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jaws.js
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jaws.js
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/**
* @namespace JawsJS core functions. "Field Summary" contains readable properties on the main jaws-object.
*
* @property {int} mouse_x Mouse X position with respect to the canvas-element
* @property {int} mouse_y Mouse Y position with respect to the canvas-element
* @property {canvas} canvas The detected/created canvas-element used for the game
* @property {context} context The detected/created canvas 2D-context, used for all draw-operations
* @property {int} width Width of the canvas-element
* @property {int} height Height of the canvas-element
*
*
* @example
* Jaws, a HTML5 canvas/javascript 2D game development framework
*
* Homepage: http://jawsjs.com/
* Source: http://github.com/ippa/jaws/
* Documentation: http://jawsjs.com/docs/
*
* Works with: Chrome 6.0+, Firefox 3.6+, 4+, IE 9+
* License: LGPL - http://www.gnu.org/licenses/lgpl.html
*
* Jaws uses the "module pattern".
* Adds 1 global, <b>jaws</b>, so plays nice with all other JS libs.
*
* Formating guide:
* jaws.oneFunction()
* jaws.one_variable = 1
* new jaws.OneConstructor
*
* Have fun!
*
* ippa.
*
*/
var jaws = (function(jaws) {
var title
var log_tag
jaws.title = function(value) {
if(value) { return (title.innerHTML = value) }
return title.innerHTML
}
/**
* Unpacks Jaws core-constructors into the global namespace. If a global property is allready taken, a warning will be written to jaws log.
* After calling jaws.unpack() you can use <b>Sprite()</b> instead of <b>jaws.Sprite()</b>, <b>Animation()</b> instead of <b>jaws.Animation()</b> and so on.
*
*/
jaws.unpack = function() {
var make_global = ["Sprite", "SpriteList", "Animation", "Viewport", "SpriteSheet", "Parallax", "TileMap", "Rect", "pressed"]
make_global.forEach( function(item, array, total) {
if(window[item]) { jaws.log(item + "already exists in global namespace") }
else { window[item] = jaws[item] }
});
}
/**
* Logs <b>msg</b> to previously found or created <div id="jaws-log">
* if <b>append</b> is true, append rather than overwrite the last log-msg.
*/
jaws.log = function(msg, append) {
if(log_tag) {
msg += "<br />"
if(append) { log_tag.innerHTML = log_tag.innerHTML.toString() + msg }
else { log_tag.innerHTML = msg }
}
}
/**
* @example
* Initializes / creates:
* jaws.canvas, jaws.context & jaws.dom // our drawable gamearea
* jaws.width & jaws.height // width/height of drawable gamearea
* jaws.url_parameters // hash of key/values of all parameters in current url
* title & log_tag // used internally by jaws
*
* @private
*/
jaws.init = function(options) {
/* Find <title> tag */
title = document.getElementsByTagName('title')[0]
jaws.url_parameters = jaws.getUrlParameters()
/*
* If debug=1 parameter is present in the URL, let's either find <div id="jaws-log"> or create the tag.
