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Rename shortbow files and cleanup several names
This commit is contained in:
parent
84f82f1838
commit
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9 changed files with 125 additions and 239 deletions
4
unpublishedScripts/marketplace/shortbow/README.md
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4
unpublishedScripts/marketplace/shortbow/README.md
Normal file
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@ -0,0 +1,4 @@
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Shortbow
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========
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Shortbow is a wave-based archery game.
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@ -5,18 +5,20 @@
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};
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Enemy.prototype = {
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preload: function(entityID) {
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print("Loaded enemy entity");
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this.entityID = entityID;
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Script.addEventHandler(entityID, "collisionWithEntity", this.onCollide.bind(this));
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// To avoid sending extraneous messages and checking entities that we've already
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// seen, we keep track of which entities we've collided with previously.
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this.entityIDsThatHaveCollidedWithMe = [];
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Script.addEventHandler(entityID, "collisionWithEntity", this.onCollide.bind(this));
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var userData = Entities.getEntityProperties(this.entityID, 'userData').userData;
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var data = utils.parseJSON(userData);
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if (data !== undefined && data.gameChannel !== undefined) {
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this.gameChannel = data.gameChannel;
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} else {
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print("targetEntity.js | ERROR: userData does not contain a game channel and/or team number");
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print("enemyEntity.js | ERROR: userData does not contain a game channel and/or team number");
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}
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},
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onCollide: function(entityA, entityB, collision) {
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@ -26,12 +28,8 @@
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this.entityIDsThatHaveCollidedWithMe.push(entityB);
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var colliderName = Entities.getEntityProperties(entityB, 'name').name;
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print("Hit: ", entityB);
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// If the other entity's name includes 'projectile' and we haven't hit it before,
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// continue on.
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if (colliderName.indexOf("projectile") > -1) {
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print("Collided with: ", entityB);
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Messages.sendMessage(this.gameChannel, JSON.stringify({
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type: "enemy-killed",
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entityID: this.entityID,
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@ -1,4 +1,9 @@
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SHORTBOW_ENTITIES =
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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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// Because .json can't be Script.include'd directly, the contents are copied over
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// to here and exposed as a global variable.
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SHORTBOW_ENTITIES =
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{
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"Entities": [
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{
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@ -1,14 +1,5 @@
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Script.include('utils.js');
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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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// used when we need them.
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var BEGIN_BUILDING_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/gameOn.wav"));
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var GAME_OVER_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/gameOver.wav"));
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var WAVE_COMPLETE_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/waveComplete.wav"));
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var EXPLOSION_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/explosion.wav"));
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var TARGET_HIT_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/targetHit.wav"));
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var ESCAPE_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/escape.wav"));
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// +--------+ +-----------+ +-----------------+
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// | | | |<-----+ |
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// | IDLE +----->| PLAYING | | BETWEEN_WAVES |
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@ -28,6 +19,15 @@ var GAME_STATES = {
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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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// used when we need them.
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var BEGIN_BUILDING_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/gameOn.wav"));
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var GAME_OVER_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/gameOver.wav"));
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var WAVE_COMPLETE_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/waveComplete.wav"));
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var EXPLOSION_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/explosion.wav"));
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var TARGET_HIT_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/targetHit.wav"));
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var ESCAPE_SOUND = SoundCache.getSound(Script.resolvePath("assets/sounds/escape.wav"));
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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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@ -56,9 +56,6 @@ function sendAndUpdateHighScore(highScoreChannel, entityID, score, wave, numPlay
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var response = JSON.parse(req.responseText);
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if (response.highScore !== undefined) {
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Messages.sendMessage(highScoreChannel, response.highScore);
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//Entities.editEntity(highScoreDisplayID, {
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//text: response.highScore
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//});
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}
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}
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};
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@ -67,24 +64,6 @@ function sendAndUpdateHighScore(highScoreChannel, entityID, score, wave, numPlay
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req.send();
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}
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// The method of checking the local entity for the high score is currently disabled.
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// As of 1/9/2017 we don't have support for getting nearby entity data in server entity scripts,
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// so until then we have to rely on a remote source to store and retrieve that information.
