uberpong/dev/lib/impact/impact.js
2013-04-03 21:02:06 +02:00

586 lines
14 KiB
JavaScript
Executable file

// -----------------------------------------------------------------------------
// Impact Game Engine 1.22
// http://impactjs.com/
// -----------------------------------------------------------------------------
(function(window){ "use strict";
// -----------------------------------------------------------------------------
// Native Object extensions
Number.prototype.map = function(istart, istop, ostart, ostop) {
return ostart + (ostop - ostart) * ((this - istart) / (istop - istart));
};
Number.prototype.limit = function(min, max) {
return Math.min(max, Math.max(min, this));
};
Number.prototype.round = function(precision) {
precision = Math.pow(10, precision || 0);
return Math.round(this * precision) / precision;
};
Number.prototype.floor = function() {
return Math.floor(this);
};
Number.prototype.ceil = function() {
return Math.ceil(this);
};
Number.prototype.toInt = function() {
return (this | 0);
};
Number.prototype.toRad = function() {
return (this / 180) * Math.PI;
};
Number.prototype.toDeg = function() {
return (this * 180) / Math.PI;
};
Array.prototype.erase = function(item) {
for( var i = this.length; i--; ) {
if( this[i] === item ) {
this.splice(i, 1);
}
}
return this;
};
Array.prototype.random = function() {
return this[ Math.floor(Math.random() * this.length) ];
};
Function.prototype.bind = Function.prototype.bind || function (oThis) {
if( typeof this !== "function" ) {
throw new TypeError("Function.prototype.bind - what is trying to be bound is not callable");
}
var aArgs = Array.prototype.slice.call(arguments, 1),
fToBind = this,
fNOP = function () {},
fBound = function () {
return fToBind.apply(
(this instanceof fNOP && oThis ? this : oThis),
aArgs.concat(Array.prototype.slice.call(arguments))
);
};
fNOP.prototype = this.prototype;
fBound.prototype = new fNOP();
return fBound;
};
// -----------------------------------------------------------------------------
// ig Namespace
window.ig = {
game: null,
debug: null,
version: '1.22',
global: window,
modules: {},
resources: [],
ready: false,
baked: false,
nocache: '',
ua: {},
prefix: (window.ImpactPrefix || ''),
lib: 'lib/',
_current: null,
_loadQueue: [],
_waitForOnload: 0,
$: function( selector ) {
return selector.charAt(0) == '#'
? document.getElementById( selector.substr(1) )
: document.getElementsByTagName( selector );
},
$new: function( name ) {
return document.createElement( name );
},
copy: function( object ) {
if(
!object || typeof(object) != 'object' ||
object instanceof HTMLElement ||
object instanceof ig.Class
) {
return object;
}
else if( object instanceof Array ) {
var c = [];
for( var i = 0, l = object.length; i < l; i++) {
c[i] = ig.copy(object[i]);
}
return c;
}
else {
var c = {};
for( var i in object ) {
c[i] = ig.copy(object[i]);
}
return c;
}
},
merge: function( original, extended ) {
for( var key in extended ) {
var ext = extended[key];
if(
typeof(ext) != 'object' ||
ext instanceof HTMLElement ||
ext instanceof ig.Class
) {
original[key] = ext;
}
else {
if( !original[key] || typeof(original[key]) != 'object' ) {
original[key] = (ext instanceof Array) ? [] : {};
}
ig.merge( original[key], ext );
}
}
return original;
},
ksort: function( obj ) {
if( !obj || typeof(obj) != 'object' ) {
return [];
}
var keys = [], values = [];
for( var i in obj ) {
keys.push(i);
}
keys.sort();
for( var i = 0; i < keys.length; i++ ) {
values.push( obj[keys[i]] );
}
return values;
},
// Ah, yes. I love vendor prefixes. So much fun!
