uberpong/dev/lib/impact/system.js
2012-06-22 17:26:53 +02:00

121 lines
2.3 KiB
JavaScript
Executable file

ig.module(
'impact.system'
)
.requires(
'impact.timer',
'impact.image'
)
.defines(function(){ "use strict";
ig.System = ig.Class.extend({
fps: 30,
width: 320,
height: 240,
realWidth: 320,
realHeight: 240,
scale: 1,
tick: 0,
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');
this.getDrawPos = ig.System.drawMode;
},
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() {
ig.clearAnimation( this.animationId );
this.running = false;
},
startRunLoop: function() {
this.stopRunLoop();
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
});
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;
});