mirror of
https://github.com/overte-org/overte.git
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Fix coding standard issues in shortbow
This commit is contained in:
parent
dd895dc04a
commit
c8ec5cbf5d
9 changed files with 100 additions and 83 deletions
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@ -110,8 +110,8 @@ function getControllerLocation(controllerHand) {
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z: 0.93
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};
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const MIN_ARROW_SPEED = 3;
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const MAX_ARROW_SPEED = 30;
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const MIN_ARROW_SPEED = 3.0;
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const MAX_ARROW_SPEED = 30.0;
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const ARROW_TIP_OFFSET = 0.47;
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const ARROW_GRAVITY = {
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@ -128,9 +128,9 @@ function getControllerLocation(controllerHand) {
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const BOTTOM_NOTCH_OFFSET = 0.6;
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const LINE_DIMENSIONS = {
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x: 5,
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y: 5,
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z: 5
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x: 5.0,
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y: 5.0,
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z: 5.0
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};
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const DRAW_STRING_THRESHOLD = 0.80;
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@ -147,10 +147,10 @@ function getControllerLocation(controllerHand) {
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const NOTCH_OFFSET_UP = 0.035;
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const SHOT_SCALE = {
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min1: 0,
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min1: 0.0,
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max1: 0.6,
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min2: 1,
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max2: 15
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min2: 1.0,
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max2: 15.0
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};
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const USE_DEBOUNCE = false;
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@ -450,12 +450,10 @@ function getControllerLocation(controllerHand) {
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var stringProps = Entities.getEntityProperties(this.stringID, ['position', 'rotation']);
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var handPositionLocal = Vec3.subtract(this.arrowRearPosition, stringProps.position);
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//handPositionLocal = Vec3.subtract(handPositionLocal, { x: 0, y: 0.6, z: 0 });
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handPositionLocal = Vec3.multiplyQbyV(Quat.inverse(stringProps.rotation), handPositionLocal);
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var linePoints = [
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{ x: 0, y: 0, z: 0 },
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//{ x: 0, y: -0.6, z: 1 },
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handPositionLocal,
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{ x: 0, y: -1.2, z: 0 },
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];
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@ -491,7 +489,6 @@ function getControllerLocation(controllerHand) {
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Controller.triggerHapticPulse(1, 20, backHand);
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this.pullBackDistance = pullBackDistance;
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}
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// this.changeStringPullSoundVolume(pullBackDistance);
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if (pullBackDistance > DRAW_STRING_MAX_DRAW) {
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pullBackDistance = DRAW_STRING_MAX_DRAW;
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@ -582,8 +579,6 @@ function getControllerLocation(controllerHand) {
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// play the sound of a shooting arrow
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this.playShootArrowSound();
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// Controller.triggerShortHapticPulse(1, backHand);
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Entities.addAction("travel-oriented", this.arrow, {
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forward: { x: 0, y: 0, z: -1 },
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angularTimeScale: 0.1,
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@ -596,8 +591,9 @@ function getControllerLocation(controllerHand) {
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},
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scaleArrowShotStrength: function(value) {
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var pct = (value - MIN_ARROW_DISTANCE_FROM_BOW_REST) / (MAX_ARROW_DISTANCE_FROM_BOW_REST - MIN_ARROW_DISTANCE_FROM_BOW_REST);
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return MIN_ARROW_SPEED + (pct * (MAX_ARROW_SPEED - MIN_ARROW_SPEED)) ;
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var percentage = (value - MIN_ARROW_DISTANCE_FROM_BOW_REST)
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/ (MAX_ARROW_DISTANCE_FROM_BOW_REST - MIN_ARROW_DISTANCE_FROM_BOW_REST);
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return MIN_ARROW_SPEED + (percentage * (MAX_ARROW_SPEED - MIN_ARROW_SPEED)) ;
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},
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playStringPullSound: function() {
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@ -6,11 +6,13 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/* globals utils */
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(function() {
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Script.include('utils.js');
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Enemy = function() {
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};
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function Enemy() {
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}
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Enemy.prototype = {
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preload: function(entityID) {
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this.entityID = entityID;
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@ -6,11 +6,13 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/* globals utils */
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(function() {
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Script.include('utils.js');
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Enemy = function() {
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};
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function Enemy() {
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}
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Enemy.prototype = {
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preload: function(entityID) {
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this.entityID = entityID;
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@ -32,7 +34,7 @@
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},
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unload: function() {
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Script.clearInterval(this.heartbeatTimerID);
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},
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}
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};
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return new Enemy();
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@ -6,6 +6,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/* globals SHORTBOW_ENTITIES:true */
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// This is a copy of the data in shortbow.json, which is an export of the shortbow
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// scene.
