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- const game = {
- audio: {}, lang: {}, // Holds cache reference to media : Directly used in code to get audio and dicitonary
- image: {}, sprite: {}, // Holds cache reference to media : Not directly used in code
- mediaTypes: ['lang', 'audio', 'image', 'sprite'],
- loadedMedia: [],
- isLoaded: [],
- // Loads a list of URL to Cache
- load: {
- lang: function (url) {
- game.isLoaded['lang'] = false;
- game.loadedMedia['lang'] = 0;
- game.lang = {}; // clear previously loaded language
- const init = { mode: "same-origin" };
- fetch(url, init)
- .then(function (response) {
- return response.text();
- })
- .then(function (text) {
- let msg = text.split("\n");
- 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._informMediaIsLoaded(msg.length - 1, 'lang');
- });
- });
- },
- audio: function (urls) {
- game.isLoaded['audio'] = false;
- game.loadedMedia['audio'] = 0;
- urls = this._getNotLoadedUrls(urls, game.audio);
- if (urls.length == 0) {
- game.load._informMediaIsLoaded(0, 'audio');
- } else {
- const init = { mode: "same-origin" };
- urls.forEach(cur => {
- fetch(cur[1][1], init)
- .then(response => response.blob())
- .then(function (myBlob) {
- game.audio[cur[0]] = new Audio(URL.createObjectURL(myBlob));
- game.load._informMediaIsLoaded(urls.length - 1, 'audio');
- });
- });
- }
- },
- image: function (urls) {
- game.isLoaded['image'] = false;
- game.loadedMedia['image'] = 0;
- urls = this._getNotLoadedUrls(urls, game.image);
- if (urls.length == 0) {
- game.load._informMediaIsLoaded(0, 'image');
- } else {
- urls.forEach(cur => {
- const img = new Image(); //HTMLImageElement
- img.onload = () => {
- game.image[cur[0]] = img;
- game.load._informMediaIsLoaded(urls.length - 1, 'image');
- }
- img.src = cur[1];
- });
- }
- },
- sprite: function (urls) {
- game.isLoaded['sprite'] = false;
- game.loadedMedia['sprite'] = 0;
- urls = this._getNotLoadedUrls(urls, game.sprite);
- if (urls.length == 0) {
- game.load._informMediaIsLoaded(0, 'sprite');
- } else {
- urls.forEach(cur => {
- const img = new Image(); //HTMLImageElement
- img.onload = () => {
- game.sprite[cur[0]] = img;
- game.load._informMediaIsLoaded(urls.length - 1, 'sprite');
- }
- img.src = cur[1];
- img.frames = cur[2];
- });
- }
- },
- // get list of urls and return only valid ones
- _getNotLoadedUrls: function (urls, media) {
- const newUrls = [];
- urls.forEach(cur => { if (media[cur[0]] == undefined) newUrls.push(cur); });
- return newUrls;
- },
- _informMediaIsLoaded: function (last, type) {
- if (game.loadedMedia[type] == last) { // if all media of that type was loaded
- game.isLoaded[type] = true;
- game.load._isPreloadDone(type);
- }
- game.loadedMedia[type]++;
- },
- // Calls create() for current screen if all media for screen was loaded
- _isPreloadDone: function (type) {
- let flag = true;
- for (let i in game.mediaTypes) {
- // if all media for the screen was loaded flag wont change
- if (game.isLoaded[game.mediaTypes[i]] == false) {
- flag = false;
- break;
- }
- }
- // if flag doesnt change preload is complete
- if (flag) {
- game.isLoaded = [];
- game.loadedMedia[type] = 0;
- self.create();
- }
- }
- },
- // Adds new media to "media queue" to be rendered by current screen
- add: {
- default : {
- // all
- x: 0,
- y: 0,
- _xWithAnchor: 0,
- _yWithAnchor: 0,
- xAnchor: 0,
- yAnchor: 0,
- shadow : false,
- shadowColor : "#0075c5",
- shadowBlur : 20,
- alpha: 1,
- // image, sprite, square, circle
- scale: 1,
- // text
- font: '14px Arial,sans-serif',
- fill: '#000',
- align: 'center',
- // 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, // default no fill
- // circle
- diameter: 50,
- anticlockwise: false,
- },
- // game.add.image(x, y, img)
- // game.add.image(x, y, img, scale)
- // game.add.image(x, y, img, scale, alpha)
- image: function (x, y, img, scale, alpha) {
- if (x == undefined || y == undefined || img == undefined) console.error("Game error: parameters missing");
- 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); }
- };
- game.render.queue.push(med);
- return med;
- }
- },
- // game.add.sprite(x, y, img)
- // game.add.sprite(x, y, img, curFrame)
- // game.add.sprite(x, y, img, curFrame, scale)
- // game.add.sprite(x, y, img, curFrame, scale, alpha)
- sprite: function (x, y, img, curFrame, scale, alpha) {
- if (x == undefined || y == undefined || img == undefined) console.error("Game error: parameters missing");
- 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); }
- };
- game.render.queue.push(med);
- return med;
- }
- },
- // game.add.text(x, y, text, style)
- // game.add.text(x, y, text, style, align)