* jaws.log(message) will use this div for debug/info output to the gamer or developer
*
*/
log_tag = document.getElementById('jaws-log')
if(jaws.url_parameters["debug"]) {
if(!log_tag) {
log_tag = document.createElement("div")
log_tag.id = "jaws-log"
log_tag.style.cssText = "overflow: auto; color: #aaaaaa; width: 300px; height: 150px; margin: 40px auto 0px auto; padding: 5px; border: #444444 1px solid; clear: both; font: 10px verdana; text-align: left;"
document.body.appendChild(log_tag)
}
}
jaws.canvas = document.getElementsByTagName('canvas')[0]
if(!jaws.canvas) { jaws.dom = document.getElementById("canvas") }
// Ordinary <canvas>, get context
if(jaws.canvas) { jaws.context = jaws.canvas.getContext('2d'); }
// div-canvas / hml5 sprites, set position relative to have sprites with position = "absolute" stay within the canvas
else if(jaws.dom) { jaws.dom.style.position = "relative"; }
// Niether <canvas> or <div>, create a <canvas> with specified or default width/height
else {
jaws.canvas = document.createElement("canvas")
jaws.canvas.width = options.width
jaws.canvas.height = options.height
jaws.context = jaws.canvas.getContext('2d')
document.body.appendChild(jaws.canvas)
}
jaws.width = jaws.canvas ? jaws.canvas.width : jaws.dom.offsetWidth
jaws.height = jaws.canvas ? jaws.canvas.height : jaws.dom.offsetHeight
jaws.mouse_x = 0
jaws.mouse_y = 0
window.addEventListener("mousemove", saveMousePosition)
}
/**
* @private
* Keeps updated mouse coordinates in jaws.mouse_x / jaws.mouse_y
* This is called each time event "mousemove" triggers.
*/
function saveMousePosition(e) {
jaws.mouse_x = (e.pageX || e.clientX)
jaws.mouse_y = (e.pageY || e.clientX)
var game_area = jaws.canvas ? jaws.canvas : jaws.dom
jaws.mouse_x -= game_area.offsetLeft
jaws.mouse_y -= game_area.offsetTop
}
/**
* Quick and easy startup of a jaws game loop.
*
* @example
*
* // jaws.start(YourGameState) It will do the following:
* //
* // 1) Call jaws.init() that will detect any canvas-tag (or create one for you) and set up the 2D context, then available in jaws.canvas and jaws.context.
* //
* // 2) Pre-load all defined assets with jaws.assets.loadAll() while showing progress, then available in jaws.assets.get("your_asset.png").
* //
* // 3) Create an instance of YourGameState() and call setup() on that instance. In setup() you usually create your gameobjects, sprites and so on.
* //
* // 4) Loop calls to update() and draw() with given FPS (default 60) until game ends or another game state is activated.
*
*
* jaws.start(MyGame) // Start game state Game() with default options
* jaws.start(MyGame, {fps: 30}) // Start game state Geme() with options, in this case jaws will run your game with 30 frames per second.
* jaws.start(window) // Use global functions setup(), update() and draw() if available. Not the recommended way but useful for testing and mini-games.
*
* // It's recommended not giving fps-option to jaws.start since then it will default to 60 FPS and using requestAnimationFrame when possible.
*
*/
jaws.start = function(game_state, options,game_state_setup_options) {
if(!options) options = {};
var fps = options.fps || 60
if (options.loading_screen === undefined)
options.loading_screen = true
if(!options.width) options.width = 500;
if(!options.height) options.height = 300;
jaws.init(options)
displayProgress(0)
jaws.log("setupInput()", true)
jaws.setupInput()
function displayProgress(percent_done) {
if(jaws.context && options.loading_screen) {
jaws.context.save()
jaws.context.fillStyle = "black"
jaws.context.fillRect(0, 0, jaws.width, jaws.height);
jaws.context.textAlign = "center"
jaws.context.fillStyle = "white"
jaws.context.font = "15px terminal";
jaws.context.fillText("Loading", jaws.width/2, jaws.height/2-30);