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//
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@ -6,6 +6,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/* globals ShortbowGameManager:true, utils */
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Script.include('utils.js');
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// +--------+ +-----------+ +-----------------+
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@ -24,7 +26,7 @@ var GAME_STATES = {
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IDLE: 0,
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PLAYING: 1,
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BETWEEN_WAVES: 2,
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GAME_OVER: 3,
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GAME_OVER: 3
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};
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// Load the sounds that we will be using in the game so they are ready to be
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@ -36,6 +38,10 @@ var EXPLOSION_SOUND = SoundCache.getSound(Script.resolvePath("sounds/explosion.w
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var TARGET_HIT_SOUND = SoundCache.getSound(Script.resolvePath("sounds/targetHit.wav"));
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var ESCAPE_SOUND = SoundCache.getSound(Script.resolvePath("sounds/escape.wav"));
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const STARTING_NUMBER_OF_LIVES = 6;
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const ENEMIES_PER_WAVE_MULTIPLIER = 2;
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const POINTS_PER_KILL = 100;
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// Encode a set of key-value pairs into a param string. Does NOT do any URL escaping.
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function encodeURLParams(params) {
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var paramPairs = [];
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@ -56,27 +62,27 @@ function sendAndUpdateHighScore(entityID, score, wave, numPlayers, onResposeRece
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numPlayers: numPlayers
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});
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var req = new XMLHttpRequest();
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req.onreadystatechange = function() {
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print("ready state: ", req.readyState, req.status, req.readyState === req.DONE, req.response);
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if (req.readyState === req.DONE && req.status === 200) {
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print("Got response for high score: ", req.response);
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var response = JSON.parse(req.responseText);
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var request = new XMLHttpRequest();
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request.onreadystatechange = function() {
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print("ready state: ", request.readyState, request.status, request.readyState === request.DONE, request.response);
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if (request.readyState === request.DONE && request.status === 200) {
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print("Got response for high score: ", request.response);
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var response = JSON.parse(request.responseText);
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if (response.highScore !== undefined) {
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onResposeReceived(response.highScore);
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}
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}
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};
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req.open('GET', URL + "?" + paramString);
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req.timeout = 10000;
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req.send();
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request.open('GET', URL + "?" + paramString);
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request.timeout = 10000;
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request.send();
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}
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var baseEnemyProperties = {
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name: "WG.Enemy",
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damping: 0,
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linearDamping: 0,
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angularDamping: 0,
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"name": "SB.Enemy",
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"damping": 0,
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"linearDamping": 0,
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"angularDamping": 0,
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"acceleration": {
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"x": 0,
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"y": -9,
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@ -100,10 +106,9 @@ var baseEnemyProperties = {
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"y": -15,
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"z": 0
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},
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lifetime: 60,
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"lifetime": 60,
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"id": "{ed8f7339-8bbd-4750-968e-c3ceb9d64721}",
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"modelURL": Script.resolvePath("models/Amber.fbx"),
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"name": "SB.Enemy",
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"owningAvatarID": "{00000000-0000-0000-0000-000000000000}",
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"queryAACube": {
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"scale": 1.0999215841293335,
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@ -119,13 +124,13 @@ var baseEnemyProperties = {
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},
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"shapeType": "sphere",
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"type": "Model",
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velocity: {
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x: 0,
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y: 0,
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z: -3
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"velocity": {
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"x": 0,
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"y": 0,
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"z": -3
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},
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script: Script.resolvePath('enemyClientEntity.js'),
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serverScripts: Script.resolvePath('enemyServerEntity.js')
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"script": Script.resolvePath('enemyClientEntity.js'),
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"serverScripts": Script.resolvePath('enemyServerEntity.js')
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};
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function searchForChildren(parentID, names, callback, timeoutMs) {
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@ -157,11 +162,11 @@ function searchForChildren(parentID, names, callback, timeoutMs) {
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}
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}
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if (names.length == 0 || check >= maxChecks) {
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if (names.length === 0 || check >= maxChecks) {
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Script.clearInterval(intervalID);
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callback(foundEntities);
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}
