use quintus from the cdn, less bugs
parent
392af1b01f
commit
65a79b70af
File diff suppressed because it is too large
Load Diff
@ -1,457 +0,0 @@
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/*global Quintus:false */
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Quintus["2D"] = function(Q) {
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Q.component('viewport',{
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added: function() {
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this.entity.on('prerender',this,'prerender');
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this.entity.on('render',this,'postrender');
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this.x = 0;
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this.y = 0;
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this.offsetX = 0;
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this.offsetY = 0;
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this.centerX = Q.width/2;
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this.centerY = Q.height/2;
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this.scale = 1;
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},
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extend: {
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follow: function(sprite,directions,boundingBox) {
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this.off('poststep',this.viewport,'follow');
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this.viewport.directions = directions || { x: true, y: true };
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this.viewport.following = sprite;
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this.viewport.boundingBox = boundingBox;
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this.on('poststep',this.viewport,'follow');
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this.viewport.follow(true);
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},
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unfollow: function() {
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this.off('poststep',this.viewport,'follow');
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},
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centerOn: function(x,y) {
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this.viewport.centerOn(x,y);
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},
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moveTo: function(x,y) {
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return this.viewport.moveTo(x,y);
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}
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},
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follow: function(first) {
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var followX = Q._isFunction(this.directions.x) ? this.directions.x(this.following) : this.directions.x;
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var followY = Q._isFunction(this.directions.y) ? this.directions.y(this.following) : this.directions.y;
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this[first === true ? 'centerOn' : 'softCenterOn'](
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followX ?
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this.following.p.x + this.following.p.w/2 - this.offsetX :
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undefined,
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followY ?
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this.following.p.y + this.following.p.h/2 - this.offsetY :
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undefined
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);
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},
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offset: function(x,y) {
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this.offsetX = x;
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this.offsetY = y;
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},
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softCenterOn: function(x,y) {
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if(x !== void 0) {
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var dx = (x - Q.width / 2 / this.scale - this.x)/3;
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if(this.boundingBox) {
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if(this.x + dx < this.boundingBox.minX) {
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this.x = this.boundingBox.minX / this.scale;
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}
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else if(this.x + dx > (this.boundingBox.maxX - Q.width) / this.scale) {
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this.x = (this.boundingBox.maxX - Q.width) / this.scale;
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}
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else {
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this.x += dx;
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}
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}
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else {
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this.x += dx;
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}
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}
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if(y !== void 0) {
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var dy = (y - Q.height / 2 / this.scale - this.y)/3;
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if(this.boundingBox) {
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if(this.y + dy < this.boundingBox.minY) {
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this.y = this.boundingBox.minY / this.scale;
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}
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else if(this.y + dy > (this.boundingBox.maxY - Q.height) / this.scale) {
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this.y = (this.boundingBox.maxY - Q.height) / this.scale;
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}
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else {
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this.y += dy;
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}
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}
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else {
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this.y += dy;
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}
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}
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},
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centerOn: function(x,y) {
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if(x !== void 0) {
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this.x = x - Q.width / 2 / this.scale;
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}
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if(y !== void 0) {
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this.y = y - Q.height / 2 / this.scale;
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}
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},
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moveTo: function(x,y) {
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if(x !== void 0) {
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this.x = x;
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}
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if(y !== void 0) {
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this.y = y;
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}
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return this.entity;
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},
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prerender: function() {
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this.centerX = this.x + Q.width / 2 /this.scale;
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this.centerY = this.y + Q.height / 2 /this.scale;
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Q.ctx.save();
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Q.ctx.translate(Math.floor(Q.width/2),Math.floor(Q.height/2));
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Q.ctx.scale(this.scale,this.scale);
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Q.ctx.translate(-Math.floor(this.centerX), -Math.floor(this.centerY));
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},
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postrender: function() {
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Q.ctx.restore();
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}
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});
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Q.TileLayer = Q.Sprite.extend({
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init: function(props) {
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this._super(props,{
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tileW: 32,
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tileH: 32,
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blockTileW: 10,
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blockTileH: 10,
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type: 1,
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layerIndex: 0
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});
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if(this.p.dataAsset) {
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this.load(this.p.dataAsset);
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}
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this.blocks = [];
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this.p.blockW = this.p.tileW * this.p.blockTileW;
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this.p.blockH = this.p.tileH * this.p.blockTileH;
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this.colBounds = {};
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this.directions = [ 'top','left','right','bottom'];
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this.collisionObject = {
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p: {
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w: this.p.tileW,
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h: this.p.tileH,
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cx: this.p.tileW/2,
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cy: this.p.tileH/2
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}
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};
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this.collisionNormal = { separate: []};
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},
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load: function(dataAsset) {
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var fileParts = dataAsset.split("."),
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fileExt = fileParts[fileParts.length-1].toLowerCase(),
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data;
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if (fileExt === "json") {
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data = Q._isString(dataAsset) ? Q.asset(dataAsset) : dataAsset;
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}
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else if (fileExt === "tmx" || fileExt === "xml") {
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var parser = new DOMParser(),
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doc = parser.parseFromString(Q.asset(dataAsset), "application/xml");
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var layer = doc.getElementsByTagName("layer")[this.p.layerIndex],
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width = parseInt(layer.getAttribute("width"),10),
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height = parseInt(layer.getAttribute("height"),10);
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var tiles = layer.getElementsByTagName("tile"),
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idx = 0;
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data = [];
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for(var y = 0;y < height;y++) {
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data[y] = [];
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for(var x = 0;x < width;x++) {
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var tile = tiles[idx];
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data[y].push(parseInt(tile.getAttribute("gid")-1,10));
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idx++;
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}
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}
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}
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else {
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throw "file type not supported";
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}
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this.p.tiles = data;
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this.p.rows = data.length;
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this.p.cols = data[0].length;
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this.p.w = this.p.cols * this.p.tileW;
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this.p.h = this.p.rows * this.p.tileH;
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},
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getTile: function(tileX,tileY) {
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return this.p.tiles[tileY] && this.p.tiles[tileY][tileX];
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},
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setTile: function(x,y,tile) {
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var p = this.p,
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blockX = Math.floor(x/p.blockTileW),
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blockY = Math.floor(y/p.blockTileH);
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if(blockX >= 0 && blockY >= 0 &&
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blockX < this.p.cols &&
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blockY < this.p.rows) {
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this.p.tiles[y][x] = tile;
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if(this.blocks[blockY]) {
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this.blocks[blockY][blockX] = null;
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}
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}
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},
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tilePresent: function(tileX,tileY) {
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return this.p.tiles[tileY] && this.collidableTile(this.p.tiles[tileY][tileX]);
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},
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// Overload this method to draw tiles at frame 0 or not draw
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// tiles at higher number frames
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drawableTile: function(tileNum) {
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return tileNum > 0;
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},
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// Overload this method to control which tiles trigger a collision
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// (defaults to all tiles > number 0)
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collidableTile: function(tileNum) {
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return tileNum > 0;
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},
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collide: function(obj) {
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var p = this.p,
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tileStartX = Math.floor((obj.p.x - obj.p.cx - p.x) / p.tileW),
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tileStartY = Math.floor((obj.p.y - obj.p.cy - p.y) / p.tileH),
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tileEndX = Math.ceil((obj.p.x - obj.p.cx + obj.p.w - p.x) / p.tileW),
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tileEndY = Math.ceil((obj.p.y - obj.p.cy + obj.p.h - p.y) / p.tileH),
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colObj = this.collisionObject,
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normal = this.collisionNormal,
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col;
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normal.collided = false;
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for(var tileY = tileStartY; tileY<=tileEndY; tileY++) {
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for(var tileX = tileStartX; tileX<=tileEndX; tileX++) {
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if(this.tilePresent(tileX,tileY)) {
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colObj.p.x = tileX * p.tileW + p.x + p.tileW/2;
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colObj.p.y = tileY * p.tileH + p.y + p.tileH/2;
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col = Q.collision(obj,colObj);
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if(col && col.magnitude > 0 &&
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(!normal.collided || normal.magnitude < col.magnitude )) {
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normal.collided = true;
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normal.separate[0] = col.separate[0];
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normal.separate[1] = col.separate[1];
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normal.magnitude = col.magnitude;
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normal.distance = col.distance;
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normal.normalX = col.normalX;
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normal.normalY = col.normalY;
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normal.tileX = tileX;
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normal.tileY = tileY;
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normal.tile = this.getTile(tileX,tileY);
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}
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}
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}
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}
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return normal.collided ? normal : false;
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},
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prerenderBlock: function(blockX,blockY) {
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var p = this.p,
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tiles = p.tiles,
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sheet = this.sheet(),
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blockOffsetX = blockX*p.blockTileW,
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blockOffsetY = blockY*p.blockTileH;
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if(blockOffsetX < 0 || blockOffsetX >= this.p.cols ||
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blockOffsetY < 0 || blockOffsetY >= this.p.rows) {
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return;
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}
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var canvas = document.createElement('canvas'),
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ctx = canvas.getContext('2d');
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canvas.width = p.blockW;
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canvas.height= p.blockH;
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this.blocks[blockY] = this.blocks[blockY] || {};
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this.blocks[blockY][blockX] = canvas;
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for(var y=0;y<p.blockTileH;y++) {
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if(tiles[y+blockOffsetY]) {
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for(var x=0;x<p.blockTileW;x++) {
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if(this.drawableTile(tiles[y+blockOffsetY][x+blockOffsetX])) {
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sheet.draw(ctx,
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x*p.tileW,
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y*p.tileH,
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tiles[y+blockOffsetY][x+blockOffsetX]);
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}
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}
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}
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}
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},
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drawBlock: function(ctx, blockX, blockY) {
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var p = this.p,
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startX = Math.floor(blockX * p.blockW + p.x),
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startY = Math.floor(blockY * p.blockH + p.y);
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if(!this.blocks[blockY] || !this.blocks[blockY][blockX]) {
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this.prerenderBlock(blockX,blockY);
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}
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if(this.blocks[blockY] && this.blocks[blockY][blockX]) {
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ctx.drawImage(this.blocks[blockY][blockX],startX,startY);
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}
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},
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draw: function(ctx) {
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var p = this.p,
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viewport = this.stage.viewport,
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scale = viewport ? viewport.scale : 1,
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x = viewport ? viewport.x : 0,
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y = viewport ? viewport.y : 0,
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viewW = Q.width / scale,
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viewH = Q.height / scale,
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startBlockX = Math.floor((x - p.x) / p.blockW),
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startBlockY = Math.floor((y - p.y) / p.blockH),
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endBlockX = Math.floor((x + viewW - p.x) / p.blockW),
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endBlockY = Math.floor((y + viewH - p.y) / p.blockH);
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for(var iy=startBlockY;iy<=endBlockY;iy++) {
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for(var ix=startBlockX;ix<=endBlockX;ix++) {
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this.drawBlock(ctx,ix,iy);
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}
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}
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}
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});
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Q.gravityY = 9.8*100;
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Q.gravityX = 0;
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Q.component('2d',{
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added: function() {
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var entity = this.entity;
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Q._defaults(entity.p,{
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vx: 0,
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vy: 0,
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ax: 0,
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ay: 0,
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gravity: 1,
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collisionMask: Q.SPRITE_DEFAULT
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});
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entity.on('step',this,"step");
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entity.on('hit',this,'collision');
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},
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collision: function(col,last) {
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var entity = this.entity,
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p = entity.p,
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magnitude = 0;
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if(col.obj.p && col.obj.p.sensor) {
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col.obj.trigger("sensor",entity);
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return;
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}
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col.impact = 0;
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var impactX = Math.abs(p.vx);
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var impactY = Math.abs(p.vy);
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p.x -= col.separate[0];
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p.y -= col.separate[1];
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// Top collision
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if(col.normalY < -0.3) {
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if(p.vy > 0) { p.vy = 0; }
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col.impact = impactY;
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entity.trigger("bump.bottom",col);
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}
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if(col.normalY > 0.3) {
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if(p.vy < 0) { p.vy = 0; }
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col.impact = impactY;
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entity.trigger("bump.top",col);
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}
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if(col.normalX < -0.3) {
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if(p.vx > 0) { p.vx = 0; }
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col.impact = impactX;
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entity.trigger("bump.right",col);
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}
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if(col.normalX > 0.3) {
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if(p.vx < 0) { p.vx = 0; }
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col.impact = impactX;
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entity.trigger("bump.left",col);
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}
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},
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step: function(dt) {
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var p = this.entity.p,
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dtStep = dt;
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// TODO: check the entity's magnitude of vx and vy,
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// reduce the max dtStep if necessary to prevent
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// skipping through objects.
