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- /***************************************************************
- * LInE - Free Education, Private Data - http://www.usp.br/line
- *
- * This file handles all the game mechanics.
- **************************************************************/
- /**
- * Variable that handles game mechanics.
- *
- * @namespace
- */
- const game = {
- image: {}, // [Not directly used] Holds cached reference to media.
- sprite: {}, // [Not directly used] Holds cached reference to media.
- audio: {}, // Holds cached reference to media - game.audio.<name>.play() plays that audio once.
- lang: {}, // Holds language dictionary in a key-value format - game.lang.<key> returns <value>.
- loadedCur: 0, // [Not directly used] CURRENT number of cached media (on current state)
- loadedMax: 0, // [Not directly used] EXPECTED number of cached media (on current state)
- loadManager: { // [Not directly used] <mediaCategory> : [ <isLoading?> , <#CurrentlyCached> ]
- lang: [false, 0],
- audio: [false, 0],
- image: [false, 0],
- sprite: [false, 0],
- },
- /**
- * Handles game states. <br>
- *
- * When a state is associated with an object
- * it can accessed using game.state.start('state name'). <br>
- * That way the object can use the especial functions: preload(), create() and update();
- * that behave according to the following rules: <br>
- * - preload() : first function to run when a state is called. Loads media. Runs only once. (is optional) <br>
- * - create() : called right after preload(). Where the main code goes. Runs only once. (must exist) <br>
- * - update() : called right after create(). Is iteratively called by 'game loop' until going to next state. (is optional)
- *
- * @namespace
- */
- state: {
- // [Not directly used] List of game states.
- list: [],
- // [Not directly used]
- name: undefined,
- /**
- * Create new state. <br>
- *
- * After a state is created, the object associated with that state
- * can be called using game.state.start('state name')
- *
- * @param {string} name state name
- * @param {object} obj object that should be called when accessing the state
- */
- add: function (name, obj) {
- game.state.list[name] = obj;
- },
- /**
- * Start new state.
- *
- * Will look for the state's preload() to load the files for the current state.
- * If there is no preload, will call create().
- *
- * @param {string} name state name
- */
- start: function (name) {
- document.body.style.cursor = 'auto'; // Set cursor to default
- game.loop.stop(); // Stop last game loop
- game.event.clear(); // Clears last event queue
- game.animation.clear(); // Clears last animation queue
- game.loadedCur = 0; // Clears last state's number of loaded media
- game.loadedMax = 0; // Clears last state's expected loaded media
- game.state.name = name; // Updates state name
- self = game.state.list[name]; // Updates self to current state
- if (self.preload) {
- game.render.clear(); // Clears render queue
- // IF there's media to be loaded, creates progress bar
- game.add.geom.rect(0, 0, context.canvas.width, context.canvas.height, colors.white, 0, colors.blueBckg, 1);
- self.progressBar = game.add.geom.rect(context.canvas.width / 2, context.canvas.height / 2, 20, 20, undefined, 0, colors.white);
- self.progressBar.anchor(0.5, 0.5);
- // Calls state's preload() to load the state's media
- self.preload();
- } else {
- game.state.create();
- }
- },
- /**
- * [Not directly used] Encapsulate create() function in the current state.
- */
- create: function () {
- game.render.clear(); // Clears render queue, removing 'progress bar' if preload() was called
- if (!self.create) {
- console.error('Game error: The state called does not have a \'create\' function. Unable to continue.');
- } else {
- self.create(); // Calls create()
- game.render.all(); // After create() ends, renders media on canvas
- if (self.restart && self.restart == true) { // If needed, restart state
- game.state.start(game.state.name);
- } else {
- if (self.update) game.loop.start(self); // Calls update() if it exists
- }
- }
- },
- },
- /**
- * Loads media files to cache. <br>
- *
- * IMPORTANT: Must ONLY be used inside the function preload(),
- * as it calls create() after all media is cached.
- *
- * @see /js/globals.js for the list of media urls (var url)
- *
- * @namespace
- */
- load: {
- /**
- * Loads language file to cache using Fetch API and
- * saves its content as dictionary on game.lang.
- *
- * @param {string} url url for the selected language
- */
- lang: function (url) {
- game.loadManager.lang[0] = true;
- game.loadManager.lang[1] = 0;
- game.lang = {}; // Clear previously loaded language
- const init = { mode: 'same-origin' };
- fetch(url, init)
- .then(response => {
- return response.text();
- })
- .then(text => {
- let msg = text.split('\n');
- game.loadedMax += msg.length - 1;
- msg.forEach(cur => {
- try {
- let msg = cur.split('=');
- game.lang[msg[0].trim()] = msg[1].trim();
- } catch (Error) { if (debugMode) console.log('Sintax error fixed'); }
- game.load.finishedOneMediaElement(msg.length - 1, 'lang');
- });
- });
- },
- /**
- * Loads audio files to cache using Fetch API
- * saves references in game.audio.
