Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 3581 bytes modified

beta.r3js.org
-=yb4f310 2018-03-14 11:53:15 +01:00
parent 1d555ad20b
commit 2b325df5d1
1 changed files with 335 additions and 306 deletions

View File

@ -1,3 +1,5 @@
function snakeEntityLoaded(data) {
if (this.parentEntity === data.entity) { if (this.parentEntity === data.entity) {
console.log('snake entity loaded'); console.log('snake entity loaded');
} else { } else {
@ -18,6 +20,11 @@ GameLib.CustomCode.GRID_OFFSET_Y = 5;
GameLib.CustomCode.SPEED_INITIAL = 1; 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 * Get runtime
*/ */
@ -37,7 +44,8 @@ this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp
/** /**
* Images * Images
*/ */
this.imageBreadEnd = GameLib.EntityManager.Instance.findComponentById('swkla3wpp'); this.imageBreadHead = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
this.imageBreadTail = GameLib.EntityManager.Instance.findComponentById('se6qlnmojd');
this.imageBreadPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr'); this.imageBreadPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
this.imageBreadCorner = GameLib.EntityManager.Instance.findComponentById('iljpuouaok'); this.imageBreadCorner = GameLib.EntityManager.Instance.findComponentById('iljpuouaok');
this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su'); this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
@ -54,12 +62,14 @@ this.snake = [];
this.grid = []; this.grid = [];
this.speed = GameLib.CustomCode.SPEED_INITIAL; this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.advanceTime = 0; 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 = { this.state = {
direction : { orientation : 0
x : 0,
y : 1
},
rotation : 0
}; };
GameLib.CustomCode.prototype.createMaterial = function(image) { GameLib.CustomCode.prototype.createMaterial = function(image) {
@ -97,18 +107,31 @@ GameLib.CustomCode.prototype.createGameMesh = function(image) {
/** /**
* Create our objects * Create our objects
*/ */
this.meshBreadEnd = this.createGameMesh(this.imageBreadEnd); this.meshBreadHead = this.createGameMesh(this.imageBreadHead);
this.meshBreadEnd.useQuaternion = false; 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); this.meshPatty = this.createGameMesh(this.imagePatty);
this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty); /**
this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner); * GameLib.CustomCode.SnakeBody
* @param mesh
* @param position
* @param orientation
* @constructor
*/
GameLib.CustomCode.SnakeBody = function( GameLib.CustomCode.SnakeBody = function(
mesh, mesh,
position, position,
rotation orientation
) { ) {
if (GameLib.Utils.UndefinedOrNull(mesh)) { if (GameLib.Utils.UndefinedOrNull(mesh)) {
@ -124,10 +147,10 @@ if (GameLib.Utils.UndefinedOrNull(mesh)) {
} }
this.position = position; this.position = position;
if (GameLib.Utils.UndefinedOrNull(rotation)) { if (GameLib.Utils.UndefinedOrNull(orientation)) {
rotation = 0; orientation = GameLib.CustomCode.ORIENTATION_UP;
} }
this.rotation = rotation; this.orientation = orientation;
this.applyToMesh(); this.applyToMesh();
}; };
@ -137,7 +160,7 @@ GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X; this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y; this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
this.mesh.rotation.z = this.rotation; this.mesh.rotation.z = this.orientation * Math.PI;
/** /**
* TODO: We don't update instance position - animation should do this * TODO: We don't update instance position - animation should do this
@ -146,11 +169,25 @@ GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
this.mesh.updateInstance('rotation'); this.mesh.updateInstance('rotation');
} }
GameLib.CustomCode.SnakeBody.prototype.advance = function(direction, rotation) { GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) {
this.position.x += direction.x;
this.position.y += direction.y;
this.rotation = rotation; if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
this.position.y += 1;
}
if (orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
this.position.y -= 1;
}
if (orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
this.position.x -= 1;
}
if (orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
this.position.x += 1;
}
this.orientation = orientation;
} }
GameLib.CustomCode.prototype.advanceSnake = function(delta) { GameLib.CustomCode.prototype.advanceSnake = function(delta) {
@ -163,51 +200,46 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
return; return;
} }
var position = {x:0, y:0}; var backup = {
//var rotation = 0; x : 0,
y : 0,
orientation : GameLib.CustomCode.ORIENTATION_UP
};
this.snake.map( this.snake.map(
function(body, index) { function(body, index) {
if (index === 0) { if (index === 0) {
position.x = body.position.x; backup.x = body.position.x;
position.y = body.position.y; backup.y = body.position.y;
backup.orientation = body.orientation;
//rotation = body.rotation;
body.advance( body.advance(
this.state.direction, this.state.orientation
this.state.rotation
); );
} else { } else {
var tempPosition = { var temp = {
x : body.position.x, x : body.position.x,
y : body.position.y y : body.position.y,
orientation : body.orientation
}; };
//var tempRotation = body.rotation; body.position.x = backup.x;
body.position.y = backup.y;
body.position.x = position.x; body.position.orientation = backup.orientation;
body.position.y = position.y;
//body.rotation += this.state.rotation;
position.x = tempPosition.x;
position.y = tempPosition.y;
//rotation = tempRotation;
backup.x = temp.x;
backup.y = temp.y;
backup.orientation = temp.orientation;
} }
body.applyToMesh(); body.applyToMesh();
}.bind(this) }.bind(this)
); );
this.state.rotation = 0;
}.bind(this); }.bind(this);
/* /*
@ -247,16 +279,12 @@ GameLib.Event.Subscribe(
) )
this.state = { this.state = {
direction : { orientation : GameLib.CustomCode.ORIENTATION_UP
x : 0,
y : 1
},
rotation : 0
}; };
this.snake = [ this.snake = [
new GameLib.CustomCode.SnakeBody( new GameLib.CustomCode.SnakeBody(
this.meshBreadEnd, this.meshBreadHead,
{ {
x : 4, x : 4,
y : 4 y : 4
@ -280,12 +308,12 @@ GameLib.Event.Subscribe(
0 0
), ),
new GameLib.CustomCode.SnakeBody( new GameLib.CustomCode.SnakeBody(
this.meshBreadEnd, this.meshBreadTail,
{ {
x : 4, x : 4,
y : 1 y : 1
}, },
Math.PI 0
) )
]; ];
@ -342,3 +370,4 @@ GameLib.Event.Subscribe(
GameLib.Event.Emit(GameLib.Event.GAME_LOADED); GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
//@ sourceURL=entityLoaded.js //@ sourceURL=entityLoaded.js
}