Updated impact engine lib from 1.20 to 1.22
This commit is contained in:
parent
91b8222037
commit
85e2f3a1ba
20 changed files with 215 additions and 96 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1 +1,2 @@
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design/design-layout.psd
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.DS_Store
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@ -50,7 +50,7 @@ ig.Animation = ig.Class.extend({
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rewind: function() {
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this.timer.reset();
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this.timer.set();
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this.loopCount = 0;
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this.tile = this.sequence[0];
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return this;
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@ -47,6 +47,10 @@ ig.BackgroundMap = ig.Map.extend({
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preRenderMapToChunks: function() {
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var totalWidth = this.width * this.tilesize * ig.system.scale,
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totalHeight = this.height * this.tilesize * ig.system.scale;
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// If this layer is smaller than the chunkSize, adjust the chunkSize
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// accordingly, so we don't have as much overdraw
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this.chunkSize = Math.min( Math.max(totalWidth, totalHeight), this.chunkSize );
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var chunkCols = Math.ceil(totalWidth / this.chunkSize),
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chunkRows = Math.ceil(totalHeight / this.chunkSize);
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@ -133,8 +137,11 @@ ig.BackgroundMap = ig.Map.extend({
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if( this.repeat ) {
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dx %= this.width * this.tilesize * ig.system.scale;
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dy %= this.height * this.tilesize * ig.system.scale;
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var w = this.width * this.tilesize * ig.system.scale;
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dx = (dx%w + w) % w;
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var h = this.height * this.tilesize * ig.system.scale;
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dy = (dy%h + h) % h;
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}
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var minChunkX = Math.max( Math.floor(dx / this.chunkSize), 0 ),
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@ -168,18 +175,18 @@ ig.BackgroundMap = ig.Map.extend({
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ig.system.context.strokeRect( x, y, this.chunkSize, this.chunkSize );
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}
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// If we repeat in X and this chunks width wasn't the full chunk size
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// If we repeat in X and this chunk's width wasn't the full chunk size
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// and the screen is not already filled, we need to draw anohter chunk
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// AND nudge it to be flush with the last chunk
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if( this.repeat && chunk.width < this.chunkSize && x + chunk.width < ig.system.realWidth ) {
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nudgeX = this.chunkSize - chunk.width;
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if( this.repeat && chunk.width < this.chunkSize && x + chunk.width < ig.system.realWidth ) {
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nudgeX += this.chunkSize - chunk.width;
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maxChunkX++;
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}
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}
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// Same as above, but for Y
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if( this.repeat && chunk.height < this.chunkSize && y + chunk.height < ig.system.realHeight ) {
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nudgeY = this.chunkSize - chunk.height;
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if( this.repeat && chunk.height < this.chunkSize && y + chunk.height < ig.system.realHeight ) {
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nudgeY += this.chunkSize - chunk.height;
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maxChunkY++;
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}
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}
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@ -209,9 +216,7 @@ ig.BackgroundMap = ig.Map.extend({
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// Repeat Y?
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if( tileY >= this.height || tileY < 0 ) {
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if( !this.repeat ) { continue; }
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tileY = tileY > 0
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? tileY % this.height
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: ((tileY+1) % this.height) + this.height - 1;
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tileY = (tileY%this.height + this.height) % this.height;
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}
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for( var mapX = -1, pxX = pxMinX; pxX < pxMaxX; mapX++, pxX += this.tilesize ) {
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@ -220,9 +225,7 @@ ig.BackgroundMap = ig.Map.extend({
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// Repeat X?
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if( tileX >= this.width || tileX < 0 ) {
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if( !this.repeat ) { continue; }
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tileX = tileX > 0
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? tileX % this.width
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: ((tileX+1) % this.width) + this.width - 1;
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tileX = (tileX%this.width + this.width) % this.width;
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}
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// Draw!
