586 lines
No EOL
14 KiB
JavaScript
Executable file
586 lines
No EOL
14 KiB
JavaScript
Executable file
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// -----------------------------------------------------------------------------
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// Impact Game Engine 1.22
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// http://impactjs.com/
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// -----------------------------------------------------------------------------
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(function(window){ "use strict";
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// -----------------------------------------------------------------------------
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// Native Object extensions
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Number.prototype.map = function(istart, istop, ostart, ostop) {
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return ostart + (ostop - ostart) * ((this - istart) / (istop - istart));
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};
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Number.prototype.limit = function(min, max) {
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return Math.min(max, Math.max(min, this));
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};
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Number.prototype.round = function(precision) {
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precision = Math.pow(10, precision || 0);
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return Math.round(this * precision) / precision;
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};
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Number.prototype.floor = function() {
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return Math.floor(this);
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};
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Number.prototype.ceil = function() {
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return Math.ceil(this);
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};
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Number.prototype.toInt = function() {
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return (this | 0);
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};
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Number.prototype.toRad = function() {
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return (this / 180) * Math.PI;
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};
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Number.prototype.toDeg = function() {
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return (this * 180) / Math.PI;
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};
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Array.prototype.erase = function(item) {
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for( var i = this.length; i--; ) {
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if( this[i] === item ) {
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this.splice(i, 1);
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}
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}
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return this;
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};
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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 (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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// ig Namespace
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window.ig = {
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game: null,
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debug: null,
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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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ready: false,
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baked: false,
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nocache: '',
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ua: {},
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prefix: (window.ImpactPrefix || ''),
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lib: 'lib/',
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_current: null,
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_loadQueue: [],
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_waitForOnload: 0,
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$: function( selector ) {
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return selector.charAt(0) == '#'
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? document.getElementById( selector.substr(1) )
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: document.getElementsByTagName( selector );
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},
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$new: function( name ) {
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return document.createElement( name );
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},
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copy: function( object ) {
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if(
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!object || typeof(object) != 'object' ||
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object instanceof HTMLElement ||
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object instanceof ig.Class
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) {
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return object;
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}
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else if( object instanceof Array ) {
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var c = [];
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for( var i = 0, l = object.length; i < l; i++) {
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c[i] = ig.copy(object[i]);
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}
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return c;
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}
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else {
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var c = {};
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for( var i in object ) {
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c[i] = ig.copy(object[i]);
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}
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return c;
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}
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},
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merge: function( original, extended ) {
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for( var key in extended ) {
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var ext = extended[key];
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if(
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typeof(ext) != 'object' ||
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ext instanceof HTMLElement ||
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ext instanceof ig.Class
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) {
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original[key] = ext;
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}
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else {
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if( !original[key] || typeof(original[key]) != 'object' ) {
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original[key] = (ext instanceof Array) ? [] : {};
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}
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ig.merge( original[key], ext );
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}
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}
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return original;
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},
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ksort: function( obj ) {
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if( !obj || typeof(obj) != 'object' ) {
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return [];
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}
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var keys = [], values = [];
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for( var i in obj ) {
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keys.push(i);
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}
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keys.sort();
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for( var i = 0; i < keys.length; i++ ) {
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values.push( obj[keys[i]] );
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}
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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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throw( "Module '"+ig._current.name+"' defines nothing" );
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}
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if( ig.modules[name] && ig.modules[name].body ) {
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throw( "Module '"+name+"' is already defined" );
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}
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ig._current = {name: name, requires: [], loaded: false, body: null};
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ig.modules[name] = ig._current;
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ig._loadQueue.push(ig._current);
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return ig;
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},
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requires: function() {
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ig._current.requires = Array.prototype.slice.call(arguments);
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return ig;
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},
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defines: function( body ) {
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ig._current.body = body;
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ig._current = null;
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ig._initDOMReady();
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},
