1700 lines
49 KiB
JavaScript
1700 lines
49 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_NORMAL = 0x1;
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GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
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GameLib.CustomCode.BODY_TYPE_CORNER = 0x3;
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GameLib.CustomCode.GRID_WIDTH = 11;
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GameLib.CustomCode.GRID_HEIGHT = 10;
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GameLib.CustomCode.GRID_OFFSET_X = 1;
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GameLib.CustomCode.GRID_OFFSET_Y = 8;
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GameLib.CustomCode.SPEED_INITIAL = 0.5;
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GameLib.CustomCode.ORIENTATION_UP = 0;
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GameLib.CustomCode.ORIENTATION_LEFT = 1;
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GameLib.CustomCode.ORIENTATION_DOWN = 2;
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GameLib.CustomCode.ORIENTATION_RIGHT = 3;
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GameLib.CustomCode.FOOD_SPEED_INITIAL = 3;
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GameLib.CustomCode.MAX_FOOD_ITEMS = 6;
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GameLib.CustomCode.POWERUP_WAIT_TIME_MIN = 5;
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GameLib.CustomCode.POWERUP_WAIT_TIME_MAX = 10;
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GameLib.CustomCode.POWERUP_DURATION = 7;
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GameLib.CustomCode.POWERUP_SPEED = 0;
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GameLib.CustomCode.POWERUP_LIFE = 1;
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GameLib.CustomCode.POWERUP_SLOW = 2;
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GameLib.CustomCode.MAX_POWERUP_ITEMS = 3;
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GameLib.CustomCode.FOOD_BACON = 0;
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GameLib.CustomCode.FOOD_CHEESE = 1;
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GameLib.CustomCode.FOOD_ONION = 2;
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GameLib.CustomCode.FOOD_ONION_RING = 3;
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GameLib.CustomCode.FOOD_PATTY = 4;
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GameLib.CustomCode.FOOD_TOMATO = 5;
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GameLib.CustomCode.BODY_TYPE_BREAD_BACON = 0;
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GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE = 1;
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GameLib.CustomCode.BODY_TYPE_BREAD_ONION = 2;
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GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING = 3;
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GameLib.CustomCode.BODY_TYPE_BREAD_PATTY = 4;
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GameLib.CustomCode.BODY_TYPE_BREAD_TOMATO = 5;
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GameLib.CustomCode.BODY_TYPE_BREAD_HEAD = 6;
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GameLib.CustomCode.BODY_TYPE_BREAD_TAIL = 7;
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GameLib.CustomCode.BODY_TYPE_BREAD_CORNER = 8;
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GameLib.CustomCode.OBJECT_TYPE_NONE = 0;
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY = 1;
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GameLib.CustomCode.OBJECT_TYPE_FOOD = 2;
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GameLib.CustomCode.OBJECT_TYPE_POWERUP = 3;
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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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this.keyUp = GameLib.EntityManager.Instance.findComponentById('306204wy29');
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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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GameLib.CustomCode.BODY_SCALE_X = this.geometryBody.width;
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GameLib.CustomCode.BODY_SCALE_Y = this.geometryBody.height;
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/**
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* Materials
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*/
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this.materialTomato = GameLib.EntityManager.Instance.findComponentById('merwtvkm1t');
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this.materialBacon = GameLib.EntityManager.Instance.findComponentById('x5ffcl6ojc');
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this.materialCheese = GameLib.EntityManager.Instance.findComponentById('0rxqy5eddx');
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this.materialOnionRing = GameLib.EntityManager.Instance.findComponentById('gz8zex5xug');
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this.materialPatty = GameLib.EntityManager.Instance.findComponentById('f7y8nurbcv');
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this.materialOnion = GameLib.EntityManager.Instance.findComponentById('im3tsuzwrp');
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this.materialBreadBacon = GameLib.EntityManager.Instance.findComponentById('wn31yqi6lc');
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this.materialBreadCheese = GameLib.EntityManager.Instance.findComponentById('i22ixqizge');
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this.materialBreadOnion = GameLib.EntityManager.Instance.findComponentById('69sybcj08d');