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@ -39,7 +39,7 @@ ig.Debug = ig.Class.extend({
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var style = ig.$new('link');
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style.rel = 'stylesheet';
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style.type = 'text/css';
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style.href = 'lib/impact/debug/debug.css';
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style.href = ig.prefix + 'lib/impact/debug/debug.css';
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ig.$('body')[0].appendChild( style );
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// Create the Debug Container
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@ -64,7 +64,7 @@ ig.Entity = ig.Class.extend({
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this.last.x = this.pos.x;
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this.last.y = this.pos.y;
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this.vel.y += ig.game.gravity * ig.system.tick * this.gravityFactor;
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this.vel.x = this.getNewVelocity( this.vel.x, this.accel.x, this.friction.x, this.maxVel.x );
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this.vel.y = this.getNewVelocity( this.vel.y, this.accel.y, this.friction.y, this.maxVel.y );
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@ -121,21 +121,16 @@ ig.Font = ig.Image.extend({
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this.widthMap = [];
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this.indices = [];
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var canvas = ig.$new('canvas');
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canvas.width = image.width;
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canvas.height = image.height;
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var ctx = canvas.getContext('2d');
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ctx.drawImage( image, 0, 0 );
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var px = ctx.getImageData(0, image.height-1, image.width, 1);
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var px = ig.getImagePixels( image, 0, image.height-1, image.width, 1 );
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var currentChar = 0;
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var currentWidth = 0;
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for( var x = 0; x < image.width; x++ ) {
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var index = x * 4 + 3; // alpha component of this pixel
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if( px.data[index] != 0 ) {
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if( px.data[index] > 127 ) {
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currentWidth++;
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}
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else if( px.data[index] == 0 && currentWidth ) {
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else if( px.data[index] < 128 && currentWidth ) {
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this.widthMap.push( currentWidth );
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this.indices.push( x-currentWidth );
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currentChar++;
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@ -86,16 +86,11 @@ ig.Image = ig.Class.extend({
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// and copied into another offscreen canvas with the new size.
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// The scaled offscreen canvas becomes the image (data) of this object.
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var origPixels = ig.getImagePixels( this.data, 0, 0, this.width, this.height );
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var widthScaled = this.width * scale;
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var heightScaled = this.height * scale;
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var orig = ig.$new('canvas');
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orig.width = this.width;
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orig.height = this.height;
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var origCtx = orig.getContext('2d');
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origCtx.drawImage( this.data, 0, 0, this.width, this.height, 0, 0, this.width, this.height );
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var origPixels = origCtx.getImageData(0, 0, this.width, this.height);
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var scaled = ig.$new('canvas');
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scaled.width = widthScaled;
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scaled.height = heightScaled;
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@ -1,6 +1,6 @@
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// -----------------------------------------------------------------------------
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// Impact Game Engine 1.20
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// Impact Game Engine 1.22
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// http://impactjs.com/
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// -----------------------------------------------------------------------------
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@ -56,14 +56,26 @@ Array.prototype.random = function() {
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return this[ Math.floor(Math.random() * this.length) ];
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};
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Function.prototype.bind = Function.prototype.bind || function(bind) {
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var self = this;
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return function(){
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var args = Array.prototype.slice.call(arguments);
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return self.apply(bind || null, args);
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};
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};
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Function.prototype.bind = Function.prototype.bind || function (oThis) {
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if( typeof this !== "function" ) {
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throw new TypeError("Function.prototype.bind - what is trying to be bound is not callable");
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}
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var aArgs = Array.prototype.slice.call(arguments, 1),
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fToBind = this,
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fNOP = function () {},
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fBound = function () {
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return fToBind.apply(
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(this instanceof fNOP && oThis ? this : oThis),
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aArgs.concat(Array.prototype.slice.call(arguments))
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);
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};
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fNOP.prototype = this.prototype;
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fBound.prototype = new fNOP();
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return fBound;
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};
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// -----------------------------------------------------------------------------
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@ -72,7 +84,7 @@ Function.prototype.bind = Function.prototype.bind || function(bind) {
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window.ig = {
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game: null,
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debug: null,
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version: '1.20',
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version: '1.22',
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global: window,
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modules: {},
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resources: [],
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@ -163,7 +175,56 @@ window.ig = {
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return values;
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},
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// Ah, yes. I love vendor prefixes. So much fun!