jaws.context.font = "bold 30px terminal";
jaws.context.fillText(percent_done + "%", jaws.width/2, jaws.height/2);
jaws.context.restore()
}
}
/* Callback for when one single assets has been loaded */
function assetLoaded(src, percent_done) {
jaws.log( percent_done + "%: " + src, true)
displayProgress(percent_done)
}
/* Callback for when an asset can't be loaded*/
function assetError(src) {
jaws.log( "Error loading: " + src, true)
}
/* Callback for when all assets are loaded */
function assetsLoaded() {
jaws.log("all assets loaded", true)
jaws.switchGameState(game_state||window, {fps: fps},game_state_setup_options)
}
jaws.log("assets.loadAll()", true)
if(jaws.assets.length() > 0) { jaws.assets.loadAll({onload:assetLoaded, onerror:assetError, onfinish:assetsLoaded}) }
else { assetsLoaded() }
}
/**
* Switch to a new active game state
* Save previous game state in jaws.previous_game_state
*
* @example
*
* function MenuState() {
* this.setup = function() { ... }
* this.draw = function() { ... }
* this.update = function() {
* if(pressed("enter")) jaws.switchGameState(GameState); // Start game when Enter is pressed
* }
* }
*
* function GameState() {
* this.setup = function() { ... }
* this.update = function() { ... }
* this.draw = function() { ... }
* }
*
* jaws.start(MenuState)
*
*/
jaws.switchGameState = function(game_state, options,game_state_setup_options) {
var fps = (options && options.fps) || (jaws.game_loop && jaws.game_loop.fps) || 60
jaws.game_loop && jaws.game_loop.stop()
jaws.clearKeyCallbacks() // clear out all keyboard callbacks
if(jaws.isFunction(game_state)) { game_state = new game_state }
jaws.previous_game_state = jaws.game_state
jaws.game_state = game_state
jaws.game_loop = new jaws.GameLoop(game_state, {fps: fps},game_state_setup_options)
jaws.game_loop.start()
}
/**
* Takes an image, returns a canvas-element containing that image.
* Benchmarks has proven canvas to be faster to work with then images in certain browsers.
* Returns: a canvas-element
*/
jaws.imageToCanvas = function(image) {
var canvas = document.createElement("canvas")
canvas.src = image.src // Make canvas look more like an image
canvas.width = image.width
canvas.height = image.height
var context = canvas.getContext("2d")
context.drawImage(image, 0, 0, image.width, image.height)
return canvas
}
/**
* Return obj as an array. An array is returned as is. This is useful when you want to iterate over an unknown variable.
*
* @example
*
* jaws.forceArray(1) // --> [1]
* jaws.forceArray([1,2]) // --> [1,2]
*
*/
jaws.forceArray = function(obj) {
return Array.isArray(obj) ? obj : [obj]
}
/** Clears screen (the canvas-element) through context.clearRect() */
jaws.clear = function() {
jaws.context.clearRect(0,0,jaws.width,jaws.height)
}
/** Returns true if obj is an Image */
jaws.isImage = function(obj) {
return Object.prototype.toString.call(obj) === "[object HTMLImageElement]"
}
/** Returns true of obj is a Canvas-element */
jaws.isCanvas = function(obj) {
return Object.prototype.toString.call(obj) === "[object HTMLCanvasElement]"
}
/** Returns true of obj is either an Image or a Canvas-element */
jaws.isDrawable = function(obj) {
return jaws.isImage(obj) || jaws.isCanvas(obj)
}
/** Returns true if obj is a String */
jaws.isString = function(obj) {
return (typeof obj == 'string')
}
/** Returns true if obj is an Array */
jaws.isArray = function(obj) {
if(obj === undefined) return false;
return !(obj.constructor.toString().indexOf("Array") == -1)
}
/** Returns true of obj is a Function */
jaws.isFunction = function(obj) {
return (Object.prototype.toString.call(obj) === "[object Function]")
}
/**
* Returns true if <b>item</b> is outside the canvas.