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while(dtStep > 0) {
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dt = Math.min(1/30,dtStep);
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// Updated based on the velocity and acceleration
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p.vx += p.ax * dt + (p.gravityX === void 0 ? Q.gravityX : p.gravityX) * dt * p.gravity;
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p.vy += p.ay * dt + (p.gravityY === void 0 ? Q.gravityY : p.gravityY) * dt * p.gravity;
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p.x += p.vx * dt;
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p.y += p.vy * dt;
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this.entity.stage.collide(this.entity);
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dtStep -= dt;
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}
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}
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});
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Q.component('aiBounce', {
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added: function() {
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this.entity.on("bump.right",this,"goLeft");
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this.entity.on("bump.left",this,"goRight");
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},
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goLeft: function(col) {
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this.entity.p.vx = -col.impact;
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if(this.entity.p.defaultDirection === 'right') {
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this.entity.p.flip = 'x';
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}
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else {
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this.entity.p.flip = false;
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}
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},
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goRight: function(col) {
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this.entity.p.vx = col.impact;
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if(this.entity.p.defaultDirection === 'left') {
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this.entity.p.flip = 'x';
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}
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else {
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this.entity.p.flip = false;
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}
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}
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});
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};
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@ -1,267 +0,0 @@
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/*global Quintus:false */
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Quintus.Anim = function(Q) {
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Q._animations = {};
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Q.animations = function(sprite,animations) {
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if(!Q._animations[sprite]) { Q._animations[sprite] = {}; }
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Q._extend(Q._animations[sprite],animations);
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};
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Q.animation = function(sprite,name) {
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return Q._animations[sprite] && Q._animations[sprite][name];
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};
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Q.component('animation',{
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added: function() {
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var p = this.entity.p;
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p.animation = null;
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p.animationPriority = -1;
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p.animationFrame = 0;
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p.animationTime = 0;
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this.entity.on("step",this,"step");
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},
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extend: {
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play: function(name,priority) {
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this.animation.play(name,priority);
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}
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},
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step: function(dt) {
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||||
var entity = this.entity,
|
||||
p = entity.p;
|
||||
if(p.animation) {
|
||||
var anim = Q.animation(p.sprite,p.animation),
|
||||
rate = anim.rate || p.rate,
|
||||
stepped = 0;
|
||||
p.animationTime += dt;
|
||||
if(p.animationChanged) {
|
||||
p.animationChanged = false;
|
||||
} else {
|
||||
p.animationTime += dt;
|
||||
if(p.animationTime > rate) {
|
||||
stepped = Math.floor(p.animationTime / rate);
|
||||
p.animationTime -= stepped * rate;
|
||||
p.animationFrame += stepped;
|
||||
}
|
||||
}
|
||||
if(stepped > 0) {
|
||||
if(p.animationFrame >= anim.frames.length) {
|
||||
if(anim.loop === false || anim.next) {
|
||||
p.animationFrame = anim.frames.length - 1;
|
||||
entity.trigger('animEnd');
|
||||
entity.trigger('animEnd.' + p.animation);
|
||||
p.animation = null;
|
||||
p.animationPriority = -1;
|
||||
if(anim.trigger) {
|
||||
entity.trigger(anim.trigger,anim.triggerData);
|
||||
}
|
||||
if(anim.next) { this.play(anim.next,anim.nextPriority); }
|
||||
return;
|
||||
} else {
|
||||
entity.trigger('animLoop');
|
||||
entity.trigger('animLoop.' + p.animation);
|
||||
p.animationFrame = p.animationFrame % anim.frames.length;
|
||||
}
|
||||
}
|
||||
entity.trigger("animFrame");
|
||||
}
|
||||
p.sheet = anim.sheet || p.sheet;
|
||||
p.frame = anim.frames[p.animationFrame];
|
||||
}
|
||||
},
|
||||
|
||||
play: function(name,priority) {
|
||||
var entity = this.entity,
|
||||
p = entity.p;
|
||||
priority = priority || 0;
|
||||
if(name !== p.animation && priority >= p.animationPriority) {
|
||||
p.animation = name;
|
||||
p.animationChanged = true;
|
||||
p.animationTime = 0;
|
||||
p.animationFrame = 0;
|
||||
p.animationPriority = priority;
|
||||
entity.trigger('anim');
|
||||
entity.trigger('anim.' + p.animation);
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
Q.Sprite.extend("Repeater",{
|
||||
init: function(props) {
|
||||
this._super(Q._defaults(props,{
|
||||
speedX: 1,
|
||||
speedY: 1,
|
||||
repeatY: true,
|
||||
repeatX: true,
|
||||
type: 0
|
||||
}));
|
||||
this.p.repeatW = this.p.repeatW || this.p.w;
|
||||
this.p.repeatH = this.p.repeatH || this.p.h;
|
||||
},
|
||||
|
||||
draw: function(ctx) {
|
||||
var p = this.p,
|
||||
asset = this.asset(),
|
||||
sheet = this.sheet(),
|
||||
scale = this.stage.viewport ? this.stage.viewport.scale : 1,
|
||||
viewX = Math.floor(this.stage.viewport ? this.stage.viewport.x : 0),
|
||||
viewY = Math.floor(this.stage.viewport ? this.stage.viewport.y : 0),
|
||||
offsetX = Math.floor(p.x + viewX * this.p.speedX),
|
||||
offsetY = Math.floor(p.y + viewY * this.p.speedY),
|
||||
curX, curY, startX;
|
||||
if(p.repeatX) {
|
||||
curX = -offsetX % p.repeatW;
|
||||
if(curX > 0) { curX -= p.repeatW; }
|
||||
} else {
|
||||
curX = p.x - viewX;
|
||||
}
|
||||
if(p.repeatY) {
|
||||
curY = -offsetY % p.repeatH;
|
||||
if(curY > 0) { curY -= p.repeatH; }
|
||||
} else {
|
||||
curY = p.y - viewY;
|
||||
}
|
||||
|
||||
startX = curX;
|
||||
while(curY < Q.height / scale) {
|
||||
curX = startX;
|
||||
while(curX < Q.width / scale) {
|
||||
if(sheet) {
|
||||
sheet.draw(ctx,curX + viewX,curY + viewY,p.frame);
|
||||
} else {
|
||||
ctx.drawImage(asset,curX + viewX,curY + viewY);
|
||||
}
|
||||
curX += p.repeatW;
|
||||
if(!p.repeatX) { break; }
|
||||
}
|
||||
curY += p.repeatH;
|
||||
if(!p.repeatY) { break; }
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Q.Tween = Q.Class.extend({
|
||||
init: function(entity,properties,duration,easing,options) {
|
||||
if(Q._isObject(easing)) { options = easing; easing = Q.Easing.Linear; }
|
||||
if(Q._isObject(duration)) { options = duration; duration = 1; }
|
||||
|
||||
this.entity = entity;
|
||||
//this.p = (entity instanceof Q.Stage) ? entity.viewport : entity.p;
|
||||
this.duration = duration || 1;
|
||||
this.time = 0;
|
||||
this.options = options || {};
|
||||
this.delay = this.options.delay || 0;
|
||||
this.easing = easing || this.options.easing || Q.Easing.Linear;
|
||||
|
||||
this.startFrame = Q._loopFrame + 1;
|
||||
this.properties = properties;
|
||||
this.start = {};
|
||||
this.diff = {};
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
var property;
|
||||
|
||||
if(this.startFrame > Q._loopFrame) { return true; }
|
||||
if(this.delay >= dt) {
|
||||
this.delay -= dt;
|
||||
return true;
|
||||
}
|
||||
|
||||
if(this.delay > 0) {
|
||||
dt -= this.delay;
|
||||
this.delay = 0;
|
||||
}
|
||||
|
||||
if(this.time === 0) {
|
||||
// first time running? Initialize the properties to chaining correctly.
|
||||
var entity = this.entity, properties = this.properties;
|
||||
this.p = (entity instanceof Q.Stage) ? entity.viewport : entity.p;
|
||||
for(property in properties) {
|
||||
this.start[property] = this.p[property];
|
||||
if(!Q._isUndefined(this.start[property])) {
|
||||
this.diff[property] = properties[property] - this.start[property];
|
||||
}
|
||||
}
|
||||
}
|
||||
this.time += dt;
|
||||
|
||||
var progress = Math.min(1,this.time / this.duration),
|
||||
location = this.easing(progress);
|
||||
|
||||
for(property in this.start) {
|
||||
if(!Q._isUndefined(this.p[property])) {
|
||||
this.p[property] = this.start[property] + this.diff[property] * location;
|
||||
}
|
||||
}
|
||||
|
||||
if(progress >= 1) {
|
||||
if(this.options.callback) {
|
||||
this.options.callback.apply(this.entity);
|
||||
}
|
||||
}
|
||||
return progress < 1;
|
||||
}
|
||||
});
|
||||
|
||||
// Code ripped directly from Tween.js
|
||||
// https://github.com/sole/tween.js/blob/master/src/Tween.js
|
||||
Q.Easing = {
|
||||
Linear: function (k) { return k; },
|
||||
|
||||
Quadratic: {
|
||||
In: function ( k ) { return k * k; },
|
||||
Out: function ( k ) {return k * ( 2 - k ); },
|
||||
InOut: function ( k ) {
|
||||
if ((k *= 2 ) < 1) { return 0.5 * k * k; }
|
||||
return -0.5 * (--k * (k - 2) - 1);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Q.component('tween',{
|
||||
added: function() {
|
||||
this._tweens = [];
|
||||
this.entity.on("step",this,"step");
|
||||
},
|
||||
extend: {
|
||||
animate: function(properties,duration,easing,options) {
|
||||
this.tween._tweens.push(new Q.Tween(this,properties,duration,easing,options));
|
||||
return this;
|
||||
},
|
||||
|
||||
chain: function(properties,duration,easing,options) {
|
||||
if(Q._isObject(easing)) { options = easing; easing = Q.Easing.Linear; }
|
||||
// Chain an animation to the end
|
||||
var tweenCnt = this.tween._tweens.length;
|
||||
if(tweenCnt > 0) {
|
||||
var lastTween = this.tween._tweens[tweenCnt - 1];
|
||||
options = options || {};
|
||||
options['delay'] = lastTween.duration - lastTween.time + lastTween.delay;
|
||||
}
|
||||
|
||||
this.animate(properties,duration,easing,options);
|
||||
return this;
|
||||
},
|
||||
|
||||
stop: function() {
|
||||
this.tween._tweens.length = 0;
|
||||
return this;
|
||||
}
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
for(var i=0; i < this._tweens.length; i++) {
|
||||
if(!this._tweens[i].step(dt)) {
|
||||
this._tweens.splice(i,1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
};
|
||||
|
@ -1,157 +0,0 @@
|
||||
/*global Quintus:false, AudioContext:false, window:false */
|
||||
|
||||
Quintus.Audio = function(Q) {
|
||||
|
||||
Q.audio = {
|
||||
channels: [],
|
||||
channelMax: Q.options.channelMax || 10,
|
||||
active: {},
|
||||
play: function() {}
|
||||
};
|
||||
|
||||
|
||||
Q.hasWebAudio = (typeof AudioContext !== "undefined") || (typeof webkitAudioContext !== "undefined");
|
||||
|
||||
if(Q.hasWebAudio) {
|
||||
if(typeof AudioContext !== "undefined") {
|
||||
Q.audioContext = new AudioContext();
|
||||
} else {
|
||||
Q.audioContext = new window.webkitAudioContext();
|
||||
}
|
||||
}
|
||||
|
||||
Q.enableSound = function() {
|
||||
var hasTouch = !!('ontouchstart' in window);
|
||||
|
||||
if(Q.hasWebAudio) {
|
||||
Q.audio.enableWebAudioSound();
|
||||
} else {
|
||||
Q.audio.enableHTML5Sound();
|
||||
}
|
||||
return Q;
|
||||
};
|
||||
|
||||
Q.audio.enableWebAudioSound = function() {
|
||||
Q.audio.type = "WebAudio";
|
||||
|
||||
Q.audio.soundID = 0;
|
||||
|
||||
Q.audio.playingSounds = {};
|
||||
|
||||
Q.audio.removeSound = function(soundID) {
|
||||
delete Q.audio.playingSounds[soundID];
|
||||
};
|
||||
|
||||
// Play a single sound, optionally debounced
|
||||
// to prevent repeated plays in a short time
|
||||
Q.audio.play = function(s,options) {
|
||||
var now = new Date().getTime();
|
||||
|
||||
// See if this audio file is currently being debounced, if
|
||||
// it is, don't do anything and just return
|
||||
if(Q.audio.active[s] && Q.audio.active[s] > now) { return; }
|
||||
|
||||
// If any options were passed in, check for a debounce,
|
||||
// which is the number of milliseconds to debounce this sound
|
||||
if(options && options['debounce']) {
|
||||
Q.audio.active[s] = now + options['debounce'];
|
||||
} else {
|
||||
delete Q.audio.active[s];
|
||||
}
|
||||
|
||||
var soundID = Q.audio.soundID++;
|
||||
|
||||
var source = Q.audioContext.createBufferSource();
|
||||
source.buffer = Q.asset(s);
|
||||
source.connect(Q.audioContext.destination);
|
||||
if(options && options['loop']) {
|
||||
source.loop = true;
|
||||
} else {
|
||||
setTimeout(function() {
|
||||
Q.audio.removeSound(soundID);
|
||||
},source.buffer.duration * 1000);
|
||||
}
|
||||
source.assetName = s;
|
||||
if(source.start) { source.start(0); } else { source.noteOn(0); }
|
||||
|
||||
Q.audio.playingSounds[soundID] = source;
|
||||
|
||||
|
||||
};
|
||||
|
||||
Q.audio.stop = function(s) {
|
||||
for(var key in Q.audio.playingSounds) {
|
||||
var snd = Q.audio.playingSounds[key];
|
||||
if(!s || s === snd.assetName) {
|
||||
if(snd.stop) { snd.stop(0); } else { snd.noteOff(0); }
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
Q.audio.enableHTML5Sound = function() {
|
||||
Q.audio.type = "HTML5";
|
||||
|
||||
for (var i=0;i<Q.audio.channelMax;i++) {
|
||||
Q.audio.channels[i] = {};
|
||||
Q.audio.channels[i]['channel'] = new Audio();
|
||||
Q.audio.channels[i]['finished'] = -1;
|
||||
}
|
||||
|
||||
// Play a single sound, optionally debounced
|
||||
// to prevent repeated plays in a short time
|
||||
Q.audio.play = function(s,options) {
|
||||
var now = new Date().getTime();
|
||||
|
||||
// See if this audio file is currently being debounced, if
|
||||
// it is, don't do anything and just return
|
||||
if(Q.audio.active[s] && Q.audio.active[s] > now) { return; }
|
||||
|
||||
// If any options were passed in, check for a debounce,
|
||||
// which is the number of milliseconds to debounce this sound
|
||||
if(options && options['debounce']) {
|
||||
Q.audio.active[s] = now + options['debounce'];
|
||||
} else {
|
||||
delete Q.audio.active[s];
|
||||
}
|
||||
|
||||
// Find a free audio channel and play the sound
|
||||
for (var i=0;i<Q.audio.channels.length;i++) {
|
||||
// Check the channel is either finished or not looping
|
||||
if (!Q.audio.channels[i]['loop'] && Q.audio.channels[i]['finished'] < now) {
|
||||
|
||||
Q.audio.channels[i]['channel'].src = Q.asset(s).src;
|
||||
|
||||
// If we're looping - just set loop to true to prevent this channcel
|
||||
// from being used.