- *
- * @param {string[]} urls audio urls for the current state
- */
- audio: function (urls) {
- game.loadManager.audio[0] = true;
- game.loadManager.audio[1] = 0;
- urls = this.getUncachedUrls(urls, game.audio);
- if (urls.length == 0) {
- game.load.finishedOneMediaElement(0, 'audio');
- } else {
- game.loadedMax += urls.length - 1;
- const init = { mode: 'same-origin' };
- urls.forEach(cur => {
- fetch(cur[1][1], init)
- .then(response => response.blob())
- .then(myBlob => {
- game.audio[cur[0]] = new Audio(URL.createObjectURL(myBlob));
- game.load.finishedOneMediaElement(urls.length - 1, 'audio');
- });
- });
- }
- },
- /**
- * Loads image files to cache using HTMLImageElement
- * saves references in game.image.
- *
- * @param {string[]} urls image urls for the current state
- */
- image: function (urls) {
- game.loadManager.image[0] = true;
- game.loadManager.image[1] = 0;
- urls = this.getUncachedUrls(urls, game.image);
- if (urls.length == 0) {
- game.load.finishedOneMediaElement(0, 'image');
- } else {
- game.loadedMax += urls.length - 1;
- urls.forEach(cur => {
- const img = new Image();
- img.onload = () => {
- game.image[cur[0]] = img;
- game.load.finishedOneMediaElement(urls.length - 1, 'image');
- }
- img.src = cur[1];
- });
- }
- },
- /**
- * Loads image files that contains spritesheets to cache using HTMLImageElement
- * saves references in game.sprite.
- *
- * @param {string[]} urls spritesheet urls for the current state
- */
- sprite: function (urls) {
- game.loadManager.sprite[0] = true;
- game.loadManager.sprite[1] = 0;
- urls = this.getUncachedUrls(urls, game.sprite);
- if (urls.length == 0) {
- game.load.finishedOneMediaElement(0, 'sprite');
- } else {
- game.loadedMax += urls.length - 1;
- urls.forEach(cur => {
- const img = new Image();
- img.onload = () => {
- game.sprite[cur[0]] = img;
- game.load.finishedOneMediaElement(urls.length - 1, 'sprite');
- }
- img.src = cur[1];
- img.frames = cur[2];
- });
- }
- },
- /** [Not directly used] Removes the urls that are already in the cache.
- *
- * @param {string[]} urls array of urls
- * @param {object} media media category
- *
- * @returns {string[]} array of uncached urls
- */
- getUncachedUrls: function (urls, media) {
- const newUrls = [];
- urls.forEach(cur => {
- if (media[cur[0]] == undefined) newUrls.push(cur);
- });
- return newUrls;
- },
- /** [Not directly used] Informs ONE media file was loaded to cache. <br>
- *
- * After ALL FILES of the SAME CATEGORY are cached, calls game.load.finishedOneMediaType()
- *
- * @param {number} lastIndex last index of the media array (to check if is finished)
- * @param {String} mediaType media category (to update the cached files from that category)
- */
- finishedOneMediaElement: function (lastIndex, mediaType) {
- // Updates progress bar
- if (lastIndex != 0) {
- self.progressBar.width = (200 / game.loadedMax) * game.loadedCur;
- game.render.all();
- game.loadedCur++;
- }
- // If reached last index of current media array
- if (lastIndex == game.loadManager[mediaType][1]) {
- // Resets load manager
- game.loadManager[mediaType][0] = false;
- game.loadManager[mediaType][1] = 0;
- // Informs
- game.load.finishedOneMediaType();
- } else {
- // Updates
- game.loadManager[mediaType][1]++;
- }
- },
- /** [Not directly used] Informs ALL MEDIA files from the SAME CATEGORY are cached. <br>
- *
- * After ALL CATEGORIES of media are cached, calls create() via game.state. <br>
- * ATTENTION: Do not call create() directly.
- */
- finishedOneMediaType: function () {
- // Checks if finished loading ALL media categories
- let endPreload = true;
- for (let key in game.loadManager) {
- if (game.loadManager[key][0] == true) {
- endPreload = false;
- break;
- }
- }
- // If flag doesnt change, all media is cached
- if (endPreload) {
- game.state.create();
- }
- }
- },
- /**
- * Adds new media to the 'media queue' (game.render.queue). <br>
- *
- * All queued media will be rendered on canvas when game.render.all() is called.
- *
- * @namespace
- */
- add: {
- /**
- * Adds image to media queue.