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function getHighScoreFromDisplay(entityID) {
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var highScore = parseInt(Entities.getEntityProperties(entityID, 'text').text);
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print("High score is: ", entityID, highScore);
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if (highScore === NaN) {
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return -1;
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}
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return highScore;
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}
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function setHighScoreOnDisplay(entityID, highScore) {
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print("Setting high score to: ", entityID, highScore);
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Entities.editEntity(entityID, {
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text: highScore
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});
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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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@ -124,7 +103,6 @@ var baseEnemyProperties = {
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"y": -0.54996079206466675,
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"z": -0.54996079206466675
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},
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//"restitution": 0.99000000953674316,
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"rotation": {
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"w": 0.52459806203842163,
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"x": 0.3808099627494812,
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@ -138,25 +116,19 @@ var baseEnemyProperties = {
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y: 0,
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z: -3
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},
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script: Script.resolvePath('enemyEntity.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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ShortbowGameManager = function(rootPosition, gatePosition, bowPositions, spawnPositions, rootEntityID, startButtonID, waveDisplayID, scoreDisplayID, livesDisplayID, highScoreDisplayID) {
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ShortbowGameManager = function(rootEntityID, bowPositions, spawnPositions) {
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print("Starting game manager");
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this.gameState = GAME_STATES.IDLE;
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this.bowPositions = bowPositions;
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this.rootPosition = rootPosition;
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this.spawnPositions = spawnPositions;
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this.gatePosition = gatePosition;
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this.rootEntityID = rootEntityID;
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//this.startButtonID = startButtonID;
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//this.waveDisplayID = waveDisplayID;
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//this.scoreDisplayID = scoreDisplayID;
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//this.livesDisplayID = livesDisplayID;
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//this.highScoreDisplayID = highScoreDisplayID;
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this.bowPositions = bowPositions;
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this.rootPosition = null;
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this.spawnPositions = spawnPositions;
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// Gameplay state
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this.waveNumber = 0;
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@ -164,41 +136,34 @@ ShortbowGameManager = function(rootPosition, gatePosition, bowPositions, spawnPo
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this.score = 0;
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this.nextWaveTimer = null;
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this.spawnEnemyTimers = [];
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//this.enemyIDs = [];
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this.remainingEnemies = [];
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this.entityIDs = [];
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this.bowIDs = [];
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this.commChannelName = "shortbow-" + this.rootEntityID;
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print("Listening on: ", this.commChannelName);
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//this.scoreChannelName = "score-" + this.rootEntityID;
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this.highscoreChannelName = "highscore-" + this.rootEntityID;
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//this.waveChannelName = "wave-" + this.rootEntityID;
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//this.livesChannelName = "lives-" + this.rootEntityID;
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this.startButtonChannelName = 'button-' + this.rootEntityID;
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// Entity client and server scripts will send messages to this channel
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this.commChannelName = "shortbow-" + this.rootEntityID;