|
||||
if(options && options['loop']) {
|
||||
Q.audio.channels[i]['loop'] = true;
|
||||
Q.audio.channels[i]['channel'].loop = true;
|
||||
} else {
|
||||
Q.audio.channels[i]['finished'] = now + Q.asset(s).duration*1000;
|
||||
}
|
||||
Q.audio.channels[i]['channel'].load();
|
||||
Q.audio.channels[i]['channel'].play();
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Stop a single sound asset or stop all sounds currently playing
|
||||
Q.audio.stop = function(s) {
|
||||
var src = s ? Q.asset(s).src : null;
|
||||
var tm = new Date().getTime();
|
||||
for (var i=0;i<Q.audio.channels.length;i++) {
|
||||
if ((!src || Q.audio.channels[i]['channel'].src === src) &&
|
||||
(Q.audio.channels[i]['loop'] || Q.audio.channels[i]['finished'] >= tm)) {
|
||||
Q.audio.channels[i]['channel'].pause();
|
||||
Q.audio.channels[i]['loop'] = false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
};
|
||||
|
@ -1,664 +0,0 @@
|
||||
/*global Quintus:false */
|
||||
/**
|
||||
Quintus HTML5 Game Engine - Input Module
|
||||
|
||||
The code in `quintus_input.js` defines the `Quintus.Input` module, which
|
||||
concerns itself with game-type (pretty anything besides touchscreen input)
|
||||
|
||||
@module Quintus.Input
|
||||
*/
|
||||
|
||||
/**
|
||||
* Quintus Input class
|
||||
*
|
||||
* @class Quintus.Input
|
||||
*/
|
||||
Quintus.Input = function(Q) {
|
||||
var KEY_NAMES = { LEFT: 37, RIGHT: 39, SPACE: 32,
|
||||
UP: 38, DOWN: 40,
|
||||
Z: 90, X: 88
|
||||
};
|
||||
|
||||
var DEFAULT_KEYS = { LEFT: 'left', RIGHT: 'right',
|
||||
UP: 'up', DOWN: 'down',
|
||||
SPACE: 'fire',
|
||||
Z: 'fire',
|
||||
X: 'action' };
|
||||
|
||||
var DEFAULT_TOUCH_CONTROLS = [ ['left','<' ],
|
||||
['right','>' ],
|
||||
[],
|
||||
['action','b'],
|
||||
['fire', 'a' ]];
|
||||
|
||||
// Clockwise from midnight (a la CSS)
|
||||
var DEFAULT_JOYPAD_INPUTS = [ 'up','right','down','left'];
|
||||
|
||||
Q.inputs = {};
|
||||
Q.joypad = {};
|
||||
|
||||
var hasTouch = !!('ontouchstart' in window);
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* Convert a canvas point to a stage point, x dimension
|
||||
*
|
||||
* @method Q.canvasToStageX
|
||||
*/
|
||||
Q.canvasToStageX = function(x,stage) {
|
||||
x = x / Q.cssWidth * Q.width;
|
||||
if(stage.viewport) {
|
||||
x /= stage.viewport.scale;
|
||||
x += stage.viewport.x;
|
||||
}
|
||||
|
||||
return x;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* Convert a canvas point to a stage point, y dimension
|
||||
*
|
||||
* @method Q.canvasToStageY
|
||||
*/
|
||||
Q.canvasToStageY = function(y,stage) {
|
||||
y = y / Q.cssWidth * Q.width;
|
||||
if(stage.viewport) {
|
||||
y /= stage.viewport.scale;
|
||||
y += stage.viewport.y;
|
||||
}
|
||||
|
||||
return y;
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* Button and mouse input subsystem for Quintus.
|
||||
* An instance of this class is auto-created as {{#crossLink "Q.input"}}{{/crossLink}}
|
||||
*
|
||||
* @class InputSystem
|
||||
* @extends Evented
|
||||
* @for Quintus.Input
|
||||
*/
|
||||
Q.InputSystem = Q.Evented.extend({
|
||||
keys: {},
|
||||
keypad: {},
|
||||
keyboardEnabled: false,
|
||||
touchEnabled: false,
|
||||
joypadEnabled: false,
|
||||
|
||||
bindKey: function(key,name) {
|
||||
Q.input.keys[KEY_NAMES[key] || key] = name;
|
||||
},
|
||||
|
||||
keyboardControls: function(keys) {
|
||||
keys = keys || DEFAULT_KEYS;
|
||||
Q._each(keys,function(name,key) {
|
||||
this.bindKey(key,name);
|
||||
},Q.input);
|
||||
this.enableKeyboard();
|
||||
},
|
||||
|
||||
enableKeyboard: function() {
|
||||
if(this.keyboardEnabled) { return false; }
|
||||
|
||||
// Make selectable and remove an :focus outline
|
||||
Q.el.tabIndex = 0;
|
||||
Q.el.style.outline = 0;
|
||||
|
||||
Q.el.addEventListener("keydown",function(e) {
|
||||
if(Q.input.keys[e.keyCode]) {
|
||||
var actionName = Q.input.keys[e.keyCode];
|
||||
Q.inputs[actionName] = true;
|
||||
Q.input.trigger(actionName);
|
||||
Q.input.trigger('keydown',e.keyCode);
|
||||
}
|
||||
e.preventDefault();
|
||||
},false);
|
||||
|
||||
Q.el.addEventListener("keyup",function(e) {
|
||||
if(Q.input.keys[e.keyCode]) {
|
||||
var actionName = Q.input.keys[e.keyCode];
|
||||
Q.inputs[actionName] = false;
|
||||
Q.input.trigger(actionName + "Up");
|
||||
Q.input.trigger('keyup',e.keyCode);
|
||||
}
|
||||
e.preventDefault();
|
||||
},false);
|
||||
|
||||
Q.el.focus();
|
||||
this.keyboardEnabled = true;
|
||||
},
|
||||
|
||||
_containerOffset: function() {
|
||||
Q.input.offsetX = 0;
|
||||
Q.input.offsetY = 0;
|
||||
var el = Q.el;
|
||||
do {
|
||||
Q.input.offsetX += el.offsetLeft;
|
||||
Q.input.offsetY += el.offsetTop;
|
||||
} while(el = el.offsetParent);
|
||||
},
|
||||
|
||||
touchLocation: function(touch) {
|
||||
var el = Q.el,
|
||||
posX = touch.offsetX,
|
||||
posY = touch.offsetY,
|
||||
touchX, touchY;
|
||||
|
||||
if(Q._isUndefined(posX) || Q._isUndefined(posY)) {
|
||||
posX = touch.layerX;
|
||||
posY = touch.layerY;
|
||||
}
|
||||
|
||||
if(Q._isUndefined(posX) || Q._isUndefined(posY)) {
|
||||
if(Q.input.offsetX === void 0) { Q.input._containerOffset(); }
|
||||
posX = touch.pageX - Q.input.offsetX;
|
||||
posY = touch.pageY - Q.input.offsetY;
|
||||
}
|
||||
|
||||
touchX = Q.width * posX / Q.cssWidth;
|
||||
touchY = Q.height * posY / Q.cssHeight;
|
||||
|
||||
|
||||
return { x: touchX, y: touchY };
|
||||
},
|
||||
|
||||
touchControls: function(opts) {
|
||||
if(this.touchEnabled) { return false; }
|
||||
if(!hasTouch) { return false; }
|
||||
|
||||
Q.input.keypad = opts = Q._extend({
|
||||
left: 0,
|
||||
gutter:10,
|
||||
controls: DEFAULT_TOUCH_CONTROLS,
|
||||
width: Q.width,
|
||||
bottom: Q.height
|
||||
},opts);
|
||||
|
||||
opts.unit = (opts.width / opts.controls.length);
|
||||
opts.size = opts.unit - 2 * opts.gutter;
|
||||
|
||||
function getKey(touch) {
|
||||
var pos = Q.input.touchLocation(touch);
|
||||
for(var i=0,len=opts.controls.length;i<len;i++) {
|
||||
if(pos.x < opts.unit * (i+1)) {
|
||||
return opts.controls[i][0];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function touchDispatch(event) {
|
||||
var wasOn = {},
|
||||
i, len, tch, key, actionName;
|
||||
|
||||
// Reset all the actions bound to controls
|
||||
// but keep track of all the actions that were on
|
||||
for(i=0,len = opts.controls.length;i<len;i++) {
|
||||
actionName = opts.controls[i][0];
|
||||
if(Q.inputs[actionName]) { wasOn[actionName] = true; }
|
||||
Q.inputs[actionName] = false;
|
||||
}
|
||||
|
||||
var touches = event.touches ? event.touches : [ event ];
|
||||
|
||||
for(i=0,len=touches.length;i<len;i++) {
|
||||
tch = touches[i];
|
||||
key = getKey(tch);
|
||||
|
||||
if(key) {
|
||||
// Mark this input as on
|
||||
Q.inputs[key] = true;
|
||||
|
||||
// Either trigger a new action
|
||||
// or remove from wasOn list
|
||||
if(!wasOn[key]) {
|
||||
Q.input.trigger(key);
|
||||
} else {
|
||||
delete wasOn[key];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Any remaining were on the last frame
|
||||
// and need to trigger an up action
|
||||
for(actionName in wasOn) {
|
||||
Q.input.trigger(actionName + "Up");
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
this.touchDispatchHandler = function(e) {
|
||||
touchDispatch(e);
|
||||
e.preventDefault();
|
||||
};
|
||||
|
||||
|
||||
Q._each(["touchstart","touchend","touchmove","touchcancel"],function(evt) {
|
||||
Q.el.addEventListener(evt,this.touchDispatchHandler);
|
||||
},this);
|
||||
|
||||
this.touchEnabled = true;
|
||||
},
|
||||
|
||||
disableTouchControls: function() {
|
||||
Q._each(["touchstart","touchend","touchmove","touchcancel"],function(evt) {
|
||||
Q.el.removeEventListener(evt,this.touchDispatchHandler);
|
||||
},this);
|
||||
|
||||
Q.el.removeEventListener('touchstart',this.joypadStart);
|
||||
Q.el.removeEventListener('touchmove',this.joypadMove);
|
||||
Q.el.removeEventListener('touchend',this.joypadEnd);
|
||||
Q.el.removeEventListener('touchcancel',this.joypadEnd);
|
||||
this.touchEnabled = false;
|
||||
},
|
||||
|
||||
joypadControls: function(opts) {
|
||||
if(this.joypadEnabled) { return false; }
|
||||
if(!hasTouch) { return false; }
|
||||
|
||||
var joypad = Q.joypad = Q._defaults(opts || {},{
|
||||
size: 50,
|
||||
trigger: 20,
|
||||
center: 25,
|
||||
color: "#CCC",
|
||||
background: "#000",
|
||||
alpha: 0.5,
|
||||
zone: Q.width / 2,
|
||||
joypadTouch: null,
|
||||
inputs: DEFAULT_JOYPAD_INPUTS,
|
||||
triggers: []
|
||||
});
|
||||
|
||||
this.joypadStart = function(evt) {
|
||||
if(joypad.joypadTouch === null) {
|
||||
var touch = evt.changedTouches[0],
|
||||
loc = Q.input.touchLocation(touch);
|
||||
|
||||
if(loc.x < joypad.zone) {
|
||||
joypad.joypadTouch = touch.identifier;
|
||||
joypad.centerX = loc.x;
|
||||
joypad.centerY = loc.y;
|
||||
joypad.x = null;
|
||||
joypad.y = null;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
this.joypadMove = function(e) {
|
||||
if(joypad.joypadTouch !== null) {
|
||||
var evt = e;
|
||||
|
||||
for(var i=0,len=evt.changedTouches.length;i<len;i++) {
|
||||
var touch = evt.changedTouches[i];
|
||||
|
||||
if(touch.identifier === joypad.joypadTouch) {
|
||||
var loc = Q.input.touchLocation(touch),
|
||||
dx = loc.x - joypad.centerX,
|
||||
dy = loc.y - joypad.centerY,
|
||||
dist = Math.sqrt(dx * dx + dy * dy),
|
||||
overage = Math.max(1,dist / joypad.size),
|
||||
ang = Math.atan2(dx,dy);
|
||||
|
||||
if(overage > 1) {
|
||||
dx /= overage;
|
||||
dy /= overage;
|
||||
dist /= overage;
|
||||
}
|
||||
|
||||
var triggers = [
|
||||
dy < -joypad.trigger,
|
||||
dx > joypad.trigger,
|
||||
dy > joypad.trigger,
|
||||
dx < -joypad.trigger
|
||||
];
|
||||
|
||||
for(var k=0;k<triggers.length;k++) {
|
||||
var actionName = joypad.inputs[k];
|
||||
if(triggers[k]) {
|
||||
Q.inputs[actionName] = true;
|
||||
|
||||
if(!joypad.triggers[k]) {
|
||||
Q.input.trigger(actionName);
|
||||
}
|
||||
} else {
|
||||
Q.inputs[actionName] = false;
|
||||
if(joypad.triggers[k]) {
|
||||
Q.input.trigger(actionName + "Up");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Q._extend(joypad, {
|
||||
dx: dx, dy: dy,
|
||||
x: joypad.centerX + dx,
|
||||
y: joypad.centerY + dy,
|
||||
dist: dist,
|
||||
ang: ang,
|
||||
triggers: triggers
|
||||
});
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
e.preventDefault();
|
||||
};
|
||||
|
||||
this.joypadEnd = function(e) {
|
||||
var evt = e;
|
||||
|
||||
if(joypad.joypadTouch !== null) {
|
||||
for(var i=0,len=evt.changedTouches.length;i<len;i++) {
|
||||
var touch = evt.changedTouches[i];
|
||||
if(touch.identifier === joypad.joypadTouch) {
|
||||
for(var k=0;k<joypad.triggers.length;k++) {
|
||||
var actionName = joypad.inputs[k];
|
||||
Q.inputs[actionName] = false;
|
||||
if(joypad.triggers[k]) {
|
||||
Q.input.trigger(actionName + "Up");
|
||||
}
|
||||
}
|
||||
joypad.joypadTouch = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
e.preventDefault();
|
||||
};
|
||||
|
||||
Q.el.addEventListener("touchstart",this.joypadStart);
|
||||
Q.el.addEventListener("touchmove",this.joypadMove);
|
||||
Q.el.addEventListener("touchend",this.joypadEnd);
|
||||
Q.el.addEventListener("touchcancel",this.joypadEnd);
|
||||
|
||||
this.joypadEnabled = true;
|
||||
},
|
||||
|
||||
mouseControls: function(options) {
|
||||
options = options || {};
|
||||
|
||||
var stageNum = options.stageNum || 0;
|
||||
var mouseInputX = options.mouseX || "mouseX";
|
||||
var mouseInputY = options.mouseY || "mouseY";
|
||||
var cursor = options.cursor || "off";
|
||||
|
||||
var mouseMoveObj = {};
|
||||
|
||||
if(cursor !== "on") {
|
||||
if(cursor === "off") {
|
||||
Q.el.style.cursor = 'none';
|
||||
}
|
||||
else {
|
||||
Q.el.style.cursor = cursor;
|
||||
}
|
||||
}
|
||||
|
||||
Q.inputs[mouseInputX] = 0;
|
||||
Q.inputs[mouseInputY] = 0;
|
||||
|
||||
Q._mouseMove = function(e) {
|
||||
e.preventDefault();
|
||||
var touch = e.touches ? e.touches[0] : e;
|
||||
var el = Q.el,
|
||||
posX = touch.offsetX,
|
||||
posY = touch.offsetY,
|
||||
eX, eY,
|
||||
stage = Q.stage(stageNum);
|
||||
|
||||
if(Q._isUndefined(posX) || Q._isUndefined(posY)) {
|
||||
posX = touch.layerX;
|
||||
posY = touch.layerY;
|
||||
}
|
||||
|
||||
if(Q._isUndefined(posX) || Q._isUndefined(posY)) {
|
||||
if(Q.input.offsetX === void 0) { Q.input._containerOffset(); }
|
||||
posX = touch.pageX - Q.input.offsetX;
|
||||
posY = touch.pageY - Q.input.offsetY;
|
||||
}
|
||||
|
||||
if(stage) {
|
||||
mouseMoveObj.x= Q.canvasToStageX(posX,stage);
|
||||
mouseMoveObj.y= Q.canvasToStageY(posY,stage);
|
||||
|
||||
Q.inputs[mouseInputX] = mouseMoveObj.x;
|
||||