* <b>item</b> needs to have the properties x, y, width & height
*/
jaws.isOutsideCanvas = function(item) {
return (item.x < 0 || item.y < 0 || item.x > jaws.width || item.y > jaws.height)
}
/**
* Force <b>item</b> inside canvas by setting items x/y parameters
* <b>item</b> needs to have the properties x, y, width & height
*/
jaws.forceInsideCanvas = function(item) {
if(item.x < 0) { item.x = 0 }
if(item.x > jaws.width) { item.x = jaws.width }
if(item.y < 0) { item.y = 0 }
if(item.y > jaws.height) { item.y = jaws.height }
}
/**
* Return a hash of url-parameters and their values
*
* @example
* // Given the current URL is <b>http://test.com/?debug=1&foo=bar</b>
* jaws.getUrlParameters() // --> {debug: 1, foo: bar}
*/
jaws.getUrlParameters = function() {
var vars = [], hash;
var hashes = window.location.href.slice(window.location.href.indexOf('?') + 1).split('&');
for(var i = 0; i < hashes.length; i++) {
hash = hashes[i].split('=');
vars.push(hash[0]);
vars[hash[0]] = hash[1];
}
return vars;
}
return jaws;
})(jaws || {});
var jaws = (function(jaws) {
var pressed_keys = {}
var keycode_to_string = []
var on_keydown_callbacks = []
var on_keyup_callbacks = []
var mousebuttoncode_to_string = []
var ie_mousebuttoncode_to_string = []
/** @private
* Map all javascript keycodes to easy-to-remember letters/words
*/
jaws.setupInput = function() {
var k = []
k[8] = "backspace"
k[9] = "tab"
k[13] = "enter"
k[16] = "shift"
k[17] = "ctrl"
k[18] = "alt"
k[19] = "pause"
k[20] = "capslock"
k[27] = "esc"
k[32] = "space"
k[33] = "pageup"
k[34] = "pagedown"
k[35] = "end"
k[36] = "home"
k[37] = "left"
k[38] = "up"
k[39] = "right"
k[40] = "down"
k[45] = "insert"
k[46] = "delete"
k[91] = "leftwindowkey"
k[92] = "rightwindowkey"
k[93] = "selectkey"
k[106] = "multiply"
k[107] = "add"
k[109] = "subtract"
k[110] = "decimalpoint"
k[111] = "divide"
k[144] = "numlock"
k[145] = "scrollock"
k[186] = "semicolon"
k[187] = "equalsign"
k[188] = "comma"
k[189] = "dash"
k[190] = "period"
k[191] = "forwardslash"
k[192] = "graveaccent"
k[219] = "openbracket"
k[220] = "backslash"
k[221] = "closebracket"
k[222] = "singlequote"
var m = []
m[0] = "left_mouse_button"
m[1] = "center_mouse_button"
m[2] = "right_mouse_button"
var ie_m = [];
ie_m[1] = "left_mouse_button";
ie_m[2] = "right_mouse_button";
ie_m[4] = "center_mouse_button";
mousebuttoncode_to_string = m
ie_mousebuttoncode_to_string = ie_m;
var numpadkeys = ["numpad1","numpad2","numpad3","numpad4","numpad5","numpad6","numpad7","numpad8","numpad9"]
var fkeys = ["f1","f2","f3","f4","f5","f6","f7","f8","f9"]
var numbers = ["0","1","2","3","4","5","6","7","8","9"]
var letters = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"]
for(var i = 0; numbers[i]; i++) { k[48+i] = numbers[i] }
for(var i = 0; letters[i]; i++) { k[65+i] = letters[i] }
for(var i = 0; numpadkeys[i]; i++) { k[96+i] = numpadkeys[i] }
for(var i = 0; fkeys[i]; i++) { k[112+i] = fkeys[i] }
keycode_to_string = k
window.addEventListener("keydown", handleKeyDown)
window.addEventListener("keyup", handleKeyUp)
window.addEventListener("mousedown", handleMouseDown, false);
window.addEventListener("mouseup", handleMouseUp, false);
window.addEventListener("touchstart", handleTouchStart, false);
window.addEventListener("touchend", handleTouchEnd, false);
window.addEventListener("blur", resetPressedKeys, false);
// this turns off the right click context menu which screws up the mouseup event for button 2
document.oncontextmenu = function() {return false};
}
/** @private
* Reset input-hash. Called when game is blurred so a key-controlled player doesn't keep on moving when the game isn't focused.