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setVendorAttribute: function( el, attr, val ) {
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var uc = attr.charAt(0).toUpperCase() + attr.substr(1);
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el[attr] = el['ms'+uc] = el['moz'+uc] = el['webkit'+uc] = el['o'+uc] = val;
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},
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getVendorAttribute: function( el, attr ) {
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var uc = attr.charAt(0).toUpperCase() + attr.substr(1);
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return el[attr] || el['ms'+uc] || el['moz'+uc] || el['webkit'+uc] || el['o'+uc];
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},
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normalizeVendorAttribute: function( el, attr ) {
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var prefixedVal = ig.getVendorAttribute( el, attr );
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if( !el[attr] && prefixedVal ) {
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el[attr] = prefixedVal;
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}
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},
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// This function normalizes getImageData to extract the real, actual
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// pixels from an image. The naive method recently failed on retina
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// devices with a backgingStoreRatio != 1
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getImagePixels: function( image, x, y, width, height ) {
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var canvas = ig.$new('canvas');
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canvas.width = image.width;
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canvas.height = image.height;
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var ctx = canvas.getContext('2d');
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// Try to draw pixels as accurately as possible
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ig.System.SCALE.CRISP(canvas, ctx);
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var ratio = ig.getVendorAttribute( ctx, 'backingStorePixelRatio' ) || 1;
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ig.normalizeVendorAttribute( ctx, 'getImageDataHD' );
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var realWidth = image.width / ratio,
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realHeight = image.height / ratio;
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canvas.width = Math.ceil( realWidth );
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canvas.height = Math.ceil( realHeight );
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ctx.drawImage( image, 0, 0, realWidth, realHeight );
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return (ratio === 1)
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? ctx.getImageData( x, y, width, height )
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: ctx.getImageDataHD( x, y, width, height );
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},
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module: function( name ) {
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if( ig._current ) {
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@ -324,8 +385,10 @@ window.ig = {
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ig.ua.iPhone4 = (ig.ua.iPhone && ig.ua.pixelRatio == 2);
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ig.ua.iPad = /iPad/i.test(navigator.userAgent);
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ig.ua.android = /android/i.test(navigator.userAgent);
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ig.ua.winPhone = /Windows Phone/i.test(navigator.userAgent);
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ig.ua.iOS = ig.ua.iPhone || ig.ua.iPad;
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ig.ua.mobile = ig.ua.iOS || ig.ua.android;
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ig.ua.mobile = ig.ua.iOS || ig.ua.android || ig.ua.winPhone;
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ig.ua.touchDevice = (('ontouchstart' in window) || (window.navigator.msMaxTouchPoints));
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},
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// Provide ig.setAnimation and ig.clearAnimation as a compatible way to use
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// requestAnimationFrame if available or setInterval otherwise
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// Find vendor prefix, if any
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var vendors = ['ms', 'moz', 'webkit', 'o'];
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for( var i = 0; i < vendors.length && !window.requestAnimationFrame; i++ ) {
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window.requestAnimationFrame = window[vendors[i]+'RequestAnimationFrame'];
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}
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// Use requestAnimationFrame if available
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ig.normalizeVendorAttribute( window, 'requestAnimationFrame' );
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if( window.requestAnimationFrame ) {
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var next = 1,
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anims = {};
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@ -481,13 +539,19 @@ window.ig.Class.extend = function(prop) {
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}
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Class.prototype = prototype;
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Class.constructor = Class;
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Class.prototype.constructor = Class;
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Class.extend = window.ig.Class.extend;
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Class.inject = inject;
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return Class;
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};
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// Merge the ImpactMixin - if present - into the 'ig' namespace. This gives other
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// code the chance to modify 'ig' before it's doing any work.
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if( window.ImpactMixin ) {
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ig.merge(ig, window.ImpactMixin);
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}
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})(window);
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@ -125,9 +125,18 @@ ig.Input = ig.Class.extend({
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ig.system.canvas.addEventListener('mouseup', this.keyup.bind(this), false );
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ig.system.canvas.addEventListener('mousemove', this.mousemove.bind(this), false );
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ig.system.canvas.addEventListener('touchstart', this.keydown.bind(this), false );
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ig.system.canvas.addEventListener('touchend', this.keyup.bind(this), false );
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ig.system.canvas.addEventListener('touchmove', this.mousemove.bind(this), false );
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if( ig.ua.touchDevice ) {
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// Standard
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ig.system.canvas.addEventListener('touchstart', this.keydown.bind(this), false );
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ig.system.canvas.addEventListener('touchend', this.keyup.bind(this), false );
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ig.system.canvas.addEventListener('touchmove', this.mousemove.bind(this), false );
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// MS
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ig.system.canvas.addEventListener('MSPointerDown', this.keydown.bind(this), false );
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ig.system.canvas.addEventListener('MSPointerUp', this.keyup.bind(this), false );
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ig.system.canvas.addEventListener('MSPointerMove', this.mousemove.bind(this), false );
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ig.system.canvas.style.msTouchAction = 'none';
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}
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},