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Messages.subscribe(this.commChannelName);
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Messages.messageReceived.connect(this, this.onReceivedMessage);
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print("Listening on: ", this.commChannelName);
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this.reset();
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sendAndUpdateHighScore(this.highscoreChannelName, this.rootEntityID, this.score, this.waveNumber, 1);
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}
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ShortbowGameManager.prototype = {
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reset: function() {
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//Entities.editEntity(this.startButtonID, {
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//visible: true
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//});
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Messages.sendMessage(this.startButtonChannelName, 'show');
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},
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cleanup: function() {
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Messages.unsubscribe(this.commChannelName);
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Messages.messageReceived.disconnect(this, this.onReceivedMessage);
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for (var i = 0; i < this.entityIDs.length; i++) {
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Entities.deleteEntity(this.entityIDs[i]);
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if (this.checkEnemiesTimer) {
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Script.clearInterval(this.checkEnemiesTimer);
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this.checkEnemiesTimer = null;
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}
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this.entityIDs = [];
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for (var i = this.bowIDs.length - 1; i >= 0; i--) {
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Entities.deleteEntity(this.bowIDs[i]);
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}
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@ -207,57 +172,24 @@ ShortbowGameManager.prototype = {
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Entities.deleteEntity(this.remainingEnemies[i].id);
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}
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this.remainingEnemies = [];
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},
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onReceivedMessage: function(channel, messageJSON, senderID) {
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print("playWaveGame.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) {
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print("playWaveGame.js | Received non-json message:", JSON.stringify(messageJSON));
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return;
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}
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switch (message.type) {
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case 'start-game':
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this.startGame();
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break;
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case 'enemy-killed':
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this.onEnemyKilled(message.entityID, message.position);
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break;
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case 'enemy-escaped':
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this.onEnemyEscaped(message.entityID);
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break;
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case 'enemy-heartbeat':
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for (var i = 0; i < this.remainingEnemies.length; i++) {
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var enemy = this.remainingEnemies[i];
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if (enemy.id == message.entityID) {
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enemy.lastHeartbeat = Date.now();
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enemy.lastKnownPosition = message.position;
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break;
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}
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}
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break;
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default:
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print("playWaveGame.js | Ignoring unknown message type: ", message.type);
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break;
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}
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}
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this.gameState = GAME_STATES.IDLE;
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},
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startGame: function() {
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if (this.gameState !== GAME_STATES.IDLE) {
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print("playWaveGameManager.js | Error, trying to start game when not in idle state");
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print("shortbowGameManagerManager.js | Error, trying to start game when not in idle state");
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return;
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}
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print("Game started!!");
