
this.state.message = "READY?";
|
||||
this.displayHUD();
|
||||
|
||||
}.bind(this)
|
||||
|
||||
|
@ -350,6 +418,16 @@ GameLib.CustomCode.GameObject = function(
|
|||
this.position = position;
|
||||
}
|
||||
|
||||
/* GameLib.CustomCode.GameObject.prototype.clone = function() {
|
||||
|
||||
return new GameLib.CustomCode.GameObject(
|
||||
this.objectType,
|
||||
this.type,
|
||||
this.mesh,
|
||||
this.position
|
||||
)
|
||||
};
|
||||
*/
|
||||
/**
|
||||
* Disposes of the mesh object and resets this object to its defaults
|
||||
*/
|
||||
|
@ -500,11 +578,11 @@ GameLib.CustomCode.prototype.createGameObject = function(
|
|||
array = this.food;
|
||||
}
|
||||
|
||||
var isTail = false;
|
||||
|
||||
var isTail = false;
|
||||
|
||||
if (objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) {
|
||||
|
||||
switch (type) {
|
||||
switch (type) {
|
||||
case GameLib.CustomCode.BODY_TYPE_BREAD_BACON :
|
||||
mesh = this.createGameMesh(this.materialBreadBacon);
|
||||
break;
|
||||
|
@ -528,7 +606,7 @@ GameLib.CustomCode.prototype.createGameObject = function(
|
|||
break;
|
||||
case GameLib.CustomCode.BODY_TYPE_BREAD_TAIL :
|
||||
mesh = this.createGameMesh(this.materialBreadTail);
|
||||
isTail = true;
|
||||
isTail = true;
|
||||
break;
|
||||
case GameLib.CustomCode.BODY_TYPE_BREAD_CORNER :
|
||||
mesh = this.createGameMesh(this.materialBreadCorner);
|
||||
|
@ -559,9 +637,9 @@ GameLib.CustomCode.prototype.createGameObject = function(
|
|||
mesh,
|
||||
position,
|
||||
orientation,
|
||||
null,
|
||||
null,
|
||||
isTail
|
||||
null,
|
||||
null,
|
||||
isTail
|
||||
)
|
||||
gameObject.applyToMesh(true);
|
||||
break;
|
||||
|
@ -744,6 +822,20 @@ GameLib.CustomCode.SnakeBody = function(
|
|||
GameLib.CustomCode.SnakeBody.prototype = Object.create(GameLib.CustomCode.GameObject.prototype);
|
||||
GameLib.CustomCode.SnakeBody.prototype.constructor = GameLib.CustomCode.GameObject;
|
||||
|
||||
/*
|
||||
GameLib.CustomCode.SnakeBody.prototype.clone = function() {
|
||||
return new GameLib.CustomCode.SnakeBody(
|
||||
this.type,
|
||||
this.mesh,
|
||||
this.position,
|
||||
this.orientation,
|
||||
this.flip,
|
||||
this.backupMesh,
|
||||
this.isTail
|
||||
)
|
||||
};
|
||||
*/
|
||||
|
||||
GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(updateInstance) {
|
||||
|
||||
GameLib.CustomCode.GameObject.prototype.applyToMesh.call(this, updateInstance);
|
||||
|
@ -810,6 +902,22 @@ GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation, flip) {
|
|||
|
||||
GameLib.CustomCode.prototype.initializeGrid = function() {
|
||||
|
||||
this.grid.map(
|
||||
function(x) {
|
||||
x.map(
|
||||
function(y) {
|
||||
y.dispose();
|
||||
}
|
||||
);
|
||||
}
|
||||
)
|
||||
|
||||
this.food = [];
|
||||
|
||||
this.powerups = [];
|
||||
|
||||
this.snake = [];
|
||||
|
||||
this.grid = [];
|
||||
|
||||
for (var x = 0; x < GameLib.CustomCode.GRID_WIDTH; x++) {
|
||||
|
@ -1015,6 +1123,52 @@ GameLib.CustomCode.prototype.createCorner = function(body, temp) {
|
|||
|
||||
}.bind(this);
|
||||
|
||||
GameLib.CustomCode.prototype.backup = function() {
|
||||
this.backupSnake = this.snake.map(
|
||||
function(body) {
|
||||
return body;
|
||||
}
|
||||
);
|
||||
}.bind(this)
|
||||
|
||||
GameLib.CustomCode.prototype.restore = function() {
|
||||
|
||||
|
||||
this.snake.map(
|
||||
function(body) {
|
||||
|
||||
/**
|
||||
* We remove all snake parts from the grid so they are not destroyed on initializeGrid()
|
||||
* @type {null}
|
||||
*/
|
||||
this.grid[body.position.x][body.position.y] = null;
|
||||
|
||||
/**
|
||||
* If we have snake parts which have not been backed up - dispose of them
|
||||
*/
|
||||
if (this.backupSnake.indexOf(body) === -1) {
|
||||
body.dispose();
|
||||
}
|
||||
|
||||
}.bind(this)
|
||||
)
|
||||
|
||||
/**
|
||||
* Now initialize the grid
