/* * File: MyGameScene.js * This is the logic of our game. */ "use strict"; function MyGameScene() { this.mCamera = null; this.mRenderable = null; this.mGameObject = null; } gEngine.Core.inheritPrototype(MyGameScene, Scene); MyGameScene.prototype.loadScene = function () { }; MyGameScene.prototype.unloadScene = function () { }; MyGameScene.prototype.initialize = function () { this.mCamera = new Camera( vec2.fromValues(50, 40), // position of the camera 100, // width of camera [0, 0, 500, 400] // viewport (orgX, orgY, width, height) ); this.mCamera.setBackgroundColor([0.8, 0.8, 0.8, 1]); // sets the background to gray this.mRenderable = new Renderable(); this.mRenderable.setColor([1.0, 0.0, 0.0, 1.0]); this.mGameObject = new GameObject(this.mRenderable); this.mGameObject.getXform().setSize(16, 16); this.mGameObject.getXform().setPosition(30, 50); }; // This is the draw function, make sure to setup proper drawing environment, and more // importantly, make sure to _NOT_ change any state. MyGameScene.prototype.draw = function () { gEngine.Core.clearCanvas([0.9, 0.9, 0.9, 1.0]); // clear to light gray this.mCamera.setupViewProjection(); this.mGameObject.draw(this.mCamera); }; // The Update function, updates the application state. Make sure to _NOT_ draw // anything from this function! MyGameScene.prototype.update = function () { // Check status of our objects and update them if(this.mGameObject.getXform().getPosition()[0] > 92) { this.mGameObject.setCurrentFrontDir(vec2.fromValues(-1, 0)); } if(this.mGameObject.getXform().getPosition()[0] < 8) { this.mGameObject.setCurrentFrontDir(vec2.fromValues(1, 0)); } //this.mGameObject.update(); };