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}, 500);
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}, CHECK_EVERY_MS);
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}
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ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
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@ -183,6 +188,8 @@ ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
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const LIVES_DISPLAY_NAME = 'SB.DisplayLives';
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const HIGH_SCORE_DISPLAY_NAME = 'SB.DisplayHighScore';
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const SEARCH_FOR_CHILDREN_TIMEOUT = 5000;
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searchForChildren(rootEntityID, [
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START_BUTTON_NAME,
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WAVE_DISPLAY_NAME,
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@ -190,7 +197,6 @@ ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
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LIVES_DISPLAY_NAME,
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HIGH_SCORE_DISPLAY_NAME
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], function(children) {
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print("ENTITES FOUND");
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self.loadedChildren = true;
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self.startButtonID = children[START_BUTTON_NAME];
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self.waveDisplayID = children[WAVE_DISPLAY_NAME];
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@ -201,11 +207,11 @@ ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
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sendAndUpdateHighScore(self.rootEntityID, self.score, self.waveNumber, 1, self.setHighScore.bind(self));
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self.reset();
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}, 5000);
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}, SEARCH_FOR_CHILDREN_TIMEOUT);
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// Gameplay state
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this.waveNumber = 0;
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this.livesLeft = 5;
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this.livesLeft = STARTING_NUMBER_OF_LIVES;
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this.score = 0;
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this.nextWaveTimer = null;
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this.spawnEnemyTimers = [];
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@ -220,7 +226,7 @@ ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
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Messages.messageReceived.connect(this, this.onReceivedMessage);
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print("Listening on: ", this.commChannelName);
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Messages.sendMessage(this.commChannelName, 'hi');
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}
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};
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ShortbowGameManager.prototype = {
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reset: function() {
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Entities.editEntity(this.startButtonID, { visible: true });
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@ -238,7 +244,7 @@ ShortbowGameManager.prototype = {
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Entities.deleteEntity(this.bowIDs[i]);
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}
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this.bowIDs = [];
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for (var i = 0; i < this.remainingEnemies.length; i++) {
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for (i = 0; i < this.remainingEnemies.length; i++) {
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Entities.deleteEntity(this.remainingEnemies[i].id);
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}
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this.remainingEnemies = [];
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@ -267,7 +273,7 @@ ShortbowGameManager.prototype = {
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const bowPosition = Vec3.sum(this.rootPosition, this.bowPositions[i]);
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Vec3.print("Creating bow: " + i, this.bowPositions[i]);
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this.bowIDs.push(Entities.addEntity({
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position: bowPosition,
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"position": bowPosition,
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"collisionsWillMove": 1,
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"compoundShapeURL": Script.resolvePath("bow/bow_collision_hull.obj"),
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"created": "2016-09-01T23:57:55Z",
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@ -300,7 +306,7 @@ ShortbowGameManager.prototype = {
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// Initialize game state
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this.waveNumber = 0;
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this.setScore(0);
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this.setLivesLeft(6);
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this.setLivesLeft(STARTING_NUMBER_OF_LIVES);
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this.nextWaveTimer = Script.setTimeout(this.startNextWave.bind(this), 100);
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this.spawnEnemyTimers = [];
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@ -321,8 +327,6 @@ ShortbowGameManager.prototype = {
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volume: 1.0,
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position: this.rootPosition
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});
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var self = this;
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},
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startNextWave: function() {
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if (this.gameState !== GAME_STATES.BETWEEN_WAVES) {
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@ -338,7 +342,7 @@ ShortbowGameManager.prototype = {
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Entities.editEntity(this.waveDisplayID, { text: this.waveNumber});
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var numberOfEnemiesLeftToSpawn = this.waveNumber * 2;
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var numberOfEnemiesLeftToSpawn = this.waveNumber * ENEMIES_PER_WAVE_MULTIPLIER;
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var delayBetweenSpawns = 2000 / Math.max(1, Math.log(this.waveNumber));
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var currentDelay = 2000;
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@ -416,8 +420,9 @@ ShortbowGameManager.prototype = {
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});
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this.spawnQueue.splice(0, 1);
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Script.setTimeout(function() {
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const JUMP_SPEED = 5.0;
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var velocity = Entities.getEntityProperties(entityID, 'velocity').velocity;
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velocity.y += 5;
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velocity.y += JUMP_SPEED;
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Entities.editEntity(entityID, { velocity: velocity });
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}, 500 + Math.random() * 4000);
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@ -426,19 +431,23 @@ ShortbowGameManager.prototype = {
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// Check the list of remaining enemies to see if any are too far away
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// or haven't been heard from in awhile - if so, delete them.