Q.inputs[mouseInputY] = mouseMoveObj.y;
|
||||
|
||||
Q.input.trigger('mouseMove',mouseMoveObj);
|
||||
}
|
||||
};
|
||||
|
||||
Q.el.addEventListener('mousemove',Q._mouseMove,true);
|
||||
Q.el.addEventListener('touchstart',Q._mouseMove,true);
|
||||
Q.el.addEventListener('touchmove',Q._mouseMove,true);
|
||||
},
|
||||
|
||||
disableMouseControls: function() {
|
||||
if(Q._mouseMove) {
|
||||
Q.el.removeEventListener("mousemove",Q._mouseMove, true);
|
||||
Q.el.style.cursor = 'inherit';
|
||||
Q._mouseMove = null;
|
||||
}
|
||||
},
|
||||
|
||||
drawButtons: function() {
|
||||
var keypad = Q.input.keypad,
|
||||
ctx = Q.ctx;
|
||||
|
||||
ctx.save();
|
||||
ctx.textAlign = "center";
|
||||
ctx.textBaseline = "middle";
|
||||
|
||||
for(var i=0;i<keypad.controls.length;i++) {
|
||||
var control = keypad.controls[i];
|
||||
|
||||
if(control[0]) {
|
||||
ctx.font = "bold " + (keypad.size/2) + "px arial";
|
||||
var x = i * keypad.unit + keypad.gutter,
|
||||
y = keypad.bottom - keypad.unit,
|
||||
key = Q.inputs[control[0]];
|
||||
|
||||
ctx.fillStyle = keypad.color || "#FFFFFF";
|
||||
ctx.globalAlpha = key ? 1.0 : 0.5;
|
||||
ctx.fillRect(x,y,keypad.size,keypad.size);
|
||||
|
||||
ctx.fillStyle = keypad.text || "#000000";
|
||||
ctx.fillText(control[1],
|
||||
x+keypad.size/2,
|
||||
y+keypad.size/2);
|
||||
}
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
},
|
||||
|
||||
drawCircle: function(x,y,color,size) {
|
||||
var ctx = Q.ctx,
|
||||
joypad = Q.joypad;
|
||||
|
||||
ctx.save();
|
||||
ctx.beginPath();
|
||||
ctx.globalAlpha=joypad.alpha;
|
||||
ctx.fillStyle = color;
|
||||
ctx.arc(x, y, size, 0, Math.PI*2, true);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.restore();
|
||||
},
|
||||
|
||||
drawJoypad: function() {
|
||||
var joypad = Q.joypad;
|
||||
if(joypad.joypadTouch !== null) {
|
||||
Q.input.drawCircle(joypad.centerX,
|
||||
joypad.centerY,
|
||||
joypad.background,
|
||||
joypad.size);
|
||||
|
||||
if(joypad.x !== null) {
|
||||
Q.input.drawCircle(joypad.x,
|
||||
joypad.y,
|
||||
joypad.color,
|
||||
joypad.center);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
drawCanvas: function() {
|
||||
if(this.touchEnabled) {
|
||||
this.drawButtons();
|
||||
}
|
||||
|
||||
if(this.joypadEnabled) {
|
||||
this.drawJoypad();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Instance of the input subsytem that is actually used during development
|
||||
*
|
||||
* @property Q.input
|
||||
* @for Quintus.Input
|
||||
*/
|
||||
Q.input = new Q.InputSystem();
|
||||
|
||||
Q.controls = function(joypad) {
|
||||
Q.input.keyboardControls();
|
||||
|
||||
if(joypad) {
|
||||
Q.input.touchControls({
|
||||
controls: [ [],[],[],['action','b'],['fire','a']]
|
||||
});
|
||||
Q.input.joypadControls();
|
||||
} else {
|
||||
Q.input.touchControls();
|
||||
}
|
||||
|
||||
return Q;
|
||||
};
|
||||
|
||||
|
||||
Q.component("platformerControls", {
|
||||
defaults: {
|
||||
speed: 200,
|
||||
jumpSpeed: -300
|
||||
},
|
||||
|
||||
added: function() {
|
||||
var p = this.entity.p;
|
||||
|
||||
Q._defaults(p,this.defaults);
|
||||
|
||||
this.entity.on("step",this,"step");
|
||||
this.entity.on("bump.bottom",this,"landed");
|
||||
|
||||
p.landed = 0;
|
||||
p.direction ='right';
|
||||
},
|
||||
|
||||
landed: function(col) {
|
||||
var p = this.entity.p;
|
||||
p.landed = 1/5;
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
var p = this.entity.p;
|
||||
|
||||
if(Q.inputs['left']) {
|
||||
p.vx = -p.speed;
|
||||
p.direction = 'left';
|
||||
} else if(Q.inputs['right']) {
|
||||
p.direction = 'right';
|
||||
p.vx = p.speed;
|
||||
} else {
|
||||
p.vx = 0;
|
||||
}
|
||||
|
||||
if(p.landed > 0 && (Q.inputs['up'] || Q.inputs['action'])) {
|
||||
p.vy = p.jumpSpeed;
|
||||
p.landed = -dt;
|
||||
}
|
||||
p.landed -= dt;
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
Q.component("stepControls", {
|
||||
|
||||
added: function() {
|
||||
var p = this.entity.p;
|
||||
|
||||
if(!p.stepDistance) { p.stepDistance = 32; }
|
||||
if(!p.stepDelay) { p.stepDelay = 0.2; }
|
||||
|
||||
p.stepWait = 0;
|
||||
this.entity.on("step",this,"step");
|
||||
this.entity.on("hit", this,"collision");
|
||||
},
|
||||
|
||||
collision: function(col) {
|
||||
var p = this.entity.p;
|
||||
|
||||
if(p.stepping) {
|
||||
p.stepping = false;
|
||||
p.x = p.origX;
|
||||
p.y = p.origY;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
var p = this.entity.p,
|
||||
moved = false;
|
||||
p.stepWait -= dt;
|
||||
|
||||
if(p.stepping) {
|
||||
p.x += p.diffX * dt / p.stepDelay;
|
||||
p.y += p.diffY * dt / p.stepDelay;
|
||||
}
|
||||
|
||||
if(p.stepWait > 0) { return; }
|
||||
if(p.stepping) {
|
||||
p.x = p.destX;
|
||||
p.y = p.destY;
|
||||
}
|
||||
p.stepping = false;
|
||||
|
||||
p.diffX = 0;
|
||||
p.diffY = 0;
|
||||
|
||||
if(Q.inputs['left']) {
|
||||
p.diffX = -p.stepDistance;
|
||||
} else if(Q.inputs['right']) {
|
||||
p.diffX = p.stepDistance;
|
||||
}
|
||||
|
||||
if(Q.inputs['up']) {
|
||||
p.diffY = -p.stepDistance;
|
||||
} else if(Q.inputs['down']) {
|
||||
p.diffY = p.stepDistance;
|
||||
}
|
||||
|
||||
if(p.diffY || p.diffX ) {
|
||||
p.stepping = true;
|
||||
p.origX = p.x;
|
||||
p.origY = p.y;
|
||||
p.destX = p.x + p.diffX;
|
||||
p.destY = p.y + p.diffY;
|
||||
p.stepWait = p.stepDelay;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
};
|
||||
|
@ -1,909 +0,0 @@
|
||||
/*global Quintus:false */
|
||||
|
||||
Quintus.Scenes = function(Q) {
|
||||
|
||||
Q.scenes = {};
|
||||
Q.stages = [];
|
||||
|
||||
Q.Scene = Q.Class.extend({
|
||||
init: function(sceneFunc,opts) {
|
||||
this.opts = opts || {};
|
||||
this.sceneFunc = sceneFunc;
|
||||
}
|
||||
});
|
||||
|
||||
// Set up or return a new scene
|
||||
Q.scene = function(name,sceneObj,opts) {
|
||||
if(sceneObj === void 0) {
|
||||
return Q.scenes[name];
|
||||
} else {
|
||||
if(Q._isFunction(sceneObj)) {
|
||||
sceneObj = new Q.Scene(sceneObj,opts);
|
||||
}
|
||||
Q.scenes[name] = sceneObj;
|
||||
return sceneObj;
|
||||
}
|
||||
};
|
||||
|
||||
Q._nullContainer = {
|
||||
c: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
/* cx: 0,
|
||||
cy: 0, */
|
||||
angle: 0,
|
||||
scale: 1
|
||||
},
|
||||
matrix: Q.matrix2d()
|
||||
};
|
||||
|
||||
|
||||
// Default to SAT collision between two objects
|
||||
// Thanks to doc's at: http://www.sevenson.com.au/actionscript/sat/
|
||||
Q.collision = (function() {
|
||||
var normalX, normalY,
|
||||
offset = [ 0,0 ],
|
||||
result1 = { separate: [] },
|
||||
result2 = { separate: [] };
|
||||
|
||||
function calculateNormal(points,idx) {
|
||||
var pt1 = points[idx],
|
||||
pt2 = points[idx+1] || points[0];
|
||||
|
||||
normalX = -(pt2[1] - pt1[1]);
|
||||
normalY = pt2[0] - pt1[0];
|
||||
|
||||
var dist = Math.sqrt(normalX*normalX + normalY*normalY);
|
||||
if(dist > 0) {
|
||||
normalX /= dist;
|
||||
normalY /= dist;
|
||||
}
|
||||
}
|
||||
|
||||
function dotProductAgainstNormal(point) {
|
||||
return (normalX * point[0]) + (normalY * point[1]);
|
||||
|
||||
}
|
||||
|
||||
function collide(o1,o2,flip) {
|
||||
var min1,max1,
|
||||
min2,max2,
|
||||
d1, d2,
|
||||
offsetLength,
|
||||
tmp, i, j,
|
||||
minDist, minDistAbs,
|
||||
shortestDist = Number.POSITIVE_INFINITY,
|
||||
collided = false,
|
||||
p1, p2;
|
||||
|
||||
var result = flip ? result2 : result1;
|
||||
|
||||
offset[0] = 0; //o1.x + o1.cx - o2.x - o2.cx;
|
||||
offset[1] = 0; //o1.y + o1.cy - o2.y - o2.cy;
|
||||
|
||||
// If we have a position matrix, just use those points,
|
||||
if(o1.c) {
|
||||
p1 = o1.c.points;
|
||||
} else {
|
||||
p1 = o1.p.points;
|
||||
offset[0] += o1.p.x;
|
||||
offset[1] += o1.p.y;
|
||||
}
|
||||
|
||||
if(o2.c) {
|
||||
p2 = o2.c.points;
|
||||
} else {
|
||||
p2 = o2.p.points;
|
||||
offset[0] += -o2.p.x;
|
||||
offset[1] += -o2.p.y;
|
||||
}
|
||||
|
||||
o1 = o1.p;
|
||||
o2 = o2.p;
|
||||
|
||||
|
||||
for(i = 0;i<p1.length;i++) {
|
||||
calculateNormal(p1,i);
|
||||
|
||||
min1 = dotProductAgainstNormal(p1[0]);
|
||||
max1 = min1;
|
||||
|
||||
for(j = 1; j<p1.length;j++) {
|
||||
tmp = dotProductAgainstNormal(p1[j]);
|
||||
if(tmp < min1) { min1 = tmp; }
|
||||
if(tmp > max1) { max1 = tmp; }
|
||||
}
|
||||
|
||||
min2 = dotProductAgainstNormal(p2[0]);
|
||||
max2 = min2;
|
||||
|
||||
for(j = 1;j<p2.length;j++) {
|
||||
tmp = dotProductAgainstNormal(p2[j]);
|
||||
if(tmp < min2) { min2 = tmp; }
|
||||
if(tmp > max2) { max2 = tmp; }
|
||||
}
|
||||
|
||||
offsetLength = dotProductAgainstNormal(offset);
|
||||
min1 += offsetLength;
|
||||
max1 += offsetLength;
|
||||
|
||||
d1 = min1 - max2;
|
||||
d2 = min2 - max1;
|
||||
|
||||
if(d1 > 0 || d2 > 0) { return null; }
|
||||
|
||||
minDist = (max2 - min1) * -1;
|
||||
if(flip) { minDist *= -1; }
|
||||
|
||||
minDistAbs = Math.abs(minDist);
|
||||
|
||||
if(minDistAbs < shortestDist) {
|
||||
result.distance = minDist;
|
||||
result.magnitude = minDistAbs;
|
||||
result.normalX = normalX;
|
||||
result.normalY = normalY;
|
||||
|
||||
if(result.distance > 0) {
|
||||
result.distance *= -1;
|
||||
result.normalX *= -1;
|
||||
result.normalY *= -1;
|
||||
}
|
||||
|
||||
collided = true;
|
||||
shortestDist = minDistAbs;
|
||||
}
|
||||
}
|
||||
|
||||
// Do return the actual collision
|
||||
return collided ? result : null;
|
||||
}
|
||||
|
||||
function satCollision(o1,o2) {
|
||||
var result1, result2, result;
|
||||
|
||||
// Don't compare a square to a square for no reason
|
||||
// if(!o1.p.points && !o2.p.points) return true;
|
||||
|
||||
if(!o1.p.points) { Q._generatePoints(o1); }
|
||||
if(!o2.p.points) { Q._generatePoints(o2); }
|
||||
|
||||
Q._generateCollisionPoints(o1);
|
||||
Q._generateCollisionPoints(o2);
|
||||
|
||||
result1 = collide(o1,o2);
|
||||
if(!result1) { return false; }
|
||||
|
||||
result2 = collide(o2,o1,true);
|
||||
if(!result2) { return false; }
|
||||
|
||||
result = (result2.magnitude < result1.magnitude) ? result2 : result1;
|
||||
|
||||
if(result.magnitude === 0) { return false; }
|
||||
result.separate[0] = result.distance * result.normalX;
|
||||
result.separate[1] = result.distance * result.normalY;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
return satCollision;
|
||||
}());
|
||||
|
||||
|
||||
Q.overlap = function(o1,o2) {
|
||||
var c1 = o1.c || o1.p;
|
||||
var c2 = o2.c || o2.p;
|
||||
|
||||
var o1x = c1.x - c1.cx,
|
||||
o1y = c1.y - c1.cy;
|
||||
var o2x = c2.x - c2.cx,
|
||||
o2y = c2.y - c2.cy;
|
||||
|
||||
return !((o1y+c1.h<o2y) || (o1y>o2y+c2.h) ||
|
||||
(o1x+c1.w<o2x) || (o1x>o2x+c2.w));
|
||||
};
|
||||
|
||||
Q.Stage = Q.GameObject.extend({
|
||||
// Should know whether or not the stage is paused
|
||||
defaults: {
|
||||
sort: false,
|
||||
gridW: 400,
|
||||
gridH: 400
|
||||
},
|
||||
|
||||
init: function(scene,opts) {
|
||||
this.scene = scene;
|
||||
this.items = [];
|
||||
this.lists = {};
|
||||
this.index = {};
|
||||
this.removeList = [];
|
||||
this.grid = {};
|
||||
|
||||
this.time = 0;
|
||||
|
||||
this.options = Q._extend({},this.defaults);
|
||||
if(this.scene) {
|
||||
Q._extend(this.options,scene.opts);
|
||||
}
|
||||
if(opts) { Q._extend(this.options,opts); }
|
||||
|
||||
|
||||
if(this.options.sort && !Q._isFunction(this.options.sort)) {
|
||||
this.options.sort = function(a,b) { return ((a.p && a.p.z) || -1) - ((b.p && b.p.z) || -1); };
|
||||
}
|
||||
},
|
||||
|
||||
destroyed: function() {
|
||||
this.invoke("debind");
|
||||
this.trigger("destroyed");
|
||||
},
|
||||
|
||||
// Needs to be separated out so the current stage can be set
|
||||
loadScene: function() {
|
||||
if(this.scene) {
|
||||
this.scene.sceneFunc(this);
|
||||
}
|
||||
},
|
||||
|
||||
// Load an array of assets of the form:
|
||||
// [ [ "Player", { x: 15, y: 54 } ],
|
||||
// [ "Enemy", { x: 54, y: 42 } ] ]
|
||||
// Either pass in the array or a string of asset name
|
||||
loadAssets: function(asset) {
|
||||
var assetArray = Q._isArray(asset) ? asset : Q.asset(asset);
|
||||
for(var i=0;i<assetArray.length;i++) {
|
||||
var spriteClass = assetArray[i][0];
|
||||
var spriteProps = assetArray[i][1];
|
||||
this.insert(new Q[spriteClass](spriteProps));
|
||||
}
|
||||
},
|
||||
|
||||
each: function(callback) {
|
||||
for(var i=0,len=this.items.length;i<len;i++) {
|
||||
callback.call(this.items[i],arguments[1],arguments[2]);
|
||||
}
|
||||
},
|
||||
|
||||
invoke: function(funcName) {
|
||||
for(var i=0,len=this.items.length;i<len;i++) {
|
||||
this.items[i][funcName].call(
|
||||
this.items[i],arguments[1],arguments[2]
|
||||
);
|
||||
}
|
||||
},
|
||||
|
||||
detect: function(func) {
|
||||
