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

@ -1,299 +1,327 @@
if (this.parentEntity === data.entity) {
console.log('snake entity loaded');
} else {
return;
}
function snakeEntityLoaded(data) {
/**
* Defines
*/
GameLib.CustomCode.BODY_TYPE_NORMAL = 0x1;
GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
if (this.parentEntity === data.entity) {
console.log('snake entity loaded');
} else {
return;
}
GameLib.CustomCode.GRID_WIDTH = 11;
GameLib.CustomCode.GRID_HEIGHT = 11;
/**
* Defines
*/
GameLib.CustomCode.BODY_TYPE_NORMAL = 0x1;
GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
GameLib.CustomCode.GRID_OFFSET_X = 1;
GameLib.CustomCode.GRID_OFFSET_Y = 5;
GameLib.CustomCode.GRID_WIDTH = 11;
GameLib.CustomCode.GRID_HEIGHT = 11;
GameLib.CustomCode.SPEED_INITIAL = 1;
GameLib.CustomCode.GRID_OFFSET_X = 1;
GameLib.CustomCode.GRID_OFFSET_Y = 5;
/**
* Get runtime
*/
this.runtime = GameLib.Utils.GetRuntime();
GameLib.CustomCode.SPEED_INITIAL = 1;
/**
* Custom Code Components
*/
this.beforeRender = GameLib.EntityManager.Instance.findComponentById('zjq6ach3jt');
this.keyUp = GameLib.EntityManager.Instance.findComponentById('306204wy29');
GameLib.CustomCode.ORIENTATION_UP = 0;
GameLib.CustomCode.ORIENTATION_LEFT = 1;
GameLib.CustomCode.ORIENTATION_DOWN = 2;
GameLib.CustomCode.ORIENTATION_RIGHT = 3;
/**
* Geometries
*/
this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp');
/**
* Get runtime
*/
this.runtime = GameLib.Utils.GetRuntime();
/**
* Images
*/
this.imageBreadEnd = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
this.imageBreadPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
this.imageBreadCorner = GameLib.EntityManager.Instance.findComponentById('iljpuouaok');
this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
/**
* Custom Code Components
*/
this.beforeRender = GameLib.EntityManager.Instance.findComponentById('zjq6ach3jt');
this.keyUp = GameLib.EntityManager.Instance.findComponentById('306204wy29');
/**
* Other Objects (Scene)
*/
this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj');
/**
* Geometries
*/
this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp');
/**
* Game objects
*/
this.snake = [];
this.grid = [];
this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.advanceTime = 0;
this.state = {
direction : {
x : 0,
y : 1
},
rotation : 0
};
/**
* 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');
GameLib.CustomCode.prototype.createMaterial = function(image) {
var diffuseMap = new GameLib.D3.Texture.Image(
this.runtime.graphics,
{
image : image
}
)
/**
* Other Objects (Scene)
*/
this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj');
return new GameLib.D3.Material.Phong(
this.runtime.graphics,
{
diffuseMap : diffuseMap
}
);
}.bind(this);
/**
* Game objects
*/
this.snake = [];
this.grid = [];
this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.advanceTime = 0;
GameLib.CustomCode.prototype.createGameMesh = function(image) {
/**
* 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
};
var mesh = new GameLib.D3.Mesh(
this.runtime.graphics,
{
geometry : this.geometryBody,
materials : [this.createMaterial(image)]
}
)
GameLib.CustomCode.prototype.createMaterial = function(image) {
var diffuseMap = new GameLib.D3.Texture.Image(
this.runtime.graphics,
{
image : image
}
)
this.scene.addClone(mesh);
return new GameLib.D3.Material.Phong(
this.runtime.graphics,
{
diffuseMap : diffuseMap
}
);
}.bind(this);
return mesh;
GameLib.CustomCode.prototype.createGameMesh = function(image) {
}.bind(this)
var mesh = new GameLib.D3.Mesh(
this.runtime.graphics,
{
geometry : this.geometryBody,
materials : [this.createMaterial(image)]
}
)
/**
* Create our objects
*/
this.meshBreadEnd = this.createGameMesh(this.imageBreadEnd);
this.meshBreadEnd.useQuaternion = false;
this.scene.addClone(mesh);
this.meshPatty = this.createGameMesh(this.imagePatty);
return mesh;
this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty);
this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner);
}.bind(this)
GameLib.CustomCode.SnakeBody = function(
mesh,
position,
rotation
) {
/**
* Create our objects
*/
this.meshBreadHead = this.createGameMesh(this.imageBreadHead);
this.meshBreadHead.useQuaternion = false;
if (GameLib.Utils.UndefinedOrNull(mesh)) {
throw new Error('no mesh specified');
}
this.mesh = mesh.clone();
this.meshBreadTail = this.createGameMesh(this.imageBreadTail);
this.meshBreadTail.useQuaternion = false;
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;
this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty);
this.meshBreadPatty.useQuaternion = false;
if (GameLib.Utils.UndefinedOrNull(rotation)) {
rotation = 0;
}
this.rotation = rotation;
this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner);
this.meshBreadCorner.useQuaternion = false;
this.applyToMesh();
};
this.meshPatty = this.createGameMesh(this.imagePatty);
GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
/**
* GameLib.CustomCode.SnakeBody
* @param mesh
* @param position
* @param orientation
* @constructor
*/
GameLib.CustomCode.SnakeBody = function(
mesh,
position,
orientation
) {
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 (GameLib.Utils.UndefinedOrNull(mesh)) {
throw new Error('no mesh specified');
}
