uberpong/dev/lib/impact/system.js

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ig.module(
'impact.system'
)
.requires(
'impact.timer',
'impact.image'
)
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.defines(function(){ "use strict";
ig.System = ig.Class.extend({
fps: 30,
width: 320,
height: 240,
realWidth: 320,
realHeight: 240,
scale: 1,
tick: 0,
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animationId: 0,
newGameClass: null,
running: false,
delegate: null,
clock: null,
canvas: null,
context: null,
init: function( canvasId, fps, width, height, scale ) {
this.fps = fps;
this.clock = new ig.Timer();
this.canvas = ig.$(canvasId);
this.resize( width, height, scale );
this.context = this.canvas.getContext('2d');
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this.getDrawPos = ig.System.drawMode;
// Automatically switch to crisp scaling when using a scale
// other than 1
if( this.scale != 1 ) {
ig.System.scaleMode = ig.System.SCALE.CRISP;
}
ig.System.scaleMode( this.canvas, this.context );
},
resize: function( width, height, scale ) {
this.width = width;
this.height = height;
this.scale = scale || this.scale;
this.realWidth = this.width * this.scale;
this.realHeight = this.height * this.scale;
this.canvas.width = this.realWidth;
this.canvas.height = this.realHeight;
},
setGame: function( gameClass ) {
if( this.running ) {
this.newGameClass = gameClass;
}
else {
this.setGameNow( gameClass );
}
},
setGameNow: function( gameClass ) {
ig.game = new (gameClass)();
ig.system.setDelegate( ig.game );
},
setDelegate: function( object ) {
if( typeof(object.run) == 'function' ) {
this.delegate = object;
this.startRunLoop();
} else {
throw( 'System.setDelegate: No run() function in object' );
}
},
stopRunLoop: function() {
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ig.clearAnimation( this.animationId );
this.running = false;
},
startRunLoop: function() {
this.stopRunLoop();
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this.animationId = ig.setAnimation( this.run.bind(this), this.canvas );
this.running = true;
},
clear: function( color ) {
this.context.fillStyle = color;
this.context.fillRect( 0, 0, this.realWidth, this.realHeight );
},
run: function() {
ig.Timer.step();
this.tick = this.clock.tick();
this.delegate.run();
ig.input.clearPressed();
if( this.newGameClass ) {
this.setGameNow( this.newGameClass );
this.newGameClass = null;
}
},
getDrawPos: null // Set through constructor
});
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ig.System.DRAW = {
AUTHENTIC: function( p ) { return Math.round(p) * this.scale; },
SMOOTH: function( p ) { return Math.round(p * this.scale); },
SUBPIXEL: function( p ) { return p * this.scale; }
};
ig.System.drawMode = ig.System.DRAW.SMOOTH;
ig.System.SCALE = {
CRISP: function( canvas, context ) {
ig.setVendorAttribute( context, 'imageSmoothingEnabled', false );
canvas.style.imageRendering = '-moz-crisp-edges';
canvas.style.imageRendering = '-o-crisp-edges';
canvas.style.imageRendering = '-webkit-optimize-contrast';
canvas.style.imageRendering = 'crisp-edges';
canvas.style.msInterpolationMode = 'nearest-neighbor'; // No effect on Canvas :/
},
SMOOTH: function( canvas, context ) {
ig.setVendorAttribute( context, 'imageSmoothingEnabled', true );
canvas.style.imageRendering = '';
canvas.style.msInterpolationMode = '';
}
};
ig.System.scaleMode = ig.System.SCALE.SMOOTH;
});