Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 59 bytes modified

beta.r3js.org
-=yb4f310 2018-03-12 15:52:50 +01:00
parent 374b9bf5f1
commit 536f7c1bc9
1 changed files with 136 additions and 139 deletions

View File

@ -53,143 +53,6 @@ this.grid = [];
this.speed = GameLib.CustomCode.SPEED_INITIAL;
this.advanceTime = 0;
GameLib.CustomCode.SnakeBody = function(
mesh,
position,
direction
) {
this.mesh = mesh;
this.position = position;
this.direction = direction;
};
GameLib.CustomCode.SnakeBody.prototype.clone = function() {
return new GameLib.CustomCode.SnakeBody(
this.mesh,
{
x : this.position.x,
y : this.position.y
},
{
x : this.direction.x,
y : this.direction.y
}
);
}
GameLib.CustomCode.SnakeBody.prototype.advance = function() {
this.position.x += this.direction.x;
this.position.y += this.direction.y;
this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
/**
* TODO: We don't update instance position - animation should do this
*/
this.mesh.updateInstance('position');
}
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
this.advanceTime += delta;
if (this.advanceTime > this.speed) {
this.advanceTime = 0;
} else {
return;
}
var head = this.snake[0].clone();
head.advance();
this.snake = this.snake.reduce(
function(result, body, index) {
if ((index + 1) >= this.snake.length) {
/**
* do nothing
*/
} else {
/**
* Move the body over
*/
result.push(this.snake[index + 1]);
}
return result;
}.bind(this),
[head]
)
}.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,
direction : {
x : 0,
y : 0
}
}
}
}
}.bind(this);
GameLib.CustomCode.prototype.cloneBody = function(bodyType) {
var mesh = null;
switch (bodyType) {
case (GameLib.CustomCode.BODY_TYPE_HEAD) :
mesh = this.meshEnd.clone();
break;
case (GameLib.CustomCode.BODY_TYPE_TAIL) :
mesh = this.meshEnd.clone();
mesh.rotation.z = Math.PI;
mesh.updateInstance('rotation');
break;
default:
console.warn('unhandled body type : ' + bodyType);
break;
}
var direction = {
x : -1,
y : 0
};
var position = {
x : Math.round(GameLib.CustomCode.GRID_WIDTH / 2),
y : Math.round(GameLib.CustomCode.GRID_HEIGHT / 2)
};
if (this.snake.length > 0) {
direction.x = this.snake[0].direction.x;
direction.y = this.snake[0].direction.y;
}
if (this.snake.length > 0) {
position.x = this.snake[0].position.x;
position.y = this.snake[0].position.y;
}
return new GameLib.CustomCode.SnakeBody(
mesh,
position,
direction
);
}.bind(this);
GameLib.CustomCode.prototype.createMaterial = function(image) {
var diffuseMap = new GameLib.D3.Texture.Image(
this.runtime.graphics,
@ -229,6 +92,140 @@ this.meshEnd = this.createGameMesh(this.imageEnd);
this.meshPatty = this.createGameMesh(this.imagePatty);
this.meshBodyPatty = this.createGameMesh(this.imageBodyPatty);
GameLib.CustomCode.SnakeBody = function(
bodyType,
position,
direction,
mesh
) {
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(direction)) {
direction = {
x : -1,
y : 0
};
}
this.direction = direction;
if (GameLib.Utils.UndefinedOrNull(bodyType)) {
bodyType = GameLib.CustomCode.BODY_TYPE_HEAD;
}
this.bodyType = bodyType;
if (GameLib.Utils.UndefinedOrNull(mesh)) {
switch (this.bodyType) {
case GameLib.CustomCode.BODY_TYPE_HEAD :
mesh = this.meshEnd;
break;
case GameLib.CustomCode.BODY_TYPE_TAIL :
mesh = this.meshEnd.clone();
mesh.rotation.z = Math.PI;
mesh.updateInstance('rotation');
position.x += 1;
default :
throw new Error('body type not specified and no mesh');
break;
}
}
this.mesh = mesh;
this.applyPositionToMesh();
};
GameLib.CustomCode.SnakeBody.prototype.clone = function() {
return new GameLib.CustomCode.SnakeBody(
this.bodyType,
{
x : this.position.x,
y : this.position.y
},
{
x : this.direction.x,
y : this.direction.y
},
this.mesh
);
}
GameLib.CustomCode.SnakeBody.prototype.applyPositionToMesh = 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;
/**
* TODO: We don't update instance position - animation should do this
*/
this.mesh.updateInstance('position');
}
GameLib.CustomCode.SnakeBody.prototype.advance = function() {
this.position.x += this.direction.x;
this.position.y += this.direction.y;
}
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
this.advanceTime += delta;
if (this.advanceTime > this.speed) {
this.advanceTime = 0;
} else {
return;
}
var head = this.snake[0].clone();
head.advance();
this.snake = this.snake.reduce(
function(result, body, index) {
if ((index + 1) >= this.snake.length) {
/**
* do nothing
*/
} else {
/**
* Move the body over
*/
result.push(this.snake[index + 1]);
}
return result;
}.bind(this),
[head]
)
}.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,
direction : {
x : 0,
y : 0
}
}
}
}
}.bind(this);
*/
GameLib.Event.Subscribe(
GameLib.Event.GAME_START,
function() {
@ -245,8 +242,8 @@ GameLib.Event.Subscribe(
)
this.snake = [
this.cloneBody(GameLib.CustomCode.BODY_TYPE_HEAD),
this.cloneBody(GameLib.CustomCode.BODY_TYPE_TAIL)
new GameLib.CustomCode.SnakeBody(GameLib.CustomCode.BODY_TYPE_HEAD),
new GameLib.CustomCode.SnakeBody(GameLib.CustomCode.BODY_TYPE_TAIL)
];
/**