- *
- * @param {number} x x coordinate for the figure
- * @param {number} y y coordinate for the figure
- * @param {string} img name of the cached image
- * @param {undefined|number} scale scale for the image (default = 1)
- * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible) (default = 1)
- *
- * @returns {object} a reference to the created image.
- */
- image: function (x, y, img, scale, alpha) {
- if (x == undefined || y == undefined || img == undefined) console.error('Game error: missing parameters.');
- else if (game.image[img] == undefined) console.error('Game error: image not found in cache: ' + img + '.');
- else {
- const med = {
- typeOfMedia: 'image',
- name: img,
- x: x || game.add.default.x,
- y: y || game.add.default.y,
- _xWithAnchor: x || game.add.default._xWithAnchor,
- _yWithAnchor: y || game.add.default._yWithAnchor,
- xAnchor: game.add.default.xAnchor,
- yAnchor: game.add.default.yAnchor,
- shadow: game.add.default.shadow,
- shadowColor: game.add.default.shadowColor,
- shadowBlur: game.add.default.shadowBlur,
- alpha: (alpha != undefined) ? alpha : game.add.default.alpha,
- scale: scale || game.add.default.scale,
- width: game.image[img].width,
- height: game.image[img].height,
- anchor: function (xAnchor, yAnchor) {
- this.xAnchor = xAnchor;
- this.yAnchor = yAnchor;
- },
- get xWithAnchor() { return this.x - (this.width * this.scale * this.xAnchor); },
- get yWithAnchor() { return this.y - (this.height * this.scale * this.yAnchor); }
- };
- med.originalScale = med.scale;
- game.render.queue.push(med);
- return med;
- }
- },
- /**
- * Adds spritesheet to media queue. <br>
- * A spritesheet is an image that can be cropped to show only one 'frame' at a time.
- *
- * @param {number} x x coordinate for the figure
- * @param {number} y Y coordinate for the figure
- * @param {string} img name of the cached spritesheet
- * @param {undefined|number} curFrame current frame (default = 0)
- * @param {undefined|number} scale scale for the spritesheet (default = 1)
- * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible) (default = 1)
- *
- * @returns {object} a reference to the created sprite.
- */
- sprite: function (x, y, img, curFrame, scale, alpha) {
- if (x == undefined || y == undefined || img == undefined) console.error('Game error: missing parameters.');
- else if (game.sprite[img] == undefined) console.error('Game error: sprite not found in cache: ' + img + '.');
- else {
- const med = {
- typeOfMedia: 'sprite',
- name: img,
- x: x || game.add.default.x,
- y: y || game.add.default.y,
- _xWithAnchor: x || game.add.default._xWithAnchor,
- _yWithAnchor: y || game.add.default._yWithAnchor,
- xAnchor: game.add.default.xAnchor,
- yAnchor: game.add.default.yAnchor,
- shadow: game.add.default.shadow,
- shadowColor: game.add.default.shadowColor,
- shadowBlur: game.add.default.shadowBlur,
- alpha: (alpha != undefined) ? alpha : game.add.default.alpha,
- scale: scale || game.add.default.scale,
- width: game.sprite[img].width / game.sprite[img].frames, // Frame width
- height: game.sprite[img].height, // Frame height
- curFrame: curFrame || 0,
- anchor: function (xAnchor, yAnchor) {
- this.xAnchor = xAnchor;
- this.yAnchor = yAnchor;
- },
- get xWithAnchor() { return this.x - (this.width * this.scale * this.xAnchor); },
- get yWithAnchor() { return this.y - (this.height * this.scale * this.yAnchor); }
- };
- med.originalScale = med.scale;
- game.render.queue.push(med);
- return med;
- }
- },
- /**
- * Adds text to media queue.
- *
- * @param {number} x x coordinate for the figure
- * @param {number} y y coordinate for the figure
- * @param {string} text text to be displayed on screen
- * @param {object} style object containing font, color and align for the text
- *
- * @returns {object} a reference to the created text.
- */
- text: function (x, y, text, style) {
- if (x == undefined || y == undefined || text == undefined || style == undefined) console.error('Game error: missing parameters.');
- else {
- const med = {
- typeOfMedia: 'text',
- name: text,
- x: x || game.add.default.x,
- y: y || game.add.default.y,
- _xWithAnchor: x || game.add.default._xWithAnchor,
- _yWithAnchor: y || game.add.default._yWithAnchor,
- xAnchor: game.add.default.xAnchor,
- yAnchor: game.add.default.yAnchor,
- shadow: game.add.default.shadow,
- shadowColor: game.add.default.shadowColor,
- shadowBlur: game.add.default.shadowBlur,
- alpha: game.add.default.alpha,
- font: style.font || game.add.default.font,
- fill: style.fill || game.add.default.fill,
- align: style.align || game.add.default.align,
- anchor: function () { console.error('Game error: there\'s no anchor for text.'); },
- set style(style) {
- this.font = style.font;
- this.fill = style.fill;
- this.align = style.align;
- },
- get xWithAnchor() { return this.x; },
- get yWithAnchor() { return this.y; },
- };
- game.render.queue.push(med);
- return med;
- }
- },
- /**
- * Adds geometric shapes.