- text: function (x, y, text, style, align) {
- if (x == undefined || y == undefined || text == undefined || style == undefined) console.error("Game error: parameters missing");
- 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: align || style.align || game.add.default.align,
- anchor: function () { console.error("Game error: there's no anchor for text"); },
- get xWithAnchor() { return this.x; },
- get yWithAnchor() { return this.y; }
- };
- game.render.queue.push(med);
- return med;
- }
- },
- graphic: {
- // game.add.graphic.rect(x, y, width, height)
- // game.add.graphic.rect(x, y, width, height, lineColor)
- // game.add.graphic.rect(x, y, width, height, lineColor, lineWidth)
- // game.add.graphic.rect(x, y, width, height, lineColor, lineWidth, fillColor)
- // game.add.graphic.rect(x, y, width, height, lineColor, lineWidth, fillColor, alpha)
- rect: function (x, y, width, height, lineColor, lineWidth, fillColor, alpha) {
- if (x == undefined || y == undefined || width == undefined) console.error("Game error: parameters missing");
- 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); }
- };
- 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;
- }
- },
- // game.add.graphic.circle(x, y, diameter)
- // game.add.graphic.circle(x, y, diameter, lineColor)
- // game.add.graphic.circle(x, y, diameter, lineColor, lineWidth)
- // game.add.graphic.circle(x, y, diameter, lineColor, lineWidth, fillColor)
- // game.add.graphic.circle(x, y, diameter, lineColor, lineWidth, fillColor, alpha)
- circle: function (x, y, diameter, lineColor, lineWidth, fillColor, alpha) {
- if (x == undefined || y == undefined || diameter == undefined) console.error("Game error: parameters missing");
- 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); }
- };
- 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;
- }
- },
- // game.add.graphic.arc(x, y, diameter, angleStart, angleEnd)
- // game.add.graphic.arc(x, y, diameter, angleStart, angleEnd, anticlockWise)
- // game.add.graphic.arc(x, y, diameter, angleStart, angleEnd, anticlockWise, lineColor)
- // game.add.graphic.arc(x, y, diameter, angleStart, angleEnd, anticlockWise, lineColor, lineWidth)
- // game.add.graphic.arc(x, y, diameter, angleStart, angleEnd, anticlockWise, lineColor, lineWidth, fillColor)
- // game.add.graphic.arc(x, y, diameter, angleStart, angleEnd, anticlockWise, lineColor, lineWidth, fillColor, alpha)
- 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: parameters missing");
- 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); }
- };
- 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;
- }
- }
- }
- },
-
- // Renders media on current screen
- render: {
- queue: [], // media queue to be rendered by the current state
- _image: function (cur) { // ( x, y, img, scale, alpha)
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- 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);
- }
- context.globalAlpha = cur.alpha;
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- context.drawImage(
- game.image[cur.name],
- x,
- y,
- cur.width * cur.scale,
- cur.height * cur.scale
- );
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- _sprite: function (cur) { // ( x, y, img, curFrame, scale, alpha )
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- 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);
- }
- context.globalAlpha = cur.alpha;
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- 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
- );
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- _text: function (cur) { // ( x, y, text, style )
- const x = cur.xWithAnchor, y = cur.yWithAnchor;
- 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);
- }
- context.globalAlpha = cur.alpha;
- context.shadowBlur = (cur.shadow) ? cur.shadowBlur : 0;
- context.shadowColor = cur.shadowColor;
- context.font = cur.font;
- context.textAlign = cur.align;
- context.fillStyle = cur.fill;
- context.fillText(cur.name, x, y);
- context.shadowBlur = 0;
- context.globalAlpha = 1;
- if (cur.rotate && cur.rotate != 0) context.restore();
- },
- _graphic: {
- _rect: function (cur) { // ( x, y, width, height, lineColor, lineWidth, fillColor, alpha)
- 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();
- },
- _arc: function (cur) { // ( x, y, diameter, angleStart, angleEnd, anticlockWise, lineColor, lineWidth, fillColor, alpha);
- 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();
- },
- },
- // game.render.all() : draws all queued media to screen
- 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._graphic._rect(cur); break;
- case 'arc': this._graphic._arc(cur); break;
- }
- });
- },