this.mesh = mesh.clone();
this.mesh.rotation.z = this.rotation;
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;
/**
* TODO: We don't update instance position - animation should do this
*/
this.mesh.updateInstance('position');
this.mesh.updateInstance('rotation');
}
if (GameLib.Utils.UndefinedOrNull(orientation)) {
orientation = GameLib.CustomCode.ORIENTATION_UP;
}
this.orientation = orientation;
GameLib.CustomCode.SnakeBody.prototype.advance = function(direction, rotation) {
this.position.x += direction.x;
this.position.y += direction.y;
this.applyToMesh();
};
this.rotation = rotation;
}
GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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.advanceTime += delta;
this.mesh.rotation.z = this.orientation * Math.PI;
if (this.advanceTime > this.speed) {
this.advanceTime = 0;
} else {
return;
}
/**
* TODO: We don't update instance position - animation should do this
*/
this.mesh.updateInstance('position');
this.mesh.updateInstance('rotation');
}
var position = {x:0, y:0};
//var rotation = 0;
GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) {
this.snake.map(
function(body, index) {
if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
this.position.y += 1;
}
if (index === 0) {
if (orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
this.position.y -= 1;
}
position.x = body.position.x;
position.y = body.position.y;
if (orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
this.position.x -= 1;
}
//rotation = body.rotation;
if (orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
this.position.x += 1;
}
body.advance(
this.state.direction,
this.state.rotation
);
this.orientation = orientation;
}
} else {
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
var tempPosition = {
x : body.position.x,
y : body.position.y
};
this.advanceTime += delta;
//var tempRotation = body.rotation;
if (this.advanceTime > this.speed) {
this.advanceTime = 0;
} else {
return;
}
body.position.x = position.x;
body.position.y = position.y;
var backup = {
x : 0,
y : 0,
orientation : GameLib.CustomCode.ORIENTATION_UP
};
//body.rotation += this.state.rotation;
this.snake.map(
function(body, index) {
position.x = tempPosition.x;
position.y = tempPosition.y;
if (index === 0) {
//rotation = tempRotation;
backup.x = body.position.x;
backup.y = body.position.y;
backup.orientation = body.orientation;
}
body.advance(
this.state.orientation
);
body.applyToMesh();
}.bind(this)
);
} else {
this.state.rotation = 0;
var temp = {
x : body.position.x,
y : body.position.y,
orientation : body.orientation
};
}.bind(this);
body.position.x = backup.x;
body.position.y = backup.y;
body.position.orientation = backup.orientation;
/*
GameLib.CustomCode.prototype.initializeGrid = function() {
backup.x = temp.x;
backup.y = temp.y;
backup.orientation = temp.orientation;
}
this.grid = [];
body.applyToMesh();
}.bind(this)
);
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);
}.bind(this);
*/
/*
GameLib.CustomCode.prototype.initializeGrid = function() {
GameLib.Event.Subscribe(
GameLib.Event.GAME_START,
function() {
this.grid = [];
/**
* Remove all existing snake parts
*/
this.snake.map(
function(body) {
body.geometry = null;
body.materials = null;
body.remove();
}
)
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
}
}
}
}
this.state = {
direction : {
x : 0,
y : 1
},
rotation : 0
};
}.bind(this);
*/
this.snake = [
new GameLib.CustomCode.SnakeBody(
this.meshBreadEnd,
{
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.meshBreadEnd,
{
x : 4,
y : 1
},
Math.PI
)
];
GameLib.Event.Subscribe(
GameLib.Event.GAME_START,
function() {
/**
* Cleanup grid
*
this.grid.map(
function(x) {
/**
* Remove all existing snake parts
*/
this.snake.map(
function(body) {
body.geometry = null;
body.materials = null;
body.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
)
];
/**
* Cleanup grid
*
this.grid.map(
function(x) {
x.map(
function(y) {
y.mesh.geometry = null;
@ -302,43 +330,44 @@ GameLib.Event.Subscribe(
}
);
}
);
);
this.initializeGrid();
*/
this.initializeGrid();
*/
/**
* Other Settings
*/
this.speed = GameLib.CustomCode.SPEED_INITIAL;
/**
* Other Settings
*/
this.speed = GameLib.CustomCode.SPEED_INITIAL;
/**
* Re-initialize our other custom code components
*/
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = this;
/**
* Re-initialize our other custom code components
*/
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = this;
this.keyUp.initialized = false;
this.keyUp.entityLoaded = this;
this.keyUp.initialized = false;
this.keyUp.entityLoaded = this;
console.log('starting game snake');
}.bind(this)
);
console.log('starting game snake');
}.bind(this)
);
GameLib.Event.Subscribe(
GameLib.Event.GAME_OVER,
function() {
GameLib.Event.Subscribe(
GameLib.Event.GAME_OVER,
function() {
this.keyUp.initialized = false;
this.keyUp.entityLoaded = null;
this.keyUp.initialized = false;
this.keyUp.entityLoaded = null;
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = null;
this.beforeRender.initialized = false;
this.beforeRender.entityLoaded = null;
console.log('starting game snake');
}.bind(this)
)
console.log('starting game snake');
}.bind(this)
)
GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
//@ sourceURL=entityLoaded.js
}