SpaceGame.js 4.3 KB

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  1. var UI = require("UI/ui");
  2. var game = Atomic.game;
  3. // expose ourselves as a global, this is invalid in "use strict"; which perhaps we should be using
  4. // to enforce better form
  5. SpaceGame = self;
  6. createScene();
  7. self.halfWidth = game.graphics.width * Atomic.PIXEL_SIZE * 0.5;
  8. self.halfHeight = game.graphics.height * Atomic.PIXEL_SIZE * 0.5;
  9. var enemyBaseDir = false;
  10. var enemyBaseNode = self.myscene.createChild("EnemyBaseNode");
  11. var enemyBasePosX = 0;
  12. var score = 0;
  13. self.enemies = [];
  14. self.gameOver = false;
  15. self.random = function random(min, max) {
  16. return Math.random() * (max - min) + min;
  17. }
  18. self.spawnBullet = function(pos, isPlayer) {
  19. var bulletNode = self.myscene.createChild("Bullet");
  20. var bullet = bulletNode.createJSComponent("Bullet");
  21. bullet.init(isPlayer, pos);
  22. }
  23. self.removeEnemy = function(enemy) {
  24. score += 10;
  25. self.hud.updateScore(score);
  26. self.enemies.splice(self.enemies.indexOf(enemy), 1);
  27. Atomic.destroy(enemy.node);
  28. }
  29. self.capitalShipDestroyed = function() {
  30. score += 1000;
  31. self.hud.updateScore(score);
  32. Atomic.destroy(self.capitalShipNode);
  33. self.capitalShipNode = self.capitalShip = null;
  34. }
  35. function spawnEnemies() {
  36. self.capitalShipNode = self.myscene.createChild("CapitalShip");
  37. self.capitalShip = self.capitalShipNode.createJSComponent("CapitalShip");
  38. var pos = [0, 0];
  39. pos[1] = self.halfHeight - 2.5;
  40. for (var y = 0; y < 3; y++) {
  41. pos[0] = -4.5;
  42. for (var x = 0; x < 12; x++) {
  43. var enemyNode = enemyBaseNode.createChild("Enemy");
  44. // nasty, a lack of var was holding a global reference, hm
  45. var enemy = enemyNode.createJSComponent("Enemy");
  46. enemy.spriteName = Math.random() < .85 ? "spaceship_louse" : "spaceship_scarab";
  47. enemy.spawnPosition = [pos[0], pos[1]];
  48. self.enemies.push(enemy);
  49. pos[0] += 0.75;
  50. }
  51. pos[1] -= 0.75;
  52. }
  53. }
  54. function updateEnemies(timeStep) {
  55. if (!enemyBaseDir)
  56. enemyBasePosX += timeStep;
  57. else
  58. enemyBasePosX -= timeStep;
  59. var xvalue = 2;
  60. if (enemyBasePosX > xvalue) {
  61. enemyBasePosX = xvalue;
  62. enemyBaseDir = !enemyBaseDir;
  63. }
  64. if (enemyBasePosX < -xvalue) {
  65. enemyBasePosX = -xvalue;
  66. enemyBaseDir = !enemyBaseDir;
  67. }
  68. enemyBaseNode.position2D = [enemyBasePosX, 0];
  69. }
  70. self.cleanup = function() {
  71. game.renderer.setViewport(1, null);
  72. Atomic.destroy(self.myscene);
  73. // our node is in the main scene
  74. Atomic.destroy(self.node);
  75. SpaceGame = null;
  76. }
  77. self.win = function() {
  78. self.hud.updateGameText("YOU WIN!!!!");
  79. self.gameOver = true;
  80. UI.showGameOver();
  81. //self.cleanup();
  82. }
  83. self.lose = function() {
  84. self.hud.updateGameText("YOU LOSE!!!!");
  85. self.gameOver = true;
  86. UI.showGameOver();
  87. //self.cleanup();
  88. }
  89. function spawnPlayer() {
  90. self.playerNode = self.myscene.createChild("Player");
  91. self.player = self.playerNode.createJSComponent("Player");
  92. }
  93. function createScene() {
  94. var scene = new Atomic.Scene();
  95. scene.createComponent("Octree");
  96. var cameraNode = scene.createChild("Camera");
  97. cameraNode.position = [0.0, 0.0, -10.0];
  98. var camera = cameraNode.createComponent("Camera");
  99. camera.orthographic = true;
  100. camera.orthoSize = game.graphics.height * Atomic.PIXEL_SIZE;
  101. var viewport = new Atomic.Viewport(scene, camera);
  102. // assign a render path to our viewport which doesn't clear the screen
  103. // so can be used to composite
  104. var renderPathXML = game.cache.getResource("XMLFile", "Data/RenderPath.xml");
  105. viewport.renderPath = renderPathXML;
  106. // Example of appending a post process filter
  107. //viewport.renderPath.append(game.cache.getResource("XMLFile", "PostProcess/GreyScale.xml"));
  108. game.renderer.setViewport(1, viewport);
  109. // this is component getScene property (there is no setter on it)
  110. // this should be an error, think I saw somewhere you can raise errors on
  111. // get/set of a prop when the get/set missing
  112. self.myscene = scene;
  113. self.cameraNode = cameraNode;
  114. self.camera = camera;
  115. self.viewport = viewport;
  116. }
  117. function start() {
  118. var hudnode = self.myscene.createChild();
  119. self.hud = hudnode.createJSComponent("HUD");
  120. spawnPlayer();
  121. spawnEnemies();
  122. }
  123. function update(timeStep) {
  124. updateEnemies(timeStep);
  125. }