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 = 10; GameLib.CustomCode.GRID_OFFSET_X = 1; GameLib.CustomCode.GRID_OFFSET_Y = 8; 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; GameLib.CustomCode.FOOD_SPEED_INITIAL = 3; GameLib.CustomCode.MAX_FOOD_ITEMS = 6; GameLib.CustomCode.POWERUP_WAIT_TIME_MIN = 5; GameLib.CustomCode.POWERUP_WAIT_TIME_MAX = 10; GameLib.CustomCode.POWERUP_DURATION = 7; GameLib.CustomCode.POWERUP_SPEED = 0; GameLib.CustomCode.POWERUP_LIFE = 1; GameLib.CustomCode.POWERUP_SLOW = 2; GameLib.CustomCode.MAX_POWERUP_ITEMS = 3; GameLib.CustomCode.FOOD_BACON = 0; GameLib.CustomCode.FOOD_CHEESE = 1; GameLib.CustomCode.FOOD_ONION = 2; GameLib.CustomCode.FOOD_ONION_RING = 3; GameLib.CustomCode.FOOD_PATTY = 4; GameLib.CustomCode.FOOD_TOMATO = 5; GameLib.CustomCode.BODY_TYPE_BREAD_BACON = 0; GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE = 1; GameLib.CustomCode.BODY_TYPE_BREAD_ONION = 2; GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING = 3; GameLib.CustomCode.BODY_TYPE_BREAD_PATTY = 4; GameLib.CustomCode.BODY_TYPE_BREAD_HEAD = 5; GameLib.CustomCode.BODY_TYPE_BREAD_TAIL = 6; GameLib.CustomCode.BODY_TYPE_BREAD_CORNER = 7; GameLib.CustomCode.OBJECT_TYPE_NONE = 0; GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY = 1; GameLib.CustomCode.OBJECT_TYPE_FOOD = 2; GameLib.CustomCode.OBJECT_TYPE_POWERUP = 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'); GameLib.CustomCode.BODY_SCALE_X = this.geometryBody.width; GameLib.CustomCode.BODY_SCALE_Y = this.geometryBody.height; /** * Materials */ this.materialTomato = GameLib.EntityManager.Instance.findComponentById('merwtvkm1t'); this.materialBacon = GameLib.EntityManager.Instance.findComponentById('x5ffcl6ojc'); this.materialCheese = GameLib.EntityManager.Instance.findComponentById('0rxqy5eddx'); this.materialOnionRing = GameLib.EntityManager.Instance.findComponentById('gz8zex5xug'); this.materialPatty = GameLib.EntityManager.Instance.findComponentById('f7y8nurbcv'); this.materialOnion = GameLib.EntityManager.Instance.findComponentById('im3tsuzwrp'); this.materialBreadBacon = GameLib.EntityManager.Instance.findComponentById('wn31yqi6lc'); this.materialBreadCheese = GameLib.EntityManager.Instance.findComponentById('i22ixqizge'); this.materialBreadOnion = GameLib.EntityManager.Instance.findComponentById('69sybcj08d'); this.materialBreadOnionRing = GameLib.EntityManager.Instance.findComponentById('kvesyjtr2v'); this.materialBreadPatty = GameLib.EntityManager.Instance.findComponentById('k6axym9bu5'); this.materialBreadHead = GameLib.EntityManager.Instance.findComponentById('heu4f7zzuh'); this.materialBreadTail = GameLib.EntityManager.Instance.findComponentById('mm2yq9rmpf'); this.materialBreadCorner = GameLib.EntityManager.Instance.findComponentById('ju9r1bw6cb'); this.materialPowerupSpeed = GameLib.EntityManager.Instance.findComponentById('fb32uutj9q'); this.materialPowerupLife = GameLib.EntityManager.Instance.findComponentById('6tld70a6zu'); this.materialPowerupSlow = GameLib.EntityManager.Instance.findComponentById('ulgntj8nta'); /** * Other Objects (Scene) */ this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj'); this.animation = GameLib.EntityManager.Instance.findComponentById('8kb7utb2fn'); this.animationRotation = GameLib.EntityManager.Instance.findComponentById('z628kythyn'); /** * Game objects */ this.snake = []; this.grid = [[]]; this.speed = GameLib.CustomCode.SPEED_INITIAL; this.advanceTime = 0; 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 = []; /** * 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.visualizeGrid = function (color) { if (this.starsMesh) { this.scene.instance.remove(this.starsMesh); } this.starsGeometry = new THREE.Geometry(); this.grid.map( function(x, xIndex) { x.map( function(y, yIndex) { this.starsGeometry.vertices.push( new