- * @namespace
- */
- geom: {
- /**
- * Adds rectangle to media queue.
- *
- * @param {number} x x coordinate for top left corner of the rectangle
- * @param {number} y y coordinate for top left corner of the rectangle
- * @param {number} width rectangle width (default = 50)
- * @param {undefined|number} height rectangle height (default = 50)
- * @param {undefined|string} lineColor stroke color (default = black)
- * @param {undefined|number} lineWidth stroke width (default = 1px)
- * @param {undefined|string} fillColor fill color (default = no fill)
- * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1)
- *
- * @returns {object} a reference to the created rectangle.
- */
- rect: function (x, y, width, height, lineColor, lineWidth, fillColor, alpha) {
- if (x == undefined || y == undefined || width == undefined) console.error('Game error: missing parameters.');
- else {
- const med = {
- typeOfMedia: 'rect',
- x: x || game.add.default.x,
- y: y || game.add.default.y,
- _xWithAnchor: x || game.add.default._xWithAnchor,
- _yWithAnchor: y || game.add.default._yWithAnchor,
- xAnchor: game.add.default.xAnchor,
- yAnchor: game.add.default.yAnchor,
- shadow: game.add.default.shadow,
- shadowColor: game.add.default.shadowColor,
- shadowBlur: game.add.default.shadowBlur,
- alpha: (alpha != undefined) ? alpha : game.add.default.alpha,
- scale: game.add.default.scale,
- width: 0,
- height: 0,
- lineColor: lineColor || game.add.default.lineColor,
- lineWidth: 0,
- fillColor: fillColor || game.add.default.fillColor,
- anchor: function (xAnchor, yAnchor) {
- this.xAnchor = xAnchor;
- this.yAnchor = yAnchor;
- },
- get xWithAnchor() { return this.x - (this.width * this.scale * this.xAnchor); },
- get yWithAnchor() { return this.y - (this.height * this.scale * this.yAnchor); }
- };
- med.originalScale = med.scale;
- if (width != 0) { med.width = width || game.add.default.width; }
- if (height != 0) { med.height = height || width || game.add.default.height; }
- if (lineWidth != 0) { med.lineWidth = lineWidth || game.add.default.lineWidth; }
- game.render.queue.push(med);
- return med;
- }
- },
- /**
- * Adds circle to media queue.
- *
- * @param {number} x x coordinate for the circle center
- * @param {number} y y coordinate for the circle center
- * @param {number} diameter circle diameter (default = 50)
- * @param {undefined|string} lineColor stroke color (default = black)
- * @param {undefined|number} lineWidth stroke width (default = 1px)
- * @param {undefined|string} fillColor fill color (default = no fill)
- * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1)
- *
- * @returns {object} a reference to the created circle.
- */
- circle: function (x, y, diameter, lineColor, lineWidth, fillColor, alpha) {
- if (x == undefined || y == undefined || diameter == undefined) console.error('Game error: missing parameters.');
- else {
- const med = {
- typeOfMedia: 'arc',
- x: x || game.add.default.x,
- y: y || game.add.default.y,
- _xWithAnchor: x || game.add.default._xWithAnchor,
- _yWithAnchor: y || game.add.default._yWithAnchor,
- xAnchor: game.add.default.xAnchor,
- yAnchor: game.add.default.yAnchor,
- shadow: game.add.default.shadow,
- shadowColor: game.add.default.shadowColor,
- shadowBlur: game.add.default.shadowBlur,
- alpha: (alpha != undefined) ? alpha : game.add.default.alpha,
- scale: game.add.default.scale,
- diameter: 0,
- width: 0,
- height: 0,
- angleStart: 0,
- angleEnd: 2 * Math.PI,
- anticlockwise: game.add.default.anticlockwise,
- lineColor: lineColor || game.add.default.lineColor,
- lineWidth: 0,
- fillColor: fillColor || game.add.default.fillColor,
- anchor: function (xAnchor, yAnchor) {
- this.xAnchor = xAnchor;
- this.yAnchor = yAnchor;
- },
- get xWithAnchor() { return this.x - (this.width * this.scale * this.xAnchor); },
- get yWithAnchor() { return this.y - (this.height * this.scale * this.yAnchor); }
- };
- med.originalScale = med.scale;
- if (diameter != 0) {
- med.diameter = diameter || game.add.default.diameter;
- med.width = med.height = med.diameter;
- }
- if (lineWidth != 0) {
- med.lineWidth = lineWidth || game.add.default.lineWidth;
- }
- game.render.queue.push(med);
- return med;
- }
- },
- /**
- * Adds arc to media queue.