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//Entities.editEntity(this.startButtonID, { visible: false });
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Messages.sendMessage(this.startButtonChannelName, 'hide');
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this.rootPosition = Entities.getEntityProperties(this.rootEntityID, 'position').position;
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Messages.sendMessage(this.startButtonChannelName, 'hide');
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// Spawn bows
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for (var i = 0; i < this.bowPositions.length; ++i) {
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const bowPosition = this.bowPositions[i];
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const bowPosition = Vec3.sum(this.rootPosition, this.bowPositions[i]);
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Vec3.print("Creating bow: ", bowPosition);
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this.bowIDs.push(Entities.addEntity({
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position: bowPosition,
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@ -297,8 +229,7 @@ ShortbowGameManager.prototype = {
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this.nextWaveTimer = Script.setTimeout(this.startNextWave.bind(this), 100);
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this.spawnEnemyTimers = [];
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this.checkEnemyPositionsTimer = null;
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//this.enemyIDs = [];
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this.checkEnemiesTimer = null;
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this.remainingEnemies = [];
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// SpawnQueue is a list of enemies left to spawn. Each entry looks like:
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@ -309,7 +240,7 @@ ShortbowGameManager.prototype = {
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// to spawn the enemy. The list is sorted by spawnAt, ascending.
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this.spawnQueue = [];
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this.gameState = GAME_STATES.PLAYING;
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this.gameState = GAME_STATES.BETWEEN_WAVES;
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Audio.playSound(BEGIN_BUILDING_SOUND, {
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volume: 1.0,
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@ -317,30 +248,25 @@ ShortbowGameManager.prototype = {
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});
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var self = this;
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//Script.setInterval(function() {
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//print("Remaining enemies:");
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//for (var i = 0; i < self.remainingEnemies.length; ++i) {
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//print(" ", i, self.remainingEnemies[i].id);
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//}
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//}, 3000);
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},
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// Set the display text of one of the numbers on the scoreboard.
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// Types: highscore, score, wave, lives
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setDisplayText: function(type, value) {
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var channel = type + '-' + this.rootEntityID;
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Messages.sendMessage(channel, value);
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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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return;
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}
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print("Starting next wave");
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this.gameState = GAME_STATES.PLAYING;
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this.waveNumber++;
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//this.enemyIDs = [];
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this.remainingEnemies= [];
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this.spawnQueue = [];
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this.spawnStartTime = Date.now();
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//Entities.editEntity(this.waveDisplayID, {
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//text: this.waveNumber
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//});
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this.setDisplayText('wave', this.waveNumber);
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var numberOfEnemiesLeftToSpawn = this.waveNumber * 2;
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@ -348,12 +274,12 @@ ShortbowGameManager.prototype = {
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var currentDelay = 2000;
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print("Number of enemies:", numberOfEnemiesLeftToSpawn);
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this.checkEnemyPositionsTimer = Script.setInterval(this.checkForEscapedEnemies.bind(this), 100);
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this.checkEnemiesTimer = Script.setInterval(this.checkEnemies.bind(this), 100);
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for (var i = 0; i < numberOfEnemiesLeftToSpawn; ++i) {
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print("Adding enemy");