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this.materialBreadOnionRing = GameLib.EntityManager.Instance.findComponentById('kvesyjtr2v');
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this.materialBreadPatty = GameLib.EntityManager.Instance.findComponentById('k6axym9bu5');
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this.materialBreadTomato = GameLib.EntityManager.Instance.findComponentById('9wxuzzz5co');
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this.materialBreadHead = GameLib.EntityManager.Instance.findComponentById('heu4f7zzuh');
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this.materialBreadTail = GameLib.EntityManager.Instance.findComponentById('mm2yq9rmpf');
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this.materialBreadCorner = GameLib.EntityManager.Instance.findComponentById('ju9r1bw6cb');
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this.materialPowerupSpeed = GameLib.EntityManager.Instance.findComponentById('fb32uutj9q');
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this.materialPowerupLife = GameLib.EntityManager.Instance.findComponentById('6tld70a6zu');
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this.materialPowerupSlow = GameLib.EntityManager.Instance.findComponentById('ulgntj8nta');
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/**
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* Images
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*/
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this.imagePowerupSpeed = GameLib.EntityManager.Instance.findComponentById('3mly5q145f');
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this.imagePowerupLife = GameLib.EntityManager.Instance.findComponentById('6ezbfrssvx');
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this.imagePowerupSlow = GameLib.EntityManager.Instance.findComponentById('nhd62hn7sa');
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this.imageHeart = GameLib.EntityManager.Instance.findComponentById('oa5xl4n05z');
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this.imageHeartGrey = GameLib.EntityManager.Instance.findComponentById('bh4miaqzwe');
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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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this.animation = GameLib.EntityManager.Instance.findComponentById('8kb7utb2fn');
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this.animationRotation = GameLib.EntityManager.Instance.findComponentById('z628kythyn');
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this.particleEnginePickle = GameLib.EntityManager.Instance.findComponentById('ddtkiu8aaa');
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this.particlePickle = GameLib.EntityManager.Instance.findComponentById('8lx1d9tnbf');
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GameLib.CustomCode.EXPLODE_LIFETIME = this.particlePickle.lifeTime;
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this.canvasHUD = GameLib.EntityManager.Instance.findComponentById('lrh7junmhm');
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this.textureHUD = GameLib.EntityManager.Instance.findComponentById('zrjg7mqkxi');
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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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this.speed = GameLib.CustomCode.SPEED_INITIAL;
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this.advanceTime = 0;
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this.foodTime = 0;
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this.foodSpeed = GameLib.CustomCode.FOOD_SPEED_INITIAL;
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this.food = [];
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this.powerupTime = 0;
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this.nextPowerupTime = GameLib.Utils.GetRandomIntInclusive(
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GameLib.CustomCode.POWERUP_WAIT_TIME_MIN,
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GameLib.CustomCode.POWERUP_WAIT_TIME_MAX
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);
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this.powerups = [];
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this.explodeTime = 0;
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/**
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* Orientation is 0, 1, 2 or 3, (up, left, down, right) -
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* This is also the amount we need to multiply with PI to get the mesh rotation
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* @type {{direction: {x: number, y: number}, orientation: number}}
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*/
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this.state = {
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orientation : 0,
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turning : false,
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flip : 0,
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eating : false,
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exploding : false,
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lives : 3,
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getReady : false,
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message : null,
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gameOver : false
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};
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GameLib.CustomCode.prototype.displayHUD = function() {
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this.canvasHUD.clear();
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this.canvasHUD.line(50, 38, 462, 38, 2, "#000000");
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this.canvasHUD.text('hiscore', 50, 32, '15px Pixeled', '#ffffff');