|
||||
*/
|
||||
this.initializeGrid();
|
||||
|
||||
/**
|
||||
* Restore our backup snake
|
||||
*/
|
||||
this.snake = this.backupSnake.map(
|
||||
function(body) {
|
||||
return body.clone();
|
||||
}
|
||||
);
|
||||
|
||||
}.bind(this)
|
||||
|
||||
/**
|
||||
* Move the snake forward and do collision detection
|
||||
* @type {function(this:snakeEntityLoaded)}
|
||||
|
@ -1042,7 +1196,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
|
||||
if (index === 0) {
|
||||
|
||||
if (body.backupMesh) {
|
||||
if (body.backupMesh) {
|
||||
/**
|
||||
* We used to be a corner, change back
|
||||
* @type {null}
|
||||
|
@ -1063,7 +1217,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
|
||||
body.mesh.updateInstance('position');
|
||||
}
|
||||
|
||||
|
||||
backup = {
|
||||
position : {
|
||||
x : body.position.x,
|
||||
|
@ -1091,66 +1245,66 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
|
||||
switch (gameObject.objectType) {
|
||||
case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY :
|
||||
|
||||
//f (body.orientation !== backup.orientation) {
|
||||
//body.orientation = backup.orientation;
|
||||
//body.flip = backup.flip;
|
||||
//backup.orientation = this.state.orientation;
|
||||
//backup.flip = this.state.flip;
|
||||
// this.createCorner(body, backup);
|
||||
// body.applyToMesh();
|
||||
//}
|
||||
if (!gameObject.isTail) {
|
||||
|
||||
if (body.orientation !== backup.orientation) {
|
||||
/**
|
||||
* This head is bent
|
||||
*/
|
||||
body.applyToMesh();
|
||||
|
||||
body.backupMesh = body.mesh;
|
||||
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_UP) {
|
||||
body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
||||
}
|
||||
//f (body.orientation !== backup.orientation) {
|
||||
//body.orientation = backup.orientation;
|
||||
//body.flip = backup.flip;
|
||||
//backup.orientation = this.state.orientation;
|
||||
//backup.flip = this.state.flip;
|
||||
// this.createCorner(body, backup);
|
||||
// body.applyToMesh();
|
||||
//}
|
||||
if (!gameObject.isTail) {
|
||||
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
|
||||
body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
||||
}
|
||||
if (body.orientation !== backup.orientation) {
|
||||
/**
|
||||
* This head is bent
|
||||
*/
|
||||
body.applyToMesh();
|
||||
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
|
||||
body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
||||
}
|
||||
body.backupMesh = body.mesh;
|
||||
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
|
||||
body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
||||
}
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_UP) {
|
||||
body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
||||
}
|
||||
|
||||
body.mesh = this.createGameMesh(this.materialBreadCorner);
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
|
||||
body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
||||
}
|
||||
|
||||
var tempPos = {
|
||||
x : body.position.x,
|
||||
y : body.position.y
|
||||
}
|
||||
|
||||
body.position.x = backup.position.x;
|
||||
body.position.y = backup.position.y;
|
||||
body.mesh.position.z = 5;
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
|
||||
body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
||||
}
|
||||
|
||||
body.mesh.updateInstance('position');
|
||||
if (body.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
|
||||
body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
||||
}
|
||||
|
||||
body.mesh.visible = true;
|
||||
body.mesh = this.createGameMesh(this.materialBreadCorner);
|
||||
|
||||
body.mesh.updateInstance('visible');
|
||||
|
||||
body.applyToMesh();
|
||||
|
||||
this.explode(tempPos);
|
||||
|
||||
} else {
|
||||
this.explode(body.position);
|
||||
}
|
||||
}
|
||||
var tempPos = {
|
||||
x : body.position.x,
