2017-08-14 17:07:15 +02:00
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/*
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2017-08-24 22:30:10 +02:00
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* Kontra.js v3.0.0 (Custom Build on 2017-08-24) | MIT
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* Build: --files assets,gameLoop,pool,quadtree,sprite,spriteSheet
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2017-08-14 17:07:15 +02:00
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*/
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2017-08-24 22:30:10 +02:00
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2017-08-14 17:07:15 +02:00
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this.kontra = {
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/**
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* Initialize the canvas.
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* @memberof kontra
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*
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* @param {string|HTMLCanvasElement} canvas - Main canvas ID or Element for the game.
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*/
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init: function init(canvas) {
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// check if canvas is a string first, an element next, or default to getting
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// first canvas on page
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var canvasEl = this.canvas = document.getElementById(canvas) ||
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canvas ||
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document.querySelector('canvas');
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if (!this._isCanvas(canvasEl)) {
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throw Error('You must provide a canvas element for the game');
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}
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this.context = canvasEl.getContext('2d');
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},
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/**
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* Noop function.
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* @see https://stackoverflow.com/questions/21634886/what-is-the-javascript-convention-for-no-operation#comment61796464_33458430
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* @memberof kontra
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* @private
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*
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* The new operator is required when using sinon.stub to replace with the noop.
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*/
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_noop: new Function,
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/*
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* Determine if a value is a String.
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* @see https://github.com/jed/140bytes/wiki/Byte-saving-techniques#coercion-to-test-for-types
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* @memberof kontra
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* @private
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*
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* @param {*} value - Value to test.
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*
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* @returns {boolean}
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*/
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_isString: function isString(value) {
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return ''+value === value;
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},
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/**
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* Determine if a value is a Number.
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* @see https://github.com/jed/140bytes/wiki/Byte-saving-techniques#coercion-to-test-for-types
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* @memberof kontra
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* @private
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*
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* @param {*} value - Value to test.
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*
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* @returns {boolean}
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*/
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_isNumber: function isNumber(value) {
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return +value === value;
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},
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/**
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* Determine if a value is a Function.
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* @memberof kontra
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* @private
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*
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* @param {*} value - Value to test.
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*
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* @returns {boolean}
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*/
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_isFunc: function isFunction(value) {
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return typeof value === 'function';
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},
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/**
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* Determine if a value is an Image. An image can also be a canvas element for
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* the purposes of drawing using drawImage().
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* @memberof kontra
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* @private
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*
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* @param {*} value - Value to test.
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*
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* @returns {boolean}
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*/
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_isImage: function isImage(value) {
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return !!value && value.nodeName === 'IMG' || this._isCanvas(value);
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},
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/**
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* Determine if a value is a Canvas.
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* @memberof kontra
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* @private
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*
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* @param {*} value - Value to test.
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*
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* @returns {boolean}
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*/
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_isCanvas: function isCanvas(value) {
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return !!value && value.nodeName === 'CANVAS';
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}
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};
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2017-08-24 22:30:10 +02:00
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(function(Promise) {
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var imageRegex = /(jpeg|jpg|gif|png)$/;
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var audioRegex = /(wav|mp3|ogg|aac)$/;
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var noRegex = /^no$/;
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// audio playability
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// @see https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
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var audio = new Audio();
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var canUse = {
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wav: '',
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mp3: audio.canPlayType('audio/mpeg;').replace(noRegex,''),
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ogg: audio.canPlayType('audio/ogg; codecs="vorbis"').replace(noRegex,''),
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aac: audio.canPlayType('audio/aac;').replace(noRegex,''),
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};
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/**
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* Join a path with proper separators.
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* @see https://stackoverflow.com/a/43888647/2124254
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*/
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function joinPath() {
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var path = [], i = 0;
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for (; i < arguments.length; i++) {
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if (arguments[i]) {
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// replace slashes at the beginning or end of a path
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// replace 2 or more slashes at the beginning of the first path to
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// preserve root routes (/root)
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path.push( arguments[i].trim().replace(new RegExp('(^[\/]{' + (path[0] ? 1 : 2) + ',}|[\/]*$)', 'g'), '') );
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}
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}
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return path.join('/');
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}
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/**
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* Get the extension of an asset.
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*
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* @param {string} url - The URL to the asset.
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*
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* @returns {string}
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*/
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function getExtension(url) {
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return url.split('.').pop();
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}
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/**
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* Get the name of an asset.
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*
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* @param {string} url - The URL to the asset.
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*
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* @returns {string}
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*/
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function getName(url) {
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var name = url.replace('.' + getExtension(url), '');
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// remove slash if there is no folder in the path
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return (name.indexOf('/') == 0 && name.lastIndexOf('/') == 0 ? name.substr(1) : name);
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}
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/**
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* Load an Image file. Uses imagePath to resolve URL.
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* @memberOf kontra.assets
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* @private
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*
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* @param {string} url - The URL to the Image file.
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*
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* @returns {Promise} A deferred promise. Promise resolves with the Image.
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*
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* @example
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* kontra.loadImage('car.png');
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* kontra.loadImage('autobots/truck.png');
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*/
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function loadImage(url) {
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var name = getName(url);
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var image = new Image();
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var self = kontra.assets;
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var imageAssets = self.images;
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url = joinPath(self.imagePath, url);
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return new Promise(function(resolve, reject) {
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image.onload = function loadImageOnLoad() {
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imageAssets[name] = imageAssets[url] = this;
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resolve(this);
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};
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image.onerror = function loadImageOnError() {
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reject('Unable to load image ' + url);
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};
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image.src = url;
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});
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}
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/**
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* Load an Audio file. Supports loading multiple audio formats which will be resolved by
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* the browser in the order listed. Uses audioPath to resolve URL.
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* @memberOf kontra.assets
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* @private
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*
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* @param {string|string[]} url - The URL to the Audio file.
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*
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* @returns {Promise} A deferred promise. Promise resolves with the Audio.
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*
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* @example
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* kontra.loadAudio('sound_effects/laser.mp3');
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* kontra.loadAudio(['explosion.mp3', 'explosion.m4a', 'explosion.ogg']);
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*/
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function loadAudio(url) {
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var self = kontra.assets;
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var audioAssets = self.audio;
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var audioPath = self.audioPath;
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var source, name, playableSource, audio, i;
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if (!Array.isArray(url)) {
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url = [url];
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}
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return new Promise(function(resolve, reject) {
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// determine which audio format the browser can play
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for (i = 0; (source = url[i]); i++) {
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if ( canUse[getExtension(source)] ) {
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playableSource = source;
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break;
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}
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}
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if (!playableSource) {
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reject('cannot play any of the audio formats provided');
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}
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else {
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name = getName(playableSource);
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audio = new Audio();
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source = joinPath(audioPath, playableSource);
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audio.addEventListener('canplay', function loadAudioOnLoad() {
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audioAssets[name] = audioAssets[source] = this;
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resolve(this);
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});
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audio.onerror = function loadAudioOnError() {
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reject('Unable to load audio ' + source);
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};
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audio.src = source;
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audio.load();
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}
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});
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}
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/**
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* Load a data file (be it text or JSON). Uses dataPath to resolve URL.