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var enemiesEscaped = false;
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const MAX_UNHEARD_TIME_BEFORE_DESTROYING_ENTITY_MS = 5000;
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const MAX_DISTANCE_FROM_GAME_BEFORE_DESTROYING_ENTITY = 200;
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for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
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var enemy = this.remainingEnemies[i];
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var timeSinceLastHeartbeat = Date.now() - enemy.lastHeartbeat;
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var distance = Vec3.distance(enemy.lastKnownPosition, this.rootPosition);
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if (timeSinceLastHeartbeat > 5000 || distance > 500) {
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if (timeSinceLastHeartbeat > MAX_UNHEARD_TIME_BEFORE_DESTROYING_ENTITY_MS
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|| distance > MAX_DISTANCE_FROM_GAME_BEFORE_DESTROYING_ENTITY) {
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print("EXPIRING: ", enemy.id);
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Entities.deleteEntity(enemy.id);
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this.remainingEnemies.splice(i, 1);
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Audio.playSound(TARGET_HIT_SOUND, {
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volume: 1.0,
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position: this.rootPosition,
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position: this.rootPosition
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});
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this.setScore(this.score + 100);
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this.setScore(this.score + POINTS_PER_KILL);
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enemiesEscaped = true;
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}
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}
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@ -469,7 +478,8 @@ ShortbowGameManager.prototype = {
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// Cleanup
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Script.clearTimeout(this.nextWaveTimer);
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this.nextWaveTimer = null;
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for (var i = 0; i < this.spawnEnemyTimers.length; ++i) {
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var i;
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for (i = 0; i < this.spawnEnemyTimers.length; ++i) {
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Script.clearTimeout(this.spawnEnemyTimers[i]);
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}
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this.spawnEnemyTimers = [];
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@ -478,11 +488,11 @@ ShortbowGameManager.prototype = {
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this.checkEnemiesTimer = null;
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for (var i = this.bowIDs.length - 1; i >= 0; i--) {
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for (i = this.bowIDs.length - 1; i >= 0; i--) {
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var id = this.bowIDs[i];
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print("Checking bow: ", id);
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var userData = utils.parseJSON(Entities.getEntityProperties(id, 'userData').userData);
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var bowIsHeld = userData.grabKey !== undefined && userData.grabKey !== undefined && userData.grabKey.refCount > 0
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var bowIsHeld = userData.grabKey !== undefined && userData.grabKey !== undefined && userData.grabKey.refCount > 0;
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print("Held: ", bowIsHeld);
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if (!bowIsHeld) {
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Entities.deleteEntity(id);
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@ -490,19 +500,20 @@ ShortbowGameManager.prototype = {
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}
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}
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Script.setTimeout(function() {
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Entities.editEntity(this.startButtonID, { visible: true });
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this.gameState = GAME_STATES.IDLE;
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}.bind(this), 3000);
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for (var i = 0; i < this.remainingEnemies.length; i++) {
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for (i = 0; i < this.remainingEnemies.length; i++) {
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Entities.deleteEntity(this.remainingEnemies[i].id);
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}
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this.remainingEnemies = [];
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// Wait a short time before showing the start button so that any current sounds
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// can finish playing.
