/* * File: MyGameScene.js * This is the logic of our game. */ "use strict"; function MyGameScene() { this.mCamera = null; this.mRenderable = null; this.mBgObject = null; this.mGameObject = null; this.mLight = null; this.mShadow = null; this.kBG = "assets/bg.png"; this.kBGNormal = "assets/bg_normal.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.kBGNormal); gEngine.Textures.loadTexture(this.kTexture); }; MyGameScene.prototype.unloadScene = function () { gEngine.Textures.unloadTexture(this.kBG); gEngine.Textures.unloadTexture(this.kBGNormal); gEngine.Textures.unloadTexture(this.kTextureN); }; 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 // create a background for the scene var background; background = new IllumRenderable(this.kBG, this.kBGNormal); background.getXform().setSize(100, 80); background.getXform().setPosition(50, 40); this.mBgObject = new GameObject(background); // 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(35); this.mLight.setYPos(50); this.mLight.setZPos(10); this.mLight.setNear(18); this.mLight.setFar(20); this.mLight.setIntensity(2); this.mLight.setLightCastShadowTo(true); // associate the light with the renderables background.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); this.mGameObject.getXform().setZPos(3); this.mShadow = new ShadowReceiver(this.mBgObject); this.mShadow.addShadowCaster(this.mGameObject); // 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.mShadow.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); } };