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* @memberOf kontra.assets
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* @private
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*
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* @param {string} url - The URL to the data file.
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*
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* @returns {Promise} A deferred promise. Resolves with the data or parsed JSON.
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*
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* @example
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* kontra.loadData('bio.json');
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* kontra.loadData('dialog.txt');
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*/
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function loadData(url) {
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var name = getName(url);
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var req = new XMLHttpRequest();
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var self = kontra.assets;
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var dataAssets = self.data;
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url = joinPath(self.dataPath, url);
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return new Promise(function(resolve, reject) {
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req.addEventListener('load', function loadDataOnLoad() {
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var data = req.responseText;
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if (req.status !== 200) {
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return reject(data);
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}
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try {
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data = JSON.parse(data);
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}
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catch(e) {}
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dataAssets[name] = dataAssets[url] = data;
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resolve(data);
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});
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req.open('GET', url, true);
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req.send();
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});
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}
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/**
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* Object for loading assets.
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*/
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kontra.assets = {
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// all assets are stored by name as well as by URL
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images: {},
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audio: {},
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data: {},
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// base asset path for determining asset URLs
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imagePath: '',
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audioPath: '',
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dataPath: '',
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/**
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* Load an Image, Audio, or data file.
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* @memberOf kontra.assets
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*
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* @param {string|string[]} - Comma separated list of assets to load.
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*
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* @returns {Promise}
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*
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* @example
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* kontra.loadAsset('car.png');
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* kontra.loadAsset(['explosion.mp3', 'explosion.ogg']);
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* kontra.loadAsset('bio.json');
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* kontra.loadAsset('car.png', ['explosion.mp3', 'explosion.ogg'], 'bio.json');
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*/
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load: function loadAsset() {
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var promises = [];
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var url, extension, asset, i, promise;
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for (i = 0; (asset = arguments[i]); i++) {
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url = (Array.isArray(asset) ? asset[0] : asset);
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extension = getExtension(url);
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if (extension.match(imageRegex)) {
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promise = loadImage(asset);
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}
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else if (extension.match(audioRegex)) {
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promise = loadAudio(asset);
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}
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else {
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promise = loadData(asset);
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}
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promises.push(promise);
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}
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return Promise.all(promises);
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},
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2017-08-14 17:07:15 +02:00
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2017-08-24 22:30:10 +02:00
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// expose properties for testing
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_canUse: canUse,
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};
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})(Promise);
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2017-08-14 17:07:15 +02:00
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(function(kontra, requestAnimationFrame, performance) {
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/**
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* Game loop that updates and renders the game every frame.
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* @memberof kontra
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*
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* @param {object} properties - Properties of the game loop.
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* @param {number} [properties.fps=60] - Desired frame rate.
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* @param {boolean} [properties.clearCanvas=true] - Clear the canvas every frame.
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* @param {function} properties.update - Function called to update the game.
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* @param {function} properties.render - Function called to render the game.
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*/
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kontra.gameLoop = function(properties) {
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properties = properties || {};
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// check for required functions
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if ( !(kontra._isFunc(properties.update) && kontra._isFunc(properties.render)) ) {
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throw Error('You must provide update() and render() functions');
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}
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// animation variables
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var fps = properties.fps || 60;
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var accumulator = 0;
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var delta = 1E3 / fps; // delta between performance.now timings (in ms)
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var step = 1 / fps;
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var clear = (properties.clearCanvas === false ?
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kontra._noop :
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function clear() {
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kontra.context.clearRect(0,0,kontra.canvas.width,kontra.canvas.height);
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});
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var last, rAF, now, dt;
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/**
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* Called every frame of the game loop.
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*/
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function frame() {
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rAF = requestAnimationFrame(frame);
|
|
|
|
|
|
|
|
now = performance.now();
|
|
|
|
dt = now - last;
|
|
|
|
last = now;
|
|
|
|
|
|
|
|
// prevent updating the game with a very large dt if the game were to lose focus
|
|
|
|
// and then regain focus later
|
|
|
|
if (dt > 1E3) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
accumulator += dt;
|
|
|
|
|
|
|
|
while (accumulator >= delta) {
|
|
|
|
gameLoop.update(step);
|
|
|
|
|
|
|
|
accumulator -= delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
clear();
|
|
|
|
gameLoop.render();
|
|
|
|
}
|
|
|
|
|
|
|
|
// game loop object
|
|
|
|
var gameLoop = {
|
|
|
|
update: properties.update,
|
|
|
|
render: properties.render,
|
|
|
|
isStopped: true,
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Start the game loop.
|
|
|
|
* @memberof kontra.gameLoop
|
|
|
|
*/
|
|
|
|
start: function start() {
|
|
|
|
last = performance.now();
|
|
|
|
this.isStopped = false;
|
|
|
|
requestAnimationFrame(frame);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Stop the game loop.
|
|
|
|
*/
|
|
|
|
stop: function stop() {
|
|
|
|
this.isStopped = true;
|
|
|
|
cancelAnimationFrame(rAF);
|
|
|
|
},
|
|
|
|
|
|
|
|
// expose properties for testing
|
|
|
|
_frame: frame,
|
|
|
|
set _last(value) {
|
|
|
|
last = value;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
return gameLoop;
|
|
|
|
};
|
|
|
|
})(kontra, requestAnimationFrame, performance);
|
2017-08-24 22:30:10 +02:00
|
|
|
(function(kontra) {
|
2017-08-14 17:07:15 +02:00
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Object pool. The pool will grow in size to accommodate as many objects as are needed.
|
|
|
|
* Unused items are at the front of the pool and in use items are at the of the pool.
|
|
|
|
* @memberof kontra
|
2017-08-14 17:07:15 +02:00
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {object} properties - Properties of the pool.
|
|
|
|
* @param {function} properties.create - Function that returns the object to use in the pool.
|
|
|
|
* @param {number} properties.maxSize - The maximum size that the pool will grow to.
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
kontra.pool = function(properties) {
|
|
|
|
properties = properties || {};
|
|
|
|
|
|
|
|
var lastIndex = 0;
|
|
|
|
var inUse = 0;
|
|
|
|
var obj;
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
// check for the correct structure of the objects added to pools so we know that the
|
|
|
|
// rest of the pool code will work without errors
|
|
|
|
if (!kontra._isFunc(properties.create) ||
|
|
|
|
( !( obj = properties.create() ) ||
|
|
|
|
!( kontra._isFunc(obj.update) && kontra._isFunc(obj.init) &&
|
|
|
|
kontra._isFunc(obj.isAlive) )
|
|
|
|
)) {
|
|
|
|
throw Error('Must provide create() function which returns an object with init(), update(), and isAlive() functions');
|
2017-08-14 17:07:15 +02:00
|
|
|
}
|
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
return {
|
|
|
|
create: properties.create,
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
// start the pool with an object
|
|
|
|
objects: [obj],
|
|
|
|
size: 1,
|
|
|
|
maxSize: properties.maxSize || Infinity,
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
/**
|
|
|
|
* Get an object from the pool.