|
||||
y : body.position.y
|
||||
}
|
||||
|
||||
body.position.x = backup.position.x;
|
||||
body.position.y = backup.position.y;
|
||||
body.mesh.position.z = 5;
|
||||
|
||||
body.mesh.updateInstance('position');
|
||||
|
||||
body.mesh.visible = true;
|
||||
|
||||
body.mesh.updateInstance('visible');
|
||||
|
||||
body.applyToMesh();
|
||||
|
||||
this.explode(tempPos);
|
||||
|
||||
} else {
|
||||
this.explode(body.position);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case GameLib.CustomCode.OBJECT_TYPE_FOOD :
|
||||
this.extend(gameObject, backup.position, backup.orientation);
|
||||
|
@ -1199,15 +1353,15 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
/**
|
||||
* Create a new empty object at the current grid position (free it up)
|
||||
*/
|
||||
if (this.grid[body.position.x][body.position.y] === this.snake[0]) {
|
||||
/**
|
||||
* Its possible that we just nearly missed the tail with the head - and avoid a
|
||||
* collision - in this case - don't reset this position since it belongs to the head
|
||||
*/
|
||||
} else {
|
||||
this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
|
||||
}
|
||||
|
||||
if (this.grid[body.position.x][body.position.y] === this.snake[0]) {
|
||||
/**
|
||||
* Its possible that we just nearly missed the tail with the head - and avoid a
|
||||
* collision - in this case - don't reset this position since it belongs to the head
|
||||
*/
|
||||
} else {
|
||||
this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
|
||||
}
|
||||
|
||||
/**
|
||||
* Assign the new location to the body
|
||||
*/
|
||||
|
@ -1256,14 +1410,14 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
)
|
||||
|
||||
this.state.turning = false;
|
||||
|
||||
if (this.state.eating) {
|
||||
/**
|
||||
* make a backup of the snake here
|
||||
*/
|
||||
console.log('snake just ate');
|
||||
}
|
||||
|
||||
|
||||
if (this.state.eating) {
|
||||
/**
|
||||
* make a backup of the snake here
|
||||
*/
|
||||
this.backupSnake();
|
||||
}
|
||||
|
||||
this.state.eating = false;
|
||||
|
||||
this.visualizeGrid();
|
||||
|
@ -1274,40 +1428,21 @@ 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 : 0,
|
||||
turning : false,
|
||||
flip : 0,
|
||||
eating : false,
|
||||
exploding : false,
|
||||
lives : 2
|
||||
lives : 3,
|
||||
getReady : false,
|
||||
message : null
|
||||
};
|
||||
|
||||
this.initializeGrid();
|
||||
this.visualizeGrid();
|
||||
this.displayHUD();
|
||||
|
||||
this.displayHUD();
|
||||
|
||||
this.snake = [
|
||||
this.createGameObject(
|
||||
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
||||
|
@ -1318,7 +1453,7 @@ GameLib.Event.Subscribe(
|
|||
},
|
||||
GameLib.CustomCode.ORIENTATION_UP
|
||||
),
|
||||
this.createGameObject(
|
||||
this.createGameObject(
|
||||
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
||||
GameLib.CustomCode.BODY_TYPE_BREAD_PATTY,
|
||||
{
|
||||
|
@ -1338,6 +1473,8 @@ GameLib.Event.Subscribe(
|
|||
)
|
||||
]
|
||||
|
||||
this.backupSnake();
|
||||
|
||||
/**
|
||||
* Other Settings
|
||||
*/
|
||||
|
@ -1346,14 +1483,12 @@ GameLib.Event.Subscribe(
|
|||
|
||||
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 = [];
|
||||
|
||||
this.explodeTime = 0;
|
||||
|
||||
|
@ -1387,11 +1522,11 @@ GameLib.Event.Subscribe(
|
|||
GameLib.Event.Subscribe(
|
||||
GameLib.Event.ENGINE_FIRED_PARTICLES_ZERO,
|
||||
function(data) {
|
||||
if (data.component === this.particleEnginePickle) {
|
||||
this.particleEnginePickle.enabled = false;
|
||||
this.particleEnginePickle.fired = false;
|
||||
}
|
||||
}.bind(this)
|
||||
if (data.component === this.particleEnginePickle) {
|
||||
this.particleEnginePickle.enabled = false;
|
||||
this.particleEnginePickle.fired = false;
|
||||
}
|
||||
}.bind(this)
|
||||
)
|
||||
|
||||
this.displayHUD();
|
||||
|
|
Loading…
Reference in New Issue