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var idx = Math.floor(Math.random() * this.spawnPositions.length);
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this.spawnQueue.push({ spawnAt: currentDelay, position: this.spawnPositions[idx] });
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this.spawnQueue.push({ spawnAt: currentDelay, position: Vec3.sum(this.rootPosition, this.spawnPositions[idx]) });
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currentDelay += delayBetweenSpawns;
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}
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@ -365,12 +291,12 @@ ShortbowGameManager.prototype = {
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return;
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}
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if (this.spawnQueue.length <= 0 && this.remainingEnemies.length === 0) {
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if (this.spawnQueue.length === 0 && this.remainingEnemies.length === 0) {
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this.gameState = GAME_STATES.BETWEEN_WAVES;
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Script.setTimeout(this.startNextWave.bind(this), 5000);
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Script.clearInterval(this.checkEnemyPositionsTimer);
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this.checkEnemyPositionsTimer = null;
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Script.clearInterval(this.checkEnemiesTimer);
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this.checkEnemiesTimer = null;
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// Play after 1.5s to let other sounds finish playing
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var self = this;
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@ -385,19 +311,19 @@ ShortbowGameManager.prototype = {
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setLivesLeft: function(lives) {
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lives = Math.max(0, lives);
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this.livesLeft = lives;
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//Entities.editEntity(this.livesDisplayID, {
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//text: this.livesLeft
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//});
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this.setDisplayText('lives', this.livesLeft);
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},
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setScore: function(score) {
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this.score = score;
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//Entities.editEntity(this.scoreDisplayID, {
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//text: utils.formatNumberWithCommas(this.score)
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//});
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this.setDisplayText('score', this.score);
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},
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checkSpawnQueue: function() {
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checkEnemies: function() {
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if (this.gameState !== GAME_STATES.PLAYING) {
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return;
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}
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// Check the spawn queueu to see if there are any enemies that need to
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// be spawned
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var waveElapsedTime = Date.now() - this.spawnStartTime;
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while (this.spawnQueue.length > 0 && waveElapsedTime > this.spawnQueue[0].spawnAt) {
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baseEnemyProperties.position = this.spawnQueue[0].position;
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@ -410,7 +336,6 @@ ShortbowGameManager.prototype = {
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});
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var entityID = Entities.addEntity(baseEnemyProperties);
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//this.enemyIDs.push(entityID);
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this.remainingEnemies.push({
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id: entityID,
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lastKnownPosition: baseEnemyProperties.position,
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@ -424,14 +349,9 @@ ShortbowGameManager.prototype = {
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}, 500 + Math.random() * 4000);
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}
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//print("Spawn queue size: ", this.spawnQueue.length, "Elapsed time: ", waveElapsedTime, "Number of enemies:", this.enemyIDs.length);
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},
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checkForEscapedEnemies: function() {
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// Move this somewhere else?
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this.checkSpawnQueue();
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//return;
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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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for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
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var enemy = this.remainingEnemies[i];
