SpaceGame.js 8.7 KB

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  1. 'atomic component';
  2. var UI = require("UI/ui");
  3. var options = require("UI/options")
  4. exports.component = function(self) {
  5. var game = Atomic.game;
  6. // expose ourselves as a global, this is invalid in "use strict"; which perhaps we should be using
  7. // to enforce better form
  8. SpaceGame = self;
  9. createScene();
  10. self.halfWidth = game.graphics.width * Atomic.PIXEL_SIZE * 0.5;
  11. self.halfHeight = game.graphics.height * Atomic.PIXEL_SIZE * 0.5;
  12. var enemyBaseDir = false;
  13. var enemyBaseNode = self.myscene.createChild("EnemyBaseNode");
  14. var enemyBasePosX = 0;
  15. var clientConnectionToNodeMap = {};
  16. var clientConnectionKeyToConnectionMap = {};
  17. var score = 0;
  18. self.enemies = [];
  19. self.gameOver = false;
  20. self.updateScore = function() {
  21. self.hud.updateScore(score);
  22. var msg = JSON.stringify({ score: score });
  23. for (var key in clientConnectionKeyToConnectionMap) {
  24. var connection = clientConnectionKeyToConnectionMap[key];
  25. connection.sendStringMessage(msg);
  26. }
  27. }
  28. self.random = function random(min, max) {
  29. return Math.random() * (max - min) + min;
  30. }
  31. self.spawnBullet = function(pos, isPlayer) {
  32. var bulletNode = self.myscene.createChild("Bullet");
  33. var bullet = bulletNode.createJSComponent("Components/Bullet.js");
  34. bullet.init(isPlayer, pos);
  35. }
  36. self.removeEnemy = function(enemy) {
  37. score += 10;
  38. self.updateScore();
  39. self.enemies.splice(self.enemies.indexOf(enemy), 1);
  40. Atomic.destroy(enemy.node);
  41. if (self.enemies.length === 0) {
  42. self.respawnEnemies();
  43. }
  44. }
  45. self.capitalShipDestroyed = function() {
  46. score += 1000;
  47. self.updateScore();
  48. Atomic.destroy(self.capitalShipNode);
  49. self.capitalShipNode = self.capitalShip = null;
  50. }
  51. self.respawnCapitalShip = function() {
  52. self.capitalShipNode = self.myscene.createChild("CapitalShip");
  53. self.capitalShip = self.capitalShipNode.createJSComponent("Components/CapitalShip.js");
  54. }
  55. self.respawnEnemies = function() {
  56. var pos = [0, 0];
  57. pos[1] = self.halfHeight - 2.5;
  58. for (var y = 0; y < 2; y++) {
  59. pos[0] = -4.5;
  60. for (var x = 0; x < 12; x++) {
  61. var enemyNode = enemyBaseNode.createChild("Enemy");
  62. var enemy = enemyNode.createJSComponent("Components/Enemy.js", {
  63. spriteName: Math.random() < .85 ? "spaceship_louse" : "spaceship_scarab",
  64. spawnPosition: [pos[0], pos[1]]
  65. });
  66. self.enemies.push(enemy);
  67. pos[0] += 0.75;
  68. }
  69. pos[1] -= 0.75;
  70. }
  71. }
  72. function spawnEnemies() {
  73. self.respawnCapitalShip();
  74. self.respawnEnemies();
  75. }
  76. function updateEnemies(timeStep) {
  77. if (!enemyBaseDir)
  78. enemyBasePosX += timeStep;
  79. else
  80. enemyBasePosX -= timeStep;
  81. var xvalue = 2;
  82. if (enemyBasePosX > xvalue) {
  83. enemyBasePosX = xvalue;
  84. enemyBaseDir = !enemyBaseDir;
  85. }
  86. if (enemyBasePosX < -xvalue) {
  87. enemyBasePosX = -xvalue;
  88. enemyBaseDir = !enemyBaseDir;
  89. }
  90. enemyBaseNode.position2D = [enemyBasePosX, 0];
  91. }
  92. self.cleanup = function() {
  93. //if its a mobile
  94. if(Atomic.platform == "Android" || Atomic.platform == "iOS") {
  95. //remove dpad
  96. Atomic.game.dpad.remove();
  97. //remove fireButton
  98. Atomic.game.uiView.removeChild(self.fireButton);
  99. }
  100. game.renderer.setViewport(1, null);
  101. self.hud.cleanup();
  102. Atomic.destroy(self.myscene);
  103. // our node is in the main scene
  104. Atomic.destroy(self.node);
  105. SpaceGame = null;
  106. }
  107. self.win = function() {
  108. self.hud.updateGameText("YOU WIN!!!!");
  109. self.gameOver = true;
  110. UI.showGameOver();
  111. //self.cleanup();
  112. }
  113. self.lose = function() {
  114. self.hud.updateGameText("YOU LOSE!!!!");
  115. self.gameOver = true;
  116. UI.showGameOver();
  117. //self.cleanup();
  118. }
  119. function spawnPlayer() {
  120. self.playerNode = self.myscene.createChild("Player");
  121. self.player = self.playerNode.createJSComponent("Components/Player.js");
  122. }
  123. self.spawnRemotePlayer = function(connection) {
  124. connection.setScene(self.myscene);
  125. var remotePlayerNode = self.myscene.createChild("RemotePlayer");
  126. var remotePlayerComponent = remotePlayerNode.createJSComponent("Components/RemotePlayer.js");
  127. remotePlayerComponent.init(connection);
  128. clientConnectionToNodeMap[connection] = remotePlayerNode;