|
|
|
|
* @memberof kontra.pool
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties to pass to object.init().
|
|
|
|
*/
|
|
|
|
get: function get(properties) {
|
|
|
|
properties = properties || {};
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
// the pool is out of objects if the first object is in use and it can't grow
|
|
|
|
if (this.objects[0].isAlive()) {
|
|
|
|
if (this.size === this.maxSize) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// double the size of the array by filling it with twice as many objects
|
|
|
|
else {
|
|
|
|
for (var x = 0; x < this.size && this.objects.length < this.maxSize; x++) {
|
|
|
|
this.objects.unshift(this.create());
|
|
|
|
}
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
this.size = this.objects.length;
|
|
|
|
lastIndex = this.size - 1;
|
|
|
|
}
|
|
|
|
}
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
// save off first object in pool to reassign to last object after unshift
|
|
|
|
var obj = this.objects[0];
|
|
|
|
obj.init(properties);
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
// unshift the array
|
|
|
|
for (var i = 1; i < this.size; i++) {
|
|
|
|
this.objects[i-1] = this.objects[i];
|
|
|
|
}
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
this.objects[lastIndex] = obj;
|
|
|
|
inUse++;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Return all objects that are alive from the pool.
|
|
|
|
* @memberof kontra.pool
|
|
|
|
*
|
|
|
|
* @returns {object[]}
|
|
|
|
*/
|
|
|
|
getAliveObjects: function getAliveObjects() {
|
|
|
|
return this.objects.slice(this.objects.length - inUse);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clear the object pool.
|
|
|
|
* @memberof kontra.pool
|
|
|
|
*/
|
|
|
|
clear: function clear() {
|
|
|
|
inUse = lastIndex = this.objects.length = 0;
|
|
|
|
this.size = 1;
|
|
|
|
this.objects.push(this.create());
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update all alive pool objects.
|
|
|
|
* @memberof kontra.pool
|
|
|
|
*
|
|
|
|
* @param {number} dt - Time since last update.
|
|
|
|
*/
|
|
|
|
update: function update(dt) {
|
|
|
|
var i = lastIndex;
|
|
|
|
var obj;
|
|
|
|
|
|
|
|
// If the user kills an object outside of the update cycle, the pool won't know of
|
|
|
|
// the change until the next update and inUse won't be decremented. If the user then
|
|
|
|
// gets an object when inUse is the same size as objects.length, inUse will increment
|
|
|
|
// and this statement will evaluate to -1.
|
|
|
|
//
|
|
|
|
// I don't like having to go through the pool to kill an object as it forces you to
|
|
|
|
// know which object came from which pool. Instead, we'll just prevent the index from
|
|
|
|
// going below 0 and accept the fact that inUse may be out of sync for a frame.
|
|
|
|
var index = Math.max(this.objects.length - inUse, 0);
|
|
|
|
|
|
|
|
// only iterate over the objects that are alive
|
|
|
|
while (i >= index) {
|
|
|
|
obj = this.objects[i];
|
|
|
|
|
|
|
|
obj.update(dt);
|
|
|
|
|
|
|
|
// if the object is dead, move it to the front of the pool
|
|
|
|
if (!obj.isAlive()) {
|
|
|
|
|
|
|
|
// push an object from the middle of the pool to the front of the pool
|
|
|
|
// without returning a new array through Array#splice to avoid garbage
|
|
|
|
// collection of the old array
|
|
|
|
// @see http://jsperf.com/object-pools-array-vs-loop
|
|
|
|
for (var j = i; j > 0; j--) {
|
|
|
|
this.objects[j] = this.objects[j-1];
|
|
|
|
}
|
|
|
|
|
|
|
|
this.objects[0] = obj;
|
|
|
|
inUse--;
|
|
|
|
index++;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
i--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* render all alive pool objects.
|
|
|
|
* @memberof kontra.pool
|
|
|
|
*/
|
|
|
|
render: function render() {
|
|
|
|
var index = Math.max(this.objects.length - inUse, 0);
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
for (var i = lastIndex; i >= index; i--) {
|
|
|
|
this.objects[i].render && this.objects[i].render();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
})(kontra);
|
|
|
|
(function(kontra) {
|
2017-08-14 17:07:15 +02:00
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* A quadtree for 2D collision checking. The quadtree acts like an object pool in that it
|
|
|
|
* will create subnodes as objects are needed but it won't clean up the subnodes when it
|
|
|
|
* collapses to avoid garbage collection.
|
2017-08-14 17:07:15 +02:00
|
|
|
* @memberof kontra
|
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {object} properties - Properties of the quadtree.
|
|
|
|
* @param {number} [properties.maxDepth=3] - Maximum node depths the quadtree can have.
|
|
|
|
* @param {number} [properties.maxObjects=25] - Maximum number of objects a node can support before splitting.
|
|
|
|
* @param {object} [properties.bounds] - The 2D space this node occupies.
|
|
|
|
* @param {object} [properties.parent] - Private. The node that contains this node.
|
|
|
|
* @param {number} [properties.depth=0] - Private. Current node depth.
|
|
|
|
*
|
|
|
|
* The quadrant indices are numbered as follows (following a z-order curve):
|
|
|
|
* |
|
|
|
|
* 0 | 1
|
|
|
|
* ----+----
|
|
|
|
* 2 | 3
|
|
|
|
* |
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
kontra.quadtree = function(properties) {
|
|
|
|
var quadtree = Object.create(kontra.quadtree.prototype);
|
|
|
|
quadtree._init(properties);
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
return quadtree;
|
2017-08-14 17:07:15 +02:00
|
|
|
};
|
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
kontra.quadtree.prototype = {
|
2017-08-14 17:07:15 +02:00
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Initialize properties on the quadtree.
|
|
|
|
* @memberof kontra.quadtree
|
2017-08-14 17:07:15 +02:00
|
|
|
* @private
|
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {object} properties - Properties of the quadtree.
|
|
|
|
* @param {number} [properties.maxDepth=3] - Maximum node depths the quadtree can have.
|
|
|
|
* @param {number} [properties.maxObjects=25] - Maximum number of objects a node can support before splitting.
|
|
|
|
* @param {object} [properties.bounds] - The 2D space this node occupies.
|
|
|
|
* @param {object} [properties.parent] - Private. The node that contains this node.
|
|
|
|
* @param {number} [properties.depth=0] - Private. Current node depth.
