/*************************************************************** * 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..play() plays that audio once. lang: {}, // Holds language dictionary in a key-value format - game.lang. returns . 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] : [ , <#CurrentlyCached> ] lang: [false, 0], audio: [false, 0], image: [false, 0], sprite: [false, 0], }, /** * Handles game states.
* * When a state is associated with an object * it can accessed using game.state.start('state name').
* That way the object can use the especial functions: preload(), create() and update(); * that behave according to the following rules:
* - preload() : first function to run when a state is called. Loads media. Runs only once. (is optional)
* - create() : called right after preload(). Where the main code goes. Runs only once. (must exist)
* - 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.
* * 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, defaultWidth, defaultHeight, colors.white, 0, colors.blueBckg, 1); self.progressBar = game.add.geom.rect(defaultWidth / 2, defaultHeight / 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.
* * 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.
* * 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.
* * After ALL CATEGORIES of media are cached, calls create() via game.state.
* 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).
* * 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.
* 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. { 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)); }, /** * 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.
* * @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) { 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 => { canvas.removeEventListener(cur[0], cur[1]); }); game.event.list = []; }, }, /** [Not directly used] Handles 'game loop'.
* * After the media queue is filled in create(), the 'game loop' starts. * It calls update() iteratively, re-rendering the screen every time.
* * 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.
* 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 = []; }, } };