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var images = [];
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if (this.state.lives === 3) {
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images.push(this.imageHeart.instance);
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images.push(this.imageHeart.instance);
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images.push(this.imageHeart.instance);
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} else if (this.state.lives === 2) {
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images.push(this.imageHeart.instance);
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images.push(this.imageHeart.instance);
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images.push(this.imageHeartGrey.instance);
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} else if (this.state.lives === 1) {
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images.push(this.imageHeart.instance);
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images.push(this.imageHeartGrey.instance);
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images.push(this.imageHeartGrey.instance);
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} else if (this.state.lives <= 0) {
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images.push(this.imageHeartGrey.instance);
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images.push(this.imageHeartGrey.instance);
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images.push(this.imageHeartGrey.instance);
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}
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this.canvasHUD.image(images[0], 250, 5, 30, 30);
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this.canvasHUD.image(images[1], 285, 5, 30, 30);
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this.canvasHUD.image(images[2], 320, 5, 30, 30);
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this.canvasHUD.line(50, 456, 462, 456, 2, "#000000");
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this.canvasHUD.text('xtra', 110, 480, '12px Pixeled', '#ffffff');
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this.canvasHUD.text('speed', 110, 500, '12px Pixeled', '#ffffff');
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this.canvasHUD.text('xtra', 265, 480, '12px Pixeled', '#ffffff');
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this.canvasHUD.text('life', 265, 500, '12px Pixeled', '#ffffff');
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this.canvasHUD.text('xtra', 420, 480, '12px Pixeled', '#ffffff');
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this.canvasHUD.text('slow', 420, 500, '12px Pixeled', '#ffffff');
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if (this.state.message) {
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this.canvasHUD.text(
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this.state.message.text,
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this.state.message.x,
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this.state.message.y,
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'30px Pixeled',
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'#ffffff'
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);
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}
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this.canvasHUD.image(this.imagePowerupSpeed.instance, 50, 460, 48, 48);
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this.canvasHUD.image(this.imagePowerupLife.instance, 205, 460, 48, 48);
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this.canvasHUD.image(this.imagePowerupSlow.instance, 360, 460, 48, 48);
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this.textureHUD.instance.needsUpdate = true;
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}.bind(this)
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GameLib.CustomCode.prototype.waitReload = function(delta) {
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this.explodeTime += delta;
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if (this.explodeTime < GameLib.CustomCode.EXPLODE_LIFETIME) {
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return;
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}
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/**
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* We need to revert to a good state
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*/
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console.warn('reverting to good state');
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this.state.exploding = false;
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if (this.state.lives <= 0) {
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this.gameOver(false);
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return;
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}
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this.displayHUD();
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this.restore();
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this.state.getReady = true;
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window.setTimeout(
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function(){
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this.state.message = null;
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this.displayHUD();
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}.bind(this),
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5000
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);
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window.setTimeout(
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function(){
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this.state.message = {
