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 = 11; GameLib.CustomCode.GRID_OFFSET_X = 1; GameLib.CustomCode.GRID_OFFSET_Y = 5; 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 */ 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'); /** * 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'); /** * Other Objects (Scene) */ this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj'); /** * Game objects */ this.snake = []; this.grid = []; this.speed = GameLib.CustomCode.SPEED_INITIAL; 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 = { orientation : 0, turning : false, flip : 0 }; GameLib.CustomCode.prototype.createMaterial = function(image) { var diffuseMap = new GameLib.D3.Texture.Image( this.runtime.graphics, { image : image } ) return new GameLib.D3.Material.Phong( this.runtime.graphics, { diffuseMap : diffuseMap } ); }.bind(this); GameLib.CustomCode.prototype.createGameMesh = function(image) { var mesh = new GameLib.D3.Mesh( this.runtime.graphics, { geometry : this.geometryBody, materials : [this.createMaterial(image)] } ) this.scene.addClone(mesh); return mesh; }.bind(this) /** * Create our objects */ this.meshBreadHead = this.createGameMesh(this.imageBreadHead); 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); /** * GameLib.CustomCode.SnakeBody * @param mesh * @param position * @param orientation * @param flip * @param backupMesh * @constructor */ GameLib.CustomCode.SnakeBody = function( mesh, position, orientation, flip, backupMesh ) { if (GameLib.Utils.UndefinedOrNull(mesh)) { throw new Error('no mesh specified'); } this.mesh = mesh.clone(); this.mesh.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; 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; this.applyToMesh(flip); }; // GameLib.CustomCode.SnakeBody.prototype.restoreBackup = function() { // // if (!this.backup) { // console.warn('no backup to restore'); // return; // } // // this.mesh.geometry = null; // this.mesh.materials = null; // this.mesh.remove(); // // this.mesh = this.backup.mesh; // this.mesh.visible = true; // this.mesh.updateInstance('visible'); // // this.orientation = this.backup.orientation; // // this.backup = null; // // /** // * We don't restore the position because the position will have changed // */ // } GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(flip) { 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.rotation.z = this.orientation * Math.PI / 2; if (this.backupMesh) { this.mesh.rotation.z += ((Math.PI / 2) * flip); } /** * TODO: We don't update instance position - animation should do this */ this.mesh.updateInstance('position'); this.mesh.updateInstance('rotation'); } GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) { 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) { 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 } body.advance( this.state.orientation ); backup.orientation = body.orientation; } if (index > 0) { temp = { position : { x : body.position.x, y : body.position.y }, orientation : body.orientation } body.position.x = backup.position.x; body.position.y = backup.position.y; body.orientation = backup.orientation; backup = temp; 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'); } if ( body.orientation !== temp.orientation ) { if ((index + 1) < this.snake.length) { /** * Our orientation changed - we should make a corner */ body.backupMesh = body.mesh; body.backupMesh.visible = false; body.backupMesh.updateInstance('visible'); body.mesh = this.meshBreadCorner.clone(); } //body.orientation = this.snake[index - 1].orientation; } } body.applyToMesh(this.state.flip); }.bind(this) ) }.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() { /** * 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; y.mesh.materials = null; y.mesh.remove(); } ); } ); this.initializeGrid(); */ /** * Other Settings */ this.speed = GameLib.CustomCode.SPEED_INITIAL; /** * 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