  129. clientConnectionKeyToConnectionMap[connection] = connection;
  130. }
  131. function createScene() {
  132. var scene = new Atomic.Scene();
  133. scene.createComponent("Octree");
  134. var cameraNode = scene.createChild("Camera");
  135. cameraNode.position = [0.0, 0.0, -10.0];
  136. var camera = cameraNode.createComponent("Camera");
  137. camera.orthographic = true;
  138. camera.orthoSize = game.graphics.height * Atomic.PIXEL_SIZE;
  139. var viewport = new Atomic.Viewport(scene, camera);
  140. // assign a render path to our viewport which doesn't clear the screen
  141. // so can be used to composite
  142. var renderPathXML = game.cache.getResource("XMLFile", "Data/RenderPath.xml");
  143. viewport.renderPath = renderPathXML;
  144. // Example of appending a post process filter
  145. if (options.getOptions().blackAndWhite)
  146. viewport.renderPath.append(game.cache.getResource("XMLFile", "PostProcess/GreyScale.xml"));
  147. if (options.getOptions().blur)
  148. viewport.renderPath.append(game.cache.getResource("XMLFile", "PostProcess/Blur.xml"));
  149. game.renderer.setViewport(1, viewport);
  150. // this is component getScene property (there is no setter on it)
  151. // this should be an error, think I saw somewhere you can raise errors on
  152. // get/set of a prop when the get/set missing
  153. self.myscene = scene;
  154. self.cameraNode = cameraNode;
  155. self.camera = camera;
  156. self.viewport = viewport;
  157. }
  158. self.start = function() {
  159. var hudnode = self.myscene.createChild();
  160. self.hud = hudnode.createJSComponent("Components/HUD.js");
  161. //if its a mobile
  162. if(Atomic.platform == "Android" || Atomic.platform == "iOS") {
  163. //require ours dpad module
  164. var DPad = require("DPad");
  165. //create dpad
  166. var dpad = new DPad();
  167. //add only horizontal buttons
  168. dpad.addHorizontal();
  169. //init with existing ui
  170. dpad.init(Atomic.game.uiView);
  171. //set X spacing
  172. dpad.setSpacingX(50);
  173. Atomic.game.dpad = dpad;
  174. //create a jump button
  175. self.fireButton = new Atomic.UIButton();
  176. //unset its skin, because we will use UIImageWidget
  177. self.fireButton.skinBg = "";
  178. //create ours fire button image
  179. var fireButtonImage = new Atomic.UIImageWidget();
  180. //load image
  181. fireButtonImage.setImage("UI/fireButton.png");
  182. //resize ours image by 2.2x
  183. var fireButtonWidth = fireButtonImage.imageWidth*2.2;
  184. var fireButtonHeight = fireButtonImage.imageHeight*2.2;
  185. //calculate position
  186. var posX = Atomic.graphics.width - Atomic.graphics.width/8-fireButtonWidth/2;
  187. var posY = Atomic.graphics.height - Atomic.graphics.height/4-fireButtonHeight/2;
  188. //sets fireButton rect, specify position and end position
  189. self.fireButton.rect = [posX, posY, posX+fireButtonWidth, posY+fireButtonHeight];
  190. //sets fireButtonImage rect, we specify there only end position
  191. fireButtonImage.rect = [0, 0, fireButtonWidth, fireButtonHeight];
  192. //adds image to fireButton
  193. self.fireButton.addChild(fireButtonImage);
  194. //adds fireButton to the dpad view
  195. dpad.view.addChild(self.fireButton);
  196. //sets fireButton capturing to false, because we wanna make it multitouchable
  197. self.fireButton.setCapturing(false);
  198. //binds fireButton to KEY_SPACE
  199. Atomic.input.bindButton(self.fireButton, Atomic.KEY_SPACE);
  200. }
  201. var spaceNode =self.myscene.createChild("SpaceBackground");
  202. spaceNode.createJSComponent("Components/SpaceBackground.js");
  203. spawnPlayer();
  204. spawnEnemies();
  205. // Start server
  206. var serverName = Atomic.localStorage.getServerName();
  207. Atomic.network.startServerAndRegisterWithMaster(27000, "52.37.100.204", 41234, serverName);
  208. Atomic.network.subscribeToEvent("ClientConnected", function(data) {
  209. var connection = data["Connection"];
  210. self.spawnRemotePlayer(connection);
  211. });
  212. Atomic.network.subscribeToEvent("ClientDisconnected", function(data) {
  213. var connection = data["Connection"];
  214. var remotePlayerNode = clientConnectionToNodeMap[connection];
  215. Atomic.destroy(remotePlayerNode);
  216. clientConnectionToNodeMap[connection] = null;
  217. clientConnectionKeyToConnectionMap[connection] = null;
  218. });
  219. Atomic.network.subscribeToEvent("NetworkStringMessage", function(msg) {
  220. var data = msg['Data'];
  221. print("Client is ready!");
  222. if (data==='ready') {
  223. self.updateScore();
  224. }
  225. });
  226. }
  227. self.update = function(timeStep) {
  228. updateEnemies(timeStep);
  229. }
  230. }