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text : "GO!",
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x : 150,
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y : 256
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};
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this.displayHUD();
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this.state.getReady = false;
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}.bind(this),
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4000
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);
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window.setTimeout(
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function(){
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this.state.message = {
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text: "1",
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x: 160,
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y: 256
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};
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this.displayHUD();
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}.bind(this),
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3000
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);
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window.setTimeout(
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function(){
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this.state.message = {
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text: "2",
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x: 160,
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y: 256
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};
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this.displayHUD();
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}.bind(this),
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2000
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);
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window.setTimeout(
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function(){
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this.state.message = {
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text: "3",
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x: 160,
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y: 256
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};
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this.displayHUD();
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}.bind(this),
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1000
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);
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this.state.message = {
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text: "GET READY",
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x: 140,
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y: 256
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};
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this.displayHUD();
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}.bind(this)
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GameLib.CustomCode.prototype.visualizeGrid = function () {
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if (this.noneMesh) {
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this.scene.instance.remove(this.noneMesh);
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}
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if (this.foodMesh) {
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this.scene.instance.remove(this.foodMesh);
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}
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if (this.powerupMesh) {
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this.scene.instance.remove(this.powerupMesh);
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}
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if (this.snakeMesh) {
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this.scene.instance.remove(this.snakeMesh);
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}
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this.noneGeometry = new THREE.Geometry();
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this.foodGeometry = new THREE.Geometry();
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this.powerupGeometry = new THREE.Geometry();
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this.snakeGeometry = new THREE.Geometry();
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this.grid.map(
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function(x, xIndex) {
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x.map(
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function(object, yIndex) {
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_NONE) {
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this.noneGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) {
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this.snakeGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) {
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this.foodGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP) {
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this.powerupGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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}.bind(this)
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)
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}.bind(this)
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);
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var noneMaterial = new THREE.PointsMaterial({color: 0xffffff, size: 0.1});
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var foodMaterial = new THREE.PointsMaterial({color: 0x00ff00, size: 0.1});