for(var i = this.items.length-1;i >= 0; i--) {
|
||||
if(func.call(this.items[i],arguments[1],arguments[2],arguments[3])) {
|
||||
return this.items[i];
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
|
||||
|
||||
identify: function(func) {
|
||||
var result;
|
||||
for(var i = this.items.length-1;i >= 0; i--) {
|
||||
if(result = func.call(this.items[i],arguments[1],arguments[2],arguments[3])) {
|
||||
return result;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
|
||||
addToLists: function(lists,object) {
|
||||
for(var i=0;i<lists.length;i++) {
|
||||
this.addToList(lists[i],object);
|
||||
}
|
||||
},
|
||||
|
||||
addToList: function(list, itm) {
|
||||
if(!this.lists[list]) { this.lists[list] = []; }
|
||||
this.lists[list].push(itm);
|
||||
},
|
||||
|
||||
|
||||
removeFromLists: function(lists, itm) {
|
||||
for(var i=0;i<lists.length;i++) {
|
||||
this.removeFromList(lists[i],itm);
|
||||
}
|
||||
},
|
||||
|
||||
removeFromList: function(list, itm) {
|
||||
var listIndex = this.lists[list].indexOf(itm);
|
||||
if(listIndex !== -1) {
|
||||
this.lists[list].splice(listIndex,1);
|
||||
}
|
||||
},
|
||||
|
||||
insert: function(itm,container) {
|
||||
this.items.push(itm);
|
||||
itm.stage = this;
|
||||
itm.container = container;
|
||||
if(container) {
|
||||
container.children.push(itm);
|
||||
}
|
||||
|
||||
itm.grid = {};
|
||||
|
||||
|
||||
// Make sure we have a square of collision points
|
||||
Q._generatePoints(itm);
|
||||
Q._generateCollisionPoints(itm);
|
||||
|
||||
|
||||
if(itm.className) { this.addToList(itm.className, itm); }
|
||||
if(itm.activeComponents) { this.addToLists(itm.activeComponents, itm); }
|
||||
|
||||
if(itm.p) {
|
||||
this.index[itm.p.id] = itm;
|
||||
}
|
||||
this.trigger('inserted',itm);
|
||||
itm.trigger('inserted',this);
|
||||
|
||||
this.regrid(itm);
|
||||
return itm;
|
||||
},
|
||||
|
||||
remove: function(itm) {
|
||||
this.delGrid(itm);
|
||||
this.removeList.push(itm);
|
||||
},
|
||||
|
||||
forceRemove: function(itm) {
|
||||
var idx = this.items.indexOf(itm);
|
||||
if(idx !== -1) {
|
||||
this.items.splice(idx,1);
|
||||
|
||||
if(itm.className) { this.removeFromList(itm.className,itm); }
|
||||
if(itm.activeComponents) { this.removeFromLists(itm.activeComponents,itm); }
|
||||
if(itm.container) {
|
||||
var containerIdx = itm.container.children.indexOf(itm);
|
||||
if(containerIdx !== -1) {
|
||||
itm.container.children.splice(containerIdx,1);
|
||||
}
|
||||
}
|
||||
|
||||
if(itm.destroy) { itm.destroy(); }
|
||||
if(itm.p.id) {
|
||||
delete this.index[itm.p.id];
|
||||
}
|
||||
this.trigger('removed',itm);
|
||||
}
|
||||
},
|
||||
|
||||
pause: function() {
|
||||
this.paused = true;
|
||||
},
|
||||
|
||||
unpause: function() {
|
||||
this.paused = false;
|
||||
},
|
||||
|
||||
_gridCellCheck: function(type,id,obj,collisionMask) {
|
||||
if(!collisionMask || collisionMask & type) {
|
||||
var obj2 = this.index[id];
|
||||
if(obj2 && obj2 !== obj && Q.overlap(obj,obj2)) {
|
||||
var col= Q.collision(obj,obj2);
|
||||
if(col) {
|
||||
col.obj = obj2;
|
||||
return col;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
gridTest: function(obj,collisionMask,collisionLayer) {
|
||||
var grid = obj.grid, gridCell, col;
|
||||
|
||||
for(var y = grid.Y1;y <= grid.Y2;y++) {
|
||||
if(this.grid[y]) {
|
||||
for(var x = grid.X1;x <= grid.X2;x++) {
|
||||
gridCell = this.grid[y][x];
|
||||
if(gridCell) {
|
||||
col = Q._detect(gridCell,this._gridCellCheck,this,obj,collisionMask);
|
||||
if(col) { return col; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
|
||||
collisionLayer: function(layer) {
|
||||
this._collisionLayer = layer;
|
||||
return this.insert(layer);
|
||||
},
|
||||
|
||||
search: function(obj,collisionMask) {
|
||||
var col;
|
||||
|
||||
collisionMask = collisionMask || (obj.p && obj.p.collisionMask);
|
||||
if(this._collisionLayer && (this._collisionLayer.p.type & collisionMask)) {
|
||||
col = this._collisionLayer.collide(obj);
|
||||
if(col) { return col; }
|
||||
}
|
||||
|
||||
col = this.gridTest(obj,collisionMask,this._collisionLayer);
|
||||
return col;
|
||||
},
|
||||
|
||||
_locateObj: {
|
||||
p: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
cx: 0,
|
||||
cy: 0,
|
||||
w: 1,
|
||||
h: 1
|
||||
}, grid: {}
|
||||
},
|
||||
|
||||
locate: function(x,y,collisionMask) {
|
||||
var col = null;
|
||||
|
||||
this._locateObj.p.x = x;
|
||||
this._locateObj.p.y = y;
|
||||
|
||||
this.regrid(this._locateObj,true);
|
||||
|
||||
if(this._collisionLayer && (this._collisionLayer.p.type & collisionMask)) {
|
||||
col = this._collisionLayer.collide(this._locateObj);
|
||||
}
|
||||
|
||||
if(!col) {
|
||||
col = this.gridTest(this._locateObj,collisionMask,this._collisionLayer);
|
||||
}
|
||||
|
||||
if(col && col.obj) {
|
||||
return col.obj;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
collide: function(obj,options) {
|
||||
var col, col2, collisionMask,
|
||||
maxCol, curCol, skipEvents;
|
||||
if(Q._isObject(options)) {
|
||||
collisionMask = options.collisionMask;
|
||||
maxCol = options.maxCol;
|
||||
skipEvents = options.skipEvents;
|
||||
} else {
|
||||
collisionMask = options;
|
||||
}
|
||||
collisionMask = collisionMask || (obj.p && obj.p.collisionMask);
|
||||
maxCol = maxCol || 3;
|
||||
|
||||
curCol = maxCol;
|
||||
|
||||
this.regrid(obj);
|
||||
if(this._collisionLayer && (this._collisionLayer.p.type & collisionMask)) {
|
||||
while(curCol > 0 && (col = this._collisionLayer.collide(obj))) {
|
||||
col.obj = this._collisionLayer;
|
||||
if(!skipEvents) {
|
||||
obj.trigger('hit',col);
|
||||
obj.trigger('hit.collision',col);
|
||||
}
|
||||
this.regrid(obj);
|
||||
curCol--;
|
||||
}
|
||||
}
|
||||
|
||||
curCol = maxCol;
|
||||
while(curCol > 0 && (col2 = this.gridTest(obj,collisionMask,this._collisionLayer))) {
|
||||
obj.trigger('hit',col2);
|
||||
obj.trigger('hit.sprite',col2);
|
||||
|
||||
// Do the recipricol collision
|
||||
// TODO: extract
|
||||
if(!skipEvents) {
|
||||
var obj2 = col2.obj;
|
||||
col2.obj = obj;
|
||||
col2.normalX *= -1;
|
||||
col2.normalY *= -1;
|
||||
col2.distance = 0;
|
||||
col2.magnitude = 0;
|
||||
col2.separate[0] = 0;
|
||||
col2.separate[1] = 0;
|
||||
|
||||
|
||||
obj2.trigger('hit',col2);
|
||||
obj2.trigger('hit.sprite',col2);
|
||||
}
|
||||
|
||||
this.regrid(obj);
|
||||
curCol--;
|
||||
}
|
||||
|
||||
return col2 || col;
|
||||
},
|
||||
|
||||
delGrid: function(item) {
|
||||
var grid = item.grid;
|
||||
|
||||
for(var y = grid.Y1;y <= grid.Y2;y++) {
|
||||
if(this.grid[y]) {
|
||||
for(var x = grid.X1;x <= grid.X2;x++) {
|
||||
if(this.grid[y][x]) {
|
||||
delete this.grid[y][x][item.p.id];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
addGrid: function(item) {
|
||||
var grid = item.grid;
|
||||
|
||||
for(var y = grid.Y1;y <= grid.Y2;y++) {
|
||||
if(!this.grid[y]) { this.grid[y] = {}; }
|
||||
for(var x = grid.X1;x <= grid.X2;x++) {
|
||||
if(!this.grid[y][x]) { this.grid[y][x] = {}; }
|
||||
this.grid[y][x][item.p.id] = item.p.type;
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
// Add an item into the collision detection grid,
|
||||
// Ignore the collision layer or objects without a type
|
||||
regrid: function(item,skipAdd) {
|
||||
if(this._collisionLayer && item === this._collisionLayer) { return; }
|
||||
|
||||
var c = item.c || item.p;
|
||||
|
||||
var gridX1 = Math.floor((c.x - c.cx) / this.options.gridW),
|
||||
gridY1 = Math.floor((c.y - c.cy) / this.options.gridH),
|
||||
gridX2 = Math.floor((c.x - c.cx + c.w) / this.options.gridW),
|
||||
gridY2 = Math.floor((c.y - c.cy + c.h) / this.options.gridH),
|
||||
grid = item.grid;
|
||||
|
||||
if(grid.X1 !== gridX1 || grid.X2 !== gridX2 ||
|
||||
grid.Y1 !== gridY1 || grid.Y2 !== gridY2) {
|
||||
|
||||
if(grid.X1 !== void 0) { this.delGrid(item); }
|
||||
grid.X1 = gridX1;
|
||||
grid.X2 = gridX2;
|
||||
grid.Y1 = gridY1;
|
||||
grid.Y2 = gridY2;
|
||||
|
||||
if(!skipAdd) { this.addGrid(item); }
|
||||
}
|
||||
},
|
||||
|
||||
markSprites: function(items,time) {
|
||||
var viewport = this.viewport,
|
||||
scale = viewport ? viewport.scale : 1,
|
||||
x = viewport ? viewport.x : 0,
|
||||
y = viewport ? viewport.y : 0,
|
||||
viewW = Q.width / scale,
|
||||
viewH = Q.height / scale,
|
||||
gridX1 = Math.floor(x / this.options.gridW),
|
||||
gridY1 = Math.floor(y / this.options.gridH),
|
||||
gridX2 = Math.floor((x + viewW) / this.options.gridW),
|
||||
gridY2 = Math.floor((y + viewH) / this.options.gridH),
|
||||
gridRow, gridBlock;
|
||||
|
||||
for(var iy=gridY1; iy<=gridY2; iy++) {
|
||||
if((gridRow = this.grid[iy])) {
|
||||
for(var ix=gridX1; ix<=gridX2; ix++) {
|
||||
if((gridBlock = gridRow[ix])) {
|
||||
for(var id in gridBlock) {
|
||||
this.index[id].mark = time;
|
||||
if(this.index[id].container) { this.index[id].container.mark = time; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(this._collisionLayer) { this._collisionLayer.mark = time; }
|
||||
},
|
||||
|
||||
updateSprites: function(items,dt,isContainer) {
|
||||
var item;
|
||||
|
||||
for(var i=0,len=items.length;i<len;i++) {
|
||||
item = items[i];
|
||||
// If set to visible only, don't step if set to visibleOnly
|
||||
if(!isContainer && (item.p.visibleOnly && item.mark < this.time)) { continue; }
|
||||
|
||||
|
||||
if(isContainer || !item.container) {
|
||||
item.update(dt);
|
||||
Q._generateCollisionPoints(item);
|
||||
this.regrid(item);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
|
||||
step:function(dt) {
|
||||
if(this.paused) { return false; }
|
||||
|
||||
this.time += dt;
|
||||
this.markSprites(this.items,this.time);
|
||||
|
||||
this.trigger("prestep",dt);
|
||||
this.updateSprites(this.items,dt);
|
||||
this.trigger("step",dt);
|
||||
|
||||
if(this.removeList.length > 0) {
|
||||
for(var i=0,len=this.removeList.length;i<len;i++) {
|
||||
this.forceRemove(this.removeList[i]);
|
||||
}
|
||||
this.removeList.length = 0;
|
||||
}
|
||||
|
||||
this.trigger('poststep',dt);
|
||||
},
|
||||
|
||||
hide: function() {
|
||||
this.hidden = true;
|
||||
},
|
||||
|
||||
show: function() {
|
||||
this.hidden = false;
|
||||
},
|
||||
|
||||
stop: function() {
|
||||
this.hide();
|
||||
this.pause();
|
||||
},
|
||||
|
||||
start: function() {
|
||||
this.show();
|
||||
this.unpause();
|
||||
},
|
||||
|
||||
render: function(ctx) {
|
||||
if(this.hidden) { return false; }
|
||||
if(this.options.sort) {
|
||||
this.items.sort(this.options.sort);
|
||||
}
|
||||
this.trigger("prerender",ctx);
|
||||
this.trigger("beforerender",ctx);
|
||||
|
||||
for(var i=0,len=this.items.length;i<len;i++) {
|
||||
var item = this.items[i];
|
||||
// Don't render sprites with containers (sprites do that themselves)
|
||||
// Also don't render if not onscreen
|
||||
if(!item.container && item.mark >= this.time) {
|
||||
item.render(ctx);
|
||||
}
|
||||
}
|
||||
this.trigger("render",ctx);
|
||||
this.trigger("postrender",ctx);
|
||||
}
|
||||
});
|
||||
|
||||
Q.activeStage = 0;
|
||||
|
||||
Q.StageSelector = Q.Class.extend({
|
||||
emptyList: [],
|
||||
|
||||
init: function(stage,selector) {
|
||||
this.stage = stage;
|
||||
this.selector = selector;
|
||||
|
||||
// Generate an object list from the selector
|
||||
// TODO: handle array selectors
|
||||
this.items = this.stage.lists[this.selector] || this.emptyList;
|
||||
this.length = this.items.length;
|
||||
},
|
||||
|
||||
each: function(callback) {
|
||||
for(var i=0,len=this.items.length;i<len;i++) {
|
||||
callback.call(this.items[i],arguments[1],arguments[2]);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
invoke: function(funcName) {
|
||||
for(var i=0,len=this.items.length;i<len;i++) {
|
||||
this.items[i][funcName].call(
|
||||
this.items[i],arguments[1],arguments[2]
|
||||
);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
trigger: function(name,params) {
|
||||
this.invoke("trigger",name,params);
|
||||
},
|
||||
|
||||
destroy: function() {
|
||||
this.invoke("destroy");
|
||||
},
|
||||
|
||||
detect: function(func) {
|
||||
for(var i = 0,val=null, len=this.items.length; i < len; i++) {
|
||||
if(func.call(this.items[i],arguments[1],arguments[2])) {
|
||||
return this.items[i];
|
||||
}
|
||||
}
|
||||
return false;
|
||||
},
|
||||
|
||||
identify: function(func) {
|
||||
var result = null;
|
||||
for(var i = 0,val=null, len=this.items.length; i < len; i++) {
|
||||
if(result = func.call(this.items[i],arguments[1],arguments[2])) {
|
||||
return result;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
// This hidden utility method extends
|
||||
// and object's properties with a source object.