THREE.Vector3( (xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X, (yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y, 5 ) ); }.bind(this) ) }.bind(this) ); var starsMaterial = new THREE.PointsMaterial({color: color, size: 0.1}); this.starsMesh = new THREE.Points(this.starsGeometry, starsMaterial); this.scene.instance.add(this.starsMesh); }.bind(this) GameLib.CustomCode.prototype.createGameMesh = function(material, visible) { if (GameLib.Utils.UndefinedOrNull(visible)) { visible = true; } var mesh = new GameLib.D3.Mesh( this.runtime.graphics, { geometry : this.geometryBody, materials : [material], visible : visible, useQuaternion : false } ) this.scene.addClone(mesh); return mesh; }.bind(this) /** * GameLib.CustomCode.Object * @param objectType * @param type * @param mesh * @param position * @constructor */ GameLib.CustomCode.GameObject = function( objectType, type, mesh, position ) { if (GameLib.Utils.UndefinedOrNull(objectType)) { objectType = GameLib.CustomCode.OBJECT_TYPE_NONE; } this.objectType = objectType; if (GameLib.Utils.UndefinedOrNull(type)) { type = -1; } this.type = type; if (GameLib.Utils.UndefinedOrNull(mesh)) { mesh = null; } this.mesh = mesh; if (GameLib.Utils.UndefinedOrNull(position)) { position = null; } this.position = position; } /** * Disposes of the mesh object and resets this object to its defaults */ GameLib.CustomCode.GameObject.prototype.dispose = function(removeMesh) { if (GameLib.Utils.UndefinedOrNull(removeMesh)) { removeMesh = true; } if (this.mesh && removeMesh) { this.mesh.geometry = null; this.mesh.materials = null; this.mesh.remove(); this.mesh = null; } this.objectType = GameLib.CustomCode.OBJECT_TYPE_NONE; this.type = -1; this.position = null; }; /** * Applies the object position to the mesh taking into account the offset and scale of the body * @param updateInstance */ GameLib.CustomCode.GameObject.prototype.applyToMesh = function(updateInstance) { if (this.mesh) { this.mesh.position.x = (this.position.x * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X; this.mesh.position.y = (this.position.y * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y; this.mesh.position.z = 0.1; if (updateInstance) { this.mesh.updateInstance('position'); } } }; /** * Scans through the grid, gets all empty positions, and chooses a random one * @type {function(this:snakeEntityLoaded)} */ GameLib.CustomCode.prototype.getFreeGridPosition = function() { var x = GameLib.Utils.GetRandomInt(0, GameLib.CustomCode.GRID_WIDTH); var y = GameLib.Utils.GetRandomInt(0, GameLib.CustomCode.GRID_HEIGHT); return { x : x, y : y }; }.bind(this); /** * * @type {function(this:snakeEntityLoaded)} */ GameLib.CustomCode.prototype.createGameObject = function( objectType, type, position, orientation ) { if (GameLib.Utils.UndefinedOrNull(type)) { type = null; } var mesh = null; var array = null; if (objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP) { type = GameLib.Utils.GetRandomIntInclusive(0, 2); switch (type) { case GameLib.CustomCode.POWERUP_SPEED : mesh = this.createGameMesh(this.materialPowerupSpeed); break; case GameLib.CustomCode.POWERUP_LIFE : mesh = this.createGameMesh(this.materialPowerupLife); break; case GameLib.CustomCode.POWERUP_SLOW : mesh = this.createGameMesh(this.materialPowerupSlow); break; default: throw new Error('unhandled power up type : ' + type) } /** * We apply a scale to the powerupss too - since they appear too big when normal */ mesh.scale.x = 0.8; mesh.scale.y = 0.8; mesh.updateInstance('scale'); array = this.powerups; } if (objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) { type = GameLib.Utils.GetRandomIntInclusive(0, 5); switch (type) { case GameLib.CustomCode.FOOD_BACON : mesh = this.createGameMesh(this.materialBacon); break; case GameLib.CustomCode.FOOD_CHEESE : mesh = this.createGameMesh(this.materialCheese); break; case GameLib.CustomCode.FOOD_ONION : mesh = this.createGameMesh(this.materialOnion); break; case GameLib.CustomCode.FOOD_ONION_RING : mesh = this.createGameMesh(this.materialOnionRing); break; case GameLib.CustomCode.FOOD_PATTY : mesh = this.createGameMesh(this.materialPatty); break; case GameLib.CustomCode.FOOD_TOMATO : mesh = this.createGameMesh(this.materialTomato); break; default : throw new Error('unhandled food type : ' + type) } /** * We apply a scale to the food meshes too - since they appear too big when normal */ mesh.scale.x = 0.8; mesh.scale.y = 0.8; mesh.updateInstance('scale'); array = this.food; } if (objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) { switch (type) { case GameLib.CustomCode.BODY_TYPE_BREAD_BACON : mesh = this.createGameMesh(this.materialBreadBacon); break; case GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE : mesh = this.createGameMesh(this.materialBreadCheese); break; case GameLib.CustomCode.BODY_TYPE_BREAD_ONION : mesh = this.createGameMesh(this.materialBreadOnion); break; case GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING : mesh = this.createGameMesh(this.materialBreadOnionRing); break; case GameLib.CustomCode.BODY_TYPE_BREAD_PATTY : mesh = this.createGameMesh(this.materialBreadPatty); break; case GameLib.CustomCode.BODY_TYPE_BREAD_HEAD : mesh = this.createGameMesh(this.materialBreadHead); break; case GameLib.CustomCode.BODY_TYPE_BREAD_TAIL : mesh = this.createGameMesh(this.materialBreadTail); break; case GameLib.CustomCode.BODY_TYPE_BREAD_CORNER : mesh = this.createGameMesh(this.materialBreadCorner); break; default : throw new Error('unhandled body type : ' + type) } array = this.snake; } var gameObject = null; switch (objectType) { case GameLib.CustomCode.OBJECT_TYPE_FOOD: case GameLib.CustomCode.OBJECT_TYPE_POWERUP: gameObject = new GameLib.CustomCode.GameObject( objectType, type, mesh, position ) gameObject.applyToMesh(true); break; case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY: gameObject = new GameLib.CustomCode.SnakeBody( type, mesh, position, orientation ) gameObject.applyToMesh(true); break; default: throw new Error('unhandled object type: ' + objectType); } /** * Update the grid with this object */ var currentGameObject = this.grid[gameObject.position.x][gameObject.position.y]; /** * If there is a powerup at this position - remove it */ if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP) { this.powerups.splice( this.powerups.indexOf(currentGameObject), 1 ); } /** * If there is food at this position - remove it */ if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) { this.food.splice( this.food.indexOf(currentGameObject), 1 ); } /** * If there is an existing snake body at this position - explode! */ if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) { console.warn('should not reach this code if collision detection is perfect'); this.explode(currentGameObject.position); return; } this.grid[gameObject.position.x][gameObject.position.y].dispose(); this.grid[gameObject.position.x][gameObject.position.y] = gameObject; /** * Save a reference to this object to the specific object array */ array.push(gameObject); /** * If we have too many objects - dispose of the first on in the queue (fifo) */ if (this.food.length > GameLib.CustomCode.MAX_FOOD_ITEMS) { gameObject = this.food.shift(); this.grid[gameObject.position.x][gameObject.position.y].dispose(); } if (this.powerups.length > GameLib.CustomCode.MAX_POWERUP_ITEMS_ITEMS) { gameObject = this.powerups.shift(); this.grid[gameObject.position.x][gameObject.position.y].dispose(); } return gameObject; }.bind(this); GameLib.CustomCode.prototype.createPowerup = function(delta) { this.powerupTime += delta; if (this.powerupTime > this.nextPowerupTime) { this.powerupTime = 0; } else { return; } this.createGameObject( GameLib.CustomCode.OBJECT_TYPE_POWERUP, null, this.getFreeGridPosition() ); }.bind(this); GameLib.CustomCode.prototype.createFood = function(delta) { this.foodTime += delta; if (this.foodTime > this.foodSpeed) { this.foodTime = 0; } else { return; } this.createGameObject( GameLib.CustomCode.OBJECT_TYPE_FOOD, null, this.getFreeGridPosition() ); }.bind(this); /** * GameLib.CustomCode.SnakeBody * @param type * @param mesh * @param position * @param orientation * @param flip * @param backupMesh * @param isTail * @property animation * @constructor */ GameLib.CustomCode.SnakeBody = function( type, mesh, position, orientation, flip, backupMesh, isTail ) { GameLib.CustomCode.GameObject.call( this, GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY, type, mesh, 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; if (GameLib.Utils.UndefinedOrNull(isTail)) { isTail = false; } this.isTail = isTail; this.applyToMesh(); var animation = GameLib.EntityManager.Instance.findComponentById('8kb7utb2fn'); animation.meshes.push(this.mesh); }; GameLib.CustomCode.SnakeBody.prototype = Object.create(GameLib.CustomCode.GameObject.prototype); GameLib.CustomCode.SnakeBody.prototype.constructor = GameLib.CustomCode.GameObject; GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(updateInstance) { GameLib.CustomCode.GameObject.prototype.applyToMesh.call(this, updateInstance); this.mesh.rotation.z = this.orientation * Math.PI / 2; if (this.backupMesh) { this.mesh.rotation.z += ((Math.PI / 2) * this.flip); this.mesh.updateInstance('position'); this.mesh.updateInstance('rotation'); } this.mesh.updateInstance('rotation'); } GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation, flip) { var crash = false; switch (orientation) { case GameLib.CustomCode.ORIENTATION_UP : if ((this.position.y + 1) >= GameLib.CustomCode.GRID_HEIGHT) { crash = true; } else { this.position.y += 1; } break; case GameLib.CustomCode.ORIENTATION_DOWN : if ((this.position.y - 1) < 0) { crash = true; } else { this.position.y -= 1; } break; case GameLib.CustomCode.ORIENTATION_LEFT : if ((this.position.x - 1) < 0) { crash = true; } else { this.position.x -= 1; } break; case GameLib.CustomCode.ORIENTATION_RIGHT : if ((this.position.x + 1) >= GameLib.CustomCode.GRID_WIDTH) { crash = true; } else { this.position.x += 1; } break; default : console.warn('unknown orientation'); break; } if (crash) { console.log('crashed!'); } this.orientation = orientation; this.flip = flip; return !crash; } 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] = new GameLib.CustomCode.GameObject(); } } }.bind(this); // GameLib.CustomCode.prototype.rebuildGrid = function() { // // this.initializeGrid(); // // /** // * First add all the snake body parts // */ // this.snake.map( // function(body, index) { // this.grid[body.position.x][body.position.y] = { // occupied: true, // type : GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY, // index : index // } // }.bind(this) // ); // // /** // * Then add all the food bits // */ // this.food.map( // function(food, index) { // this.grid[food.position.x][food.position.y] = { // occupied: true, // type : GameLib.CustomCode.OBJECT_TYPE_FOOD, // index : index // } // }.bind(this) // ); // // /** // * And also all the power ups // */ // this.powerups.map( // function(powerup, index) { // this.grid[powerup.position.x][powerup.position.y] = { // occupied: true, // type : GameLib.CustomCode.OBJECT_TYPE_POWERUP, // index : index // } // }.bind(this) // ); // // }.bind(this); /** * Explode the snake * @param position */ GameLib.CustomCode.prototype.explode = function(position) { console.log('explode snake at position : ' + position.x + ', ' + position.y); } /** * Extend the snake with information from gameObject * @param gameObject */ GameLib.CustomCode.prototype.extend = function(gameObject) { console.log('extend'); }; /** * Powerup the snake with information from gameObject * @param gameObject */ GameLib.CustomCode.prototype.powerup = function(gameObject) { console.log('powerup'); }; /** * Move the snake forward and do collision detection * @type {function(this:snakeEntityLoaded)} */ 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, flip : body.flip } var advanced = body.advance( this.state.orientation, this.state.flip, this.grid ); if (!advanced) { this.explode(body.position); } else { var gameObject = this.grid[body.position.x][body.position.y]; switch (gameObject.objectType) { case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY : this.explode(body.position); break; case GameLib.CustomCode.OBJECT_TYPE_FOOD : this.extend(gameObject); break; case GameLib.CustomCode.OBJECT_TYPE_POWERUP: this.powerup(gameObject); break; default: /** * Update the grid with the body */ this.grid[body.position.x][body.position.y] = body; break; } /** * Food or powerup objects need to be destroyed before being replaced with a body object */ if ( gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD || gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP ) { if (gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) { this.food.splice( this.food.indexOf(gameObject), 1 ); } else { this.powerups.splice( this.powerups.indexOf(gameObject), 1 ); } gameObject.dispose(); this.grid[body.position.x][body.position.y] = body; } } backup.orientation = body.orientation; backup.flip = body.flip; } if (index > 0) { temp = { position : { x : body.position.x, y : body.position.y }, orientation : body.orientation, flip : body.flip } /** * Create a new empty object at the current grid position (free it up) */ this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject(); /** * Assign the new location to the body */ body.position.x = backup.position.x; body.position.y = backup.position.y; body.orientation = backup.orientation; body.flip = backup.flip; /** * Update the grid with our new body */ this.grid[body.position.x][body.position.y] = body; 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'); body.mesh.updateInstance('position'); } if (body.orientation !== temp.orientation) { if ((index ) < this.snake.length) { /** * Our orientation changed - we should make a corner */ body.orientation = temp.orientation; body.applyToMesh(); body.orientation = backup.orientation; body.backupMesh = body.mesh; if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) { body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y; } if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) { body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y; } if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) { body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X; } if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) { body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X; } //body.backupMesh.visible = false; //body.backupMesh.updateInstance('visible'); body.mesh = this.createGameMesh(this.materialBreadCorner); body.mesh.position.z = 5; body.mesh.updateInstance('position'); body.mesh.visible = true; body.mesh.updateInstance('visible'); } } backup = temp; } //if (!body.isTail) { body.applyToMesh(); //} }.bind(this) ) this.state.turning = false; }.bind(this); 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 : GameLib.CustomCode.ORIENTATION_UP }; this.initializeGrid(); this.createGameObject( GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY, GameLib.CustomCode.BODY_TYPE_BREAD_HEAD, { x : 4, y : 4 }, GameLib.CustomCode.ORIENTATION_UP ); this.createGameObject( GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY, GameLib.CustomCode.BODY_TYPE_BREAD_TAIL, { x : 4, y : 3 }, GameLib.CustomCode.ORIENTATION_UP ); //this.visualizeGrid(); /** * Other Settings */ this.advanceTime = 0; this.speed = GameLib.CustomCode.SPEED_INITIAL; 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 = []; /** * 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