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
_init: function init(properties) {
|
|
|
|
properties = properties || {};
|
|
|
|
|
|
|
|
this.maxDepth = properties.maxDepth || 3;
|
|
|
|
this.maxObjects = properties.maxObjects || 25;
|
|
|
|
|
|
|
|
// since we won't clean up any subnodes, we need to keep track of which nodes are
|
|
|
|
// currently the leaf node so we know which nodes to add objects to
|
|
|
|
this._branch = false;
|
|
|
|
this._depth = properties.depth || 0;
|
|
|
|
this._parent = properties.parent;
|
|
|
|
|
|
|
|
this.bounds = properties.bounds || {
|
|
|
|
x: 0,
|
|
|
|
y: 0,
|
|
|
|
width: kontra.canvas.width,
|
|
|
|
height: kontra.canvas.height
|
|
|
|
};
|
|
|
|
|
|
|
|
this.objects = [];
|
|
|
|
this.subnodes = [];
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Clear the quadtree
|
|
|
|
* @memberof kontra.quadtree
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
clear: function clear() {
|
|
|
|
if (this._branch) {
|
|
|
|
for (var i = 0; i < 4; i++) {
|
|
|
|
this.subnodes[i].clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this._branch = false;
|
|
|
|
this.objects.length = 0;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Find the leaf node the object belongs to and get all objects that are part of
|
|
|
|
* that node.
|
|
|
|
* @memberof kontra.quadtree
|
|
|
|
*
|
|
|
|
* @param {object} object - Object to use for finding the leaf node.
|
|
|
|
*
|
|
|
|
* @returns {object[]} A list of objects in the same leaf node as the object.
|
|
|
|
*/
|
|
|
|
get: function get(object) {
|
|
|
|
var objects = [];
|
|
|
|
var indices, i;
|
|
|
|
|
|
|
|
// traverse the tree until we get to a leaf node
|
|
|
|
while (this.subnodes.length && this._branch) {
|
|
|
|
indices = this._getIndex(object);
|
|
|
|
|
|
|
|
for (i = 0; i < indices.length; i++) {
|
|
|
|
objects.push.apply(objects, this.subnodes[ indices[i] ].get(object));
|
|
|
|
}
|
|
|
|
|
|
|
|
return objects;
|
|
|
|
}
|
|
|
|
|
|
|
|
return this.objects;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add an object to the quadtree. Once the number of objects in the node exceeds
|
|
|
|
* the maximum number of objects allowed, it will split and move all objects to their
|
|
|
|
* corresponding subnodes.
|
|
|
|
* @memberof kontra.quadtree
|
|
|
|
*
|
|
|
|
* @param {...object|object[]} Objects to add to the quadtree
|
|
|
|
*
|
|
|
|
* @example
|
|
|
|
* kontra.quadtree().add({id:1}, {id:2}, {id:3});
|
|
|
|
* kontra.quadtree().add([{id:1}, {id:2}], {id:3});
|
|
|
|
*/
|
|
|
|
add: function add() {
|
|
|
|
var i, j, object, obj, indices, index;
|
|
|
|
|
|
|
|
for (j = 0; j < arguments.length; j++) {
|
|
|
|
object = arguments[j];
|
|
|
|
|
|
|
|
// add a group of objects separately
|
|
|
|
if (Array.isArray(object)) {
|
|
|
|
this.add.apply(this, object);
|
|
|
|
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// current node has subnodes, so we need to add this object into a subnode
|
|
|
|
if (this.subnodes.length && this._branch) {
|
|
|
|
this._add2Sub(object);
|
|
|
|
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// this node is a leaf node so add the object to it
|
|
|
|
this.objects.push(object);
|
|
|
|
|
|
|
|
// split the node if there are too many objects
|
|
|
|
if (this.objects.length > this.maxObjects && this._depth < this.maxDepth) {
|
|
|
|
this._split();
|
|
|
|
|
|
|
|
// move all objects to their corresponding subnodes
|
|
|
|
for (i = 0; (obj = this.objects[i]); i++) {
|
|
|
|
this._add2Sub(obj);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.objects.length = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add an object to a subnode.
|
|
|
|
* @memberof kontra.quadtree
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {object} object - Object to add into a subnode
|
|
|
|
*/
|
|
|
|
_add2Sub: function addToSubnode(object) {
|
|
|
|
var indices = this._getIndex(object);
|
|
|
|
var i;
|
|
|
|
|
|
|
|
// add the object to all subnodes it intersects
|
|
|
|
for (i = 0; i < indices.length; i++) {
|
|
|
|
this.subnodes[ indices[i] ].add(object);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Determine which subnodes the object intersects with.
|
|
|
|
* @memberof kontra.quadtree
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {object} object - Object to check.
|
|
|
|
*
|
|
|
|
* @returns {number[]} List of all subnodes object intersects.
|
|
|
|
*/
|
|
|
|
_getIndex: function getIndex(object) {
|
|
|
|
var indices = [];
|
|
|
|
|
|
|
|
var verticalMidpoint = this.bounds.x + this.bounds.width / 2;
|
|
|
|
var horizontalMidpoint = this.bounds.y + this.bounds.height / 2;
|
|
|
|
|
|
|
|
// save off quadrant checks for reuse
|
|
|
|
var intersectsTopQuadrants = object.y < horizontalMidpoint && object.y + object.height >= this.bounds.y;
|
|
|
|
var intersectsBottomQuadrants = object.y + object.height >= horizontalMidpoint && object.y < this.bounds.y + this.bounds.height;
|
|
|
|
|
|
|
|
// object intersects with the left quadrants
|
|
|
|
if (object.x < verticalMidpoint && object.x + object.width >= this.bounds.x) {
|
|
|
|
if (intersectsTopQuadrants) { // top left
|
|
|
|
indices.push(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (intersectsBottomQuadrants) { // bottom left
|
|
|
|
indices.push(2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// object intersects with the right quadrants
|
|
|
|
if (object.x + object.width >= verticalMidpoint && object.x < this.bounds.x + this.bounds.width) { // top right
|
|
|
|
if (intersectsTopQuadrants) {
|
|
|
|
indices.push(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (intersectsBottomQuadrants) { // bottom right
|
|
|
|
indices.push(3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return indices;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Split the node into four subnodes.
|
|
|
|
* @memberof kontra.quadtree
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
_split: function split() {
|
|
|
|
this._branch = true;
|
|
|
|
|
|
|
|
// only split if we haven't split before
|
|
|
|
if (this.subnodes.length) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var subWidth = this.bounds.width / 2 | 0;
|
|
|
|
var subHeight = this.bounds.height / 2 | 0;
|
|
|
|
|
|
|
|
for (var i = 0; i < 4; i++) {
|
|
|
|
this.subnodes[i] = kontra.quadtree({
|
|
|
|
bounds: {
|
|
|
|
x: this.bounds.x + (i % 2 === 1 ? subWidth : 0), // nodes 1 and 3
|
|
|
|
y: this.bounds.y + (i >= 2 ? subHeight : 0), // nodes 2 and 3
|
|
|
|
width: subWidth,
|
|
|
|
height: subHeight
|
|
|
|
},
|
|
|
|
depth: this._depth+1,
|
|
|
|
maxDepth: this.maxDepth,
|
|
|
|
maxObjects: this.maxObjects,
|
|
|
|
parent: this
|
|
|
|
});
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Draw the quadtree. Useful for visual debugging.
