SpaceGame.js 4.5 KB

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  1. var UI = require("UI/ui");
  2. var options = require("UI/options")
  3. var game = Atomic.game;
  4. // expose ourselves as a global, this is invalid in "use strict"; which perhaps we should be using
  5. // to enforce better form
  6. SpaceGame = self;
  7. createScene();
  8. self.halfWidth = game.graphics.width * Atomic.PIXEL_SIZE * 0.5;
  9. self.halfHeight = game.graphics.height * Atomic.PIXEL_SIZE * 0.5;
  10. var enemyBaseDir = false;
  11. var enemyBaseNode = self.myscene.createChild("EnemyBaseNode");
  12. var enemyBasePosX = 0;
  13. var score = 0;
  14. self.enemies = [];
  15. self.gameOver = false;
  16. self.random = function random(min, max) {
  17. return Math.random() * (max - min) + min;
  18. }
  19. self.spawnBullet = function(pos, isPlayer) {
  20. var bulletNode = self.myscene.createChild("Bullet");
  21. var bullet = bulletNode.createJSComponent("Bullet");
  22. bullet.init(isPlayer, pos);
  23. }
  24. self.removeEnemy = function(enemy) {
  25. score += 10;
  26. self.hud.updateScore(score);
  27. self.enemies.splice(self.enemies.indexOf(enemy), 1);
  28. Atomic.destroy(enemy.node);
  29. }
  30. self.capitalShipDestroyed = function() {
  31. score += 1000;
  32. self.hud.updateScore(score);
  33. Atomic.destroy(self.capitalShipNode);
  34. self.capitalShipNode = self.capitalShip = null;
  35. }
  36. function spawnEnemies() {
  37. self.capitalShipNode = self.myscene.createChild("CapitalShip");
  38. self.capitalShip = self.capitalShipNode.createJSComponent("CapitalShip");
  39. var pos = [0, 0];
  40. pos[1] = self.halfHeight - 2.5;
  41. for (var y = 0; y < 2; y++) {
  42. pos[0] = -4.5;
  43. for (var x = 0; x < 12; x++) {
  44. var enemyNode = enemyBaseNode.createChild("Enemy");
  45. // nasty, a lack of var was holding a global reference, hm
  46. var enemy = enemyNode.createJSComponent("Enemy");
  47. enemy.spriteName = Math.random() < .85 ? "spaceship_louse" : "spaceship_scarab";
  48. enemy.spawnPosition = [pos[0], pos[1]];
  49. self.enemies.push(enemy);
  50. pos[0] += 0.75;
  51. }
  52. pos[1] -= 0.75;
  53. }
  54. }
  55. function updateEnemies(timeStep) {
  56. if (!enemyBaseDir)
  57. enemyBasePosX += timeStep;
  58. else
  59. enemyBasePosX -= timeStep;
  60. var xvalue = 2;
  61. if (enemyBasePosX > xvalue) {
  62. enemyBasePosX = xvalue;
  63. enemyBaseDir = !enemyBaseDir;
  64. }
  65. if (enemyBasePosX < -xvalue) {
  66. enemyBasePosX = -xvalue;
  67. enemyBaseDir = !enemyBaseDir;
  68. }
  69. enemyBaseNode.position2D = [enemyBasePosX, 0];
  70. }
  71. self.cleanup = function() {
  72. game.renderer.setViewport(1, null);
  73. self.hud.cleanup();
  74. Atomic.destroy(self.myscene);
  75. // our node is in the main scene
  76. Atomic.destroy(self.node);
  77. SpaceGame = null;
  78. }
  79. self.win = function() {
  80. self.hud.updateGameText("YOU WIN!!!!");
  81. self.gameOver = true;
  82. UI.showGameOver();
  83. //self.cleanup();
  84. }
  85. self.lose = function() {
  86. self.hud.updateGameText("YOU LOSE!!!!");
  87. self.gameOver = true;
  88. UI.showGameOver();
  89. //self.cleanup();
  90. }
  91. function spawnPlayer() {
  92. self.playerNode = self.myscene.createChild("Player");
  93. self.player = self.playerNode.createJSComponent("Player");
  94. }
  95. function createScene() {
  96. var scene = new Atomic.Scene();
  97. scene.createComponent("Octree");
  98. var cameraNode = scene.createChild("Camera");
  99. cameraNode.position = [0.0, 0.0, -10.0];
  100. var camera = cameraNode.createComponent("Camera");
  101. camera.orthographic = true;
  102. camera.orthoSize = game.graphics.height * Atomic.PIXEL_SIZE;
  103. var viewport = new Atomic.Viewport(scene, camera);
  104. // assign a render path to our viewport which doesn't clear the screen
  105. // so can be used to composite
  106. var renderPathXML = game.cache.getResource("XMLFile", "Data/RenderPath.xml");
  107. viewport.renderPath = renderPathXML;
  108. // Example of appending a post process filter
  109. if (options.getOptions().blackAndWhite)
  110. viewport.renderPath.append(game.cache.getResource("XMLFile", "PostProcess/GreyScale.xml"));
  111. if (options.getOptions().blur)
  112. viewport.renderPath.append(game.cache.getResource("XMLFile", "PostProcess/Blur.xml"));
  113. game.renderer.setViewport(1, viewport);
  114. // this is component getScene property (there is no setter on it)
  115. // this should be an error, think I saw somewhere you can raise errors on
  116. // get/set of a prop when the get/set missing
  117. self.myscene = scene;
  118. self.cameraNode = cameraNode;
  119. self.camera = camera;
  120. self.viewport = viewport;
  121. }
  122. function start() {
  123. var hudnode = self.myscene.createChild();
  124. self.hud = hudnode.createJSComponent("HUD");
  125. spawnPlayer();
  126. spawnEnemies();
  127. }
  128. function update(timeStep) {
  129. updateEnemies(timeStep);
  130. }