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addResource: function( resource ) {
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ig.resources.push( resource );
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},
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setNocache: function( set ) {
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ig.nocache = set
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? '?' + Date.now()
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: '';
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},
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// Stubs for ig.Debug
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log: function() {},
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assert: function( condition, msg ) {},
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show: function( name, number ) {},
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mark: function( msg, color ) {},
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_loadScript: function( name, requiredFrom ) {
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ig.modules[name] = {name: name, requires:[], loaded: false, body: null};
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ig._waitForOnload++;
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var path = ig.prefix + ig.lib + name.replace(/\./g, '/') + '.js' + ig.nocache;
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var script = ig.$new('script');
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script.type = 'text/javascript';
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script.src = path;
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script.onload = function() {
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ig._waitForOnload--;
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ig._execModules();
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};
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script.onerror = function() {
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throw(
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'Failed to load module '+name+' at ' + path + ' ' +
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'required from ' + requiredFrom
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);
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};
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ig.$('head')[0].appendChild(script);
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},
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_execModules: function() {
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var modulesLoaded = false;
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for( var i = 0; i < ig._loadQueue.length; i++ ) {
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var m = ig._loadQueue[i];
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var dependenciesLoaded = true;
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for( var j = 0; j < m.requires.length; j++ ) {
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var name = m.requires[j];
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if( !ig.modules[name] ) {
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dependenciesLoaded = false;
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ig._loadScript( name, m.name );
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}
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else if( !ig.modules[name].loaded ) {
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dependenciesLoaded = false;
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}
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}
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if( dependenciesLoaded && m.body ) {
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ig._loadQueue.splice(i, 1);
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m.loaded = true;
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m.body();
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modulesLoaded = true;
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i--;
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}
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}
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if( modulesLoaded ) {
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ig._execModules();
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}
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// No modules executed, no more files to load but loadQueue not empty?
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// Must be some unresolved dependencies!
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else if( !ig.baked && ig._waitForOnload == 0 && ig._loadQueue.length != 0 ) {
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var unresolved = [];
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for( var i = 0; i < ig._loadQueue.length; i++ ) {
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// Which dependencies aren't loaded?
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var unloaded = [];
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var requires = ig._loadQueue[i].requires;
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for( var j = 0; j < requires.length; j++ ) {
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var m = ig.modules[ requires[j] ];
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if( !m || !m.loaded ) {
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unloaded.push( requires[j] );
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}
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}
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unresolved.push( ig._loadQueue[i].name + ' (requires: ' + unloaded.join(', ') + ')');
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}
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throw(
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'Unresolved (circular?) dependencies. ' +
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"Most likely there's a name/path mismatch for one of the listed modules:\n" +
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unresolved.join('\n')
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);
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}
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},
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_DOMReady: function() {
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if( !ig.modules['dom.ready'].loaded ) {
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if ( !document.body ) {
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return setTimeout( ig._DOMReady, 13 );
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}
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ig.modules['dom.ready'].loaded = true;
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ig._waitForOnload--;
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ig._execModules();
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}
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return 0;
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},
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_boot: function() {
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if( document.location.href.match(/\?nocache/) ) {
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ig.setNocache( true );
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}
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// Probe user agent string
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ig.ua.pixelRatio = window.devicePixelRatio || 1;
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ig.ua.viewport = {
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width: window.innerWidth,
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height: window.innerHeight
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};
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ig.ua.screen = {
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width: window.screen.availWidth * ig.ua.pixelRatio,
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height: window.screen.availHeight * ig.ua.pixelRatio
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};
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ig.ua.iPhone = /iPhone/i.test(navigator.userAgent);
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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 || ig.ua.winPhone;
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ig.ua.touchDevice = (('ontouchstart' in window) || (window.navigator.msMaxTouchPoints));
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},
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_initDOMReady: function() {
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if( ig.modules['dom.ready'] ) {
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ig._execModules();
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return;
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}
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ig._boot();
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ig.modules['dom.ready'] = { requires: [], loaded: false, body: null };
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ig._waitForOnload++;
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if ( document.readyState === 'complete' ) {
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ig._DOMReady();
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}
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else {
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document.addEventListener( 'DOMContentLoaded', ig._DOMReady, false );
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window.addEventListener( 'load', ig._DOMReady, false );
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}
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}
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};
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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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// 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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window.ig.setAnimation = function( callback, element ) {
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var current = next++;
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anims[current] = true;
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var animate = function() {
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if( !anims[current] ) { return; } // deleted?