- *
- * @param {number} x x coordinate for the arc center
- * @param {number} y y coordinate for the arc center
- * @param {number} diameter arc diameter
- * @param {number} angleStart angle to start the arc
- * @param {number} angleEnd angle to end the arc
- * @param {undefined|boolean} anticlockwise if true, arc is created anticlockwise (default = false)
- * @param {undefined|string} lineColor stroke color (default = black)
- * @param {undefined|number} lineWidth stroke width (default = 1px)
- * @param {undefined|string} fillColor fill color (default = no fill)
- * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1)
- *
- * @returns {object} a reference to the created arc.
- */
- arc: function (x, y, diameter, angleStart, angleEnd, anticlockwise, lineColor, lineWidth, fillColor, alpha) {
- if (x == undefined || y == undefined || diameter == undefined || angleStart == undefined || angleEnd == undefined) console.error('Game error: missing parameters.');
- else {
- const med = {
- typeOfMedia: 'arc',
- x: x || game.add.default.x,
- y: y || game.add.default.y,
- _xWithAnchor: x || game.add.default._xWithAnchor,
- _yWithAnchor: y || game.add.default._yWithAnchor,
- xAnchor: game.add.default.xAnchor,
- yAnchor: game.add.default.yAnchor,
- shadow: game.add.default.shadow,
- shadowColor: game.add.default.shadowColor,
- shadowBlur: game.add.default.shadowBlur,
- alpha: (alpha != undefined) ? alpha : game.add.default.alpha,
- scale: game.add.default.scale,
- diameter: 0,
- width: 0,
- height: 0,
- angleStart: angleStart || 0,
- angleEnd: angleEnd || 2 * Math.PI,
- anticlockwise: anticlockwise || game.add.default.anticlockwise,
- lineColor: lineColor || game.add.default.lineColor,
- lineWidth: 0,
- fillColor: fillColor || game.add.default.fillColor,
- anchor: function (xAnchor, yAnchor) {
- this.xAnchor = xAnchor;
- this.yAnchor = yAnchor;
- },
- get xWithAnchor() { return this.x - (this.width * this.scale * this.xAnchor); },
- get yWithAnchor() { return this.y - (this.height * this.scale * this.yAnchor); }
- };
- med.originalScale = med.scale;
- if (diameter != 0) {
- med.diameter = diameter || game.add.default.diameter;
- med.width = med.height = med.diameter;
- }
- if (lineWidth != 0) { med.lineWidth = lineWidth || game.add.default.lineWidth; }
- game.render.queue.push(med);
- return med;
- }
- }
- },
- /**
- * [Not directly used] Default values for the media properties.
- */
- default: {
- // Used in: all types of media.
- x: 0,
- y: 0,
- _xWithAnchor: 0,
- _yWithAnchor: 0,
- xAnchor: 0,
- yAnchor: 0,
- shadow: false,
- shadowColor: '#0075c5',
- shadowBlur: 20,
- alpha: 1,
- // Used in: image, sprite, square, circle.
- scale: 1,
- // Used in: text.
- font: '14px Arial,sans-serif',
- fill: '#000',
- align: 'center',
- // Used in: square, circle (image and sprite have width and height, but do not have default values).
- width: 50,
- height: 50,
- lineColor: '#000',
- lineWidth: 1,
- fillColor: 0, // No fill
- // Used in: circle.
- diameter: 50,
- anticlockwise: false,
- },
- },
- /**
- * Renders media on current screen. <br<
- * It uses properties of html canvas to draw media on screen during game loop.
- *
- * @namespace
- */
- render: {
- // [Not directly used] Media queue to be rendered on the current state.
- queue: [],
- /** [Not directly used] Renders image on canvas.
- *
- * @param {object} cur current media in media queue
- */
- image: function (cur) {
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- // Rotation
- if (cur.rotate && cur.rotate != 0) {
- context.save();
- context.translate(cur.x, cur.y);
- context.rotate(cur.rotate * Math.PI / 180);
- context.translate(-cur.x, -cur.y);
- }
- // Alpha
- context.globalAlpha = cur.alpha;
- // Shadow
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- // Image
- context.drawImage(
- game.image[cur.name],
- x,
- y,
- cur.width * cur.scale,
- cur.height * cur.scale
- );
- // End
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- /** [Not directly used] Renders spritesheet on canvas.