setVendorAttribute: function( el, attr, val ) {
var uc = attr.charAt(0).toUpperCase() + attr.substr(1);
el[attr] = el['ms'+uc] = el['moz'+uc] = el['webkit'+uc] = el['o'+uc] = val;
},
getVendorAttribute: function( el, attr ) {
var uc = attr.charAt(0).toUpperCase() + attr.substr(1);
return el[attr] || el['ms'+uc] || el['moz'+uc] || el['webkit'+uc] || el['o'+uc];
},
normalizeVendorAttribute: function( el, attr ) {
var prefixedVal = ig.getVendorAttribute( el, attr );
if( !el[attr] && prefixedVal ) {
el[attr] = prefixedVal;
}
},
// This function normalizes getImageData to extract the real, actual
// pixels from an image. The naive method recently failed on retina
// devices with a backgingStoreRatio != 1
getImagePixels: function( image, x, y, width, height ) {
var canvas = ig.$new('canvas');
canvas.width = image.width;
canvas.height = image.height;
var ctx = canvas.getContext('2d');
// Try to draw pixels as accurately as possible
ig.System.SCALE.CRISP(canvas, ctx);
var ratio = ig.getVendorAttribute( ctx, 'backingStorePixelRatio' ) || 1;
ig.normalizeVendorAttribute( ctx, 'getImageDataHD' );
var realWidth = image.width / ratio,
realHeight = image.height / ratio;
canvas.width = Math.ceil( realWidth );
canvas.height = Math.ceil( realHeight );
ctx.drawImage( image, 0, 0, realWidth, realHeight );
return (ratio === 1)
? ctx.getImageData( x, y, width, height )
: ctx.getImageDataHD( x, y, width, height );
},
module: function( name ) {
if( ig._current ) {
throw( "Module '"+ig._current.name+"' defines nothing" );
}
if( ig.modules[name] && ig.modules[name].body ) {
throw( "Module '"+name+"' is already defined" );
}
ig._current = {name: name, requires: [], loaded: false, body: null};
ig.modules[name] = ig._current;
ig._loadQueue.push(ig._current);
return ig;
},
requires: function() {
ig._current.requires = Array.prototype.slice.call(arguments);
return ig;
},
defines: function( body ) {
ig._current.body = body;
ig._current = null;
ig._initDOMReady();
},
addResource: function( resource ) {
ig.resources.push( resource );
},
setNocache: function( set ) {
ig.nocache = set
? '?' + Date.now()
: '';
},
// Stubs for ig.Debug
log: function() {},
assert: function( condition, msg ) {},
show: function( name, number ) {},
mark: function( msg, color ) {},
_loadScript: function( name, requiredFrom ) {
ig.modules[name] = {name: name, requires:[], loaded: false, body: null};
ig._waitForOnload++;
var path = ig.prefix + ig.lib + name.replace(/\./g, '/') + '.js' + ig.nocache;
var script = ig.$new('script');
script.type = 'text/javascript';
script.src = path;
script.onload = function() {
ig._waitForOnload--;
ig._execModules();
};
script.onerror = function() {
throw(
'Failed to load module '+name+' at ' + path + ' ' +
'required from ' + requiredFrom
);
};
ig.$('head')[0].appendChild(script);
},
_execModules: function() {
var modulesLoaded = false;
for( var i = 0; i < ig._loadQueue.length; i++ ) {
var m = ig._loadQueue[i];
var dependenciesLoaded = true;
for( var j = 0; j < m.requires.length; j++ ) {
var name = m.requires[j];
if( !ig.modules[name] ) {
dependenciesLoaded = false;
ig._loadScript( name, m.name );
}
else if( !ig.modules[name].loaded ) {
dependenciesLoaded = false;
}
}
if( dependenciesLoaded && m.body ) {
ig._loadQueue.splice(i, 1);
m.loaded = true;
m.body();
modulesLoaded = true;
i--;
}
}
if( modulesLoaded ) {
ig._execModules();
}
// No modules executed, no more files to load but loadQueue not empty?
// Must be some unresolved dependencies!
else if( !ig.baked && ig._waitForOnload == 0 && ig._loadQueue.length != 0 ) {
var unresolved = [];
for( var i = 0; i < ig._loadQueue.length; i++ ) {
// Which dependencies aren't loaded?
var unloaded = [];
var requires = ig._loadQueue[i].requires;
for( var j = 0; j < requires.length; j++ ) {
var m = ig.modules[ requires[j] ];
if( !m || !m.loaded ) {
unloaded.push( requires[j] );
}
}
unresolved.push( ig._loadQueue[i].name + ' (requires: ' + unloaded.join(', ') + ')');
}
throw(
'Unresolved (circular?) dependencies. ' +
"Most likely there's a name/path mismatch for one of the listed modules:\n" +
unresolved.join('\n')
);
}
},
_DOMReady: function() {
if( !ig.modules['dom.ready'].loaded ) {
if ( !document.body ) {
return setTimeout( ig._DOMReady, 13 );
}
ig.modules['dom.ready'].loaded = true;
ig._waitForOnload--;
ig._execModules();
}
return 0;
},
_boot: function() {
if( document.location.href.match(/\?nocache/) ) {
ig.setNocache( true );
}
// Probe user agent string
ig.ua.pixelRatio = window.devicePixelRatio || 1;
ig.ua.viewport = {
width: window.innerWidth,
height: window.innerHeight
};
ig.ua.screen = {
width: window.screen.availWidth * ig.ua.pixelRatio,
height: window.screen.availHeight * ig.ua.pixelRatio
};
ig.ua.iPhone = /iPhone/i.test(navigator.userAgent);
ig.ua.iPhone4 = (ig.ua.iPhone && ig.ua.pixelRatio == 2);
ig.ua.iPad = /iPad/i.test(navigator.userAgent);
ig.ua.android = /android/i.test(navigator.userAgent);
ig.ua.winPhone = /Windows Phone/i.test(navigator.userAgent);
ig.ua.iOS = ig.ua.iPhone || ig.ua.iPad;
ig.ua.mobile = ig.ua.iOS || ig.ua.android || ig.ua.winPhone;
ig.ua.touchDevice = (('ontouchstart' in window) || (window.navigator.msMaxTouchPoints));
},
_initDOMReady: function() {
if( ig.modules['dom.ready'] ) {
ig._execModules();
return;
}
ig._boot();
ig.modules['dom.ready'] = { requires: [], loaded: false, body: null };
ig._waitForOnload++;
if ( document.readyState === 'complete' ) {
ig._DOMReady();
}
else {
document.addEventListener( 'DOMContentLoaded', ig._DOMReady, false );
window.addEventListener( 'load', ig._DOMReady, false );
}
}
};
// -----------------------------------------------------------------------------
// Provide ig.setAnimation and ig.clearAnimation as a compatible way to use
// requestAnimationFrame if available or setInterval otherwise
// Use requestAnimationFrame if available
ig.normalizeVendorAttribute( window, 'requestAnimationFrame' );
if( window.requestAnimationFrame ) {
var next = 1,
anims = {};
window.ig.setAnimation = function( callback, element ) {
var current = next++;
anims[current] = true;
var animate = function() {
if( !anims[current] ) { return; } // deleted?