*/
function resetPressedKeys(e) {
pressed_keys = {};
}
/** @private
* handle event "onkeydown" by remembering what key was pressed
*/
function handleKeyUp(e) {
event = (e) ? e : window.event
var human_name = keycode_to_string[event.keyCode]
pressed_keys[human_name] = false
if(on_keyup_callbacks[human_name]) {
on_keyup_callbacks[human_name](human_name)
e.preventDefault()
}
if(prevent_default_keys[human_name]) { e.preventDefault() }
}
/** @private
* handle event "onkeydown" by remembering what key was un-pressed
*/
function handleKeyDown(e) {
event = (e) ? e : window.event
var human_name = keycode_to_string[event.keyCode]
pressed_keys[human_name] = true
if(on_keydown_callbacks[human_name]) {
on_keydown_callbacks[human_name](human_name)
e.preventDefault()
}
if(prevent_default_keys[human_name]) { e.preventDefault() }
}
/** @private
* handle event "onmousedown" by remembering what button was pressed
*/
function handleMouseDown(e) {
event = (e) ? e : window.event
var human_name = mousebuttoncode_to_string[event.button] // 0 1 2
if (navigator.appName == "Microsoft Internet Explorer"){
human_name = ie_mousebuttoncode_to_string[event.button];
}
pressed_keys[human_name] = true
if(on_keydown_callbacks[human_name]) {
on_keydown_callbacks[human_name](human_name)
e.preventDefault()
}
}
/** @private
* handle event "onmouseup" by remembering what button was un-pressed
*/
function handleMouseUp(e) {
event = (e) ? e : window.event
var human_name = mousebuttoncode_to_string[event.button]
if (navigator.appName == "Microsoft Internet Explorer"){
human_name = ie_mousebuttoncode_to_string[event.button];
}
pressed_keys[human_name] = false
if(on_keyup_callbacks[human_name]) {
on_keyup_callbacks[human_name](human_name)
e.preventDefault()
}
}
/** @private
* handle event "touchstart" by remembering what button was pressed
*/
function handleTouchStart(e) {
event = (e) ? e : window.event
pressed_keys["left_mouse_button"] = true
jaws.mouse_x = e.touches[0].pageX - jaws.canvas.offsetLeft;
jaws.mouse_y = e.touches[0].pageY - jaws.canvas.offsetTop;
//e.preventDefault()
}
/** @private
* handle event "touchend" by remembering what button was pressed
*/
function handleTouchEnd(e) {
event = (e) ? e : window.event
pressed_keys["left_mouse_button"] = false
jaws.mouse_x = undefined;
jaws.mouse_y = undefined;
}
var prevent_default_keys = []
/**
* Prevents default browseraction for given keys.
