/* * File: MyGameScene.js * This is the logic of our game. */ "use strict"; function MyGameScene() { this.mCamera = null; this.mBg = null; this.mRenderable = null; this.mGameObject = null; this.mLight = null; this.kBG = "assets/bg.png"; this.kTexture = "assets/minion_spritesheet.png"; } gEngine.Core.inheritPrototype(MyGameScene, Scene); MyGameScene.prototype.loadScene = function () { gEngine.Textures.loadTexture(this.kBG); gEngine.Textures.loadTexture(this.kTexture); }; MyGameScene.prototype.unloadScene = function () { gEngine.Textures.unloadTexture(this.kBG); gEngine.Textures.unloadTexture(this.kTexture); }; 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]); // create a background for the scene this.mBg = new LightRenderable(this.kBG); this.mBg.getXform().setSize(100, 80); this.mBg.getXform().setPosition(50, 40); // we use a new object type that knows how to render with lights this.mRenderable = new LightRenderable(this.kTexture); this.mRenderable.setElementPixelPositions(130, 310, 0, 180); // create the light and setup the parameters we need this.mLight = new Light(); this.mLight.setLightType(Light.eLightType.ePointLight); this.mLight.setColor([1.0, 1.0, 1.0, 1]); this.mLight.setXPos(55); this.mLight.setYPos(61); this.mLight.setZPos(1); this.mLight.setNear(8); this.mLight.setFar(10); this.mLight.setIntensity(1); // associate the light with the renderables this.mBg.addLight(this.mLight); this.mRenderable.addLight(this.mLight); // create a new game object with the new renderable this.mGameObject = new GameObject(this.mRenderable); this.mGameObject.getXform().setSize(16, 16); this.mGameObject.getXform().setPosition(30, 50); // We could create a GameObject for the background but since // it will not be interacting with any other object, we // can leave it as a pure renderable // we set the ambient light low to emphasize light affect gEngine.DefaultResources.setGlobalAmbientIntensity(0.4); }; // 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 () { // Clear the screen gEngine.Core.clearCanvas([0.8, 0.8, 0.8, 1.0]); // Activate our camera this.mCamera.setupViewProjection(); // Draw our objects this.mBg.draw(this.mCamera); 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 () { if (gEngine.Input.isKeyPressed(gEngine.Input.keys.A)) { var x = this.mLight.getPosition()[0]; this.mLight.setXPos(x - 0.5); } if (gEngine.Input.isKeyPressed(gEngine.Input.keys.D)) { var x = this.mLight.getPosition()[0]; this.mLight.setXPos(x + 0.5); } if (gEngine.Input.isKeyPressed(gEngine.Input.keys.W)) { var y = this.mLight.getPosition()[1]; this.mLight.setYPos(y + 0.5); } if (gEngine.Input.isKeyPressed(gEngine.Input.keys.S)) { var y = this.mLight.getPosition()[1]; this.mLight.setYPos(y - 0.5); } };