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// bg
function Background(x_offset) {
GameObject.call(this, "bg");
this.x_offset = x_offset;
this.initPosition();
this.x_speed = 10
this.objectType = "background";
}
Background.prototype = Object.create(GameObject.prototype);
Background.prototype.constructor = Background;
Background.prototype.update = function() {
this.sprite.position.x -= this.x_speed
if (this.sprite.position.x < -Settings.STAGE_WIDTH) {
this.sprite.position.x = Settings.STAGE_WIDTH - this.x_speed;
}
}
Background.prototype.initPosition = function() {
this.sprite.position.x = this.x_offset;
this.sprite.position.y = 0;
this.sprite.anchor.x = 0;
this.sprite.anchor.y = 0;
}
var bg1 = new Background(0);
var bg2 = new Background(Settings.STAGE_WIDTH);
// logo
var logo1 = new GameObject("logo1");
logo1.update = function() {
this.sprite.rotation = 0.1 * Math.sin(0.001 * Date.now());
}
logo1.initPosition = function() {
logo1.sprite.position.y = Settings.STAGE_WIDTH * 0.2
}
logo1.initPosition();
// press space to play text
var logo2 = new GameObject("logo2");
logo2.initPosition = function() {
this.sprite.position.y = Settings.STAGE_HEIGHT * 0.6;
}
logo2.initPosition();
// background box for score display at gameover
var scoreBg = new PIXI.Graphics();
scoreBg.beginFill(0xAAAAAA, 1.0);
scoreBg.visible = false;
// score display
var scoreText = new PIXI.Text("W", { font: '35px Arial', fill: 'white', align: 'left' });
scoreText.visible = false;
scoreText.update = function() {
this.text = "Tomia vältelty " + player.score + " tuntia";
}
scoreText.moveToCorner = function() {
this.position.x = Settings.STAGE_WIDTH * 0.5;
this.position.y = Settings.STAGE_HEIGHT * 0.05;
}
scoreText.moveToCenter = function() {
this.position.x = Settings.STAGE_WIDTH * 0.5 - this.width / 2;
this.position.y = Settings.STAGE_HEIGHT * 0.5 - this.height / 2;
}
scoreText.moveToCorner();
// gameover screen title text
var gameOverText = new PIXI.Text("Onneksi olkoon!", { font: '35px Arial', fill: 'black', align: 'center' });
gameOverText.visible = false;
gameOverText.position.x = Settings.STAGE_WIDTH * 0.5 - gameOverText.width / 2;;
gameOverText.position.y = Settings.STAGE_HEIGHT * 0.4 - gameOverText.height / 2;;
// move the gameover bg box now that we now the width of the text
var yDiff = scoreText.position.y - gameOverText.position.y + gameOverText.height;
scoreBg.drawRect(Settings.STAGE_WIDTH * 0.2, gameOverText.position.y - 10, Settings.STAGE_WIDTH * 0.6, -yDiff);
// integral sign
function Integral(y) {
GameObject.call(this, "int");
this.initPosition()
this.sprite.position.y = y;
this.speed = -10;
this.objectType = "integral";
}
Integral.prototype = Object.create(GameObject.prototype);
Integral.prototype.constructor = Integral;
Integral.prototype.initPosition = function() {
this.sprite.position.x = Settings.STAGE_WIDTH + this.sprite.width;
this.sprite.position.y = Settings.STAGE_HEIGHT + this.sprite.height;
this.sprite.anchor.x = 0;
this.sprite.anchor.y = 0.5;
}
Integral.prototype.update = function() {
this.sprite.position.x += this.speed;
}
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