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Diffstat (limited to 'o3d/samples/o3d-webgl-samples/bubbles/blaster/js/game.js')
-rw-r--r-- | o3d/samples/o3d-webgl-samples/bubbles/blaster/js/game.js | 125 |
1 files changed, 0 insertions, 125 deletions
diff --git a/o3d/samples/o3d-webgl-samples/bubbles/blaster/js/game.js b/o3d/samples/o3d-webgl-samples/bubbles/blaster/js/game.js deleted file mode 100644 index d7f818c..0000000 --- a/o3d/samples/o3d-webgl-samples/bubbles/blaster/js/game.js +++ /dev/null @@ -1,125 +0,0 @@ -/* - * Copyright 2010, Google Inc. - * All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are - * met: - * - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above - * copyright notice, this list of conditions and the following disclaimer - * in the documentation and/or other materials provided with the - * distribution. - * * Neither the name of Google Inc. nor the names of its - * contributors may be used to endorse or promote products derived from - * this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS - * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT - * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR - * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT - * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, - * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT - * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, - * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY - * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -/** - * Represents a game entity. There should be a single game object. - * @constructor - */ -var Game = function() { -}; - -/** - * Initializes the game object and populates its fields. - * @param {o3d.Pack} pack The pack that this game should create objects in. - */ -Game.prototype.init = function(pack) { - this.camera = new Camera(globals.fov, globals.playerRadius, - g_viewInfo.drawContext); - this.level = new Level(''); // TODO: This will eventually be a .json path. - this.level.start(); - g_lightWorldPosParam.value = this.camera.eye; - this.camera.updateView(); -}; - -/** - * The game's camera. - * @type {Camera} - */ -Game.prototype.camera = null; - -/** - * The current level. - * @type {Level} - */ -Game.prototype.level = null; - -/** - * An action handler to address key presses in the game. - * @param {Event} event - */ -Game.prototype.onKeyPress = function(event) { - event = event || window.event; - if (event.metaKey) - return; - - var keyChar = String.fromCharCode(o3djs.event.getEventKeyChar(event)); - keyChar = keyChar.toLowerCase(); - - var dir; - switch(keyChar) { - case 'a': - dir = Camera.LEFT; - break; - case 'd': - dir = Camera.RIGHT; - break; - case 'w': - dir = Camera.UP; - break; - case 's': - dir = Camera.DOWN; - break; - case ' ': - this.level.launchBubble(); - // fall through - default: - return; - } - this.camera.rotate(dir, globals.keyPressDelta); - g_lightWorldPosParam.value = this.camera.eye; -}; - -/** - * Ends the game and displays the score screen. - * @param {string} amount Coverage achieved, as a string. - */ -Game.prototype.endGame = function(amount) { - $("#final").text(amount); - $("#finalResult").fadeIn() -}; - -/** - * Steps the game forward one timestep (elapsedTime). - * @param {number} elapsedTime The seconds passed since the last call. - */ -Game.prototype.step = function(elapsedTime) { - this.level.step(elapsedTime); -}; - - -/** - * An action handler to address when the o3d container is resized. - * @param {number} newWidth - * @param {number} newHeight - */ -Game.prototype.onClientResize = function(newWidth, newHeight) { - this.camera.updateProjection(newWidth, newHeight); -}; |