- *
- * @param {object} cur current media in media queue
- */
- sprite: function (cur) {
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- // Rotation
- if (cur.rotate && cur.rotate != 0) {
- context.save();
- context.translate(cur.x, cur.y);
- context.rotate(cur.rotate * Math.PI / 180);
- context.translate(-cur.x, -cur.y);
- }
- // Alpha
- context.globalAlpha = cur.alpha;
- // Shadow
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- // Image
- context.drawImage(
- game.sprite[cur.name],
- cur.width * cur.curFrame,
- 0,
- cur.width,
- cur.height,
- x,
- y,
- cur.width * cur.scale,
- cur.height * cur.scale
- );
- // End
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- /** [Not directly used] Renders text on canvas.
- *
- * @param {object} cur current media in media queue
- */
- text: function (cur) {
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- // Rotation
- if (cur.rotate && cur.rotate != 0) {
- context.save();
- context.translate(cur.x, cur.y);
- context.rotate(cur.rotate * Math.PI / 180);
- context.translate(-cur.x, -cur.y);
- }
- // Alpha
- context.globalAlpha = cur.alpha;
- // Shadow
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- // Font style
- context.font = cur.font;
- context.textAlign = cur.align;
- context.fillStyle = cur.fill;
- // Text
- context.fillText(cur.name, x, y);
- // End
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- /** [Not directly used] Renders geometric shapes on canvas.
- *
- * @namespace
- */
- geom: {
- /**
- * Renders rectangle on canvas.
- *
- * @param {object} cur current media in media queue
- */
- rect: function (cur) {
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- // Rotation
- if (cur.rotate && cur.rotate != 0) {
- context.save();
- context.translate(cur.x, cur.y);
- context.rotate(cur.rotate * Math.PI / 180);
- context.translate(-cur.x, -cur.y);
- }
- // Alpha
- context.globalAlpha = cur.alpha;
- // Shadow
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- // Fill
- if (cur.fillColor != 0) {
- context.fillStyle = cur.fillColor;
- context.fillRect(x, y, cur.width * cur.scale, cur.height * cur.scale);
- }
- // Stroke
- if (cur.lineWidth != 0) {
- context.strokeStyle = cur.lineColor;
- context.lineWidth = cur.lineWidth;
- context.strokeRect(x, y, cur.width * cur.scale, cur.height * cur.scale);
- }
- // End
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- /**
- * Renders arc on canvas (arc or circle).
- *
- * @param {object} cur current media in media queue
- */
- arc: function (cur) {
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- // Rotation
- if (cur.rotate && cur.rotate != 0) {
- context.save();
- context.translate(cur.x, cur.y);
- context.rotate(cur.rotate * Math.PI / 180);
- context.translate(-cur.x, -cur.y);
- }
- // Alpha
- context.globalAlpha = cur.alpha;
- // Shadow
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- // Fill info
- if (cur.fillColor != 0) context.fillStyle = cur.fillColor;
- // Stroke info
- if (cur.lineWidth != 0) {
- context.strokeStyle = cur.lineColor;
- context.lineWidth = cur.lineWidth;
- }
- // Path
- context.beginPath();
- if (cur.angleEnd != 2 * Math.PI) context.lineTo(x, y);
- context.arc(x, y, (cur.diameter / 2) * cur.scale, cur.angleStart, cur.angleEnd, cur.anticlockwise);
- if (cur.angleEnd != 2 * Math.PI) context.lineTo(x, y);
- // End
- if (cur.fillColor != 0) context.fill();
- if (cur.lineWidth != 0) context.stroke();
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- },
- /**
- * Renders all queued media on screen. Called repeatedly by the game loop.
- */
- all: function () {
- game.render.queue.forEach(cur => {
- switch (cur.typeOfMedia) {
- case 'image': this.image(cur); break;
- case 'sprite': this.sprite(cur); break;
- case 'text': this.text(cur); break;
- case 'rect': this.geom.rect(cur); break;
- case 'arc': this.geom.arc(cur); break;
- }
- });
- },
- /**
- * Clears media queue (used when changing states).
- */
- clear: function () {
- game.render.queue = [];
- }
- },
- /**
- * Math functions.
- *
- * @namespace
- */
- math: {
- /**
- * Returns a random integer in a range (inclusive for min and max).
- *
- * @param {number} min smaller integer
- * @param {number} max larger integer
- *
- * @returns {number} random integer in range
- */
- randomInRange: function (min, max) {
- min = Math.ceil(min);
- max = Math.floor(max);
- return Math.floor(Math.random() * (max - min + 1) + min);
- },
- /**
- * Returns a random divisor for a given number.