- // game.render.clear() : clears all queued media
- clear: function () {
- game.render.queue = [];
- }
- },
- // Math functions
- math: {
- randomInRange: function (min, max) { // integer
- min = Math.ceil(min);
- max = Math.floor(max);
- return Math.floor(Math.random() * (max - min + 1) + min); //The maximum is inclusive and the minimum is also inclusive
- },
- randomDivisor: function (number) { //Get random divisor for a number
- const validDivisors = []; // Divisors found
- for (let i = 2; i < number; i++) {
- // if 'number' can be divided by 'i', add to list of 'validDivisors'
- if (number % i == 0) validDivisors.push(i);
- }
- const randIndex = game.math.randomInRange(0, validDivisors.length - 1);
- return validDivisors[randIndex];
- },
- degreeToRad: function (degree) {
- return degree * Math.PI / 180;
- },
- radToDegree: function (radian) {
- return radian * 180 / Math.PI;
- },
- 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);
- },
- isOverIcon : function (xMouse, yMouse, icon) {
- const x = xMouse, y = yMouse, cur = icon;
- const valid =
- y >= cur.yWithAnchor && y <= (cur.yWithAnchor + cur.height * cur.scale) &&
- (x >= cur.xWithAnchor && x <= (cur.xWithAnchor + cur.width * cur.scale));
- return valid;
- }
- },
- // Timer
- timer: {
- _start: 0, // start time
- _end: 0, // end time
- elapsed: 0, // elapsed time
- start: function () {
- game.timer._start = game.timer._end = game.timer._elapsed = 0; // clear
- game.timer._start = new Date().getTime(); // set start 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(); // set end time
- game.timer._elapsed = Math.floor((game.timer._end - game.timer._start) / 1000); // set elapsed time
- }
- },
- get elapsed() { return game.timer._elapsed; }
- },
- // Handles to pointer events
- event: {
- _list: [], // list of events in current state
- add: function (name, func) {
- canvas.addEventListener(name, func); // param : name of the event, function to be called
- game.event._list.push([name, func]);
- },
- clear: function () {
- game.event._list.forEach(cur => {
- canvas.removeEventListener(cur[0], cur[1]);
- });
- game.event._list = [];
- },
- },
- // Game loop : handles repetition of method update and sprite animation
- // game.loop.start();
- // game.loop.stop();
- loop: {
- id: undefined, // holds animation event
- curState: undefined, // state that called loop
- status: "off", // loop status can be : 'on', 'ending' or 'off'
- waitingToStart: undefined,
- startTime: 0,
- DURATION: 1000 / 60, // 1000: 1 second | 60: expected frames per second
- 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();
- }
- },
- stop: function () {
- if (game.loop.status == "on") game.loop.status = "ending";
- },
- _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) {
- if (debugMode) {
- let fps = runtime / 1000;
- fps = Math.round(1 / fps);
- displayFps.innerHTML = "Fps: " + fps; // show fps
- }
- // Update state
- game.loop.curState.update();
- // Animate state
- game.animation._run();
- }
- game.loop.id = requestAnimationFrame(game.loop._run);
- }
- },
- _clear: function () {
- if (game.loop.id != undefined) {
- cancelAnimationFrame(game.loop.id); // cancel animation event
- game.loop.id = undefined; // clear object that holds animation event
- game.loop.curState = undefined; // clear object that holds current state
- game.loop.status = "off"; // inform animation must end (read in _run())
- displayFps.innerHTML = ""; // Stop showing fps
- }
- if (game.loop.waitingToStart != undefined) {
- const temp = game.loop.waitingToStart;
- game.loop.waitingToStart = undefined;
- game.loop.start(temp);
- }
- },
- },
- // Change frames in queued spritesheets making animation
- // game.animation.play(<animationName>);
- // game.animation.stop(<animationName>);
- // game.animation.clear();
- animation: {
- queue: [], // animation queue for current level
- count: 0,
- play: function (name) {
- let newAnimation;
- // gets first object that has that animation name (name) in game.render.queue
- 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 game.animation.queue
- if (newAnimation != undefined) game.animation.queue.push(newAnimation);
- },
- stop: function (name) {
- // remove all with that name is game.animation.queue
- game.animation.queue.forEach(cur => {
- if (cur.animation[0] == name) {
- game.animation.queue.splice(cur, 1);
- }
- });
- },
- _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++;
- },
- clear: function () {
- // resets animation count
- 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 game.animation.queue
- game.animation.queue = [];
- },
- }
- };
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