190 lines
3.6 KiB
JavaScript
190 lines
3.6 KiB
JavaScript
if (this.parentEntity === data.entity) {
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console.log('snake entity loaded');
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} else {
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return;
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}
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/**
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* Defines
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*/
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GameLib.CustomCode.BODY_TYPE_HEAD = 0x1;
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GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
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GameLib.CustomCode.GRID_WIDTH = 11;
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GameLib.CustomCode.GRID_HEIGHT = 11;
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/**
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* Get runtime
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*/
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this.runtime = GameLib.Utils.GetRuntime();
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/**
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* Custom Code Components
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*/
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this.beforeRender = GameLib.EntityManager.Instance.findComponentById('zjq6ach3jt');
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/**
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* Geometries
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*/
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this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp');
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/**
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* Images
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*/
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this.imageEnd = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
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this.imageBodyPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
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this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
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/**
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* Other Objects (Scene)
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*/
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this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj');
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/**
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* Game objects
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*/
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this.snake = [];
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this.grid = [];
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GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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}.bind(this);
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GameLib.CustomCode.prototype.initializeGrid = function() {
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this.grid = [];
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for (var x = 0; x < GameLib.CustomCode.GRID_WIDTH; x++) {
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this.grid[x] = [];
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for (var y = 0; y < GameLib.CustomCode.GRID_HEIGHT; y++) {
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this.grid[x][y] = {
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mesh : null,
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direction : {
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x : 0,
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y : 0
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}
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}
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}
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}
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}.bind(this);
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GameLib.CustomCode.prototype.cloneBody = function(bodyType) {
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var body = null;
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switch (bodyType) {
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case (GameLib.CustomCode.BODY_TYPE_HEAD) :
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body = this.meshEnd.clone();
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break;
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case (GameLib.CustomCode.BODY_TYPE_TAIL) :
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body = this.meshEnd.clone();
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body.rotation.z = Math.PI;
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body.updateInstance('rotation');
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break;
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default:
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console.warn('unhandled body type : ' + bodyType);
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break;
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}
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return body;
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}.bind(this);
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GameLib.CustomCode.prototype.createMaterial = function(image) {
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var diffuseMap = new GameLib.D3.Texture.Image(
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this.runtime.graphics,
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{
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image : image
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}
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)
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return new GameLib.D3.Material.Phong(
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this.runtime.graphics,
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{
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diffuseMap : diffuseMap
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}
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);
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}.bind(this);
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GameLib.CustomCode.prototype.createGameMesh = function(image) {
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var mesh = new GameLib.D3.Mesh(
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this.runtime.graphics,
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{
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geometry : this.geometryBody,
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materials : [this.createMaterial(image)]
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}
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)
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this.scene.addClone(mesh);
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return mesh;
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}.bind(this)
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/**
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* Create our objects
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*/
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this.meshEnd = this.createGameMesh(this.imageEnd);
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this.meshPatty = this.createGameMesh(this.imagePatty);
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this.meshBodyPatty = this.createGameMesh(this.imageBodyPatty);
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GameLib.Event.Subscribe(
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GameLib.Event.GAME_START,
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function() {
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/**
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* Remove all existing snake parts
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*/
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this.snake.map(
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function(body) {
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body.geometry = null;
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body.materials = null;
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body.remove();
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}
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)
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this.snake = [
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this.cloneBody(GameLib.CustomCode.BODY_TYPE_HEAD),
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this.cloneBody(GameLib.CustomCode.BODY_TYPE_TAIL)
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];
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/**
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* Cleanup grid
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*/
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this.grid.map(
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function(x) {
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x.map(
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function(y) {
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y.mesh.geometry = null;
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y.mesh.materials = null;
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y.mesh.remove();
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}
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);
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}
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);
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this.initializeGrid();
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this.beforeRender.initialized = false;
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this.beforeRender.entityLoaded = this;
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console.log('starting game snake');
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}.bind(this)
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);
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GameLib.Event.Subscribe(
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GameLib.Event.GAME_OVER,
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function() {
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this.beforeRender.entityLoaded = null;
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this.beforeRender.initialized = false;
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console.log('starting game snake');
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}.bind(this)
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)
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GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
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//@ sourceURL=entityLoaded.js
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