- *
- * @param {number} number number
- *
- * @returns {number} random divisor for that number
- */
- randomDivisor: function (number) {
- const validDivisors = [];
- // If 'number' can be divided by 'i', add to list of 'validDivisors'
- for (let i = 2; i < number; i++) {
- if (number % i == 0) validDivisors.push(i);
- }
- const randIndex = game.math.randomInRange(0, validDivisors.length - 1);
- return validDivisors[randIndex];
- },
- /**
- * Converts degree to radian.
- *
- * @param {number} degree number in degrees
- *
- * @returns {number} its radian equivalent
- */
- degreeToRad: function (degree) {
- return degree * Math.PI / 180;
- },
- /**
- * Returns distance from the center of an icon to mouse/pointer (radius).
- *
- * @param {number} xMouse mouse x coordinate
- * @param {number} xIcon icon x coordinate
- * @param {number} yMouse mouse y coordinate
- * @param {number} yIcon icon y coordinate
- *
- * @returns {number} distance between the two icons
- */
- distanceToPointer: function (xMouse, xIcon, yMouse, yIcon) {
- const a = Math.max(xMouse, xIcon) - Math.min(xMouse, xIcon);
- const b = Math.max(yMouse, yIcon) - Math.min(yMouse, yIcon);
- return Math.sqrt(a * a + b * b);
- },
- /**
- * Checks if pointer/mouse is over (rectangular) icon.
- *
- * @param {number} xMouse contains the mouse x coordinate
- * @param {number} yMouse contains the mouse y coordinate
- * @param {object} icon icon
- *
- * @returns {boolean} true if cursor is over icon
- */
- isOverIcon: function (xMouse, yMouse, icon) {
- const x = xMouse, y = yMouse, cur = icon;
- return y >= cur.yWithAnchor && y <= (cur.yWithAnchor + cur.height * cur.scale) &&
- (x >= cur.xWithAnchor && x <= (cur.xWithAnchor + cur.width * cur.scale));
- },
- /**
- * Get mouse position coordinates
- *
- * @param {object} mouseEvent
- * @returns {object} x and y mouse coordinates
- */
- getMouse: function (mouseEvent) {
- const c = context.canvas.getBoundingClientRect()
- const canvas_scale = context.canvas.width / parseFloat(c.width);
- return {
- x: (mouseEvent.clientX - c.left) * canvas_scale,
- y: (mouseEvent.clientY - c.top) * canvas_scale
- }
- },
- /**
- * Calculate spacing for icons on the menu screen
- *
- * @param {number} width width of the desirable part of the screen
- * @param {number} numberOfIcons number or icons to be put on the screen
- *
- * @returns {number} correct spacing between icons
- */
- getOffset: function (width, numberOfIcons) {
- return width / (numberOfIcons + 1);
- },
- /**
- * Converts a given time in seconds (number) to the format HH:MM:SS (string)
- *
- * @param {number} s time in seconds
- *
- * @returns {string} time in the format HH:MM:SS
- */
- convertTime: function (s) {
- let h = 0, m = 0;
- if (s > 1200) {
- h = s / 1200;
- s = s % 1200;
- }
- if (s > 60) {
- m = s / 60;
- s = s % 60;
- }
- h = '' + h;
- m = '' + m;
- s = '' + s;
- if (h.length < 2) h = '0' + h;
- if (m.length < 2) m = '0' + m;
- if (s.length < 2) s = '0' + s;
- return h + ':' + m + ':' + s;
- }
- },
- /**
- * Timer used to get the time spent to complete a game.
- *
- * @namespace
- */
- timer: {
- // [Not directly used] Start time.
- _start: 0,
- // [Not directly used] End time.
- end: 0,
- // Elapsed time.
- elapsed: 0,
- /**
- * Reset values and start timer.
- */
- start: function () {
- game.timer._start = game.timer.end = game.timer.elapsed = 0;
- game.timer._start = new Date().getTime();
- },
- /**
- * Stop timer and set elapsed time.
- */
- stop: function () {
- if (game.timer._start != 0 && game.timer.end == 0) { // If timer has started but not finished
- game.timer.end = new Date().getTime();
- game.timer.elapsed = Math.floor((game.timer.end - game.timer._start) / 1000);
- }
- },
- },
- /**
- * Handles pointer events. <br>
- *
- * @namespace
- */
- event: {
- // [Not directly used] List of events in current state.
- list: [],
- /**
- * Adds new event to current state.
- *
- * @param {string} name event name, can be: 'click' or 'mousemove'
- * @param {function} func function to be called when event is triggered
- */
- add: function (name, func) {
- context.canvas.addEventListener(name, func);
- game.event.list.push([name, func]);
- },
- /** [Not directly used] Clears list of events. Called before moving to new state.