* @example
* jaws.preventDefaultKeys( ["down"] ) // Stop down-arrow-key from scrolling page down
*/
jaws.preventDefaultKeys = function(array_of_strings) {
array_of_strings.forEach( function(item, index) {
prevent_default_keys[item] = true
});
}
/**
* Returns true if *key* is currently pressed down
* @example
* jaws.pressed("left"); // returns true if arrow key is pressed
* jaws.pressed("a"); // returns true if key "a" is pressed
*/
jaws.pressed = function(key) {
return pressed_keys[key]
}
/**
* sets up a callback for a key (or array of keys) to call when it's pressed down
*
* @example
* // call goLeft() when left arrow key is pressed
* jaws.on_keypress("left", goLeft)
*
* // call fireWeapon() when SPACE or CTRL is pressed
* jaws.on_keypress(["space","ctrl"], fireWeapon)
*/
jaws.on_keydown = function(key, callback) {
if(jaws.isArray(key)) {
for(var i=0; key[i]; i++) {
on_keydown_callbacks[key[i]] = callback
}
}
else {
on_keydown_callbacks[key] = callback
}
}
/**
* sets up a callback when a key (or array of keys) to call when it's released
*/
jaws.on_keyup = function(key, callback) {
if(jaws.isArray(key)) {
for(var i=0; key[i]; i++) {
on_keyup_callbacks[key[i]] = callback
}
}
else {
on_keyup_callbacks[key] = callback
}
}
/** @private
* Clean up all callbacks set by on_keydown / on_keyup
*/
jaws.clearKeyCallbacks = function() {
on_keyup_callbacks = []
on_keydown_callbacks = []
}
return jaws;
})(jaws || {});
var jaws = (function(jaws) {
/**
* @class Loads and processes assets as images, sound, video, json
* Used internally by JawsJS to create <b>jaws.assets</b>
*
* @property {bool} bust_cache Add random arguments to assets-url to bypass any cache
* @property {bool} fuchia_to_transparent Convert the color fuchia to transparent when loading .bmp-files
* @proparty {bool} image_to_canvas Convert all image assets to canvas internally
* @proparty {string} root Rootdir from where all assets are loaded
*
*/
jaws.Assets = function Assets() {
if( !(this instanceof arguments.callee) ) return new arguments.callee();
this.loaded = [] // Hash of all URLs that's been loaded
this.loading = [] // Hash of all URLs currently loading
this.src_list = [] // Hash of all unloaded URLs that loadAll() will try to load
this.data = [] // Hash of loaded raw asset data, URLs are keys
this.bust_cache = false
this.image_to_canvas = true
this.fuchia_to_transparent = true
this.root = ""
this.file_type = {}
this.file_type["json"] = "json"
this.file_type["wav"] = "audio"
this.file_type["mp3"] = "audio"
this.file_type["ogg"] = "audio"
this.file_type["png"] = "image"
this.file_type["jpg"] = "image"
this.file_type["jpeg"] = "image"
this.file_type["gif"] = "image"
this.file_type["bmp"] = "image"
this.file_type["tiff"] = "image"
var that = this
this.length = function() {
return this.src_list.length
}
/*
* Get one or many resources
*
* @param String or Array of strings
* @returns The raw resource or an array of resources
*
*/
this.get = function(src) {
if(jaws.isArray(src)) {
return src.map( function(i) { return that.data[i] } )
}
else {
if(this.loaded[src]) { return this.data[src] }
else { jaws.log("No such asset: " + src, true) }
}
}
/** Return true if src is in the process of loading (but not yet finishing) */
this.isLoading = function(src) {
return this.loading[src]
}
/** Return true if src is loaded in full */
this.isLoaded = function(src) {
return this.loaded[src]
}
this.getPostfix = function(src) {
postfix_regexp = /\.([a-zA-Z0-9]+)/;
return postfix_regexp.exec(src)[1]
}
this.getType = function(src) {
var postfix = this.getPostfix(src)
return (this.file_type[postfix] ? this.file_type[postfix] : postfix)
}
/**
* Add array of paths or single path to asset-list. Later load with loadAll()
*
* @example
*
* jaws.assets.add("player.png")
* jaws.assets.add(["media/bullet1.png", "media/bullet2.png"])
* jaws.assets.loadAll({onfinish: start_game})
*
*/
this.add = function(src) {
if(jaws.isArray(src)) { for(var i=0; src[i]; i++) { this.add(src[i]) } }
else { this.src_list.push(src) }
// else { var path = this.root + src; this.src_list.push(path) }
return this
}
/** Load all pre-specified assets */
this.loadAll = function(options) {
this.load_count = 0
this.error_count = 0
/* With these 3 callbacks you can display progress and act when all assets are loaded */
this.onload = options.onload
this.onerror = options.onerror
this.onfinish = options.onfinish
for(i=0; this.src_list[i]; i++) {
this.load(this.src_list[i])
}
}
/** Calls onload right away if asset is available since before, otherwise try to load it */
this.getOrLoad = function(src, onload, onerror) {
if(this.data[src]) { onload() }
else { this.load(src, onload, onerror) }
}
/**
* Load a single url <b>src</b>.