|
||||
// Used by the p method to set properties.
|
||||
_pObject: function(source) {
|
||||
Q._extend(this.p,source);
|
||||
},
|
||||
|
||||
_pSingle: function(property,value) {
|
||||
this.p[property] = value;
|
||||
},
|
||||
|
||||
set: function(property, value) {
|
||||
// Is value undefined
|
||||
if(value === void 0) {
|
||||
this.each(this._pObject,property);
|
||||
} else {
|
||||
this.each(this._pSingle,property,value);
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
at: function(idx) {
|
||||
return this.items[idx];
|
||||
},
|
||||
|
||||
first: function() {
|
||||
return this.items[0];
|
||||
},
|
||||
|
||||
last: function() {
|
||||
return this.items[this.items.length-1];
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
// Maybe add support for different types
|
||||
// entity - active collision detection
|
||||
// particle - no collision detection, no adding components to lists / etc
|
||||
//
|
||||
|
||||
// Q("Player").invoke("shimmer); - needs to return a selector
|
||||
// Q(".happy").invoke("sasdfa",'fdsafas',"fasdfas");
|
||||
// Q("Enemy").p({ a: "asdfasf" });
|
||||
|
||||
Q.select = function(selector,scope) {
|
||||
scope = (scope === void 0) ? Q.activeStage : scope;
|
||||
scope = Q.stage(scope);
|
||||
if(Q._isNumber(selector)) {
|
||||
return scope.index[selector];
|
||||
} else {
|
||||
return new Q.StageSelector(scope,selector);
|
||||
// check if is array
|
||||
// check is has any commas
|
||||
// split into arrays
|
||||
// find each of the classes
|
||||
// find all the instances of a specific class
|
||||
}
|
||||
};
|
||||
|
||||
Q.stage = function(num) {
|
||||
// Use activeStage is num is undefined
|
||||
num = (num === void 0) ? Q.activeStage : num;
|
||||
return Q.stages[num];
|
||||
};
|
||||
|
||||
Q.stageScene = function(scene,num,options) {
|
||||
// If it's a string, find a registered scene by that name
|
||||
if(Q._isString(scene)) {
|
||||
scene = Q.scene(scene);
|
||||
}
|
||||
|
||||
// If the user skipped the num arg and went straight to options,
|
||||
// swap the two and grab a default for num
|
||||
if(Q._isObject(num)) {
|
||||
options = num;
|
||||
num = Q._popProperty(options,"stage") || (scene && scene.opts.stage) || 0;
|
||||
}
|
||||
|
||||
// Clone the options arg to prevent modification
|
||||
options = Q._clone(options);
|
||||
|
||||
// Grab the stage class, pulling from options, the scene default, or use
|
||||
// the default stage
|
||||
var StageClass = (Q._popProperty(options,"stageClass")) ||
|
||||
(scene && scene.opts.stageClass) || Q.Stage;
|
||||
|
||||
// Figure out which stage to use
|
||||
num = Q._isUndefined(num) ? ((scene && scene.opts.stage) || 0) : num;
|
||||
|
||||
// Clean up an existing stage if necessary
|
||||
if(Q.stages[num]) {
|
||||
Q.stages[num].destroy();
|
||||
}
|
||||
|
||||
// Make this this the active stage and initialize the stage,
|
||||
// calling loadScene to popuplate the stage if we have a scene.
|
||||
Q.activeStage = num;
|
||||
var stage = Q.stages[num] = new StageClass(scene,options);
|
||||
|
||||
// Load an assets object array
|
||||
if(stage.options.asset) {
|
||||
stage.loadAssets(stage.options.asset);
|
||||
}
|
||||
|
||||
if(scene) {
|
||||
stage.loadScene();
|
||||
}
|
||||
Q.activeStage = 0;
|
||||
|
||||
// If there's no loop active, run the default stageGameLoop
|
||||
if(!Q.loop) {
|
||||
Q.gameLoop(Q.stageGameLoop);
|
||||
}
|
||||
|
||||
// Finally return the stage to the user for use if needed
|
||||
return stage;
|
||||
};
|
||||
|
||||
Q.stageGameLoop = function(dt) {
|
||||
var i,len,stage;
|
||||
|
||||
|
||||
if(dt < 0) { dt = 1.0/60; }
|
||||
if(dt > 1/15) { dt = 1.0/15; }
|
||||
|
||||
for(i =0,len=Q.stages.length;i<len;i++) {
|
||||
Q.activeStage = i;
|
||||
stage = Q.stage();
|
||||
if(stage) {
|
||||
stage.step(dt);
|
||||
}
|
||||
}
|
||||
|
||||
if(Q.ctx) { Q.clear(); }
|
||||
|
||||
for(i =0,len=Q.stages.length;i<len;i++) {
|
||||
Q.activeStage = i;
|
||||
stage = Q.stage();
|
||||
if(stage) {
|
||||
stage.render(Q.ctx);
|
||||
}
|
||||
}
|
||||
|
||||
Q.activeStage = 0;
|
||||
|
||||
if(Q.input && Q.ctx) { Q.input.drawCanvas(Q.ctx); }
|
||||
};
|
||||
|
||||
Q.clearStage = function(num) {
|
||||
if(Q.stages[num]) {
|
||||
Q.stages[num].destroy();
|
||||
Q.stages[num] = null;
|
||||
}
|
||||
};
|
||||
|
||||
Q.clearStages = function() {
|
||||
for(var i=0,len=Q.stages.length;i<len;i++) {
|
||||
if(Q.stages[i]) { Q.stages[i].destroy(); }
|
||||
}
|
||||
Q.stages.length = 0;
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
@ -1,434 +0,0 @@
|
||||
/*global Quintus:false */
|
||||
/**
|
||||
Quintus HTML5 Game Engine - Sprites Module
|
||||
|
||||
The code in `quintus_sprites.js` defines the `Quintus.Sprites` module, which
|
||||
add support for sprite sheets and the base sprite class.
|
||||
|
||||
Most games will include at a minimum `Quintus.Sprites` and `Quintus.Scenes`
|
||||
|
||||
@module Quintus.Sprites
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* Quintus Sprites Module Class
|
||||
*
|
||||
* @class Quintus.Sprites
|
||||
*/
|
||||
Quintus.Sprites = function(Q) {
|
||||
|
||||
/**
|
||||
*
|
||||
|
||||
Create a new sprite sheet
|
||||
Options:
|
||||
tileW - tile width
|
||||
tileH - tile height
|
||||
w - width of the sprite block
|
||||
h - height of the sprite block
|
||||
sx - start x
|
||||
sy - start y
|
||||
cols - number of columns per row
|
||||
|
||||
@class SpriteSheet
|
||||
@for Quintus.Sprites
|
||||
*/
|
||||
Q.Class.extend("SpriteSheet",{
|
||||
|
||||
/**
|
||||
@constructor
|
||||
*/
|
||||
init: function(name, asset,options) {
|
||||
if(!Q.asset(asset)) { throw "Invalid Asset:" + asset; }
|
||||
Q._extend(this,{
|
||||
name: name,
|
||||
asset: asset,
|
||||
w: Q.asset(asset).width,
|
||||
h: Q.asset(asset).height,
|
||||
tileW: 64,
|
||||
tileH: 64,
|
||||
sx: 0,
|
||||
sy: 0
|
||||
});
|
||||
if(options) { Q._extend(this,options); }
|
||||
// fix for old tilew instead of tileW
|
||||
if(this.tilew) {
|
||||
this.tileW = this.tilew;
|
||||
delete this['tilew'];
|
||||
}
|
||||
if(this.tileh) {
|
||||
this.tileH = this.tileh;
|
||||
delete this['tileh'];
|
||||
}
|
||||
|
||||
this.cols = this.cols ||
|
||||
Math.floor(this.w / this.tileW);
|
||||
|
||||
this.frames = this.cols * (Math.ceil(this.h/this.tileH));
|
||||
},
|
||||
|
||||
fx: function(frame) {
|
||||
return Math.floor((frame % this.cols) * this.tileW + this.sx);
|
||||
},
|
||||
|
||||
fy: function(frame) {
|
||||
return Math.floor(Math.floor(frame / this.cols) * this.tileH + this.sy);
|
||||
},
|
||||
|
||||
draw: function(ctx, x, y, frame) {
|
||||
if(!ctx) { ctx = Q.ctx; }
|
||||
ctx.drawImage(Q.asset(this.asset),
|
||||
this.fx(frame),this.fy(frame),
|
||||
this.tileW, this.tileH,
|
||||
Math.floor(x),Math.floor(y),
|
||||
this.tileW, this.tileH);
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
Q.sheets = {};
|
||||
Q.sheet = function(name,asset,options) {
|
||||
if(asset) {
|
||||
Q.sheets[name] = new Q.SpriteSheet(name,asset,options);
|
||||
} else {
|
||||
return Q.sheets[name];
|
||||
}
|
||||
};
|
||||
|
||||
Q.compileSheets = function(imageAsset,spriteDataAsset) {
|
||||
var data = Q.asset(spriteDataAsset);
|
||||
Q._each(data,function(spriteData,name) {
|
||||
Q.sheet(name,imageAsset,spriteData);
|
||||
});
|
||||
};
|
||||
|
||||
|
||||
Q.SPRITE_NONE = 0;
|
||||
Q.SPRITE_DEFAULT = 1;
|
||||
Q.SPRITE_PARTICLE = 2;
|
||||
Q.SPRITE_ACTIVE = 4;
|
||||
Q.SPRITE_FRIENDLY = 8;
|
||||
Q.SPRITE_ENEMY = 16;
|
||||
Q.SPRITE_POWERUP = 32;
|
||||
Q.SPRITE_UI = 64;
|
||||
Q.SPRITE_ALL = 0xFFFF;
|
||||
|
||||
|
||||
Q._generatePoints = function(obj,force) {
|
||||
if(obj.p.points && !force) { return; }
|
||||
var p = obj.p,
|
||||
halfW = p.w/2,
|
||||
halfH = p.h/2;
|
||||
|
||||
p.points = [
|
||||
[ -halfW, -halfH ],
|
||||
[ halfW, -halfH ],
|
||||
[ halfW, halfH ],
|
||||
[ -halfW, halfH ]
|
||||
];
|
||||
};
|
||||
|
||||
Q._generateCollisionPoints = function(obj) {
|
||||
if(!obj.matrix && !obj.refreshMatrix) { return; }
|
||||
if(!obj.c) { obj.c = { points: [] }; }
|
||||
var p = obj.p, c = obj.c;
|
||||
|
||||
if(!p.moved &&
|
||||
c.origX === p.x &&
|
||||
c.origY === p.y &&
|
||||
c.origScale === p.scale &&
|
||||
c.origScale === p.angle) {
|
||||
return;
|
||||
}
|
||||
|
||||
c.origX = p.x;
|
||||
c.origY = p.y;
|
||||
c.origScale = p.scale;
|
||||
c.origAngle = p.angle;
|
||||
|
||||
obj.refreshMatrix();
|
||||
|
||||
var container = obj.container || Q._nullContainer;
|
||||
|
||||
// TODO: see if we care or if it's more
|
||||
// efficient just to do the calc each time
|
||||
c.x = container.matrix.transformX(p.x,p.y);
|
||||
c.y = container.matrix.transformY(p.x,p.y);
|
||||
c.angle = p.angle + container.c.angle;
|
||||
c.scale = (container.c.scale || 1) * (p.scale || 1);
|
||||
|
||||
var minX = Infinity,
|
||||
minY = Infinity,
|
||||
maxX = -Infinity,
|
||||
maxY = -Infinity;
|
||||
|
||||
for(var i=0;i<obj.p.points.length;i++) {
|
||||
if(!obj.c.points[i]) {
|
||||
obj.c.points[i] = [];
|
||||
}
|
||||
obj.matrix.transformArr(obj.p.points[i],obj.c.points[i]);
|
||||
var x = obj.c.points[i][0],
|
||||
y = obj.c.points[i][1];
|
||||
|
||||
if(x < minX) { minX = x; }
|
||||
if(x > maxX) { maxX = x; }
|
||||
if(y < minY) { minY = y; }
|
||||
if(y > maxY) { maxY = y; }
|
||||
}
|
||||
|
||||
if(minX === maxX) { maxX+=1; }
|
||||
if(minY === maxY) { maxY+=1; }
|
||||
|
||||
c.cx = c.x - minX;
|
||||
c.cy = c.y - minY;
|
||||
|
||||
c.w = maxX - minX;
|
||||
c.h = maxY - minY;
|
||||
|
||||
// TODO: Invoke moved on children
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Properties:
|
||||
// x
|
||||
// y
|
||||
// z - sort order
|
||||
// sheet or asset
|
||||
// frame
|
||||
Q.GameObject.extend("Sprite",{
|
||||
init: function(props,defaultProps) {
|
||||
this.p = Q._extend({
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0,
|
||||
opacity: 1,
|
||||
angle: 0,
|
||||
frame: 0,
|
||||
type: Q.SPRITE_DEFAULT | Q.SPRITE_ACTIVE
|
||||
},defaultProps);
|
||||
|
||||
this.matrix = new Q.Matrix2D();
|
||||
this.children = [];
|
||||
|
||||
Q._extend(this.p,props);
|
||||
|
||||
this.size();
|
||||
this.p.id = this.p.id || Q._uniqueId();
|
||||
|
||||
this.c = { points: [] };
|
||||
|
||||
this.refreshMatrix();
|
||||
},
|
||||
|
||||