- */
- clear: function () {
- game.event.list.forEach(cur => {
- context.canvas.removeEventListener(cur[0], cur[1]);
- });
- game.event.list = [];
- },
- },
- /** [Not directly used] Handles 'game loop'. <br>
- *
- * After the media queue is filled in create(), the 'game loop' starts.
- * It calls update() iteratively, re-rendering the screen every time. <br>
- *
- * The 'game loop' is stoped by leaving the current state.
- *
- * @namespace
- */
- loop: {
- // [Not directly used] Holds animation event.
- id: undefined,
- // [Not directly used] State that called the loop.
- curState: undefined,
- // [Not directly used] Loop status, can be: 'on', 'ending' or 'off'.
- status: 'off',
- // [Not directly used]
- waitingToStart: undefined,
- // [Not directly used]
- startTime: 0,
- // [Not directly used] 1000: 1 second | 60: expected frames per second.
- duration: 1000 / 60,
- /** [Not directly used] Starts game loop.
- *
- * @param {object} state current state
- */
- start: function (state) {
- if (game.loop.status == 'off') {
- game.loop.curState = state;
- game.loop.startTime = new Date().getTime();
- game.loop.status = 'on';
- game.loop.id = requestAnimationFrame(game.loop.run);
- } else { // If 'game.loop.status' is either 'on' or 'ending'
- game.loop.waitingToStart = state;
- if (game.loop.status == 'on') game.loop.stop();
- }
- },
- /**
- * [Not directly used] Stops game loop.
- */
- stop: function () {
- if (game.loop.status == 'on') game.loop.status = 'ending';
- },
- /**
- * [Not directly used] Executes game loop.
- *
- * This code will run on each iteration of the game loop.
- */
- run: function () {
- if (game.loop.status != 'on') {
- game.loop.clear();
- } else {
- const timestamp = new Date().getTime();
- const runtime = timestamp - game.loop.startTime;
- if (runtime >= game.loop.duration) {
- // Calls state's update()
- game.loop.curState.update();
- // Updates state's animation
- game.animation.run();
- }
- game.loop.id = requestAnimationFrame(game.loop.run); // Loop
- }
- },
- /**
- * [Not directly used] Resets game loop values.
- */
- clear: function () {
- if (game.loop.id != undefined) {
- cancelAnimationFrame(game.loop.id); // Cancel animation event
- game.loop.id = undefined; // Clears object that holds animation event
- game.loop.curState = undefined; // Clears object that holds current state
- game.loop.status = 'off'; // Inform animation must end (read in game.loop.run())
- }
- if (game.loop.waitingToStart != undefined) {
- const temp = game.loop.waitingToStart;
- game.loop.waitingToStart = undefined;
- game.loop.start(temp);
- }
- },
- },
- /**
- * Handles spritesheet animation. <br>
- * It iterates through the spritesheet frames inside the animation queue.
- * Called by game loop.
- *
- * @namespace
- */
- animation: {
- // [Not directly used] Animation queue for the current state.
- queue: [],
- // [Not directly used]
- count: 0,
- /**
- * Plays animation.
- *
- * @param {string} name animation name (identifier)
- */
- play: function (name) {
- let newAnimation;
- // Gets first object in the 'render queue' with that animation name
- for (let i in game.render.queue) {
- if (game.render.queue[i].animation != undefined && game.render.queue[i].animation[0] == name) {
- newAnimation = game.render.queue[i];
- break;
- }
- }
- // If found, saves object in the 'animation queue'
- if (newAnimation != undefined) game.animation.queue.push(newAnimation);
- },
- /**
- * Stops animation.
- *
- * @param {string} name animation name
- */
- stop: function (name) {
- // Removes all with that name from the 'animation queue'
- game.animation.queue.forEach(cur => {
- if (cur.animation[0] == name) {
- game.animation.queue.splice(cur, 1);
- }
- });
- },
- /**
- * [Not directly used] Executes animation.
- */
- run: function () {
- game.animation.queue.forEach(character => {
- if (!character.animation[2] || game.animation.count % character.animation[2] == 0) {
- const i = character.animation[1].indexOf(character.curFrame);
- if (i == -1) { // Frame not found
- if (debugMode) console.error('Game error: animation frame not found.');
- } else if (i < character.animation[1].length - 1) { // Go to next frame
- character.curFrame = character.animation[1][i + 1];
- } else {
- character.curFrame = character.animation[1][0]; // If last frame, restart
- }
- }
- });
- game.animation.count++;
- },
- /**
- * [Not directly used] Clears animation queue.
- */
- clear: function () {
- // Resets animation counter
- game.animation.count = 0;
- // Clears property 'animation' from objects in game.render.queue
- game.render.queue.forEach(cur => {
- if (cur.animation != undefined) {
- delete cur.animation;
- }
- });
- // Clears animation queue
- game.animation.queue = [];
- },
- }
- };
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