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event.preventDefault();
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}
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},
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mousemove: function( event ) {
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var el = ig.system.canvas;
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mousemove: function( event ) {
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var internalWidth = parseInt(ig.system.canvas.offsetWidth) || ig.system.realWidth;
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var scale = ig.system.scale * (internalWidth / ig.system.realWidth);
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var pos = {left: 0, top: 0};
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while( el != null ) {
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pos.left += el.offsetLeft;
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pos.top += el.offsetTop;
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el = el.offsetParent;
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}
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var tx = event.pageX;
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var ty = event.pageY;
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if( event.touches ) {
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tx = event.touches[0].clientX;
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ty = event.touches[0].clientY;
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if( ig.system.canvas.getBoundingClientRect ) {
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pos = ig.system.canvas.getBoundingClientRect();
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}
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this.mouse.x = (tx - pos.left) / ig.system.scale;
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this.mouse.y = (ty - pos.top) / ig.system.scale;
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var ev = event.touches ? event.touches[0] : event;
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this.mouse.x = (ev.clientX - pos.left) / scale;
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this.mouse.y = (ev.clientY - pos.top) / scale;
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},
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keydown: function( event ) {
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if( event.target.type == 'text' ) { return; }
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var tag = event.target.tagName;
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if( tag == 'INPUT' || tag == 'TEXTAREA' ) { return; }
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var code = event.type == 'keydown'
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? event.keyCode
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@ -212,7 +217,8 @@ ig.Input = ig.Class.extend({
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keyup: function( event ) {
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if( event.target.type == 'text' ) { return; }
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var tag = event.target.tagName;
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if( tag == 'INPUT' || tag == 'TEXTAREA' ) { return; }
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var code = event.type == 'keyup'
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? event.keyCode
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@ -243,13 +249,10 @@ ig.Input = ig.Class.extend({
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var element = ig.$( selector );
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var that = this;
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element.addEventListener('touchstart', function(ev) {
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that.touchStart( ev, action );
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}, false);
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element.addEventListener('touchend', function(ev) {
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that.touchEnd( ev, action );
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}, false);
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element.addEventListener('touchstart', function(ev) {that.touchStart( ev, action );}, false);
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element.addEventListener('touchend', function(ev) {that.touchEnd( ev, action );}, false);
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element.addEventListener('MSPointerDown', function(ev) {that.touchStart( ev, action );}, false);
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element.addEventListener('MSPointerUp', function(ev) {that.touchEnd( ev, action );}, false);
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},
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@ -9,6 +9,12 @@ ig.SoundManager = ig.Class.extend({
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format: null,
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init: function() {
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// Quick sanity check if the Browser supports the Audio tag
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if( !ig.Sound.enabled || !window.Audio ) {
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ig.Sound.enabled = false;
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return;
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}
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// Probe sound formats and determine the file extension to load
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var probe = new Audio();
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for( var i = 0; i < ig.Sound.use.length; i++ ) {
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@ -34,6 +34,13 @@ ig.System = ig.Class.extend({
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this.context = this.canvas.getContext('2d');
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this.getDrawPos = ig.System.drawMode;
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// Automatically switch to crisp scaling when using a scale
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// other than 1
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if( this.scale != 1 ) {
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ig.System.scaleMode = ig.System.SCALE.CRISP;
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}
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ig.System.scaleMode( this.canvas, this.context );
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},
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@ -108,7 +115,7 @@ ig.System = ig.Class.extend({
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},
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getDrawPos: null, // Set through constructor
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getDrawPos: null // Set through constructor
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});
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ig.System.DRAW = {
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@ -118,4 +125,21 @@ ig.System.DRAW = {
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|||
};
|
||||
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;
|
||||
|
||||
});
|
||||
|
|
|
@ -58,7 +58,7 @@ ig.Timer = ig.Class.extend({
|
|||
});
|
||||
|
||||
ig.Timer._last = 0;
|
||||
ig.Timer.time = 0;
|
||||
ig.Timer.time = Number.MIN_VALUE;
|
||||
ig.Timer.timeScale = 1;
|
||||
ig.Timer.maxStep = 0.05;
|
||||
|
||||
|
|
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Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 10 KiB |
|
@ -44,8 +44,8 @@ wm.config = {
|
|||
|
||||
'view': {
|
||||
'zoom': 1,
|
||||
'zoomMax': 1,
|
||||
'zoomMin': 1,
|
||||
'zoomMax': 4,
|
||||
'zoomMin': 0.125,
|
||||
'grid': false
|
||||
},
|
||||
|
||||
|
|
|
@ -147,17 +147,33 @@ wm.EditEntities = ig.Class.extend({
|
|||
selectEntityAt: function( x, y ) {
|
||||
this.selector.pos = { x: x, y: y };
|
||||
|
||||
// Find all possible selections
|
||||
var possibleSelections = [];
|
||||
for( var i = 0; i < this.entities.length; i++ ) {
|
||||
var ent = this.entities[i];
|
||||
if( ent.touches(this.selector) ) {
|
||||
this.selector.offset = {x: (x - ent.pos.x + ent.offset.x), y: (y - ent.pos.y + ent.offset.y)};
|
||||
this.selectEntity( ent );
|
||||
this.wasSelectedOnScaleBorder = this.isOnScaleBorder( ent, this.selector );
|
||||
return ent;
|
||||
if( this.entities[i].touches(this.selector) ) {
|
||||
possibleSelections.push( this.entities[i] );
|
||||
}
|
||||
}
|
||||
this.selectEntity( null );
|
||||
return false;
|
||||
|
||||
// Nothing found? Early out.