* if <b>onload</b> is specified, it's called on loading-success
* if <b>onerror</b> is specified, it will be called on any loading-error
*
* @example
*
* jaws.load("media/foo.png")
*
*/
this.load = function(src, onload, onerror) {
var asset = {}
asset.src = src
asset.onload = onload
asset.onerror = onerror
this.loading[src] = true
var resolved_src = this.root + asset.src;
if (this.bust_cache) { resolved_src += "?" + parseInt(Math.random()*10000000) }
switch(this.getType(asset.src)) {
case "image":
asset.image = new Image()
asset.image.asset = asset // enables us to access asset in the callback
//
// TODO: Make http://dev.ippa.se/webgames/test2.html work
//
asset.image.onload = this.assetLoaded
asset.image.onerror = this.assetError
asset.image.src = resolved_src
break;
case "audio":
asset.audio = new Audio(resolved_src)
asset.audio.asset = asset // enables us to access asset in the callback
this.data[asset.src] = asset.audio
asset.audio.addEventListener("canplay", this.assetLoaded, false);
asset.audio.addEventListener("error", this.assetError, false);
asset.audio.load()
break;
default:
var req = new XMLHttpRequest()
req.asset = asset // enables us to access asset in the callback
req.onreadystatechange = this.assetLoaded
req.open('GET', resolved_src, true)
req.send(null)
break;
}
}
/** @private
* Callback for all asset-loading.
* 1) Parse data depending on filetype. Images are (optionally) converted to canvas-objects. json are parsed into native objects and so on.
* 2) Save processed data in internal list for easy fetching with assets.get(src) later on
* 3) Call callbacks if defined
*/
this.assetLoaded = function(e) {
var asset = this.asset
var src = asset.src
var filetype = that.getType(asset.src)
// Keep loading and loaded hash up to date
that.loaded[src] = true
that.loading[src] = false
// Process data depending differently on postfix
if(filetype == "json") {
if (this.readyState != 4) { return }
that.data[asset.src] = JSON.parse(this.responseText)
}
else if(filetype == "image") {
var new_image = that.image_to_canvas ? jaws.imageToCanvas(asset.image) : asset.image
if(that.fuchia_to_transparent && that.getPostfix(asset.src) == "bmp") { new_image = fuchiaToTransparent(new_image) }
that.data[asset.src] = new_image
}
else if(filetype == "audio") {
asset.audio.removeEventListener("canplay", that.assetLoaded, false);
that.data[asset.src] = asset.audio
}
that.load_count++
that.processCallbacks(asset, true)
}
/** @private */
this.assetError = function(e) {
var asset = this.asset
that.error_count++
that.processCallbacks(asset, false)
}
/** @private */
this.processCallbacks = function(asset, ok) {
var percent = parseInt( (that.load_count+that.error_count) / that.src_list.length * 100)
if(ok) {
if(that.onload) that.onload(asset.src, percent);
if(asset.onload) asset.onload();
}
else {
if(that.onerror) that.onerror(asset.src, percent);
if(asset.onerror) asset.onerror(asset);
}
// When loadAll() is 100%, call onfinish() and kill callbacks (reset with next loadAll()-call)
if(percent==100) {
if(that.onfinish) { that.onfinish() }
that.onload = null
that.onerror = null
that.onfinish = null
}
}
}
/** @private
* Make Fuchia (0xFF00FF) transparent
* This is the de-facto standard way to do transparency in BMPs
* Returns: a canvas-element
*/
function fuchiaToTransparent(image) {
canvas = jaws.isImage(image) ? jaws.imageToCanvas(image) : image
var context = canvas.getContext("2d")
var img_data = context.getImageData(0,0,canvas.width,canvas.height)
var pixels = img_data.data
for(var i = 0; i < pixels.length; i += 4) {
if(pixels[i]==255 && pixels[i+1]==0 && pixels[i+2]==255) { // Color: Fuchia
pixels[i+3] = 0 // Set total see-through transparency
}
}
context.putImageData(img_data,0,0);
return canvas
}
jaws.assets = new jaws.Assets()
return jaws;
})(jaws || {});
var jaws = (function(jaws) {
// requestAnim shim layer by Paul Irish
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function */ callback, /* DOMElement */ element){
window.setTimeout(callback, 16.666);
};
})();
/**
* @class A classic game loop forever looping calls to update() / draw() with given framerate. "Field Summary" contains options for the GameLoop()-constructor.