window.requestAnimationFrame( animate, element );
callback();
};
window.requestAnimationFrame( animate, element );
return current;
};
window.ig.clearAnimation = function( id ) {
delete anims[id];
};
}
// [set/clear]Interval fallback
else {
window.ig.setAnimation = function( callback, element ) {
return window.setInterval( callback, 1000/60 );
};
window.ig.clearAnimation = function( id ) {
window.clearInterval( id );
};
}
// -----------------------------------------------------------------------------
// Class object based on John Resigs code; inspired by base2 and Prototype
// http://ejohn.org/blog/simple-javascript-inheritance/
var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\bparent\b/ : /.*/;
window.ig.Class = function(){};
var inject = function(prop) {
var proto = this.prototype;
var parent = {};
for( var name in prop ) {
if(
typeof(prop[name]) == "function" &&
typeof(proto[name]) == "function" &&
fnTest.test(prop[name])
) {
parent[name] = proto[name]; // save original function
proto[name] = (function(name, fn){
return function() {
var tmp = this.parent;
this.parent = parent[name];
var ret = fn.apply(this, arguments);
this.parent = tmp;
return ret;
};
})( name, prop[name] );
}
else {
proto[name] = prop[name];
}
}
};
window.ig.Class.extend = function(prop) {
var parent = this.prototype;
initializing = true;
var prototype = new this();
initializing = false;
for( var name in prop ) {
if(
typeof(prop[name]) == "function" &&
typeof(parent[name]) == "function" &&
fnTest.test(prop[name])
) {
prototype[name] = (function(name, fn){
return function() {
var tmp = this.parent;
this.parent = parent[name];
var ret = fn.apply(this, arguments);
this.parent = tmp;
return ret;
};
})( name, prop[name] );
}
else {
prototype[name] = prop[name];
}
}
function Class() {
if( !initializing ) {
// If this class has a staticInstantiate method, invoke it
// and check if we got something back. If not, the normal
// constructor (init) is called.
if( this.staticInstantiate ) {
var obj = this.staticInstantiate.apply(this, arguments);
if( obj ) {
return obj;
}
}
for( var p in this ) {
if( typeof(this[p]) == 'object' ) {
this[p] = ig.copy(this[p]); // deep copy!
}
}
if( this.init ) {
this.init.apply(this, arguments);
}
}
return this;
}
Class.prototype = prototype;
Class.prototype.constructor = Class;
Class.extend = window.ig.Class.extend;
Class.inject = inject;
return Class;
};
// Merge the ImpactMixin - if present - into the 'ig' namespace. This gives other
// code the chance to modify 'ig' before it's doing any work.
if( window.ImpactMixin ) {
ig.merge(ig, window.ImpactMixin);
}
})(window);
// -----------------------------------------------------------------------------
// The main() function creates the system, input, sound and game objects,
// creates a preloader and starts the run loop
ig.module(
'impact.impact'
)
.requires(
'dom.ready',
'impact.loader',
'impact.system',
'impact.input',
'impact.sound'
)
.defines(function(){ "use strict";
ig.main = function( canvasId, gameClass, fps, width, height, scale, loaderClass ) {
ig.system = new ig.System( canvasId, fps, width, height, scale || 1 );
ig.input = new ig.Input();
ig.soundManager = new ig.SoundManager();
ig.music = new ig.Music();
ig.ready = true;
var loader = new (loaderClass || ig.Loader)( gameClass, ig.resources );
loader.load();
};
});