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@ -440,7 +360,6 @@ ShortbowGameManager.prototype = {
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if (timeSinceLastHeartbeat > 5000 || distance > 500) {
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print("EXPIRING: ", enemy.id);
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Entities.deleteEntity(enemy.id);
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//this.enemyIDs.splice(i, 1);
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this.remainingEnemies.splice(i, 1);
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Audio.playSound(TARGET_HIT_SOUND, {
|
||||
volume: 1.0,
|
||||
|
@ -449,31 +368,9 @@ ShortbowGameManager.prototype = {
|
|||
this.setScore(this.score + 100);
|
||||
enemiesEscaped = true;
|
||||
}
|
||||
|
||||
//var position = Entities.getEntityProperties(this.enemyIDs[i], 'position').position;
|
||||
//if (position === undefined || Vec3.distance(position, this.rootPosition) > 100) {
|
||||
// If the enemy can no longer be found, assume it was hit
|
||||
//this.enemyIDs.splice(i, 1);
|
||||
//Audio.playSound(TARGET_HIT_SOUND, {
|
||||
//volume: 1.0,
|
||||
//position: this.rootPosition,
|
||||
//});
|
||||
//this.setScore(this.score + 100);
|
||||
//enemiesEscaped = true;
|
||||
//} else if (position.z < this.gatePosition.z) {
|
||||
//Entities.deleteEntity(this.enemyIDs[i]);
|
||||
//this.enemyIDs.splice(i, 1);
|
||||
//this.setLivesLeft(this.livesLeft - 1);
|
||||
//Audio.playSound(ESCAPE_SOUND, {
|
||||
//volume: 1.0,
|
||||
//position: this.rootPosition
|
||||
//});
|
||||
//enemiesEscaped = true;
|
||||
}
|
||||
//print("LIVES LEFT: ", this.livesLeft, this.numberOfEntitiesLeftForWave);
|
||||
if (this.livesLeft <= 0) {
|
||||
this.endGame();
|
||||
} else if (enemiesEscaped) {
|
||||
|
||||
if (enemiesEscaped) {
|
||||
this.checkWaveComplete();
|
||||
}
|
||||
},
|
||||
|
@ -490,7 +387,6 @@ ShortbowGameManager.prototype = {
|
|||
});
|
||||
}, 1500);
|
||||
|
||||
//Entities.editEntity(this.livesDisplayID, { text: "GAME OVER" });
|
||||
this.gameState = GAME_STATES.GAME_OVER;
|
||||
print("GAME OVER");
|
||||
|
||||
|
@ -505,8 +401,8 @@ ShortbowGameManager.prototype = {
|
|||
}
|
||||
this.spawnEnemyTimers = [];
|
||||
|
||||
Script.clearInterval(this.checkEnemyPositionsTimer);
|
||||
this.checkEnemyPositionsTimer = null;
|
||||
Script.clearInterval(this.checkEnemiesTimer);
|
||||
this.checkEnemiesTimer = null;
|
||||
|
||||
|
||||
for (var i = this.bowIDs.length - 1; i >= 0; i--) {
|
||||
|
@ -522,7 +418,6 @@ ShortbowGameManager.prototype = {
|
|||
}
|
||||
|
||||
Script.setTimeout(function() {
|
||||
//Entities.editEntity(this.startButtonID, { visible: true });
|
||||
Messages.sendMessage(this.startButtonChannelName, 'show');
|
||||
this.gameState = GAME_STATES.IDLE;
|
||||
}.bind(this), 3000);
|
||||
|
@ -532,6 +427,34 @@ ShortbowGameManager.prototype = {
|
|||
}
|
||||
this.remainingEnemies = [];
|
||||
},
|
||||
onReceivedMessage: function(channel, messageJSON, senderID) {
|
||||
print("shortbowGameManager.js | Recieved: " + messageJSON + " from " + senderID, channel, this.commChannelName);
|
||||
|
||||
if (channel === this.commChannelName) {
|
||||
var message = utils.parseJSON(messageJSON);
|
||||
if (message === undefined) {
|
||||
print("shortbowGameManager.js | Received non-json message:", JSON.stringify(messageJSON));
|
||||
return;
|
||||
}
|
||||
switch (message.type) {
|
||||
case 'start-game':
|
||||
this.startGame();
|
||||
break;
|
||||
case 'enemy-killed':
|
||||
this.onEnemyKilled(message.entityID, message.position);
|
||||
break;
|
||||
case 'enemy-escaped':
|
||||
this.onEnemyEscaped(message.entityID);
|
||||
break;
|
||||
case 'enemy-heartbeat':
|
||||
this.onEnemyHeartbeat(message.entityID, message.position);
|
||||
break;
|
||||
default:
|
||||
print("shortbowGameManager.js | Ignoring unknown message type: ", message.type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
onEnemyKilled: function(entityID, position) {
|
||||
if (this.gameState !== GAME_STATES.PLAYING) {
|
||||
return;
|
||||
|
@ -543,7 +466,6 @@ ShortbowGameManager.prototype = {
|
|||
this.remainingEnemies.splice(i, 1);
|
||||
Audio.playSound(TARGET_HIT_SOUND, {
|
||||
volume: 1.0,
|
||||
//position: position,
|
||||
position: this.rootPosition,
|
||||
});
|
||||
|
||||
|
@ -555,24 +477,12 @@ ShortbowGameManager.prototype = {
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//var idx = this.enemyIDs.indexOf(entityID);
|
||||
//if (idx >= 0) {
|
||||
// this.enemyIDs.splice(idx, 1);
|
||||
// Audio.playSound(TARGET_HIT_SOUND, {
|
||||
// volume: 1.0,
|
||||
// //position: position,
|
||||
// position: this.rootPosition,
|
||||
// });
|
||||
|
||||
// // Update score
|
||||
// this.setScore(this.score + 100);
|
||||
// print("SCORE: ", this.score);
|
||||
|
||||
// this.checkWaveComplete();
|
||||
//}
|
||||
},
|
||||
onEnemyEscaped: function(entityID, position) {
|
||||
if (this.gameState !== GAME_STATES.PLAYING) {
|
||||
return;
|
||||
}
|
||||
|
||||
var enemiesEscaped = false;
|
||||
for (var i = this.remainingEnemies.length - 1; i >= 0; --i) {
|
||||
var enemy = this.remainingEnemies[i];
|
||||
|
@ -587,11 +497,20 @@ ShortbowGameManager.prototype = {
|
|||
enemiesEscaped = true;
|
||||
}
|
||||
}
|
||||
//print("LIVES LEFT: ", this.livesLeft, this.numberOfEntitiesLeftForWave);
|
||||
if (this.livesLeft <= 0) {
|
||||
this.endGame();
|
||||
} else if (enemiesEscaped) {
|
||||
this.checkWaveComplete();
|
||||
}
|
||||
},
|
||||
onEnemyHeartbeat: function(entityID, position) {
|
||||
for (var i = 0; i < this.remainingEnemies.length; i++) {
|
||||
var enemy = this.remainingEnemies[i];
|
||||
if (enemy.id == entityID) {
|
||||
enemy.lastHeartbeat = Date.now();
|
||||
enemy.lastKnownPosition = position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