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var snakeMaterial = new THREE.PointsMaterial({color: 0x0000ff, size: 0.1});
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var powerupMaterial = new THREE.PointsMaterial({color: 0xff0000, size: 0.1});
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this.noneMesh = new THREE.Points(this.noneGeometry, noneMaterial);
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this.foodMesh = new THREE.Points(this.foodGeometry, foodMaterial);
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this.powerupMesh = new THREE.Points(this.powerupGeometry, powerupMaterial);
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this.snakeMesh = new THREE.Points(this.snakeGeometry, snakeMaterial);
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this.scene.instance.add(this.noneMesh);
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this.scene.instance.add(this.foodMesh);
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this.scene.instance.add(this.powerupMesh);
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this.scene.instance.add(this.snakeMesh);
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}.bind(this)
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GameLib.CustomCode.prototype.createGameMesh = function(material, visible) {
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if (GameLib.Utils.UndefinedOrNull(visible)) {
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visible = true;
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}
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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 : [material],
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visible : visible,
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useQuaternion : false
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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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/**
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* GameLib.CustomCode.Object
|
|
* @param objectType
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* @param type
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* @param mesh
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* @param position
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* @constructor
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*/
|
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GameLib.CustomCode.GameObject = function(
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objectType,
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type,
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mesh,
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position
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) {
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if (GameLib.Utils.UndefinedOrNull(objectType)) {
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objectType = GameLib.CustomCode.OBJECT_TYPE_NONE;
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}
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this.objectType = objectType;
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if (GameLib.Utils.UndefinedOrNull(type)) {
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type = -1;
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}
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this.type = type;
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if (GameLib.Utils.UndefinedOrNull(mesh)) {
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mesh = null;
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}
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this.mesh = mesh;
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|
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if (GameLib.Utils.UndefinedOrNull(position)) {
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position = null;
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}
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this.position = position;
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}
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|
|
/**
|
|
* Disposes of the mesh object and resets this object to its defaults
|
|
*/
|
|
GameLib.CustomCode.GameObject.prototype.dispose = function(removeMesh) {
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|
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if (GameLib.Utils.UndefinedOrNull(removeMesh)) {
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removeMesh = true;
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}
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if (this.mesh && removeMesh) {
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this.mesh.geometry = null;
|
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this.mesh.materials = null;
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this.mesh.remove();
|
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this.mesh = null;
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}
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this.objectType = GameLib.CustomCode.OBJECT_TYPE_NONE;
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this.type = -1;
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|
|
this.position = null;
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};
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|
|
/**
|
|
* 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) {
|
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if (this.mesh) {
|
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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;
|
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this.mesh.position.z = 0.1;
|