|
|
|
|
* @memberof kontra.quadtree
|
|
|
|
*/
|
|
|
|
// render: function() {
|
|
|
|
// // don't draw empty leaf nodes, always draw branch nodes and the first node
|
|
|
|
// if (this.objects.length || this._depth === 0 ||
|
|
|
|
// (this._parent && this._parent._branch)) {
|
|
|
|
|
|
|
|
// kontra.context.strokeStyle = 'red';
|
|
|
|
// kontra.context.strokeRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
|
|
|
|
|
|
|
// if (this.subnodes.length) {
|
|
|
|
// for (var i = 0; i < 4; i++) {
|
|
|
|
// this.subnodes[i].render();
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
};
|
|
|
|
})(kontra);
|
|
|
|
(function(kontra, Math, Infinity) {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A vector for 2D space.
|
|
|
|
*
|
|
|
|
* Because each sprite has 3 vectors and there could possibly be hundreds of
|
|
|
|
* sprites at once, we can't return a new object with new functions every time
|
|
|
|
* (which saves on having to use `this` everywhere). Instead, we'll use a
|
|
|
|
* prototype so vectors only take up an x and y value and share functions.
|
|
|
|
* @memberof kontra
|
|
|
|
*
|
|
|
|
* @param {number} [x=0] - X coordinate.
|
|
|
|
* @param {number} [y=0] - Y coordinate.
|
|
|
|
*/
|
|
|
|
kontra.vector = function(x, y) {
|
|
|
|
var vector = Object.create(kontra.vector.prototype);
|
|
|
|
vector._init(x, y);
|
|
|
|
|
|
|
|
return vector;
|
|
|
|
};
|
|
|
|
|
|
|
|
kontra.vector.prototype = {
|
|
|
|
/**
|
|
|
|
* Initialize the vectors x and y position.
|
|
|
|
* @memberof kontra.vector
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {number} [x=0] - X coordinate.
|
|
|
|
* @param {number} [y=0] - Y coordinate.
|
|
|
|
*
|
|
|
|
* @returns {vector}
|
|
|
|
*/
|
|
|
|
_init: function init(x, y) {
|
|
|
|
this._x = x || 0;
|
|
|
|
this._y = y || 0;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a vector to this vector.
|
|
|
|
* @memberof kontra.vector
|
|
|
|
*
|
|
|
|
* @param {vector} vector - Vector to add.
|
|
|
|
* @param {number} dt=1 - Time since last update.
|
|
|
|
*/
|
|
|
|
add: function add(vector, dt) {
|
2017-08-14 17:07:15 +02:00
|
|
|
this._x += (vector.x || 0) * (dt || 1);
|
|
|
|
this._y += (vector.y || 0) * (dt || 1);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clamp the vector between two points that form a rectangle.
|
|
|
|
* @memberof kontra.vector
|
|
|
|
*
|
|
|
|
* @param {number} [xMin=-Infinity] - Min x value.
|
|
|
|
* @param {number} [yMin=Infinity] - Min y value.
|
|
|
|
* @param {number} [xMax=-Infinity] - Max x value.
|
|
|
|
* @param {number} [yMax=Infinity] - Max y value.
|
|
|
|
*/
|
|
|
|
clamp: function clamp(xMin, yMin, xMax, yMax) {
|
|
|
|
this._clamp = true;
|
|
|
|
this._xMin = (xMin !== undefined ? xMin : -Infinity);
|
|
|
|
this._yMin = (yMin !== undefined ? yMin : -Infinity);
|
|
|
|
this._xMax = (xMax !== undefined ? xMax : Infinity);
|
|
|
|
this._yMax = (yMax !== undefined ? yMax : Infinity);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Vector x
|
|
|
|
* @memberof kontra.vector
|
|
|
|
*
|
|
|
|
* @property {number} x
|
|
|
|
*/
|
|
|
|
get x() {
|
|
|
|
return this._x;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Vector y
|
|
|
|
* @memberof kontra.vector
|
|
|
|
*
|
|
|
|
* @property {number} y
|
|
|
|
*/
|
|
|
|
get y() {
|
|
|
|
return this._y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set x(value) {
|
|
|
|
this._x = (this._clamp ? Math.min( Math.max(this._xMin, value), this._xMax ) : value);
|
|
|
|
},
|
|
|
|
|
|
|
|
set y(value) {
|
|
|
|
this._y = (this._clamp ? Math.min( Math.max(this._yMin, value), this._yMax ) : value);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A sprite with a position, velocity, and acceleration.
|
|
|
|
* @memberof kontra
|
|
|
|
* @requires kontra.vector
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties of the sprite.
|
|
|
|
* @param {number} properties.x - X coordinate of the sprite.
|
|
|
|
* @param {number} properties.y - Y coordinate of the sprite.
|
|
|
|
* @param {number} [properties.dx] - Change in X position.
|
|
|
|
* @param {number} [properties.dy] - Change in Y position.
|
|
|
|
* @param {number} [properties.ddx] - Change in X velocity.
|
|
|
|
* @param {number} [properties.ddy] - Change in Y velocity.
|
|
|
|
*
|
|
|
|
* @param {number} [properties.ttl=0] - How may frames the sprite should be alive.
|
|
|
|
* @param {Context} [properties.context=kontra.context] - Provide a context for the sprite to draw on.
|
|
|
|
*
|
|
|
|
* @param {Image|Canvas} [properties.image] - Image for the sprite.
|
|
|
|
*
|
|
|
|
* @param {object} [properties.animations] - Animations for the sprite instead of an image.
|
|
|
|
*
|
|
|
|
* @param {string} [properties.color] - If no image or animation is provided, use color to draw a rectangle for the sprite.
|
|
|
|
* @param {number} [properties.width] - Width of the sprite for drawing a rectangle.
|
|
|
|
* @param {number} [properties.height] - Height of the sprite for drawing a rectangle.
|
|
|
|
*
|
|
|
|
* @param {function} [properties.update] - Function to use to update the sprite.
|
|
|
|
* @param {function} [properties.render] - Function to use to render the sprite.
|
|
|
|
*/
|
|
|
|
kontra.sprite = function(properties) {
|
|
|
|
var sprite = Object.create(kontra.sprite.prototype);
|
|
|
|
sprite.init(properties);
|
|
|
|
|
|
|
|
return sprite;
|
|
|
|
};
|
|
|
|
|
|
|
|
kontra.sprite.prototype = {
|
|
|
|
/**
|
|
|
|
* Initialize properties on the sprite.
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties of the sprite.
|
|
|
|
* @param {number} properties.x - X coordinate of the sprite.
|
|
|
|
* @param {number} properties.y - Y coordinate of the sprite.
|
|
|
|
* @param {number} [properties.dx] - Change in X position.
|
|
|
|
* @param {number} [properties.dy] - Change in Y position.
|
|
|
|
* @param {number} [properties.ddx] - Change in X velocity.
|
|
|
|
* @param {number} [properties.ddy] - Change in Y velocity.
|
|
|
|
*
|
|
|
|
* @param {number} [properties.ttl=0] - How may frames the sprite should be alive.
|
|
|
|
* @param {Context} [properties.context=kontra.context] - Provide a context for the sprite to draw on.
|
|
|
|
*
|
|
|
|
* @param {Image|Canvas} [properties.image] - Image for the sprite.
|
|
|
|
*
|
|
|
|
* @param {object} [properties.animations] - Animations for the sprite instead of an image.
|
|
|
|
*
|
|
|
|
* @param {string} [properties.color] - If no image or animation is provided, use color to draw a rectangle for the sprite.
|
|
|
|
* @param {number} [properties.width] - Width of the sprite for drawing a rectangle.
|
|
|
|
* @param {number} [properties.height] - Height of the sprite for drawing a rectangle.
|
|
|
|
*
|
|
|
|
* @param {function} [properties.update] - Function to use to update the sprite.
|
|
|
|
* @param {function} [properties.render] - Function to use to render the sprite.
|
|
|
|
*
|
|
|
|
* If you need the sprite to live forever, or just need it to stay on screen until you
|
|
|
|
* decide when to kill it, you can set <code>ttl</code> to <code>Infinity</code>.
|
|
|
|
* Just be sure to set <code>ttl</code> to 0 when you want the sprite to die.
|
|
|
|
*/
|
|
|
|
init: function init(properties) {
|
|
|
|
var temp, animation, firstAnimation, self = this;
|
|
|
|
properties = properties || {};
|
|
|
|
|
|
|
|
// create the vectors if they don't exist or use the existing ones if they do
|
|
|
|
self.position = (self.position || kontra.vector());
|
|
|
|
self.velocity = (self.velocity || kontra.vector());
|
|
|
|
self.acceleration = (self.acceleration || kontra.vector());
|
|
|
|
|
|
|
|
self.position._init(properties.x, properties.y);
|
|
|
|
self.velocity._init(properties.dx, properties.dy);
|
|
|
|
self.acceleration._init(properties.ddx, properties.ddy);
|
|
|
|
|
|
|
|
// default width and height to 0 if not passed in
|
|
|
|
self.width = self.height = 0;
|
|
|
|
|
|
|
|
// loop through properties before overrides
|
|
|
|
for (var prop in properties) {
|
|
|
|
self[prop] = properties[prop];
|
|
|
|
}
|
|
|
|
|
|
|
|
self.ttl = properties.ttl || 0;
|
|
|
|
self.context = properties.context || kontra.context;
|
|
|
|
|
|
|
|
// default to rect sprite
|
|
|
|
self.advance = self._advance;
|
|
|
|
self.draw = self._draw;
|
|
|
|
|
|
|
|
// image sprite
|
|
|
|
if (kontra._isImage(temp = properties.image)) {
|
|
|
|
self.image = temp;
|
|
|
|
self.width = temp.width;
|
|
|
|
self.height = temp.height;
|
|
|
|
|
|
|
|
self.draw = self._drawImg;
|
|
|
|
}
|
|
|
|
// animation sprite
|
|
|
|
else if (temp = properties.animations) {
|
|
|
|
self.animations = {};
|
|
|
|
|
|
|
|
// clone each animation so no sprite shares an animation
|
|
|
|
for (var name in temp) {
|
|
|
|
animation = temp[name];
|
|
|
|
self.animations[name] = (animation.clone ? animation.clone() : animation);
|
|
|
|
|
|
|
|
// default the current animation to the first one in the list
|
|
|
|
if (!firstAnimation) {
|
|
|
|
firstAnimation = self.animations[name];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
self.currentAnimation = firstAnimation;
|
|
|
|
self.width = firstAnimation.width;
|
|
|
|
self.height = firstAnimation.height;
|
|
|
|
|
|
|
|
self.advance = self._advanceAnim;
|
|
|
|
self.draw = self._drawAnim;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
// define getter and setter shortcut functions to make it easier to work with the
|
|
|
|
// position, velocity, and acceleration vectors.
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sprite position.x
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @property {number} x
|
|
|
|
*/
|
|
|
|
get x() {
|
|
|
|
return this.position.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sprite position.y
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @property {number} y
|
|
|
|
*/
|
|
|
|
get y() {
|
|
|
|
return this.position.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sprite velocity.x
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @property {number} dx
|
|
|
|
*/
|
|
|
|
get dx() {
|
|
|
|
return this.velocity.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sprite velocity.y
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @property {number} dy
|
|
|
|
*/
|
|
|
|
get dy() {
|
|
|
|
return this.velocity.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sprite acceleration.x
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @property {number} ddx
|
|
|
|
*/
|
|
|
|
get ddx() {
|
|
|
|
return this.acceleration.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sprite acceleration.y
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @property {number} ddy
|
2017-08-24 22:30:10 +02:00
|
|
|
*/
|
|
|
|
get ddy() {
|
|
|
|
return this.acceleration.y;
|
|
|
|
},
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
set x(value) {
|
|
|
|
this.position.x = value;
|
|
|
|
},
|
|
|
|
set y(value) {
|
|
|
|
this.position.y = value;
|
|
|
|
},
|
|
|
|
set dx(value) {
|
|
|
|
this.velocity.x = value;
|
|
|
|
},
|
|
|
|
set dy(value) {
|
|
|
|
this.velocity.y = value;
|
|
|
|
},
|
|
|
|
set ddx(value) {
|
|
|
|
this.acceleration.x = value;
|
|
|
|
},
|
|
|
|
set ddy(value) {
|
|
|
|
this.acceleration.y = value;
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Determine if the sprite is alive.
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @returns {boolean}
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
isAlive: function isAlive() {
|
|
|
|
return this.ttl > 0;
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Simple bounding box collision test.
|
|
|
|
* @memberof kontra.sprite
|
2017-08-14 17:07:15 +02:00
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {object} object - Object to check collision against.
|
2017-08-14 17:07:15 +02:00
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @returns {boolean} True if the objects collide, false otherwise.
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
collidesWith: function collidesWith(object) {
|
|
|
|
return this.x < object.x + object.width &&
|
|
|
|
this.x + this.width > object.x &&
|
|
|
|
this.y < object.y + object.height &&
|
|
|
|
this.y + this.height > object.y;
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Update the sprites velocity and position.
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
* @abstract
|
2017-08-14 17:07:15 +02:00
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {number} dt - Time since last update.
|
|
|
|
*
|
|
|
|
* This function can be overridden on a per sprite basis if more functionality
|
|
|
|
* is needed in the update step. Just call <code>this.advance()</code> when you need
|
|
|
|
* the sprite to update its position.
|
2017-08-14 17:07:15 +02:00
|
|
|
*
|
|
|
|
* @example
|
2017-08-24 22:30:10 +02:00
|
|
|
* sprite = kontra.sprite({
|
|
|
|
* update: function update(dt) {
|
|
|
|
* // do some logic
|
|
|
|
*
|
|
|
|
* this.advance(dt);
|
|
|
|
* }
|
|
|
|
* });
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
update: function update(dt) {
|
|
|
|
this.advance(dt);
|
|
|
|
},
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
/**
|
|
|
|
* Render the sprite.
|
|
|
|
* @memberof kontra.sprite.
|
|
|
|
* @abstract
|
|
|
|
*
|
|
|
|
* This function can be overridden on a per sprite basis if more functionality
|
|
|
|
* is needed in the render step. Just call <code>this.draw()</code> when you need the
|
|
|
|
* sprite to draw its image.
|
|
|
|
*
|
|
|
|
* @example
|
|
|
|
* sprite = kontra.sprite({
|
|
|
|
* render: function render() {
|
|
|
|
* // do some logic
|
|
|
|
*
|
|
|
|
* this.draw();
|
|
|
|
* }
|
|
|
|
* });
|
|
|
|
*/
|
|
|
|
render: function render() {
|
|
|
|
this.draw();
|
|
|
|
},
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
/**
|
|
|
|
* Play an animation (a single time).
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @param {string} name - Name of the animation to play.
|
|
|
|
*/
|
|
|
|
playAnimation: function playAnimation(name) {
|
|
|
|
this.currentAnimation = this.animations[name];
|
|
|
|
this.currentAnimation.loop = false;
|
|
|
|
this.currentAnimation._frame = 0;
|
|
|
|
},
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
/**
|
|
|
|
* Play an animation (in a endless loop).
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
*
|
|
|
|
* @param {string} name - Name of the animation to play.
|
|
|
|
*/
|
|
|
|
loopAnimation: function loopAnimation(name) {
|
|
|
|
this.currentAnimation = this.animations[name];
|
|
|
|
this.currentAnimation.loop = true;
|
|
|
|
this.currentAnimation._frame = 0;
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Move the sprite by its velocity.
|
|
|
|
* @memberof kontra.sprite
|
2017-08-14 17:07:15 +02:00
|
|
|
* @private
|
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {number} dt - Time since last update.
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
_advance: function advanceSprite(dt) {
|
|
|
|
this.velocity.add(this.acceleration, dt);
|
|
|
|
this.position.add(this.velocity, dt);
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
this.ttl--;
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Update the currently playing animation. Used when animations are passed to the sprite.
|
|
|
|
* @memberof kontra.sprite
|
2017-08-14 17:07:15 +02:00
|
|
|
* @private
|
|
|
|
*
|
2017-08-24 22:30:10 +02:00
|
|
|
* @param {number} dt - Time since last update.
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
_advanceAnim: function advanceAnimation(dt) {
|
|
|
|
this._advance(dt);
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
this.currentAnimation.update(dt);
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Draw a simple rectangle. Useful for prototyping.
|
|
|
|
* @memberof kontra.sprite
|
2017-08-14 17:07:15 +02:00
|
|
|
* @private
|
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
_draw: function drawRect() {
|
|
|
|
this.context.fillStyle = this.color;
|
|
|
|
this.context.fillRect(this.x, this.y, this.width, this.height);
|
|
|
|
},
|
2017-08-14 17:07:15 +02:00
|
|
|
|
2017-08-24 22:30:10 +02:00
|
|
|
/**
|
|
|
|
* Draw the sprite.
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
_drawImg: function drawImage() {
|
|
|
|
this.context.drawImage(this.image, this.x, this.y);
|
2017-08-14 17:07:15 +02:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2017-08-24 22:30:10 +02:00
|
|
|
* Draw the currently playing animation. Used when animations are passed to the sprite.
|
|
|
|
* @memberof kontra.sprite
|
|
|
|
* @private
|
2017-08-14 17:07:15 +02:00
|
|
|
*/
|
2017-08-24 22:30:10 +02:00
|
|
|
_drawAnim: function drawAnimation() {
|
|
|
|
this.currentAnimation.render({
|
|
|
|
context: this.context,
|
|
|
|
x: this.x,
|
|
|
|
y: this.y
|
|
|
|
});
|
|
|
|
}
|
2017-08-14 17:07:15 +02:00
|
|
|
};
|
2017-08-24 22:30:10 +02:00
|
|
|
})(kontra, Math, Infinity);
|
2017-08-14 17:07:15 +02:00
|
|
|
|
|
|
|
(function(kontra) {
|
|
|
|
/**
|
|
|
|
* Single animation from a sprite sheet.
|
|
|
|
* @memberof kontra
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties of the animation.
|
|
|
|
* @param {object} properties.spriteSheet - Sprite sheet for the animation.
|
|
|
|
* @param {number[]} properties.frames - List of frames of the animation.
|
|
|
|
* @param {number} properties.frameRate - Number of frames to display in one second.
|
|
|
|
*/
|
|
|
|
kontra.animation = function(properties) {
|
|
|
|
var animation = Object.create(kontra.animation.prototype);
|
|
|
|
animation._init(properties);
|
|
|
|
|
|
|
|
return animation;
|
|
|
|
};
|
|
|
|
|
|
|
|
kontra.animation.prototype = {
|
|
|
|
/**
|
|
|
|
* Initialize properties on the animation.
|
|
|
|
* @memberof kontra.animation
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties of the animation.
|
|
|
|
* @param {object} properties.spriteSheet - Sprite sheet for the animation.
|
|
|
|
* @param {number[]} properties.frames - List of frames of the animation.
|
|
|
|
* @param {number} properties.frameRate - Number of frames to display in one second.
|
|
|
|
*/
|
|
|
|
_init: function init(properties) {
|
|
|
|
properties = properties || {};
|
|
|
|
|
|
|
|
this.spriteSheet = properties.spriteSheet;
|
|
|
|
this.frames = properties.frames;
|
|
|
|
this.frameRate = properties.frameRate;
|
2017-08-24 22:30:10 +02:00
|
|
|
this.loop = properties.loop || true;
|
2017-08-14 17:07:15 +02:00
|
|
|
|
|
|
|
var frame = properties.spriteSheet.frame;
|
|
|
|
this.width = frame.width;
|
|
|
|
this.height = frame.height;
|
|
|
|
this.margin = frame.margin || 0;
|
|
|
|
|
|
|
|
this._frame = 0;
|
|
|
|
this._accum = 0;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clone an animation to be used more than once.
|
|
|
|
* @memberof kontra.animation
|
|
|
|
*
|
|
|
|
* @returns {object}
|
|
|
|
*/
|
|
|
|
clone: function clone() {
|
|
|
|
return kontra.animation(this);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update the animation. Used when the animation is not paused or stopped.
|
|
|
|
* @memberof kontra.animation
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {number} [dt=1/60] - Time since last update.
|
|
|
|
*/
|
|
|
|
update: function advance(dt) {
|
2017-08-24 22:30:10 +02:00
|
|
|
// If the animation should not be looped, we stop if the last
|
|
|
|
// frame is played and leave it there (animation stops).
|
|
|
|
if (!this.loop && this._frame === this.frames.length-1) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-08-14 17:07:15 +02:00
|
|
|
dt = dt || 1 / 60;
|
|
|
|
|
|
|
|
this._accum += dt;
|
|
|
|
|
|
|
|
// update to the next frame if it's time
|
|
|
|
while (this._accum * this.frameRate >= 1) {
|
|
|
|
this._frame = ++this._frame % this.frames.length;
|
|
|
|
|
|
|
|
this._accum -= 1 / this.frameRate;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Draw the current frame. Used when the animation is not stopped.
|
|
|
|
* @memberof kontra.animation
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {object} properties - How to draw the animation.
|
|
|
|
* @param {number} properties.x - X position to draw.
|
|
|
|
* @param {number} properties.y - Y position to draw.
|
|
|
|
* @param {Context} [properties.context=kontra.context] - Provide a context for the sprite to draw on.
|
|
|
|
*/
|
|
|
|
render: function draw(properties) {
|
|
|
|
properties = properties || {};
|
|
|
|
|
|
|
|
var context = properties.context || kontra.context;
|
|
|
|
|
|
|
|
// get the row and col of the frame
|
|
|
|
var row = this.frames[this._frame] / this.spriteSheet.framesPerRow | 0;
|
|
|
|
var col = this.frames[this._frame] % this.spriteSheet.framesPerRow | 0;
|
|
|
|
|
|
|
|
context.drawImage(
|
|
|
|
this.spriteSheet.image,
|
|
|
|
col * this.width + (col * 2 + 1) * this.margin,
|
|
|
|
row * this.height + (row * 2 + 1) * this.margin,
|
|
|
|
this.width, this.height,
|
|
|
|
properties.x, properties.y,
|
|
|
|
this.width, this.height
|
|
|
|
);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a sprite sheet from an image.
|
|
|
|
* @memberof kontra
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties of the sprite sheet.
|
|
|
|
* @param {Image|Canvas} properties.image - Image for the sprite sheet.
|
|
|
|
* @param {number} properties.frameWidth - Width (in px) of each frame.
|
|
|
|
* @param {number} properties.frameHeight - Height (in px) of each frame.
|
|
|
|
* @param {number} properties.frameMargin - Margin (in px) between each frame.
|
|
|
|
* @param {object} properties.animations - Animations to create from the sprite sheet.
|
|
|
|
*/
|
|
|
|
kontra.spriteSheet = function(properties) {
|
|
|
|
var spriteSheet = Object.create(kontra.spriteSheet.prototype);
|
|
|
|
spriteSheet._init(properties);
|
|
|
|
|
|
|
|
return spriteSheet;
|
|
|
|
};
|
|
|
|
|
|
|
|
kontra.spriteSheet.prototype = {
|
|
|
|
/**
|
|
|
|
* Initialize properties on the spriteSheet.
|
|
|
|
* @memberof kontra
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {object} properties - Properties of the sprite sheet.
|
|
|
|
* @param {Image|Canvas} properties.image - Image for the sprite sheet.
|
|
|
|
* @param {number} properties.frameWidth - Width (in px) of each frame.
|
|
|
|
* @param {number} properties.frameHeight - Height (in px) of each frame.
|
|
|
|
* @param {number} properties.frameMargin - Margin (in px) between each frame.
|
|
|
|
* @param {object} properties.animations - Animations to create from the sprite sheet.
|
|
|
|
*/
|
|
|
|
_init: function init(properties) {
|
|
|
|
properties = properties || {};
|
|
|
|
|
|
|
|
if (!kontra._isImage(properties.image)) {
|
|
|
|
throw Erorr('You must provide an Image for the SpriteSheet');
|
|
|
|
}
|
|
|
|
|
|
|
|
this.animations = {};
|
|
|
|
this.image = properties.image;
|
|
|
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this.frame = {
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width: properties.frameWidth,
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height: properties.frameHeight,
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margin: properties.frameMargin
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};
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this.framesPerRow = properties.image.width / properties.frameWidth | 0;
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this.createAnimations(properties.animations);
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},
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/**
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* Create animations from the sprite sheet.
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* @memberof kontra.spriteSheet
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*
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* @param {object} animations - List of named animations to create from the Image.
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* @param {number|string|number[]|string[]} animations.animationName.frames - A single frame or list of frames for this animation.
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* @param {number} animations.animationName.frameRate - Number of frames to display in one second.
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*
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* @example
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* var sheet = kontra.spriteSheet({image: img, frameWidth: 16, frameHeight: 16});
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* sheet.createAnimations({
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* idle: {
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* frames: 1 // single frame animation
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* },
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|
* walk: {
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|
* frames: '2..6', // ascending consecutive frame animation (frames 2-6, inclusive)
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|
* frameRate: 4
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* },
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|
* moonWalk: {
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|
* frames: '6..2', // descending consecutive frame animation
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|
|
* frameRate: 4
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|
* },
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|
|
* jump: {
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|
|
* frames: [7, 12, 2], // non-consecutive frame animation
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|
|
* frameRate: 3
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|
|
* },
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|
|
* attack: {
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|
|
* frames: ['8..10', 13, '10..8'], // you can also mix and match, in this case frames [8,9,10,13,10,9,8]
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|
|
* frameRate: 2
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|
|
* }
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|
* });
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|
|
*/
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|
|
createAnimations: function createAnimations(animations) {
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|
|
var animation, frames, frameRate, sequence;
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|
for (var name in animations) {
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|
|
animation = animations[name];
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|
|
frames = animation.frames;
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|
|
frameRate = animation.frameRate;
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|
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|
|
|
// array that holds the order of the animation
|
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|
|
sequence = [];
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|
|
|
if (frames === undefined) {
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|
|
throw Error('Animation ' + name + ' must provide a frames property');
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|
|
}
|
|
|
|
|
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|
|
if (!Array.isArray(frames)) {
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|
|
frames = [frames];
|
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|
|
}
|
|
|
|
|
|
|
|
for (var i = 0, frame; frame = frames[i]; i++) {
|
|
|
|
// add new frames to the end of the array
|
|
|
|
sequence.push.apply(sequence, this._parse(frame));
|
|
|
|
}
|
|
|
|
|
|
|
|
this.animations[name] = kontra.animation({
|
|
|
|
spriteSheet: this,
|
|
|
|
frames: sequence,
|
|
|
|
frameRate: frameRate
|
|
|
|
});
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Parse a string of consecutive frames.
|
|
|
|
* @memberof kontra.spriteSheet
|
|
|
|
* @private
|
|
|
|
*
|
|
|
|
* @param {string} frames - Start and end frame.
|
|
|
|
*
|
|
|
|
* @returns {number[]} List of frames.
|
|
|
|
*/
|
|
|
|
_parse: function parse(consecutiveFrames) {
|
|
|
|
if (kontra._isNumber(consecutiveFrames)) {
|
|
|
|
return [consecutiveFrames];
|
|
|
|
}
|
|
|
|
|
|
|
|
var sequence = [];
|
|
|
|
var frames = consecutiveFrames.split('..');
|
|
|
|
|
|
|
|
// coerce string to number
|
|
|
|
// @see https://github.com/jed/140bytes/wiki/Byte-saving-techniques#coercion-to-test-for-types
|
|
|
|
var start = i = +frames[0];
|
|
|
|
var end = +frames[1];
|
|
|
|
|
|
|
|
// ascending frame order
|
|
|
|
if (start < end) {
|
|
|
|
for (; i <= end; i++) {
|
|
|
|
sequence.push(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// descending order
|
|
|
|
else {
|
|
|
|
for (; i >= end; i--) {
|
|
|
|
sequence.push(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return sequence;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
})(kontra);
|