// Resets the width, height and center based on the
|
||||
// asset or sprite sheet
|
||||
size: function(force) {
|
||||
if(force || (!this.p.w || !this.p.h)) {
|
||||
if(this.asset()) {
|
||||
this.p.w = this.asset().width;
|
||||
this.p.h = this.asset().height;
|
||||
} else if(this.sheet()) {
|
||||
this.p.w = this.sheet().tileW;
|
||||
this.p.h = this.sheet().tileH;
|
||||
}
|
||||
}
|
||||
|
||||
this.p.cx = (force || this.p.cx === void 0) ? (this.p.w / 2) : this.p.cx;
|
||||
this.p.cy = (force || this.p.cy === void 0) ? (this.p.h / 2) : this.p.cy;
|
||||
},
|
||||
|
||||
// Get or set the asset associate with this sprite
|
||||
asset: function(name,resize) {
|
||||
if(!name) { return Q.asset(this.p.asset); }
|
||||
|
||||
this.p.asset = name;
|
||||
if(resize) {
|
||||
this.size(true);
|
||||
Q._generatePoints(this,true);
|
||||
}
|
||||
},
|
||||
|
||||
// Get or set the sheet associate with this sprite
|
||||
sheet: function(name,resize) {
|
||||
if(!name) { return Q.sheet(this.p.sheet); }
|
||||
|
||||
this.p.sheet = name;
|
||||
if(resize) {
|
||||
this.size(true);
|
||||
Q._generatePoints(this,true);
|
||||
}
|
||||
},
|
||||
|
||||
hide: function() {
|
||||
this.p.hidden = true;
|
||||
},
|
||||
|
||||
show: function() {
|
||||
this.p.hidden = false;
|
||||
},
|
||||
|
||||
set: function(properties) {
|
||||
Q._extend(this.p,properties);
|
||||
return this;
|
||||
},
|
||||
|
||||
_sortChild: function(a,b) {
|
||||
return ((a.p && a.p.z) || -1) - ((b.p && b.p.z) || -1);
|
||||
},
|
||||
|
||||
_flipArgs: {
|
||||
"x": [ -1, 1],
|
||||
"y": [ 1, -1],
|
||||
"xy": [ -1, -1]
|
||||
},
|
||||
|
||||
render: function(ctx) {
|
||||
var p = this.p;
|
||||
|
||||
if(p.hidden) { return; }
|
||||
if(!ctx) { ctx = Q.ctx; }
|
||||
|
||||
this.trigger('predraw',ctx);
|
||||
|
||||
ctx.save();
|
||||
|
||||
if(this.p.opacity !== void 0 && this.p.opacity !== 1) {
|
||||
ctx.globalAlpha = this.p.opacity;
|
||||
}
|
||||
|
||||
this.matrix.setContextTransform(ctx);
|
||||
|
||||
if(this.p.flip) { ctx.scale.apply(ctx,this._flipArgs[this.p.flip]); }
|
||||
|
||||
this.trigger('beforedraw',ctx);
|
||||
this.draw(ctx);
|
||||
this.trigger('draw',ctx);
|
||||
|
||||
ctx.restore();
|
||||
|
||||
// Children set up their own complete matrix
|
||||
// from the base stage matrix
|
||||
if(this.p.sort) { this.children.sort(this._sortChild); }
|
||||
Q._invoke(this.children,"render",ctx);
|
||||
|
||||
this.trigger('postdraw',ctx);
|
||||
|
||||
if(Q.debug) { this.debugRender(ctx); }
|
||||
|
||||
},
|
||||
|
||||
center: function() {
|
||||
if(this.container) {
|
||||
this.p.x = this.container.p.w / 2;
|
||||
this.p.y = this.container.p.h / 2;
|
||||
} else {
|
||||
this.p.x = Q.width / 2;
|
||||
this.p.y = Q.height / 2;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
draw: function(ctx) {
|
||||
var p = this.p;
|
||||
if(p.sheet) {
|
||||
this.sheet().draw(ctx,-p.cx,-p.cy,p.frame);
|
||||
} else if(p.asset) {
|
||||
ctx.drawImage(Q.asset(p.asset),-p.cx,-p.cy);
|
||||
}
|
||||
},
|
||||
|
||||
debugRender: function(ctx) {
|
||||
if(!this.p.points) {
|
||||
Q._generatePoints(this);
|
||||
}
|
||||
ctx.save();
|
||||
this.matrix.setContextTransform(ctx);
|
||||
ctx.beginPath();
|
||||
ctx.fillStyle = this.p.hit ? "blue" : "red";
|
||||
ctx.strokeStyle = "#FF0000";
|
||||
ctx.fillStyle = "rgba(0,0,0,0.5)";
|
||||
|
||||
ctx.moveTo(this.p.points[0][0],this.p.points[0][1]);
|
||||
for(var i=0;i<this.p.points.length;i++) {
|
||||
ctx.lineTo(this.p.points[i][0],this.p.points[i][1]);
|
||||
}
|
||||
ctx.lineTo(this.p.points[0][0],this.p.points[0][1]);
|
||||
ctx.stroke();
|
||||
if(Q.debugFill) { ctx.fill(); }
|
||||
|
||||
ctx.restore();
|
||||
|
||||
if(this.c) {
|
||||
var c = this.c;
|
||||
ctx.save();
|
||||
ctx.globalAlpha = 1;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "#FF00FF";
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(c.x - c.cx, c.y - c.cy);
|
||||
ctx.lineTo(c.x - c.cx + c.w, c.y - c.cy);
|
||||
ctx.lineTo(c.x - c.cx + c.w, c.y - c.cy + c.h);
|
||||
ctx.lineTo(c.x - c.cx , c.y - c.cy + c.h);
|
||||
ctx.lineTo(c.x - c.cx, c.y - c.cy);
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
|
||||
update: function(dt) {
|
||||
this.trigger('prestep',dt);
|
||||
if(this.step) { this.step(dt); }
|
||||
this.trigger('step',dt);
|
||||
this.refreshMatrix();
|
||||
|
||||
// Ugly coupling to stage - workaround?
|
||||
if(this.stage && this.children.length > 0) {
|
||||
this.stage.updateSprites(this.children,dt,true);
|
||||
}
|
||||
},
|
||||
|
||||
refreshMatrix: function() {
|
||||
var p = this.p;
|
||||
this.matrix.identity();
|
||||
|
||||
if(this.container) { this.matrix.multiply(this.container.matrix); }
|
||||
|
||||
this.matrix.translate(p.x,p.y);
|
||||
|
||||
if(p.scale) { this.matrix.scale(p.scale,p.scale); }
|
||||
|
||||
this.matrix.rotateDeg(p.angle);
|
||||
}
|
||||
});
|
||||
|
||||
Q.Sprite.extend("MovingSprite",{
|
||||
init: function(props,defaultProps) {
|
||||
this._super(Q._extend({
|
||||
vx: 0,
|
||||
vy: 0,
|
||||
ax: 0,
|
||||
ay: 0
|
||||
},props),defaultProps);
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
var p = this.p;
|
||||
|
||||
p.vx += p.ax * dt;
|
||||
p.vy += p.ay * dt;
|
||||
|
||||
p.x += p.vx * dt;
|
||||
p.y += p.vy * dt;
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
|
||||
|
||||
return Q;
|
||||
};
|
||||
|
@ -1,205 +0,0 @@
|
||||
/*global Quintus:false */
|
||||
|
||||
Quintus.Touch = function(Q) {
|
||||
if(Q._isUndefined(Quintus.Sprites)) {
|
||||
throw "Quintus.Touch requires Quintus.Sprites Module";
|
||||
}
|
||||
|
||||
var hasTouch = !!('ontouchstart' in window);
|
||||
|
||||
var touchStage = [0];
|
||||
var touchType = 0;
|
||||
|
||||
Q.Evented.extend("TouchSystem",{
|
||||
|
||||
init: function() {
|
||||
var touchSystem = this;
|
||||
|
||||
this.boundTouch = function(e) { touchSystem.touch(e); };
|
||||
this.boundDrag = function(e) { touchSystem.drag(e); };
|
||||
this.boundEnd = function(e) { touchSystem.touchEnd(e); };
|
||||
|
||||
Q.el.addEventListener('touchstart',this.boundTouch);
|
||||
Q.el.addEventListener('mousedown',this.boundTouch);
|
||||
|
||||
Q.el.addEventListener('touchmove',this.boundDrag);
|
||||
Q.el.addEventListener('mousemove',this.boundDrag);
|
||||
|
||||
Q.el.addEventListener('touchend',this.boundEnd);
|
||||
Q.el.addEventListener('mouseup',this.boundEnd);
|
||||
Q.el.addEventListener('touchcancel',this.boundEnd);
|
||||
|
||||
this.touchPos = new Q.Evented();
|
||||
this.touchPos.grid = {};
|
||||
this.touchPos.p = { w:1, h:1, cx: 0, cy: 0 };
|
||||
this.activeTouches = {};
|
||||
this.touchedObjects = {};
|
||||
},
|
||||
|
||||
destroy: function() {
|
||||
Q.el.removeEventListener('touchstart',this.boundTouch);
|
||||
Q.el.removeEventListener('mousedown',this.boundTouch);
|
||||
|
||||
Q.el.removeEventListener('touchmove',this.boundDrag);
|
||||
Q.el.removeEventListener('mousemove',this.boundDrag);
|
||||
|
||||
Q.el.removeEventListener('touchend',this.boundEnd);
|
||||
Q.el.removeEventListener('mouseup',this.boundEnd);
|
||||
Q.el.removeEventListener('touchcancel',this.boundEnd);
|
||||
},
|
||||
|
||||
normalizeTouch: function(touch,stage) {
|
||||
var canvasPosX = touch.offsetX,
|
||||
canvasPosY = touch.offsetY;
|
||||
|
||||
|
||||
if(Q._isUndefined(canvasPosX) || Q._isUndefined(canvasPosY)) {
|
||||
canvasPosX = touch.layerX;
|
||||
canvasPosY = touch.layerY;
|
||||
}
|
||||
|
||||
if(Q._isUndefined(canvasPosX) || Q._isUndefined(canvasPosY)) {
|
||||
if(Q.touch.offsetX === void 0) {
|
||||
Q.touch.offsetX = 0;
|
||||
Q.touch.offsetY = 0;
|
||||
var el = Q.el;
|
||||
do {
|
||||
Q.touch.offsetX += el.offsetLeft;
|
||||
Q.touch.offsetY += el.offsetTop;
|
||||
} while(el = el.offsetParent);
|
||||
}
|
||||
canvasPosX = touch.pageX - Q.touch.offsetX;
|
||||
canvasPosY = touch.pageY - Q.touch.offsetY;
|
||||
}
|
||||
|
||||
|
||||
this.touchPos.p.ox = this.touchPos.p.px = canvasPosX / Q.cssWidth * Q.width;
|
||||
this.touchPos.p.oy = this.touchPos.p.py = canvasPosY / Q.cssHeight * Q.height;
|
||||
|
||||
if(stage.viewport) {
|
||||
this.touchPos.p.px /= stage.viewport.scale;
|
||||
this.touchPos.p.py /= stage.viewport.scale;
|
||||
this.touchPos.p.px += stage.viewport.x;
|
||||
this.touchPos.p.py += stage.viewport.y;
|
||||
}
|
||||
|
||||
this.touchPos.p.x = this.touchPos.p.px;
|
||||
this.touchPos.p.y = this.touchPos.p.py;
|
||||
|
||||
this.touchPos.obj = null;
|
||||
return this.touchPos;
|
||||
},
|
||||
|
||||
touch: function(e) {
|
||||
var touches = e.changedTouches || [ e ];
|
||||
|
||||
for(var i=0;i<touches.length;i++) {
|
||||
|
||||
for(var stageIdx=0;stageIdx < touchStage.length;stageIdx++) {
|
||||
var touch = touches[i],
|
||||
stage = Q.stage(touchStage[stageIdx]);
|
||||
|
||||
if(!stage) { continue; }
|
||||
|
||||
touch.identifier = touch.identifier || 0;
|
||||
var pos = this.normalizeTouch(touch,stage);
|
||||
|
||||
stage.regrid(pos,true);
|
||||
var col = stage.search(pos,touchType), obj;
|
||||
|
||||
if(col || stageIdx === touchStage.length - 1) {
|
||||
obj = col && col.obj;
|
||||
pos.obj = obj;
|
||||
this.trigger("touch",pos);
|
||||
}
|
||||
|
||||
if(obj && !this.touchedObjects[obj]) {
|
||||
this.activeTouches[touch.identifier] = {
|
||||
x: pos.p.px,
|
||||
y: pos.p.py,
|
||||
origX: obj.p.x,
|
||||
origY: obj.p.y,
|
||||
sx: pos.p.ox,
|
||||
sy: pos.p.oy,
|
||||
identifier: touch.identifier,
|
||||
obj: obj,
|
||||
stage: stage
|
||||
};
|
||||
this.touchedObjects[obj.p.id] = true;
|
||||
obj.trigger('touch', this.activeTouches[touch.identifier]);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
//e.preventDefault();
|
||||
},
|
||||
|
||||
drag: function(e) {
|
||||
var touches = e.changedTouches || [ e ];
|
||||
|
||||
for(var i=0;i<touches.length;i++) {
|
||||
var touch = touches[i];
|
||||
touch.identifier = touch.identifier || 0;
|
||||
|
||||
var active = this.activeTouches[touch.identifier],
|
||||
stage = active && active.stage;
|
||||
|
||||
if(active) {
|
||||
var pos = this.normalizeTouch(touch,stage);
|
||||
active.x = pos.p.px;
|
||||
active.y = pos.p.py;
|
||||
active.dx = pos.p.ox - active.sx;
|
||||
active.dy = pos.p.oy - active.sy;
|
||||
|
||||
active.obj.trigger('drag', active);
|
||||
}
|
||||
}
|
||||
e.preventDefault();
|
||||
},
|
||||
|
||||