*
* @property {int} tick_duration duration in ms between the last 2 ticks (often called dt)
* @property {int} fps the real fps (as opposed to the target fps), smoothed out with a moving average
* @property {int} ticks total amount of ticks since game loops start
*
* @example
*
* game = {}
* draw: function() { ... your stuff executed every 30 FPS ... }
* }
*
* game_loop = new jaws.GameLoop(game, {fps: 30})
* game_loop.start()
*
* // You can also use the shortcut jaws.start(), it will:
* // 1) Load all assets with jaws.assets.loadAll()
* // 2) Create a GameLoop() and start it
* jaws.start(MyGameState, {fps: 30})
*
*/
jaws.GameLoop = function GameLoop(game_object, options,game_state_setup_options) {
if( !(this instanceof arguments.callee) ) return new arguments.callee( game_object, options );
this.tick_duration = 0
this.fps = 0
this.ticks = 0
var update_id
var paused = false
var stopped = false
var that = this
var mean_value = new MeanValue(20) // let's have a smooth, non-jittery FPS-value
/**
* returns how game_loop has been active in milliseconds
* does currently not factor in pause-time
*/
this.runtime = function() {
return (this.last_tick - this.first_tick)
}
/** Start the game loop by calling setup() once and then loop update()/draw() forever with given FPS */
this.start = function() {
jaws.log("game loop start", true)
this.first_tick = (new Date()).getTime();
this.current_tick = (new Date()).getTime();
this.last_tick = (new Date()).getTime();
if(game_object.setup) { game_object.setup(game_state_setup_options) }
step_delay = 1000 / options.fps;
if(options.fps == 60) {
requestAnimFrame(this.loop)
}
else {
update_id = setInterval(this.loop, step_delay);
}
jaws.log("game loop loop", true)
}
/** The core of the game loop. Calculate a mean FPS and call update()/draw() if game loop is not paused */
this.loop = function() {
that.current_tick = (new Date()).getTime();
that.tick_duration = that.current_tick - that.last_tick
that.fps = mean_value.add(1000/that.tick_duration).get()
if(!stopped && !paused) {
if(game_object.update) { game_object.update() }
if(game_object.draw) { game_object.draw() }
that.ticks++
}
if(options.fps == 60 && !stopped) requestAnimFrame(that.loop);
that.last_tick = that.current_tick;
}
/** Pause the game loop. loop() will still get called but not update() / draw() */
this.pause = function() { paused = true }
/** unpause the game loop */
this.unpause = function() { paused = false }
/** Stop the game loop */
this.stop = function() {
if(update_id) clearInterval(update_id);
stopped = true;
}
}
/** @ignore */
function MeanValue(size) {
this.size = size
this.values = new Array(this.size)
this.value
this.add = function(value) {
if(this.values.length > this.size) { // is values filled?
this.values.splice(0,1)
this.value = 0
for(var i=0; this.values[i]; i++) {
this.value += this.values[i]
}
this.value = this.value / this.size
}
this.values.push(value)
return this
}
this.get = function() {
return parseInt(this.value)
}
}
return jaws;
})(jaws || {});
var jaws = (function(jaws) {
/**