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|
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if (updateInstance) {
|
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this.mesh.updateInstance('position');
|
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}
|
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}
|
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};
|
|
|
|
/**
|
|
* Scans through the grid, gets all empty positions, and chooses a random one
|
|
* @type {function(this:snakeEntityLoaded)}
|
|
*/
|
|
GameLib.CustomCode.prototype.getFreeGridPosition = function() {
|
|
|
|
var positions = [];
|
|
|
|
this.grid.map(
|
|
function(row, x) {
|
|
row.map(
|
|
function(object, y) {
|
|
if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_NONE) {
|
|
positions.push(
|
|
{
|
|
x : x,
|
|
y : y
|
|
}
|
|
)
|
|
}
|
|
}
|
|
);
|
|
}
|
|
);
|
|
|
|
if (positions.length === 0) {
|
|
return null;
|
|
}
|
|
|
|
var index = GameLib.Utils.GetRandomInt(0, positions.length);
|
|
|
|
return positions[index];
|
|
|
|
}.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;
|
|
}
|
|
|
|
var isTail = false;
|
|
|
|
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_TOMATO :
|
|
mesh = this.createGameMesh(this.materialBreadTomato);
|
|
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);
|
|
isTail = true;
|
|
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,
|
|
null,
|
|
null,
|
|
isTail
|
|
)
|
|
gameObject.applyToMesh(true);
|
|
|
|
this.animation.meshes.push(gameObject.mesh);
|
|
|
|
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 gameObject;
|
|
}
|
|
|
|
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
|
|
*/
|
|
|
|
if (
|
|
gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP ||
|
|
gameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD
|
|
) {
|
|
/**
|
|
* Food and powerups automatically get added, snake bodys need careful insertion
|
|
*/
|
|
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) {
|
|
gameObject = this.powerups.shift();
|
|
this.grid[gameObject.position.x][gameObject.position.y].dispose();
|
|
}
|
|
|
|
this.visualizeGrid();
|
|
|
|
return gameObject;
|
|
|
|
}.bind(this);
|
|
|
|
GameLib.CustomCode.prototype.createPowerup = function(delta) {
|
|
|
|
if (this.state.exploding) {
|
|
return;
|
|
}
|
|
|
|
this.powerupTime += delta;
|
|
|
|
if (this.powerupTime > this.nextPowerupTime) {
|
|
this.powerupTime = 0;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
var position = this.getFreeGridPosition();
|
|
|
|
if (position === null) {
|
|
this.gameOver(true);
|
|
} else {
|
|
|
|
this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_POWERUP,
|
|
null,
|
|
position
|
|
);
|
|
|
|
}
|
|
|
|
}.bind(this);
|
|
|
|
GameLib.CustomCode.prototype.createFood = function(delta) {
|
|
|
|
if (this.state.exploding) {
|
|
return;
|
|
}
|
|
|
|
this.foodTime += delta;
|
|
|
|
if (this.foodTime > this.foodSpeed) {
|
|
this.foodTime = 0;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
var position = this.getFreeGridPosition();
|
|
|
|
if (position === null) {
|
|
this.gameOver(true);
|
|
} else {
|
|
this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_FOOD,
|
|
null,
|
|
position
|
|
);
|
|
}
|
|
|
|
}.bind(this);
|
|
|
|
GameLib.CustomCode.prototype.gameOver = function(won) {
|
|
this.state.gameOver = true;
|
|
this.state.message = {
|
|
text : "GAME OVER",
|
|
x : 100,
|
|
y : 256
|
|
};
|
|
this.displayHUD();
|
|
}.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;
|
|
};
|
|
|
|
GameLib.CustomCode.SnakeBody.prototype = Object.create(GameLib.CustomCode.GameObject.prototype);
|
|
GameLib.CustomCode.SnakeBody.prototype.constructor = GameLib.CustomCode.GameObject;
|
|
|
|
GameLib.CustomCode.SnakeBody.prototype.dispose = function() {
|
|
|
|
GameLib.CustomCode.GameObject.prototype.dispose.call(this);
|
|
|
|
if (this.backupMesh) {
|
|
this.backupMesh.geometry = null;
|
|
this.backupMesh.materials = null;
|
|
this.backupMesh.remove();
|
|
this.backupMesh = null;
|
|
}
|
|
|
|
this.flip = 0;
|
|
this.orientaiton = 0;
|
|
this.isTail = false;
|
|
}
|
|
|
|
GameLib.CustomCode.SnakeBody.prototype.clone = function() {
|
|
return new GameLib.CustomCode.SnakeBody(
|
|
this.type,
|
|
this.mesh,
|
|
{
|
|
x : this.position.x,
|
|
y : this.position.y
|
|
},
|
|
this.orientation,
|
|
this.flip,
|
|
this.backupMesh,
|
|
this.isTail
|
|
)
|
|
};
|
|
|
|
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.map(
|
|
function(x) {
|
|
x.map(
|
|
function(y) {
|
|
if (y) {
|
|
y.dispose();
|
|
}
|
|
}
|
|
);
|
|
}
|
|
)
|
|
|
|
this.food = [];
|
|
|
|
this.powerups = [];
|
|
|
|
this.snake = [];
|
|
|
|
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);
|
|
|
|
/**
|
|
* Explode the snake
|
|
* @param position
|
|
*/
|
|
GameLib.CustomCode.prototype.explode = function(position) {
|
|
console.log('explode snake at position : ' + position.x + ', ' + position.y);
|
|
|
|
this.state.exploding = true;
|
|
this.state.lives -= 1;
|
|
|
|
this.particleEnginePickle.position.x = (position.x * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X;
|
|
this.particleEnginePickle.position.y = (position.y * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y;
|
|
this.particleEnginePickle.updateInstance('position');
|
|
|
|
this.particleEnginePickle.enabled = true;
|
|
|
|
}.bind(this)
|
|
|
|
/**
|
|
* Extend the snake with information from gameObject
|
|
* @param gameObject
|
|
*/
|
|
GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation) {
|
|
|
|
if (gameObject.objectType !== GameLib.CustomCode.OBJECT_TYPE_FOOD) {
|
|
throw new Error('wrong type of game object');
|
|
}
|
|
|
|
var body = null;
|
|
|
|
switch (gameObject.type) {
|
|
case GameLib.CustomCode.FOOD_BACON :
|
|
body = this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_BACON,
|
|
{
|
|
x : position.x,
|
|
y : position.y
|
|
},
|
|
orientation
|
|
)