};
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
(function() {
|
||||
Script.include('utils.js?' + Date.now());
|
||||
Script.include('playWaveGame.js?' + Date.now());
|
||||
Script.include('spawnShortbow.js?' + Date.now());
|
||||
Script.include('shortbowGameManager.js?' + Date.now());
|
||||
|
||||
this.entityID = null;
|
||||
|
@ -17,37 +17,22 @@
|
|||
|
||||
var rootPosition = props.position;
|
||||
|
||||
// Generate goal that the enemies try to get to
|
||||
goalPosition = Vec3.sum(rootPosition, { x: 0, y: -10, z: -20 });
|
||||
const BASES_HEIGHT = 16;
|
||||
const ROOF_HEIGHT = 0.2;
|
||||
|
||||
goalPosition.y += BASES_HEIGHT - ROOF_HEIGHT;
|
||||
|
||||
var platformID = data.platformID;
|
||||
var buttonID = data.buttonID;
|
||||
var waveDisplayID = data.waveDisplayID;
|
||||
var livesDisplayID = data.livesDisplayID;
|
||||
var scoreDisplayID = data.scoreDisplayID;
|
||||
var highScoreDisplayID = data.highScoreDisplayID;
|
||||
|
||||
const BASES_SIZE = 15;
|
||||
var goalPositionFront = Vec3.sum(goalPosition, { x: 0, y: 0, z: BASES_SIZE / 2 });
|
||||
|
||||
var bowPositions = [];
|
||||
var spawnPositions = [];
|
||||
for (var i = 0; i < TEMPLATES.length; ++i) {
|
||||
var template = TEMPLATES[i];
|
||||
if (template.name === "SB.BowSpawn") {
|
||||
bowPositions.push(Vec3.sum(rootPosition, template.localPosition));
|
||||
Vec3.print("Pushing bow position", Vec3.sum(rootPosition, template.localPosition));
|
||||
//bowPositions.push(Vec3.sum(rootPosition, template.localPosition));
|
||||
bowPositions.push(template.localPosition);
|
||||
//Vec3.print("Pushing bow position", Vec3.sum(rootPosition, template.localPosition));
|
||||
} else if (template.name === "SB.EnemySpawn") {
|
||||
spawnPositions.push(Vec3.sum(rootPosition, template.localPosition));
|
||||
Vec3.print("Pushing spawnposition", Vec3.sum(rootPosition, template.localPosition));
|
||||
//spawnPositions.push(Vec3.sum(rootPosition, template.localPosition));
|
||||
spawnPositions.push(template.localPosition);
|
||||
//Vec3.print("Pushing spawnposition", template.localPosition));
|
||||
}
|
||||
}
|
||||
|
||||
gameManager = new ShortbowGameManager(rootPosition, goalPositionFront, bowPositions, spawnPositions, this.entityID, buttonID, waveDisplayID, scoreDisplayID, livesDisplayID, highScoreDisplayID);
|
||||
gameManager = new ShortbowGameManager(this.entityID, bowPositions, spawnPositions);
|
||||
};
|
||||
this.unload = function() {
|
||||
if (gameManager) {
|
||||
|
|
|
@ -101,13 +101,12 @@ function createLocalGame() {
|
|||
// Create start button
|
||||
buttonID = spawnTemplate("SB.StartButton", {
|
||||
parentID: scoreboardID,
|
||||
script: Script.resolvePath("startGameButton.js"),
|
||||
script: Script.resolvePath("startGameButtonClientEntity.js"),
|
||||
serverScripts: Script.resolvePath("startGameButtonServerEntity.js"),
|
||||
userData: JSON.stringify({
|
||||
grabbableKey: {
|
||||
wantsTrigger: true
|
||||
},
|
||||
gameChannel: 'shortbow-' + scoreboardID
|
||||
}
|
||||
}),
|
||||
});
|
||||
entityIDs.push(buttonID);
|
||||
|
@ -125,7 +124,7 @@ function createLocalGame() {
|
|||
userData: JSON.stringify({
|
||||
displayType: "wave"
|
||||
}),
|
||||
serverScripts: Script.resolvePath("scoreboardEntity.js")
|
||||
serverScripts: Script.resolvePath("displayServerEntity.js")
|
||||
});
|
||||
entityIDs.push(waveDisplayID);
|
||||
|
||||
|
@ -134,7 +133,7 @@ function createLocalGame() {
|
|||
userData: JSON.stringify({
|
||||
displayType: "score"
|
||||
}),
|
||||
serverScripts: Script.resolvePath("scoreboardEntity.js")
|
||||
serverScripts: Script.resolvePath("displayServerEntity.js")
|
||||
});
|
||||
entityIDs.push(scoreDisplayID);
|
||||
|
||||
|
@ -143,7 +142,7 @@ function createLocalGame() {
|
|||
userData: JSON.stringify({
|
||||
displayType: "lives"
|
||||
}),
|
||||
serverScripts: Script.resolvePath("scoreboardEntity.js")
|
||||
serverScripts: Script.resolvePath("displayServerEntity.js")
|
||||
});
|
||||
entityIDs.push(livesDisplayID);
|
||||
|
||||
|
@ -152,7 +151,7 @@ function createLocalGame() {
|
|||
userData: JSON.stringify({
|
||||
displayType: "highscore"
|
||||
}),
|
||||
serverScripts: Script.resolvePath("scoreboardEntity.js")
|
||||
serverScripts: Script.resolvePath("displayServerEntity.js")
|
||||
});
|
||||
entityIDs.push(highScoreDisplayID);
|
||||
|
||||
|
@ -191,9 +190,6 @@ function createLocalGame() {
|
|||
Vec3.print("Pushing spawnposition", Vec3.sum(rootPosition, template.localPosition));
|
||||
}
|
||||
}
|
||||
|
||||
const BASES_SIZE = 15;
|
||||
goalPositionFront = Vec3.sum(goalPosition, { x: 0, y: 0, z: BASES_SIZE / 2 });
|
||||
}
|
||||
|
||||
if (Script.isClientScript()) {
|
||||
|
|
|
@ -12,9 +12,8 @@
|
|||
},
|
||||
signalAC: function() {
|
||||
print("Button pressed");
|
||||
var userData = Entities.getEntityProperties(this.entityID, ["userData"]).userData;
|
||||
print("Sending message to: ", JSON.parse(userData).gameChannel);
|
||||
Messages.sendMessage(JSON.parse(userData).gameChannel, JSON.stringify({
|
||||
print("Sending message to: ", this.commChannel);
|
||||
Messages.sendMessage(this.commChannel, JSON.stringify({
|
||||
type: 'start-game'
|
||||
}));
|
||||
},
|
|
@ -43,25 +43,5 @@ utils = {
|
|||
return result.intersection;
|
||||
}
|
||||
return pos;
|
||||
},
|
||||
formatNumberWithCommas: function(number) {
|
||||
return number + "";
|
||||
if (number === 0) {
|
||||
return "0";
|
||||
}
|
||||
|
||||
var str = "";
|
||||
|
||||
while (number > 0) {
|
||||
// Grab the digits in the
|
||||
var belowThousand = number % 1000;
|
||||
if (str !== "") {
|
||||
str = "," + str;
|
||||
}
|
||||
str = belowThousand + str;
|
||||
number = Math.floor(number / 1000);
|
||||
}
|
||||
|
||||
return str;
|
||||
}
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue