diff --git a/src/index.html b/src/index.html
new file mode 100644
index 0000000..92347c3
--- /dev/null
+++ b/src/index.html
@@ -0,0 +1,3 @@
+
+
+
diff --git a/src/main.js b/src/main.js
new file mode 100644
index 0000000..6ae9105
--- /dev/null
+++ b/src/main.js
@@ -0,0 +1,26 @@
+var sprite = kontra.sprite({
+ x: 100, // starting x,y position of the sprite
+ y: 80,
+ color: 'red', // fill color of the sprite rectangle
+ width: 20, // width and height of the sprite rectangle
+ height: 40,
+ dx: 2 // move the sprite 2px to the right every frame
+});
+
+var loop = kontra.gameLoop({ // create the main game loop
+ update: function() { // update the game state
+ sprite.update();
+
+ // wrap the sprites position when it reaches
+ // the edge of the screen
+ if (sprite.x > kontra.canvas.width) {
+ sprite.x = -sprite.width;
+ }
+ },
+ render: function() { // render the game state
+ sprite.render();
+ }
+});
+
+kontra.init(getElementById('game'));
+loop.start(); // start the game
diff --git a/src/vendor/kontra.js b/src/vendor/kontra.js
new file mode 100644
index 0000000..5cfb406
--- /dev/null
+++ b/src/vendor/kontra.js
@@ -0,0 +1,2315 @@
+/*
+ * Kontra.js v3.0.0 (Custom Build on 2017-08-14) | MIT
+ * Build: https://straker.github.io/kontra/download?files=gameLoop+keyboard+sprite+assets+pool+quadtree+spriteSheet+tileEngine+store
+ */
+this.kontra = {
+
+ /**
+ * Initialize the canvas.
+ * @memberof kontra
+ *
+ * @param {string|HTMLCanvasElement} canvas - Main canvas ID or Element for the game.
+ */
+ init: function init(canvas) {
+
+ // check if canvas is a string first, an element next, or default to getting
+ // first canvas on page
+ var canvasEl = this.canvas = document.getElementById(canvas) ||
+ canvas ||
+ document.querySelector('canvas');
+
+ if (!this._isCanvas(canvasEl)) {
+ throw Error('You must provide a canvas element for the game');
+ }
+
+ this.context = canvasEl.getContext('2d');
+ },
+
+ /**
+ * Noop function.
+ * @see https://stackoverflow.com/questions/21634886/what-is-the-javascript-convention-for-no-operation#comment61796464_33458430
+ * @memberof kontra
+ * @private
+ *
+ * The new operator is required when using sinon.stub to replace with the noop.
+ */
+ _noop: new Function,
+
+ /*
+ * Determine if a value is a String.
+ * @see https://github.com/jed/140bytes/wiki/Byte-saving-techniques#coercion-to-test-for-types
+ * @memberof kontra
+ * @private
+ *
+ * @param {*} value - Value to test.
+ *
+ * @returns {boolean}
+ */
+ _isString: function isString(value) {
+ return ''+value === value;
+ },
+
+ /**
+ * Determine if a value is a Number.
+ * @see https://github.com/jed/140bytes/wiki/Byte-saving-techniques#coercion-to-test-for-types
+ * @memberof kontra
+ * @private
+ *
+ * @param {*} value - Value to test.
+ *
+ * @returns {boolean}
+ */
+ _isNumber: function isNumber(value) {
+ return +value === value;
+ },
+
+ /**
+ * Determine if a value is a Function.
+ * @memberof kontra
+ * @private
+ *
+ * @param {*} value - Value to test.
+ *
+ * @returns {boolean}
+ */
+ _isFunc: function isFunction(value) {
+ return typeof value === 'function';
+ },
+
+ /**
+ * Determine if a value is an Image. An image can also be a canvas element for
+ * the purposes of drawing using drawImage().
+ * @memberof kontra
+ * @private
+ *
+ * @param {*} value - Value to test.
+ *
+ * @returns {boolean}
+ */
+ _isImage: function isImage(value) {
+ return !!value && value.nodeName === 'IMG' || this._isCanvas(value);
+ },
+
+ /**
+ * Determine if a value is a Canvas.
+ * @memberof kontra
+ * @private
+ *
+ * @param {*} value - Value to test.
+ *
+ * @returns {boolean}
+ */
+ _isCanvas: function isCanvas(value) {
+ return !!value && value.nodeName === 'CANVAS';
+ }
+};
+
+(function(kontra, requestAnimationFrame, performance) {
+
+ /**
+ * Game loop that updates and renders the game every frame.
+ * @memberof kontra
+ *
+ * @param {object} properties - Properties of the game loop.
+ * @param {number} [properties.fps=60] - Desired frame rate.
+ * @param {boolean} [properties.clearCanvas=true] - Clear the canvas every frame.
+ * @param {function} properties.update - Function called to update the game.
+ * @param {function} properties.render - Function called to render the game.
+ */
+ kontra.gameLoop = function(properties) {
+ properties = properties || {};
+
+ // check for required functions
+ if ( !(kontra._isFunc(properties.update) && kontra._isFunc(properties.render)) ) {
+ throw Error('You must provide update() and render() functions');
+ }
+
+ // animation variables
+ var fps = properties.fps || 60;
+ var accumulator = 0;
+ var delta = 1E3 / fps; // delta between performance.now timings (in ms)
+ var step = 1 / fps;
+
+ var clear = (properties.clearCanvas === false ?
+ kontra._noop :
+ function clear() {
+ kontra.context.clearRect(0,0,kontra.canvas.width,kontra.canvas.height);
+ });
+ var last, rAF, now, dt;
+
+ /**
+ * Called every frame of the game loop.
+ */
+ function frame() {
+ 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);
+
+(function() {
+ var callbacks = {};
+ var pressedKeys = {};
+
+ var keyMap = {
+ // named keys
+ 8: 'backspace',
+ 9: 'tab',
+ 13: 'enter',
+ 16: 'shift',
+ 17: 'ctrl',
+ 18: 'alt',
+ 20: 'capslock',
+ 27: 'esc',
+ 32: 'space',
+ 33: 'pageup',
+ 34: 'pagedown',
+ 35: 'end',
+ 36: 'home',
+ 37: 'left',
+ 38: 'up',
+ 39: 'right',
+ 40: 'down',
+ 45: 'insert',
+ 46: 'delete',
+ 91: 'leftwindow',
+ 92: 'rightwindow',
+ 93: 'select',
+ 144: 'numlock',
+ 145: 'scrolllock',
+
+ // special characters
+ 106: '*',
+ 107: '+',
+ 109: '-',
+ 110: '.',
+ 111: '/',
+ 186: ';',
+ 187: '=',
+ 188: ',',
+ 189: '-',
+ 190: '.',
+ 191: '/',
+ 192: '`',
+ 219: '[',
+ 220: '\\',
+ 221: ']',
+ 222: '\''
+ };
+
+ // alpha keys
+ // @see https://stackoverflow.com/a/43095772/2124254
+ for (var i = 0; i < 26; i++) {
+ keyMap[65+i] = (10 + i).toString(36);
+ }
+ // numeric keys and keypad
+ for (i = 0; i < 10; i++) {
+ keyMap[48+i] = ''+i;
+ keyMap[96+i] = 'numpad'+i;
+ }
+ // f keys
+ for (i = 1; i < 20; i++) {
+ keyMap[111+i] = 'f'+i;
+ }
+
+ var addEventListener = window.addEventListener;
+ addEventListener('keydown', keydownEventHandler);
+ addEventListener('keyup', keyupEventHandler);
+ addEventListener('blur', blurEventHandler);
+
+ /**
+ * Execute a function that corresponds to a keyboard key.
+ * @private
+ *
+ * @param {Event} e
+ */
+ function keydownEventHandler(e) {
+ var key = keyMap[e.which];
+ pressedKeys[key] = true;
+
+ if (callbacks[key]) {
+ callbacks[key](e);
+ }
+ }
+
+ /**
+ * Set the released key to not being pressed.
+ * @private
+ *
+ * @param {Event} e
+ */
+ function keyupEventHandler(e) {
+ var key = keyMap[e.which];
+ pressedKeys[key] = false;
+ }
+
+ /**
+ * Reset pressed keys.
+ * @private
+ *
+ * @param {Event} e
+ */
+ function blurEventHandler(e) {
+ pressedKeys = {};
+ }
+
+ /**
+ * Object for using the keyboard.
+ */
+ kontra.keys = {
+ /**
+ * Register a function to be called on a key press.
+ * @memberof kontra.keys
+ *
+ * @param {string|string[]} keys - key or keys to bind.
+ */
+ bind: function bindKey(keys, callback) {
+ keys = (Array.isArray(keys) ? keys : [keys]);
+
+ for (var i = 0, key; key = keys[i]; i++) {
+ callbacks[key] = callback;
+ }
+ },
+
+ /**
+ * Remove the callback function for a key.
+ * @memberof kontra.keys
+ *
+ * @param {string|string[]} keys - key or keys to unbind.
+ */
+ unbind: function unbindKey(keys) {
+ keys = (Array.isArray(keys) ? keys : [keys]);
+
+ for (var i = 0, key; key = keys[i]; i++) {
+ callbacks[key] = null;
+ }
+ },
+
+ /**
+ * Returns whether a key is pressed.
+ * @memberof kontra.keys
+ *
+ * @param {string} key - Key to check for press.
+ *
+ * @returns {boolean}
+ */
+ pressed: function keyPressed(key) {
+ return !!pressedKeys[key];
+ }
+ };
+})();
+
+(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) {
+ 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 ttl
to Infinity
.
+ * Just be sure to set ttl
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
+ */
+ get ddy() {
+ return this.acceleration.y;
+ },
+
+ 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;
+ },
+
+ /**
+ * Determine if the sprite is alive.
+ * @memberof kontra.sprite
+ *
+ * @returns {boolean}
+ */
+ isAlive: function isAlive() {
+ return this.ttl > 0;
+ },
+
+ /**
+ * Simple bounding box collision test.
+ * @memberof kontra.sprite
+ *
+ * @param {object} object - Object to check collision against.
+ *
+ * @returns {boolean} True if the objects collide, false otherwise.
+ */
+ 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;
+ },
+
+ /**
+ * Update the sprites velocity and position.
+ * @memberof kontra.sprite
+ * @abstract
+ *
+ * @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 this.advance()
when you need
+ * the sprite to update its position.
+ *
+ * @example
+ * sprite = kontra.sprite({
+ * update: function update(dt) {
+ * // do some logic
+ *
+ * this.advance(dt);
+ * }
+ * });
+ */
+ update: function update(dt) {
+ this.advance(dt);
+ },
+
+ /**
+ * 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 this.draw()
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();
+ },
+
+ /**
+ * Play an animation.
+ * @memberof kontra.sprite
+ *
+ * @param {string} name - Name of the animation to play.
+ */
+ playAnimation: function playAnimation(name) {
+ this.currentAnimation = this.animations[name];
+ },
+
+ /**
+ * Move the sprite by its velocity.
+ * @memberof kontra.sprite
+ * @private
+ *
+ * @param {number} dt - Time since last update.
+ */
+ _advance: function advanceSprite(dt) {
+ this.velocity.add(this.acceleration, dt);
+ this.position.add(this.velocity, dt);
+
+ this.ttl--;
+ },
+
+ /**
+ * Update the currently playing animation. Used when animations are passed to the sprite.
+ * @memberof kontra.sprite
+ * @private
+ *
+ * @param {number} dt - Time since last update.
+ */
+ _advanceAnim: function advanceAnimation(dt) {
+ this._advance(dt);
+
+ this.currentAnimation.update(dt);
+ },
+
+ /**
+ * Draw a simple rectangle. Useful for prototyping.
+ * @memberof kontra.sprite
+ * @private
+ */
+ _draw: function drawRect() {
+ this.context.fillStyle = this.color;
+ this.context.fillRect(this.x, this.y, this.width, this.height);
+ },
+
+ /**
+ * Draw the sprite.
+ * @memberof kontra.sprite
+ * @private
+ */
+ _drawImg: function drawImage() {
+ this.context.drawImage(this.image, this.x, this.y);
+ },
+
+ /**
+ * Draw the currently playing animation. Used when animations are passed to the sprite.
+ * @memberof kontra.sprite
+ * @private
+ */
+ _drawAnim: function drawAnimation() {
+ this.currentAnimation.render({
+ context: this.context,
+ x: this.x,
+ y: this.y
+ });
+ }
+ };
+})(kontra, Math, Infinity);
+
+(function(Promise) {
+ var imageRegex = /(jpeg|jpg|gif|png)$/;
+ var audioRegex = /(wav|mp3|ogg|aac)$/;
+ var noRegex = /^no$/;
+
+ // audio playability
+ // @see https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
+ var audio = new Audio();
+ var canUse = {
+ wav: '',
+ mp3: audio.canPlayType('audio/mpeg;').replace(noRegex,''),
+ ogg: audio.canPlayType('audio/ogg; codecs="vorbis"').replace(noRegex,''),
+ aac: audio.canPlayType('audio/aac;').replace(noRegex,''),
+ };
+
+ /**
+ * Join a path with proper separators.
+ * @see https://stackoverflow.com/a/43888647/2124254
+ */
+ function joinPath() {
+ var path = [], i = 0;
+
+ for (; i < arguments.length; i++) {
+ if (arguments[i]) {
+
+ // replace slashes at the beginning or end of a path
+ // replace 2 or more slashes at the beginning of the first path to
+ // preserve root routes (/root)
+ path.push( arguments[i].trim().replace(new RegExp('(^[\/]{' + (path[0] ? 1 : 2) + ',}|[\/]*$)', 'g'), '') );
+ }
+ }
+
+ return path.join('/');
+ }
+
+ /**
+ * Get the extension of an asset.
+ *
+ * @param {string} url - The URL to the asset.
+ *
+ * @returns {string}
+ */
+ function getExtension(url) {
+ return url.split('.').pop();
+ }
+
+ /**
+ * Get the name of an asset.
+ *
+ * @param {string} url - The URL to the asset.
+ *
+ * @returns {string}
+ */
+ function getName(url) {
+ var name = url.replace('.' + getExtension(url), '');
+
+ // remove slash if there is no folder in the path
+ return (name.indexOf('/') == 0 && name.lastIndexOf('/') == 0 ? name.substr(1) : name);
+ }
+
+ /**
+ * Load an Image file. Uses imagePath to resolve URL.
+ * @memberOf kontra.assets
+ * @private
+ *
+ * @param {string} url - The URL to the Image file.
+ *
+ * @returns {Promise} A deferred promise. Promise resolves with the Image.
+ *
+ * @example
+ * kontra.loadImage('car.png');
+ * kontra.loadImage('autobots/truck.png');
+ */
+ function loadImage(url) {
+ var name = getName(url);
+ var image = new Image();
+
+ var self = kontra.assets;
+ var imageAssets = self.images;
+
+ url = joinPath(self.imagePath, url);
+
+ return new Promise(function(resolve, reject) {
+ image.onload = function loadImageOnLoad() {
+ imageAssets[name] = imageAssets[url] = this;
+ resolve(this);
+ };
+
+ image.onerror = function loadImageOnError() {
+ reject('Unable to load image ' + url);
+ };
+
+ image.src = url;
+ });
+ }
+
+ /**
+ * Load an Audio file. Supports loading multiple audio formats which will be resolved by
+ * the browser in the order listed. Uses audioPath to resolve URL.
+ * @memberOf kontra.assets
+ * @private
+ *
+ * @param {string|string[]} url - The URL to the Audio file.
+ *
+ * @returns {Promise} A deferred promise. Promise resolves with the Audio.
+ *
+ * @example
+ * kontra.loadAudio('sound_effects/laser.mp3');
+ * kontra.loadAudio(['explosion.mp3', 'explosion.m4a', 'explosion.ogg']);
+ */
+ function loadAudio(url) {
+ var self = kontra.assets;
+ var audioAssets = self.audio;
+ var audioPath = self.audioPath;
+ var source, name, playableSource, audio, i;
+
+ if (!Array.isArray(url)) {
+ url = [url];
+ }
+
+ return new Promise(function(resolve, reject) {
+ // determine which audio format the browser can play
+ for (i = 0; (source = url[i]); i++) {
+ if ( canUse[getExtension(source)] ) {
+ playableSource = source;
+ break;
+ }
+ }
+
+ if (!playableSource) {
+ reject('cannot play any of the audio formats provided');
+ }
+ else {
+ name = getName(playableSource);
+ audio = new Audio();
+ source = joinPath(audioPath, playableSource);
+
+ audio.addEventListener('canplay', function loadAudioOnLoad() {
+ audioAssets[name] = audioAssets[source] = this;
+ resolve(this);
+ });
+
+ audio.onerror = function loadAudioOnError() {
+ reject('Unable to load audio ' + source);
+ };
+
+ audio.src = source;
+ audio.load();
+ }
+ });
+ }
+
+ /**
+ * Load a data file (be it text or JSON). Uses dataPath to resolve URL.
+ * @memberOf kontra.assets
+ * @private
+ *
+ * @param {string} url - The URL to the data file.
+ *
+ * @returns {Promise} A deferred promise. Resolves with the data or parsed JSON.
+ *
+ * @example
+ * kontra.loadData('bio.json');
+ * kontra.loadData('dialog.txt');
+ */
+ function loadData(url) {
+ var name = getName(url);
+ var req = new XMLHttpRequest();
+
+ var self = kontra.assets;
+ var dataAssets = self.data;
+
+ url = joinPath(self.dataPath, url);
+
+ return new Promise(function(resolve, reject) {
+ req.addEventListener('load', function loadDataOnLoad() {
+ var data = req.responseText;
+
+ if (req.status !== 200) {
+ return reject(data);
+ }
+
+ try {
+ data = JSON.parse(data);
+ }
+ catch(e) {}
+
+ dataAssets[name] = dataAssets[url] = data;
+ resolve(data);
+ });
+
+ req.open('GET', url, true);
+ req.send();
+ });
+ }
+
+ /**
+ * Object for loading assets.
+ */
+ kontra.assets = {
+ // all assets are stored by name as well as by URL
+ images: {},
+ audio: {},
+ data: {},
+
+ // base asset path for determining asset URLs
+ imagePath: '',
+ audioPath: '',
+ dataPath: '',
+
+ /**
+ * Load an Image, Audio, or data file.
+ * @memberOf kontra.assets
+ *
+ * @param {string|string[]} - Comma separated list of assets to load.
+ *
+ * @returns {Promise}
+ *
+ * @example
+ * kontra.loadAsset('car.png');
+ * kontra.loadAsset(['explosion.mp3', 'explosion.ogg']);
+ * kontra.loadAsset('bio.json');
+ * kontra.loadAsset('car.png', ['explosion.mp3', 'explosion.ogg'], 'bio.json');
+ */
+ load: function loadAsset() {
+ var promises = [];
+ var url, extension, asset, i, promise;
+
+ for (i = 0; (asset = arguments[i]); i++) {
+ url = (Array.isArray(asset) ? asset[0] : asset);
+
+ extension = getExtension(url);
+ if (extension.match(imageRegex)) {
+ promise = loadImage(asset);
+ }
+ else if (extension.match(audioRegex)) {
+ promise = loadAudio(asset);
+ }
+ else {
+ promise = loadData(asset);
+ }
+
+ promises.push(promise);
+ }
+
+ return Promise.all(promises);
+ },
+
+ // expose properties for testing
+ _canUse: canUse,
+ };
+})(Promise);
+
+(function(kontra) {
+
+ /**
+ * 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
+ *
+ * @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.
+ */
+ kontra.pool = function(properties) {
+ properties = properties || {};
+
+ var lastIndex = 0;
+ var inUse = 0;
+ var obj;
+
+ // 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');
+ }
+
+ return {
+ create: properties.create,
+
+ // start the pool with an object
+ objects: [obj],
+ size: 1,
+ maxSize: properties.maxSize || Infinity,
+
+ /**
+ * Get an object from the pool.
+ * @memberof kontra.pool
+ *
+ * @param {object} properties - Properties to pass to object.init().
+ */
+ get: function get(properties) {
+ properties = properties || {};
+
+ // 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());
+ }
+
+ this.size = this.objects.length;
+ lastIndex = this.size - 1;
+ }
+ }
+
+ // save off first object in pool to reassign to last object after unshift
+ var obj = this.objects[0];
+ obj.init(properties);
+
+ // unshift the array
+ for (var i = 1; i < this.size; i++) {
+ this.objects[i-1] = this.objects[i];
+ }
+
+ 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);
+
+ for (var i = lastIndex; i >= index; i--) {
+ this.objects[i].render && this.objects[i].render();
+ }
+ }
+ };
+ };
+})(kontra);
+
+(function(kontra) {
+ /**
+ * 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.
+ * @memberof kontra
+ *
+ * @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
+ * |
+ */
+ kontra.quadtree = function(properties) {
+ var quadtree = Object.create(kontra.quadtree.prototype);
+ quadtree._init(properties);
+
+ return quadtree;
+ };
+
+ kontra.quadtree.prototype = {
+ /**
+ * Initialize properties on the quadtree.
+ * @memberof kontra.quadtree
+ * @private
+ *
+ * @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.
+ */
+ _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 = [];
+ },
+
+ /**
+ * Clear the quadtree
+ * @memberof kontra.quadtree
+ */
+ 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) {
+ /**
+ * 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;
+
+ 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) {
+ 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;
+ this.frame = {
+ width: properties.frameWidth,
+ height: properties.frameHeight,
+ margin: properties.frameMargin
+ };
+
+ this.framesPerRow = properties.image.width / properties.frameWidth | 0;
+
+ this.createAnimations(properties.animations);
+ },
+
+ /**
+ * Create animations from the sprite sheet.
+ * @memberof kontra.spriteSheet
+ *
+ * @param {object} animations - List of named animations to create from the Image.
+ * @param {number|string|number[]|string[]} animations.animationName.frames - A single frame or list of frames for this animation.
+ * @param {number} animations.animationName.frameRate - Number of frames to display in one second.
+ *
+ * @example
+ * var sheet = kontra.spriteSheet({image: img, frameWidth: 16, frameHeight: 16});
+ * sheet.createAnimations({
+ * idle: {
+ * frames: 1 // single frame animation
+ * },
+ * walk: {
+ * frames: '2..6', // ascending consecutive frame animation (frames 2-6, inclusive)
+ * frameRate: 4
+ * },
+ * moonWalk: {
+ * frames: '6..2', // descending consecutive frame animation
+ * frameRate: 4
+ * },
+ * jump: {
+ * frames: [7, 12, 2], // non-consecutive frame animation
+ * frameRate: 3
+ * },
+ * attack: {
+ * frames: ['8..10', 13, '10..8'], // you can also mix and match, in this case frames [8,9,10,13,10,9,8]
+ * frameRate: 2
+ * }
+ * });
+ */
+ createAnimations: function createAnimations(animations) {
+ var animation, frames, frameRate, sequence;
+
+ for (var name in animations) {
+ animation = animations[name];
+ frames = animation.frames;
+ frameRate = animation.frameRate;
+
+ // array that holds the order of the animation
+ sequence = [];
+
+ if (frames === undefined) {
+ throw Error('Animation ' + name + ' must provide a frames property');
+ }
+
+ if (!Array.isArray(frames)) {
+ frames = [frames];
+ }
+
+ 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);
+
+(function(kontra, Math, Array) {
+ // save Math.min and Math.max to variable and use that instead
+
+ /**
+ * A tile engine for rendering tilesets. Works well with the tile engine program Tiled.
+ * @memberof kontra
+ *
+ * @param {object} properties - Properties of the tile engine.
+ * @param {number} [properties.tileWidth=32] - Width of a tile.
+ * @param {number} [properties.tileHeight=32] - Height of a tile.
+ * @param {number} properties.width - Width of the map (in tiles).
+ * @param {number} properties.height - Height of the map (in tiles).
+ * @param {number} [properties.x=0] - X position to draw.
+ * @param {number} [properties.y=0] - Y position to draw.
+ * @param {number} [properties.sx=0] - X position to clip the tileset.
+ * @param {number} [properties.sy=0] - Y position to clip the tileset.
+ * @param {Context} [properties.context=kontra.context] - Provide a context for the tile engine to draw on.
+ */
+ kontra.tileEngine = function(properties) {
+ properties = properties || {};
+
+ // size of the map (in tiles)
+ if (!properties.width || !properties.height) {
+ throw Error('You must provide width and height properties');
+ }
+
+ /**
+ * Get the index of the x, y or row, col.
+ * @memberof kontra.tileEngine
+ * @private
+ *
+ * @param {number} position.x - X coordinate of the tile.
+ * @param {number} position.y - Y coordinate of the tile.
+ * @param {number} position.row - Row of the tile.
+ * @param {number} position.col - Col of the tile.
+ *
+ * @return {number} Returns the tile index or -1 if the x, y or row, col is outside the dimensions of the tile engine.
+ */
+ function getIndex(position) {
+ var row, col;
+
+ if (typeof position.x !== 'undefined' && typeof position.y !== 'undefined') {
+ row = tileEngine.getRow(position.y);
+ col = tileEngine.getCol(position.x);
+ }
+ else {
+ row = position.row;
+ col = position.col;
+ }
+
+ // don't calculate out of bound numbers
+ if (row < 0 || col < 0 || row >= height || col >= width) {
+ return -1;
+ }
+
+ return col + row * width;
+ }
+
+ /**
+ * Modified binary search that will return the tileset associated with the tile
+ * @memberof kontra.tileEngine
+ * @private
+ *
+ * @param {number} tile - Tile grid.
+ *
+ * @return {object}
+ */
+ function getTileset(tile) {
+ var min = 0;
+ var max = tileEngine.tilesets.length - 1;
+ var index, currTile;
+
+ while (min <= max) {
+ index = (min + max) / 2 | 0;
+ currTile = tileEngine.tilesets[index];
+
+ if (tile >= currTile.firstGrid && tile <= currTile.lastGrid) {
+ return currTile;
+ }
+ else if (currTile.lastGrid < tile) {
+ min = index + 1;
+ }
+ else {
+ max = index - 1;
+ }
+ }
+ }
+
+ /**
+ * Pre-render the tiles to make drawing fast.
+ * @memberof kontra.tileEngine
+ * @private
+ */
+ function preRenderImage() {
+ var tile, tileset, image, x, y, sx, sy, tileOffset, w;
+
+ // draw each layer in order
+ for (var i = 0, layer; layer = tileEngine.layers[layerOrder[i]]; i++) {
+ for (var j = 0, len = layer.data.length; j < len; j++) {
+ tile = layer.data[j];
+
+ // skip empty tiles (0)
+ if (!tile) {
+ continue;
+ }
+
+ tileset = getTileset(tile);
+ image = tileset.image;
+
+ x = (j % width) * tileWidth;
+ y = (j / width | 0) * tileHeight;
+
+ tileOffset = tile - tileset.firstGrid;
+ w = image.width / tileWidth;
+
+ sx = (tileOffset % w) * tileWidth;
+ sy = (tileOffset / w | 0) * tileHeight;
+
+ offscreenContext.drawImage(
+ image,
+ sx, sy, tileWidth, tileHeight,
+ x, y, tileWidth, tileHeight
+ );
+ }
+ }
+ }
+
+ var width = properties.width;
+ var height = properties.height;
+
+ // size of the tiles. Most common tile size on opengameart.org seems to be 32x32,
+ // followed by 16x16
+ // Tiled names the property tilewidth and tileheight
+ var tileWidth = properties.tileWidth || properties.tilewidth || 32;
+ var tileHeight = properties.tileHeight || properties.tileheight || 32;
+
+ var mapWidth = width * tileWidth;
+ var mapHeight = height * tileHeight;
+
+ var context = properties.context || kontra.context;
+ var canvasWidth = context.canvas.width;
+ var canvasHeight = context.canvas.height;
+
+ // create an off-screen canvas for pre-rendering the map
+ // @see http://jsperf.com/render-vs-prerender
+ var offscreenCanvas = document.createElement('canvas');
+ var offscreenContext = offscreenCanvas.getContext('2d');
+
+ // when clipping an image, sx and sy must within the image region, otherwise
+ // Firefox and Safari won't draw it.
+ // @see http://stackoverflow.com/questions/19338032/canvas-indexsizeerror-index-or-size-is-negative-or-greater-than-the-allowed-a
+ var sxMax = Math.max(0, mapWidth - canvasWidth);
+ var syMax = Math.max(0, mapHeight - canvasHeight);
+
+ var _sx, _sy;
+
+ // draw order of layers (by name)
+ var layerOrder = [];
+
+ var tileEngine = {
+ width: width,
+ height: height,
+
+ tileWidth: tileWidth,
+ tileHeight: tileHeight,
+
+ mapWidth: mapWidth,
+ mapHeight: mapHeight,
+
+ context: context,
+
+ x: properties.x || 0,
+ y: properties.y || 0,
+
+ tilesets: [],
+ layers: {},
+
+ /**
+ * Add an tileset for the tile engine to use.
+ * @memberof kontra.tileEngine
+ *
+ * @param {object|object[]} tileset - Properties of the image to add.
+ * @param {Image|Canvas} tileset.image - Path to the image or Image object.
+ * @param {number} tileset.firstGrid - The first tile grid to start the image.
+ */
+ addTilesets: function addTilesets(tilesets) {
+ if (!Array.isArray(tilesets)) {
+ tilesets = [tilesets]
+ }
+
+ tilesets.forEach(function(tileset) {
+ var tilesetImage = tileset.image;
+ var image, firstGrid, numTiles, lastTileset, tiles;
+
+ if (kontra._isImage(tilesetImage)) {
+ image = tilesetImage;
+ }
+ // see if the image path is in kontra.assets.images
+ else if (kontra._isString(tilesetImage)) {
+ var i = Infinity;
+
+ while (i >= 0) {
+ i = tilesetImage.lastIndexOf('/', i);
+ var path = (i < 0 ? tilesetImage : tilesetImage.substr(i));
+
+ if (kontra.assets.images[path]) {
+ image = kontra.assets.images[path];
+ break;
+ }
+
+ i--;
+ }
+ }
+
+ if (!image) {
+ throw Error('You must provide an Image for the tileset');
+ }
+
+ firstGrid = tileset.firstGrid;
+
+ // if the width or height of the provided image is smaller than the tile size,
+ // default calculation to 1
+ numTiles = ( (image.width / tileWidth | 0) || 1 ) *
+ ( (image.height / tileHeight | 0) || 1 );
+
+ if (!firstGrid) {
+ // only calculate the first grid if the tile map has a tileset already
+ if (tileEngine.tilesets.length > 0) {
+ lastTileset = tileEngine.tilesets[tileEngine.tilesets.length - 1];
+ tiles = (lastTileset.image.width / tileWidth | 0) *
+ (lastTileset.image.height / tileHeight | 0);
+
+ firstGrid = lastTileset.firstGrid + tiles;
+ }
+ // otherwise this is the first tile added to the tile map
+ else {
+ firstGrid = 1;
+ }
+ }
+
+ tileEngine.tilesets.push({
+ firstGrid: firstGrid,
+ lastGrid: firstGrid + numTiles - 1,
+ image: image
+ });
+
+ // sort the tile map so we can perform a binary search when drawing
+ tileEngine.tilesets.sort(function(a, b) {
+ return a.firstGrid - b.firstGrid;
+ });
+ });
+ },
+
+ /**
+ * Add a layer to the tile engine.
+ * @memberof kontra.tileEngine
+ *
+ * @param {object} properties - Properties of the layer to add.
+ * @param {string} properties.name - Name of the layer.
+ * @param {number[]} properties.data - Tile layer data.
+ * @param {boolean} [properties.render=true] - If the layer should be drawn.
+ * @param {number} [properties.zIndex] - Draw order for tile layer. Highest number is drawn last (i.e. on top of all other layers).
+ */
+ addLayers: function addLayers(layers) {
+ if (!Array.isArray(layers)) {
+ layers = [layers]
+ }
+
+ layers.forEach(function(layer) {
+ layer.render = (layer.render === undefined ? true : layer.render);
+
+ var data, r, row, c, prop, value;
+
+ // flatten a 2D array into a single array
+ if (Array.isArray(layer.data[0])) {
+ data = [];
+
+ for (r = 0; row = layer.data[r]; r++) {
+ for (c = 0; c < width; c++) {
+ data.push(row[c] || 0);
+ }
+ }
+ }
+ else {
+ data = layer.data;
+ }
+
+ tileEngine.layers[layer.name] = {
+ data: data,
+ zIndex: layer.zIndex || 0,
+ render: layer.render
+ };
+
+ // merge properties of layer onto layer object
+ for (prop in layer.properties) {
+ value = layer.properties[prop];
+
+ try {
+ value = JSON.parse(value);
+ }
+ catch(e) {}
+
+ tileEngine.layers[layer.name][prop] = value;
+ }
+
+ // only add the layer to the layer order if it should be drawn
+ if (tileEngine.layers[layer.name].render) {
+ layerOrder.push(layer.name);
+
+ layerOrder.sort(function(a, b) {
+ return tileEngine.layers[a].zIndex - tileEngine.layers[b].zIndex;
+ });
+
+ }
+ });
+
+ preRenderImage();
+ },
+
+ /**
+ * Simple bounding box collision test for layer tiles.
+ * @memberof kontra.tileEngine
+ *
+ * @param {string} name - Name of the layer.
+ * @param {object} object - Object to check collision against.
+ * @param {number} object.x - X coordinate of the object.
+ * @param {number} object.y - Y coordinate of the object.
+ * @param {number} object.width - Width of the object.
+ * @param {number} object.height - Height of the object.
+ *
+ * @returns {boolean} True if the object collides with a tile, false otherwise.
+ */
+ layerCollidesWith: function layerCollidesWith(name, object) {
+ // calculate all tiles that the object can collide with
+ var row = tileEngine.getRow(object.y);
+ var col = tileEngine.getCol(object.x);
+
+ var endRow = tileEngine.getRow(object.y + object.height);
+ var endCol = tileEngine.getCol(object.x + object.width);
+
+ // check all tiles
+ var index;
+ for (var r = row; r <= endRow; r++) {
+ for (var c = col; c <= endCol; c++) {
+ index = getIndex({row: r, col: c});
+
+ if (tileEngine.layers[name].data[index]) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+ },
+
+ /**
+ * Get the tile from the specified layer at x, y or row, col.
+ * @memberof kontra.tileEngine
+ *
+ * @param {string} name - Name of the layer.
+ * @param {object} position - Position of the tile in either x, y or row, col.
+ * @param {number} position.x - X coordinate of the tile.
+ * @param {number} position.y - Y coordinate of the tile.
+ * @param {number} position.row - Row of the tile.
+ * @param {number} position.col - Col of the tile.
+ *
+ * @returns {number}
+ */
+ tileAtLayer: function tileAtLayer(name, position) {
+ var index = getIndex(position);
+
+ if (index >= 0) {
+ return tileEngine.layers[name].data[index];
+ }
+ },
+
+ /**
+ * Render the pre-rendered canvas.
+ * @memberof kontra.tileEngine
+ */
+ render: function render() {
+ /* istanbul ignore next */
+ tileEngine.context.drawImage(
+ offscreenCanvas,
+ tileEngine.sx, tileEngine.sy, canvasWidth, canvasHeight,
+ tileEngine.x, tileEngine.y, canvasWidth, canvasHeight
+ );
+ },
+
+ /**
+ * Render a specific layer.
+ * @memberof kontra.tileEngine
+ *
+ * @param {string} name - Name of the layer to render.
+ */
+ renderLayer: function renderLayer(name) {
+ var layer = tileEngine.layers[name];
+
+ // calculate the starting tile
+ var row = tileEngine.getRow();
+ var col = tileEngine.getCol();
+ var index = getIndex({row: row, col: col});
+
+ // calculate where to start drawing the tile relative to the drawing canvas
+ var startX = col * tileWidth - tileEngine.sx;
+ var startY = row * tileHeight - tileEngine.sy;
+
+ // calculate how many tiles the drawing canvas can hold
+ var viewWidth = Math.min(Math.ceil(canvasWidth / tileWidth) + 1, width);
+ var viewHeight = Math.min(Math.ceil(canvasHeight / tileHeight) + 1, height);
+ var numTiles = viewWidth * viewHeight;
+
+ var count = 0;
+ var x, y, tile, tileset, image, tileOffset, w, sx, sy;
+
+ // draw just enough of the layer to fit inside the drawing canvas
+ while (count < numTiles) {
+ tile = layer.data[index];
+
+ if (tile) {
+ tileset = getTileset(tile);
+ image = tileset.image;
+
+ x = startX + (count % viewWidth) * tileWidth;
+ y = startY + (count / viewWidth | 0) * tileHeight;
+
+ tileOffset = tile - tileset.firstGrid;
+ w = image.width / tileWidth;
+
+ sx = (tileOffset % w) * tileWidth;
+ sy = (tileOffset / w | 0) * tileHeight;
+
+ tileEngine.context.drawImage(
+ image,
+ sx, sy, tileWidth, tileHeight,
+ x, y, tileWidth, tileHeight
+ );
+ }
+
+ if (++count % viewWidth === 0) {
+ index = col + (++row * width);
+ }
+ else {
+ index++;
+ }
+ }
+ },
+
+ /**
+ * Get the row from the y coordinate.
+ * @memberof kontra.tileEngine
+ *
+ * @param {number} y - Y coordinate.
+ *
+ * @return {number}
+ */
+ getRow: function getRow(y) {
+ y = y || 0;
+
+ return (tileEngine.sy + y) / tileHeight | 0;
+ },
+
+ /**
+ * Get the col from the x coordinate.
+ * @memberof kontra.tileEngine
+ *
+ * @param {number} x - X coordinate.
+ *
+ * @return {number}
+ */
+ getCol: function getCol(x) {
+ x = x || 0;
+
+ return (tileEngine.sx + x) / tileWidth | 0;
+ },
+
+ get sx() {
+ return _sx;
+ },
+
+ get sy() {
+ return _sy;
+ },
+
+ // ensure sx and sy are within the image region
+ set sx(value) {
+ _sx = Math.min( Math.max(0, value), sxMax );
+ },
+
+ set sy(value) {
+ _sy = Math.min( Math.max(0, value), syMax );
+ },
+
+ // expose properties for testing
+ _layerOrder: layerOrder
+ };
+
+ // set here so we use setter function
+ tileEngine.sx = properties.sx || 0;
+ tileEngine.sy = properties.sy || 0;
+
+ // make the off-screen canvas the full size of the map
+ offscreenCanvas.width = mapWidth;
+ offscreenCanvas.height = mapHeight;
+
+ // merge properties of the tile engine onto the tile engine itself
+ for (var prop in properties.properties) {
+ var value = properties.properties[prop];
+
+ try {
+ value = JSON.parse(value);
+ }
+ catch(e) {}
+
+ // passed in properties override properties.properties
+ tileEngine[prop] = tileEngine[prop] || value;
+ }
+
+ if (properties.tilesets) {
+ tileEngine.addTilesets(properties.tilesets);
+ }
+
+ if (properties.layers) {
+ tileEngine.addLayers(properties.layers);
+ }
+
+ return tileEngine;
+ };
+})(kontra, Math, Array);
+
+/**
+ * Object for using localStorage.
+ */
+kontra.store = {
+
+ /**
+ * Save an item to localStorage.
+ * @memberof kontra.store
+ *
+ * @param {string} key - Name to store the item as.
+ * @param {*} value - Item to store.
+ */
+ set: function setStoreItem(key, value) {
+ if (value === undefined) {
+ localStorage.removeItem(key);
+ }
+ else {
+ localStorage.setItem(key, JSON.stringify(value));
+ }
+ },
+
+ /**
+ * Retrieve an item from localStorage and convert it back to it's original type.
+ * @memberof kontra.store
+ *
+ * @param {string} key - Name of the item.
+ *
+ * @returns {*}
+ */
+ get: function getStoreItem(key) {
+ var value = localStorage.getItem(key);
+
+ try {
+ value = JSON.parse(value);
+ }
+ catch(e) {}
+
+ return value;
+ }
+};
\ No newline at end of file