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window.requestAnimationFrame( animate, element );
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callback();
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};
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window.requestAnimationFrame( animate, element );
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return current;
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};
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window.ig.clearAnimation = function( id ) {
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delete anims[id];
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};
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}
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// [set/clear]Interval fallback
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else {
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window.ig.setAnimation = function( callback, element ) {
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return window.setInterval( callback, 1000/60 );
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};
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window.ig.clearAnimation = function( id ) {
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window.clearInterval( id );
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};
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}
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// -----------------------------------------------------------------------------
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// Class object based on John Resigs code; inspired by base2 and Prototype
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// http://ejohn.org/blog/simple-javascript-inheritance/
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var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\bparent\b/ : /.*/;
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window.ig.Class = function(){};
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var inject = function(prop) {
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var proto = this.prototype;
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var parent = {};
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for( var name in prop ) {
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if(
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typeof(prop[name]) == "function" &&
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typeof(proto[name]) == "function" &&
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fnTest.test(prop[name])
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) {
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parent[name] = proto[name]; // save original function
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proto[name] = (function(name, fn){
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return function() {
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var tmp = this.parent;
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this.parent = parent[name];
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var ret = fn.apply(this, arguments);
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this.parent = tmp;
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return ret;
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};
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})( name, prop[name] );
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}
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else {
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proto[name] = prop[name];
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}
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}
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};
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window.ig.Class.extend = function(prop) {
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var parent = this.prototype;
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initializing = true;
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var prototype = new this();
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initializing = false;
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for( var name in prop ) {
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if(
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typeof(prop[name]) == "function" &&
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typeof(parent[name]) == "function" &&
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fnTest.test(prop[name])
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) {
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prototype[name] = (function(name, fn){
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return function() {
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var tmp = this.parent;
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this.parent = parent[name];
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var ret = fn.apply(this, arguments);
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this.parent = tmp;
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return ret;
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};
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})( name, prop[name] );
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}
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else {
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prototype[name] = prop[name];
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}
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}
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function Class() {
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if( !initializing ) {
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// If this class has a staticInstantiate method, invoke it
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// and check if we got something back. If not, the normal
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// constructor (init) is called.
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if( this.staticInstantiate ) {
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var obj = this.staticInstantiate.apply(this, arguments);
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if( obj ) {
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return obj;
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}
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}
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for( var p in this ) {
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if( typeof(this[p]) == 'object' ) {
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this[p] = ig.copy(this[p]); // deep copy!
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}
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}
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if( this.init ) {
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this.init.apply(this, arguments);
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}
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}
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return this;
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}
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Class.prototype = prototype;
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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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// -----------------------------------------------------------------------------
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// The main() function creates the system, input, sound and game objects,
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// creates a preloader and starts the run loop
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ig.module(
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'impact.impact'
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)
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.requires(
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'dom.ready',
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'impact.loader',
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'impact.system',
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'impact.input',
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'impact.sound'
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)
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.defines(function(){ "use strict";
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ig.main = function( canvasId, gameClass, fps, width, height, scale, loaderClass ) {
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ig.system = new ig.System( canvasId, fps, width, height, scale || 1 );
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ig.input = new ig.Input();
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ig.soundManager = new ig.SoundManager();
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ig.music = new ig.Music();
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ig.ready = true;
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var loader = new (loaderClass || ig.Loader)( gameClass, ig.resources );
|
|
loader.load();
|
|
};
|
|
|
|
}); |