SpaceGame.js 6.7 KB

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