Needs a lot of cleanup. Data has been de-duplicated, and where identical copies existed, one of them has been replaced with a symlink. Some files have been excluded, such as binaries, installers and debug dumps. Some of that may still be present.
99 lines
2.1 KiB
JavaScript
99 lines
2.1 KiB
JavaScript
// Prototypes
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var gs_wait = function() {
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this.name = "gs_wait";
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this.enter = function() {
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debugPrint("Enter: " + this.name);
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};
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this.update = function(deltaTime) {
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// Listen for connection from player client
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// Wait some time for all players to log-in and join the group.
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debugPrint("update: " + this.name + " d=" + deltaTime);
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};
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this.exit = function() {
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debugPrint("Exit: " + this.name);
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};
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};
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var gs_missionBrief = function() {
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this.name = "gs_missionBrief";
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this.enter = function() {
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debugPrint("Enter: " + "gs_missionBrief");
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// Reset mission parameters: targets, etc.
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};
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this.update = function(deltaTime) {
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// Wait for explanation of mission to finish.
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};
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this.exit = function() {
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// Load new features of landscape based on chosen mission.
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// Enable player scanning/manipulation/game play features.
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};
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};
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var gs_missionRunning = function() {
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this.name = "gs_missionRunning";
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this.enter = function() {
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debugPrint("Enter: " + this.name);
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};
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this.update = function(deltaTime) {
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// Check for number of targets acquired.
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// Check for environmental changes
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};
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this.exit = function() {
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debugPrint("Exit: " + this.name);
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};
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};
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function inheritsFrom(child, parent) {
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child.prototype = Object.create(parent.prototype);
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};
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// Helpers
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function changeGameState(newState) {
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if (_gameState != undefined)
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_gameState.exit();
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_gameState = newState;
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_gameState.enter();
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}
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function debugPrint(message) {
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//console.log(message);
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print(message);
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}
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var eMissionType = {
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water : 0,
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mineral : 1,
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plant : 2,
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animal : 3
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};
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var Mission = {
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name : "",
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introAudioUrl : "",
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targetPoints : [],
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targetModelUrl : ""
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};
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var _gameState = null;
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// Initialize everything
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function gameInit() {
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changeGameState(new gs_wait());
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}
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function checkAvatars() {
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}
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function onUpdate(deltaTime) {
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_gameState.update(deltaTime);
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}
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gameInit();
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Script.update.connect(onUpdate);
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