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const WAIT_TO_REENABLE_GAME_TIMEOUT_MS = 3000;
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Script.setTimeout(function() {
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Entities.editEntity(this.startButtonID, { visible: true });
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this.gameState = GAME_STATES.IDLE;
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}.bind(this), WAIT_TO_REENABLE_GAME_TIMEOUT_MS);
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},
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onReceivedMessage: function(channel, messageJSON, senderID) {
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//print("shortbowGameManager.js | Recieved: " + messageJSON + " from " + senderID, channel, this.commChannelName);
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if (channel === this.commChannelName) {
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var message = utils.parseJSON(messageJSON);
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if (message === undefined) {
|
||||
|
@ -539,11 +550,11 @@ ShortbowGameManager.prototype = {
|
|||
this.remainingEnemies.splice(i, 1);
|
||||
Audio.playSound(TARGET_HIT_SOUND, {
|
||||
volume: 1.0,
|
||||
position: this.rootPosition,
|
||||
position: this.rootPosition
|
||||
});
|
||||
|
||||
// Update score
|
||||
this.setScore(this.score + 100);
|
||||
this.setScore(this.score + POINTS_PER_KILL);
|
||||
print("SCORE: ", this.score);
|
||||
|
||||
this.checkWaveComplete();
|
||||
|
@ -559,7 +570,7 @@ ShortbowGameManager.prototype = {
|
|||
var enemiesEscaped = false;
|
||||
for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
|
||||
var enemy = this.remainingEnemies[i];
|
||||
if (enemy.id == entityID) {
|
||||
if (enemy.id === entityID) {
|
||||
Entities.deleteEntity(enemy.id);
|
||||
this.remainingEnemies.splice(i, 1);
|
||||
this.setLivesLeft(this.livesLeft - 1);
|
||||
|
@ -579,11 +590,11 @@ ShortbowGameManager.prototype = {
|
|||
onEnemyHeartbeat: function(entityID, position) {
|
||||
for (var i = 0; i < this.remainingEnemies.length; i++) {
|
||||
var enemy = this.remainingEnemies[i];
|
||||
if (enemy.id == entityID) {
|
||||
if (enemy.id === entityID) {
|
||||
enemy.lastHeartbeat = Date.now();
|
||||
enemy.lastKnownPosition = position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
};
|
||||
|
|
|
@ -6,6 +6,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
/* globals TEMPLATES:true, SHORTBOW_ENTITIES, ShortbowGameManager */
|
||||
|
||||
(function() {
|
||||
Script.include('utils.js');
|
||||
Script.include('shortbow.js');
|
||||
|
@ -18,8 +20,6 @@
|
|||
this.preload = function(entityID) {
|
||||
this.entityID = entityID;
|
||||
|
||||
var rootPosition = Entities.getEntityProperties(entityID, 'position').position;
|
||||
|
||||
var bowPositions = [];
|
||||
var spawnPositions = [];
|
||||
for (var i = 0; i < TEMPLATES.length; ++i) {
|
||||
|
|
|
@ -105,7 +105,7 @@ function createLocalGame() {
|
|||
grabbableKey: {
|
||||
wantsTrigger: true
|
||||
}
|
||||
}),
|
||||
})
|
||||
});
|
||||
entityIDs.push(buttonID);
|
||||
|
||||
|
@ -114,7 +114,7 @@ function createLocalGame() {
|
|||
parentID: scoreboardID,
|
||||
userData: JSON.stringify({
|
||||
displayType: "wave"
|
||||
}),
|
||||
})
|
||||
});
|
||||
entityIDs.push(waveDisplayID);
|
||||
|
||||
|
@ -122,7 +122,7 @@ function createLocalGame() {
|
|||
parentID: scoreboardID,
|
||||
userData: JSON.stringify({
|
||||
displayType: "score"
|
||||
}),
|
||||
})
|
||||
});
|
||||
entityIDs.push(scoreDisplayID);
|
||||
|
||||
|
@ -130,7 +130,7 @@ function createLocalGame() {
|
|||
parentID: scoreboardID,
|
||||
userData: JSON.stringify({
|
||||
displayType: "lives"
|
||||
}),
|
||||
})
|
||||
});
|
||||
entityIDs.push(livesDisplayID);
|
||||
|
||||
|
@ -138,7 +138,7 @@ function createLocalGame() {
|
|||
parentID: scoreboardID,
|
||||
userData: JSON.stringify({
|
||||
displayType: "highscore"
|
||||
}),
|
||||
})
|
||||
});
|
||||
entityIDs.push(highScoreDisplayID);
|
||||
|
||||
|
|
|
@ -6,11 +6,13 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
/* globals utils */
|
||||
|
||||
(function() {
|
||||
Script.include('utils.js');
|
||||
|
||||
StartButton = function() {
|
||||
};
|
||||
function StartButton() {
|
||||
}
|
||||
StartButton.prototype = {
|
||||
preload: function(entityID) {
|
||||
this.entityID = entityID;
|
||||
|
|
|
@ -6,6 +6,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
/* globals utils:true */
|
||||
|
||||
if (!Function.prototype.bind) {
|
||||
Function.prototype.bind = function(oThis) {
|
||||
if (typeof this !== 'function') {
|
||||
|
|
Loading…
Reference in a new issue