|
||||
if( !possibleSelections.length ) {
|
||||
this.selectEntity( null );
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find the 'next' selection
|
||||
var selectedIndex = possibleSelections.indexOf(this.selectedEntity);
|
||||
var nextSelection = (selectedIndex + 1) % possibleSelections.length;
|
||||
var ent = possibleSelections[nextSelection];
|
||||
|
||||
// Select it!
|
||||
this.selector.offset = {
|
||||
x: (x - ent.pos.x + ent.offset.x),
|
||||
y: (y - ent.pos.y + ent.offset.y)
|
||||
};
|
||||
this.selectEntity( ent );
|
||||
this.wasSelectedOnScaleBorder = this.isOnScaleBorder( ent, this.selector );
|
||||
return ent;
|
||||
},
|
||||
|
||||
|
||||
|
|
|
@ -35,7 +35,9 @@ var req = $.ajax({
|
|||
var moduleNames = [];
|
||||
var modules = {};
|
||||
for( var i = 0; i < files.length; i++ ) {
|
||||
var name = files[i].replace(/^lib\/|\.js$/g,'').replace(/\//g, '.');
|
||||
var name = files[i]
|
||||
.replace(new RegExp("^"+ig.lib+"|\\.js$", "g"), '')
|
||||
.replace(/\//g, '.');
|
||||
moduleNames.push( name );
|
||||
modules[name] = files[i];
|
||||
}
|
||||
|
|
|
@ -15,7 +15,8 @@ wm.EventedInput = ig.Input.extend({
|
|||
|
||||
|
||||
keydown: function( event ) {
|
||||
if( event.target.type == 'text' ) { return; }
|
||||
var tag = event.target.tagName;
|
||||
if( tag == 'INPUT' || tag == 'TEXTAREA' ) { return; }
|
||||
|
||||
var code = event.type == 'keydown'
|
||||
? event.keyCode
|
||||
|
@ -35,7 +36,9 @@ wm.EventedInput = ig.Input.extend({
|
|||
|
||||
|
||||
keyup: function( event ) {
|
||||
if( event.target.type == 'text' ) { return; }
|
||||
var tag = event.target.tagName;
|
||||
if( tag == 'INPUT' || tag == 'TEXTAREA' ) { return; }
|
||||
|
||||
var code = event.type == 'keyup'
|
||||
? event.keyCode
|
||||
: (event.button == 2 ? ig.KEY.MOUSE2 : ig.KEY.MOUSE1);
|
||||
|
|
|
@ -114,6 +114,11 @@ wm.Weltmeister = ig.Class.extend({
|
|||
$('input#toggleSidebar').toggleClass('active');
|
||||
});
|
||||
|
||||
// Always unfocus current input field when clicking the canvas
|
||||
$('#canvas').mousedown(function(){
|
||||
$('input:focus').blur();
|
||||
});
|
||||
|
||||
|
||||
this.undo = new wm.Undo( wm.config.undoLevels );
|
||||
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 484 B |
|
@ -8,14 +8,16 @@ SET GAME=lib/game/main.js
|
|||
SET OUTPUT_FILE=game.min.js
|
||||
|
||||
|
||||
:: Change CWD to Impact's base dir and bake!
|
||||
:: Change CWD to Impact's base dir
|
||||
cd ../
|
||||
php tools/bake.php %IMPACT_LIBRARY% %GAME% %OUTPUT_FILE%
|
||||
|
||||
|
||||
:: Bake!
|
||||
php tools/bake.php %IMPACT_LIBRARY% %GAME% %OUTPUT_FILE%
|
||||
|
||||
:: If you dont have the php.exe in your PATH uncomment the
|
||||
:: following line and point it to your php.exe
|
||||
|
||||
::c:/php/php.exe bake.php %IMPACT_LIBRARY% %GAME% %OUTPUT_FILE%
|
||||
::c:/php/php.exe tools/bake.php %IMPACT_LIBRARY% %GAME% %OUTPUT_FILE%
|
||||
|
||||
pause
|
Loading…
Reference in a new issue