|
|
break;
|
|
case GameLib.CustomCode.FOOD_CHEESE :
|
|
body = this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE,
|
|
{
|
|
x : position.x,
|
|
y : position.y
|
|
},
|
|
orientation
|
|
)
|
|
break;
|
|
case GameLib.CustomCode.FOOD_ONION :
|
|
body = this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_ONION,
|
|
{
|
|
x : position.x,
|
|
y : position.y
|
|
},
|
|
orientation
|
|
)
|
|
break;
|
|
case GameLib.CustomCode.FOOD_ONION_RING :
|
|
body = this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING,
|
|
{
|
|
x : position.x,
|
|
y : position.y
|
|
},
|
|
orientation
|
|
)
|
|
break;
|
|
case GameLib.CustomCode.FOOD_PATTY :
|
|
body = this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_PATTY,
|
|
{
|
|
x : position.x,
|
|
y : position.y
|
|
},
|
|
orientation
|
|
)
|
|
break;
|
|
case GameLib.CustomCode.FOOD_TOMATO :
|
|
body = this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_TOMATO,
|
|
{
|
|
x : position.x,
|
|
y : position.y
|
|
},
|
|
orientation
|
|
)
|
|
break;
|
|
default :
|
|
throw new Error('unhandled food type: ' + gameObject.type);
|
|
}
|
|
|
|
/*
|
|
if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
|
|
body.mesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
|
}
|
|
|
|
if (orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
|
|
body.mesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
|
}
|
|
|
|
if (orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
|
|
body.mesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
|
}
|
|
|
|
if (orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
|
|
body.mesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
|
}*/
|
|
|
|
body.mesh.updateInstance('position');
|
|
|
|
this.state.eating = true;
|
|
|
|
this.snake.splice(1, 0, body);
|
|
|
|
/**
|
|
* Food or powerup objects need to be destroyed before being replaced with a body object
|
|
*/
|
|
this.food.splice(
|
|
this.food.indexOf(gameObject),
|
|
1
|
|
);
|
|
|
|
gameObject.dispose();
|
|
|
|
this.grid[body.position.x][body.position.y] = body;
|
|
|
|
if (this.snake.length === GameLib.CustomCode.GRID_WIDTH * GameLib.CustomCode.GRID_HEIGHT) {
|
|
this.gameOver(true);
|
|
}
|
|
|
|
}.bind(this);
|
|
|
|
/**
|
|
* Powerup the snake with information from gameObject
|
|
* @param gameObject
|
|
*/
|
|
GameLib.CustomCode.prototype.powerup = function(gameObject) {
|
|
console.log('powerup');
|
|
|
|
this.powerups.splice(
|
|
this.powerups.indexOf(gameObject),
|
|
1
|
|
);
|
|
|
|
gameObject.dispose();
|
|
|
|
}.bind(this);
|
|
|
|
GameLib.CustomCode.prototype.createCorner = function(body, temp) {
|
|
|
|
var backupOrientation = body.orientation;
|
|
|
|
body.orientation = temp.orientation;
|
|
|
|
body.applyToMesh();
|
|
|
|
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.orientation = backupOrientation;
|
|
|
|
body.mesh = this.createGameMesh(this.materialBreadCorner);
|
|
|
|
body.mesh.position.z = 5;
|
|
|
|
body.mesh.updateInstance('position');
|
|
|
|
body.mesh.visible = true;
|
|
|
|
body.mesh.updateInstance('visible');
|
|
|
|
}.bind(this);
|
|
|
|
GameLib.CustomCode.prototype.backup = function() {
|
|
|
|
this.backupState = {
|
|
snake : this.snake.map(
|
|
function(body) {
|
|
return body.clone();
|
|
}
|
|
),
|
|
orientation : this.state.orientation,
|
|
flip : this.state.flip
|
|
};
|
|
|
|
}.bind(this)
|
|
|
|
GameLib.CustomCode.prototype.restore = function() {
|
|
|
|
this.snake.map(
|
|
function(body) {
|
|
|
|
/**
|
|
* We remove all snake parts from the grid so they are not destroyed on initializeGrid()
|
|
* @type {null}
|
|
*/
|
|
this.grid[body.position.x][body.position.y] = null;
|
|
|
|
var meshFound = false;
|
|
var backupMeshFound = false;
|
|
|
|
this.backupState.snake.map(
|
|
function (backupBody) {
|
|
if (
|
|
body.mesh === backupBody.mesh ||
|
|
body.mesh === backupBody.backupMesh
|
|
) {
|
|
meshFound = true;
|
|
}
|
|
|
|
if (
|
|
body.backupMesh === backupBody.mesh ||
|
|
body.backupMesh === backupBody.backupMesh
|
|
) {
|
|
backupMeshFound = true;
|
|
}
|
|
|
|
}.bind(this)
|
|
);
|
|
|
|
if (!meshFound) {
|
|
body.mesh.geometry = null;
|
|
body.mesh.materials = null;
|
|
body.mesh.remove();
|
|
body.mesh = null;
|
|
}
|
|
|
|
if (!backupMeshFound) {
|
|
body.backupMesh.geometry = null;
|
|
body.backupMesh.materials = null;
|
|
body.backupMesh.remove();
|
|
body.backupMesh = null;
|
|
}
|
|
|
|
}.bind(this)
|
|
)
|
|
|
|
/**
|
|
* Now initialize the grid
|
|
*/
|
|
this.initializeGrid();
|
|
|
|
/**
|
|
* Restore our backup
|
|
*/
|
|
this.state.orientation = this.backupState.orientation;
|
|
this.state.flip = this.backupState.flip;
|
|
this.snake = this.backupState.snake.map(
|
|
function(body) {
|
|
|
|
var clone = body.clone();
|
|
|
|
if (clone.backupMesh) {
|
|
|
|
if (clone.mesh) {
|
|
clone.mesh.geometry = null;
|
|
clone.mesh.materials = null;
|
|
clone.mesh.remove();
|
|
}
|
|
|
|
clone.mesh = clone.backupMesh;
|
|
|
|
clone.backupMesh = null;
|
|
clone.mesh.visible = true;
|
|
clone.mesh.updateInstance('visible');
|
|
clone.applyToMesh();
|
|
clone.backupMesh = clone.mesh;
|
|
|
|
if (clone.orientation === GameLib.CustomCode.ORIENTATION_UP) {
|
|
clone.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
|
}
|
|
|
|
if (clone.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
|
|
clone.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
|
}
|
|
|
|
if (clone.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
|
|
clone.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
|
}
|
|
|
|
if (clone.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
|
|
clone.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
|
}
|
|
|
|
if (clone.isTail) {
|
|
clone.mesh = clone.backupMesh;
|
|
clone.backupMesh = null;
|
|
} else {
|
|
clone.mesh = this.createGameMesh(this.materialBreadCorner);
|
|
}
|
|
|
|
clone.applyToMesh();
|
|
|
|
} else {
|
|
clone.mesh.visible = true;
|
|
clone.mesh.updateInstance('visible');
|
|
clone.applyToMesh();
|
|
}
|
|
|
|
this.grid[clone.position.x][clone.position.y] = clone;
|
|
|
|
return clone;
|
|
}.bind(this)
|
|
);
|
|
|
|
this.backup();
|
|
|
|
this.visualizeGrid();
|
|
|
|
}.bind(this)
|
|
|
|
/**
|
|
* Move the snake forward and do collision detection
|
|
* @type {function(this:snakeEntityLoaded)}
|
|
*/
|
|
GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|
|
|
if (this.state.exploding) {
|
|
return;
|
|
}
|
|
|
|
this.advanceTime += delta;
|
|
|
|
if (this.advanceTime > this.speed) {
|
|
this.advanceTime = 0;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
var backup = null;
|
|
var temp = null;
|
|
var advanced = false;
|
|
|
|
this.snake.map(
|
|
function(body, index) {
|
|
|
|
if (index === 0) {
|
|
|
|
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');
|
|
}
|
|
|
|
backup = {
|
|
position : {
|
|
x : body.position.x,
|
|
y : body.position.y
|
|
},
|
|
orientation : body.orientation,
|
|
flip : body.flip
|
|
}
|
|
|
|
advanced = body.advance(
|
|
this.state.orientation,
|
|
this.state.flip,
|
|
this.grid
|
|
);
|
|
|
|
this.grid[backup.position.x][backup.position.y] = new GameLib.CustomCode.GameObject();
|
|
|
|
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 :
|
|
|
|
if (!gameObject.isTail) {
|
|
|
|
if (body.orientation !== backup.orientation) {
|
|
/**
|
|
* This head is bent
|
|
*/
|
|
body.applyToMesh();
|
|
|
|
body.backupMesh = body.mesh;
|
|
|
|
if (body.orientation === GameLib.CustomCode.ORIENTATION_UP) {
|
|
body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
|
}
|
|
|
|
if (body.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
|
|
body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
|
|
}
|
|
|
|
if (body.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
|
|
body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
|
}
|
|
|
|
if (body.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
|
|
body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
|
|
}
|
|
|
|
body.mesh = this.createGameMesh(this.materialBreadCorner);
|
|
|
|
var tempPos = {
|
|
x : body.position.x,
|
|
y : body.position.y
|
|
}
|
|
|
|
body.position.x = backup.position.x;
|
|
body.position.y = backup.position.y;
|
|
body.mesh.position.z = 5;
|
|
|
|
body.mesh.updateInstance('position');
|
|
|
|
body.mesh.visible = true;
|
|
|
|
body.mesh.updateInstance('visible');
|
|
|
|
body.applyToMesh();
|
|
|
|
this.explode(tempPos);
|
|
|
|
} else {
|
|
this.explode(body.position);
|
|
}
|
|
}
|
|
break;
|
|
case GameLib.CustomCode.OBJECT_TYPE_FOOD :
|
|
this.extend(gameObject, backup.position, backup.orientation);
|
|
break;
|
|
case GameLib.CustomCode.OBJECT_TYPE_POWERUP:
|
|
this.powerup(gameObject);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
this.grid[body.position.x][body.position.y] = body
|
|
this.visualizeGrid();
|
|
backup.orientation = body.orientation;
|
|
backup.flip = body.flip;
|
|
|
|
} else {
|
|
|
|
if (this.state.exploding === true) {
|
|
return;
|
|
}
|
|
|
|
temp = {
|
|
position : {
|
|
x : body.position.x,
|
|
y : body.position.y
|
|
},
|
|
orientation : body.orientation,
|
|
flip : body.flip
|
|
}
|
|
|
|
if (this.state.eating === true) {
|
|
|
|
if ((body.orientation !== backup.orientation) &&
|
|
(index === 1)) {
|
|
body.orientation = backup.orientation;
|
|
body.flip = backup.flip;
|
|
this.createCorner(body, temp);
|
|
body.applyToMesh();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Create a new empty object at the current grid position (free it up)
|
|
*/
|
|
if (this.grid[body.position.x][body.position.y] === this.snake[0]) {
|
|
/**
|
|
* Its possible that we just nearly missed the tail with the head - and avoid a
|
|
* collision - in this case - don't reset this position since it belongs to the head
|
|
*/
|
|
} else {
|
|
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) {
|
|
this.createCorner(body, temp);
|
|
}
|
|
|
|
backup = temp;
|
|
}
|
|
|
|
body.applyToMesh();
|
|
|
|
}.bind(this)
|
|
)
|
|
|
|
this.state.turning = false;
|
|
|
|
if (this.state.eating) {
|
|
this.backup();
|
|
}
|
|
|
|
this.state.eating = false;
|
|
|
|
this.visualizeGrid();
|
|
|
|
}.bind(this);
|
|
|
|
GameLib.Event.Subscribe(
|
|
GameLib.Event.GAME_START,
|
|
function() {
|
|
|
|
this.state = {
|
|
orientation : 0,
|
|
turning : false,
|
|
flip : 0,
|
|
eating : false,
|
|
exploding : false,
|
|
lives : 3,
|
|
getReady : false,
|
|
message : null,
|
|
gameOver : false
|
|
};
|
|
|
|
this.initializeGrid();
|
|
this.visualizeGrid();
|
|
this.displayHUD();
|
|
|
|
this.snake = [
|
|
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_PATTY,
|
|
{
|
|
x : 4,
|
|
y : 3
|
|
},
|
|
GameLib.CustomCode.ORIENTATION_UP
|
|
),
|
|
this.createGameObject(
|
|
GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
|
|
GameLib.CustomCode.BODY_TYPE_BREAD_TAIL,
|
|
{
|
|
x : 4,
|
|
y : 2
|
|
},
|
|
GameLib.CustomCode.ORIENTATION_UP
|
|
)
|
|
]
|
|
|
|
this.backup();
|
|
|
|
/**
|
|
* Other Settings
|
|
*/
|
|
this.advanceTime = 0;
|
|
this.speed = GameLib.CustomCode.SPEED_INITIAL;
|
|
|
|
this.foodTime = 0;
|
|
this.foodSpeed = GameLib.CustomCode.FOOD_SPEED_INITIAL;
|
|
|
|
this.powerupTime = 0;
|
|
this.nextPowerupTime = GameLib.Utils.GetRandomIntInclusive(
|
|
GameLib.CustomCode.POWERUP_WAIT_TIME_MIN,
|
|
GameLib.CustomCode.POWERUP_WAIT_TIME_MAX
|
|
);
|
|
|
|
this.explodeTime = 0;
|
|
|
|
/**
|
|
* 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.Subscribe(
|
|
GameLib.Event.ENGINE_FIRED_PARTICLES_ZERO,
|
|
function(data) {
|
|
if (data.component === this.particleEnginePickle) {
|
|
this.particleEnginePickle.enabled = false;
|
|
this.particleEnginePickle.fired = false;
|
|
}
|
|
}.bind(this)
|
|
)
|
|
|
|
this.displayHUD();
|
|
|
|
GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
|
|
|
|
//@ sourceURL=entityLoaded.js
|