touchEnd: function(e) {
|
||||
var touches = e.changedTouches || [ e ];
|
||||
|
||||
for(var i=0;i<touches.length;i++) {
|
||||
var touch = touches[i];
|
||||
|
||||
touch.identifier = touch.identifier || 0;
|
||||
|
||||
var active = this.activeTouches[touch.identifier];
|
||||
|
||||
if(active) {
|
||||
active.obj.trigger('touchEnd', active);
|
||||
delete this.touchedObjects[active.obj.p.id];
|
||||
this.activeTouches[touch.identifier] = null;
|
||||
}
|
||||
}
|
||||
e.preventDefault();
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Q.touch = function(type,stage) {
|
||||
Q.untouch();
|
||||
touchType = type || Q.SPRITE_UI;
|
||||
touchStage = stage || [2,1,0];
|
||||
if(!Q._isArray(touchStage)) {
|
||||
touchStage = [touchStage];
|
||||
}
|
||||
|
||||
if(!Q._touch) {
|
||||
Q.touchInput = new Q.TouchSystem();
|
||||
}
|
||||
return Q;
|
||||
};
|
||||
|
||||
Q.untouch = function() {
|
||||
if(Q.touchInput) {
|
||||
Q.touchInput.destroy();
|
||||
delete Q['touchInput'];
|
||||
}
|
||||
return Q;
|
||||
};
|
||||
|
||||
};
|
@ -1,430 +0,0 @@
|
||||
/*global Quintus:false */
|
||||
|
||||
Quintus.UI = function(Q) {
|
||||
if(Q._isUndefined(Quintus.Touch)) {
|
||||
throw "Quintus.UI requires Quintus.Touch Module";
|
||||
}
|
||||
|
||||
Q.UI = {};
|
||||
|
||||
// Draw a rounded rectangle centered on 0,0
|
||||
Q.UI.roundRect = function(ctx, rect) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(-rect.cx + rect.radius, -rect.cy);
|
||||
ctx.lineTo(-rect.cx + rect.w - rect.radius, -rect.cy);
|
||||
ctx.quadraticCurveTo(-rect.cx + rect.w, -rect.cy, -rect.cx + rect.w, -rect.cy + rect.radius);
|
||||
ctx.lineTo(-rect.cx + rect.w, -rect.cy + rect.h - rect.radius);
|
||||
ctx.quadraticCurveTo(-rect.cx + rect.w,
|
||||
-rect.cy + rect.h,
|
||||
-rect.cx + rect.w - rect.radius,
|
||||
-rect.cy + rect.h);
|
||||
ctx.lineTo(-rect.cx + rect.radius, -rect.cy + rect.h);
|
||||
ctx.quadraticCurveTo(-rect.cx, -rect.cy + rect.h, -rect.cx, -rect.cy + rect.h - rect.radius);
|
||||
ctx.lineTo(-rect.cx, -rect.cy + rect.radius);
|
||||
ctx.quadraticCurveTo(-rect.cx, -rect.cy, -rect.cx + rect.radius, -rect.cy);
|
||||
ctx.closePath();
|
||||
};
|
||||
|
||||
|
||||
|
||||
Q.UI.Container = Q.Sprite.extend("UI.Container", {
|
||||
init: function(p,defaults) {
|
||||
var adjustedP = Q._clone(p||{}),
|
||||
match;
|
||||
|
||||
if(p && Q._isString(p.w) && (match = p.w.match(/^[0-9]+%$/))) {
|
||||
adjustedP.w = parseInt(p.w,10) * Q.width / 100;
|
||||
adjustedP.x = Q.width/2 - adjustedP.w/2;
|
||||
}
|
||||
|
||||
if(p && Q._isString(p.h) && (match = p.h.match(/^[0-9]+%$/))) {
|
||||
adjustedP.h = parseInt(p.h,10) * Q.height / 100;
|
||||
adjustedP.y = Q.height /2 - adjustedP.h/2;
|
||||
}
|
||||
|
||||
this._super(Q._defaults(adjustedP,defaults),{
|
||||
opacity: 1,
|
||||
hidden: false, // Set to true to not show the container
|
||||
fill: null, // Set to color to add background
|
||||
highlight: null, // Set to color to for button
|
||||
radius: 5, // Border radius
|
||||
stroke: "#000",
|
||||
border: false, // Set to a width to show a border
|
||||
shadow: false, // Set to true or a shadow offest
|
||||
shadowColor: false, // Set to a rgba value for the shadow
|
||||
type: Q.SPRITE_NONE
|
||||
});
|
||||
|
||||
},
|
||||
|
||||
insert: function(obj) {
|
||||
this.stage.insert(obj,this);
|
||||
return obj;
|
||||
},
|
||||
|
||||
fit: function(paddingY,paddingX) {
|
||||
if(this.children.length === 0) { return; }
|
||||
|
||||
if(paddingY === void 0) { paddingY = 0; }
|
||||
if(paddingX === void 0) { paddingX = paddingY; }
|
||||
|
||||
var minX = Infinity,
|
||||
minY = Infinity,
|
||||
maxX = -Infinity,
|
||||
maxY = -Infinity;
|
||||
|
||||
for(var i =0;i < this.children.length;i++) {
|
||||
var obj = this.children[i];
|
||||
var minObjX = obj.p.x - obj.p.cx,
|
||||
minObjY = obj.p.y - obj.p.cy,
|
||||
maxObjX = obj.p.x - obj.p.cx + obj.p.w,
|
||||
maxObjY = obj.p.y - obj.p.cy + obj.p.h;
|
||||
|
||||
if(minObjX < minX) { minX = minObjX; }
|
||||
if(minObjY < minY) { minY = minObjY; }
|
||||
|
||||
if(maxObjX > maxX) { maxX = maxObjX; }
|
||||
if(maxObjY > maxY) { maxY = maxObjY; }
|
||||
|
||||
}
|
||||
|
||||
this.p.cx = -minX + paddingX;
|
||||
this.p.cy = -minY + paddingY;
|
||||
this.p.w = maxX - minX + paddingX * 2;
|
||||
this.p.h = maxY - minY + paddingY * 2;
|
||||
},
|
||||
|
||||
addShadow: function(ctx) {
|
||||
if(this.p.shadow) {
|
||||
var shadowAmount = Q._isNumber(this.p.shadow) ? this.p.shadow : 5;
|
||||
ctx.shadowOffsetX=shadowAmount;
|
||||
ctx.shadowOffsetY=shadowAmount;
|
||||
ctx.shadowColor = this.p.shadowColor || "rgba(0,0,50,0.1)";
|
||||
}
|
||||
},
|
||||
|
||||
clearShadow: function(ctx) {
|
||||
ctx.shadowColor = "transparent";
|
||||
},
|
||||
|
||||
drawRadius: function(ctx) {
|
||||
Q.UI.roundRect(ctx,this.p);
|
||||
this.addShadow(ctx);
|
||||
ctx.fill();
|
||||
if(this.p.border) {
|
||||
this.clearShadow(ctx);
|
||||
ctx.lineWidth = this.p.border;
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
|
||||
drawSquare: function(ctx) {
|
||||
this.addShadow(ctx);
|
||||
if(this.p.fill) {
|
||||
ctx.fillRect(-this.p.cx,-this.p.cy,
|
||||
this.p.w,this.p.h);
|
||||
}
|
||||
|
||||
if(this.p.border) {
|
||||
this.clearShadow(ctx);
|
||||
ctx.lineWidth = this.p.border;
|
||||
ctx.strokeRect(-this.p.cx,-this.p.cy,
|
||||
this.p.w,this.p.h);
|
||||
}
|
||||
},
|
||||
|
||||
draw: function(ctx) {
|
||||
if(this.p.hidden) { return false; }
|
||||
if(!this.p.border && !this.p.fill) { return; }
|
||||
|
||||
ctx.globalAlpha = this.p.opacity;
|
||||
if(this.p.frame === 1 && this.p.highlight) {
|
||||
ctx.fillStyle = this.p.highlight;
|
||||
} else {
|
||||
ctx.fillStyle = this.p.fill;
|
||||
}
|
||||
ctx.strokeStyle = this.p.stroke;
|
||||
|
||||
if(this.p.radius > 0) {
|
||||
this.drawRadius(ctx);
|
||||
} else {
|
||||
this.drawSquare(ctx);
|
||||
}
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
Q.UI.Text = Q.Sprite.extend("UI.Text", {
|
||||
init: function(p,defaultProps) {
|
||||
this._super(Q._defaults(p||{},defaultProps),{
|
||||
type: Q.SPRITE_UI,
|
||||
size: 24
|
||||
});
|
||||
|
||||
//this.el = document.createElement("canvas");
|
||||
//this.ctx = this.el.getContext("2d");
|
||||
|
||||
if(this.p.label) {
|
||||
this.calcSize();
|
||||
}
|
||||
|
||||
//this.prerender();
|
||||
},
|
||||
|
||||
calcSize: function() {
|
||||
this.setFont(Q.ctx);
|
||||
this.splitLabel = this.p.label.split("\n");
|
||||
var maxLabel = "";
|
||||
for(var i = 0;i < this.splitLabel.length;i++) {
|
||||
if(this.splitLabel[i].length > maxLabel.length) {
|
||||
maxLabel = this.splitLabel[i];
|
||||
}
|
||||
}
|
||||
|
||||
var metrics = Q.ctx.measureText(maxLabel);
|
||||
this.p.h = (this.p.size || 24) * this.splitLabel.length * 1.2;
|
||||
this.p.w = metrics.width;
|
||||
this.p.cx = this.p.w / 2;
|
||||
this.p.cy = this.p.h / 2;
|
||||
},
|
||||
|
||||
prerender: function() {
|
||||
if(this.p.oldLabel === this.p.label) { return; }
|
||||
this.p.oldLabel = this.p.label;
|
||||
this.calcSize();
|
||||
this.el.width = this.p.w;
|
||||
this.el.height = this.p.h * 4;
|
||||
this.ctx.clearRect(0,0,this.p.w,this.p.h);
|
||||
|
||||
this.ctx.fillStyle = "#FF0";
|
||||
this.ctx.fillRect(0,0,this.p.w,this.p.h/2);
|
||||
this.setFont(this.ctx);
|
||||
|
||||
this.ctx.fillText(this.p.label,0,0);
|
||||
},
|
||||
|
||||
draw: function(ctx) {
|
||||
//this.prerender();
|
||||
if(this.p.opacity === 0) { return; }
|
||||
|
||||
if(this.p.oldLabel !== this.p.label) { this.calcSize(); }
|
||||
|
||||
this.setFont(ctx);
|
||||
if(this.p.opacity !== void 0) { ctx.globalAlpha = this.p.opacity; }
|
||||
for(var i =0;i<this.splitLabel.length;i++) {
|
||||
if(this.p.align === 'center') {
|
||||
ctx.fillText(this.splitLabel[i],0,-this.p.cy + i * this.p.size * 1.2);
|
||||
} else if(this.p.align === 'right') {
|
||||
ctx.fillText(this.splitLabel[i],this.p.cx,-this.p.cy + i * this.p.size * 1.2);
|
||||
} else {
|
||||
ctx.fillText(this.splitLabel[i],-this.p.cx,-this.p.cy +i * this.p.size * 1.2);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
asset: function() {
|
||||
return this.el;
|
||||
},
|
||||
|
||||
setFont: function(ctx) {
|
||||
ctx.textBaseline = "top";
|
||||
ctx.font= this.font();
|
||||
ctx.fillStyle = this.p.color || "black";
|
||||
ctx.textAlign = this.p.align || "left";
|
||||
},
|
||||
|
||||
font: function() {
|
||||
if(this.fontString) { return this.fontString; }
|
||||
|
||||
this.fontString = (this.p.weight || "800") + " " +
|
||||
(this.p.size || 24) + "px " +
|
||||
(this.p.family || "Arial");
|
||||
|
||||
return this.fontString;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
Q.UI.Button = Q.UI.Container.extend("UI.Button", {
|
||||
init: function(p,callback) {
|
||||
this._super(Q._defaults(p,{
|
||||
type: Q.SPRITE_UI | Q.SPRITE_DEFAULT
|
||||
}));
|
||||
if(this.p.label && (!this.p.w || !this.p.h)) {
|
||||
Q.ctx.save();
|
||||
this.setFont(Q.ctx);
|
||||
var metrics = Q.ctx.measureText(this.p.label);
|
||||
Q.ctx.restore();
|
||||
if(!this.p.h) { this.p.h = 24 + 20; }
|
||||
if(!this.p.w) { this.p.w = metrics.width + 20; }
|
||||
}
|
||||
|
||||
if(isNaN(this.p.cx)) { this.p.cx = this.p.w / 2; }
|
||||
if(isNaN(this.p.cy)) { this.p.cy = this.p.h / 2; }
|
||||
this.callback = callback;
|
||||
this.on('touch',this,"highlight");
|
||||
this.on('touchEnd',this,"push");
|
||||
},
|
||||
|
||||
highlight: function() {
|
||||
if(!this.sheet() || this.sheet().frames > 1) {
|
||||
this.p.frame = 1;
|
||||
}
|
||||
},
|
||||
|
||||
push: function() {
|
||||
this.p.frame = 0;
|
||||
if(this.callback) { this.callback(); }
|
||||
this.trigger('click');
|
||||
},
|
||||
|
||||
draw: function(ctx) {
|
||||
this._super(ctx);
|
||||
|
||||
if(this.p.asset || this.p.sheet) {
|
||||
Q.Sprite.prototype.draw.call(this,ctx);
|
||||
}
|
||||
|
||||
if(this.p.label) {
|
||||
ctx.save();
|
||||
this.setFont(ctx);
|
||||
ctx.fillText(this.p.label,0,0);
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
|
||||
setFont: function(ctx) {
|
||||
ctx.textBaseline = "middle";
|
||||
ctx.font = this.p.font || "400 24px arial";
|
||||
ctx.fillStyle = this.p.fontColor || "black";
|
||||
ctx.textAlign = "center";
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Q.UI.IFrame = Q.Sprite.extend("UI.IFrame", {
|
||||
init: function(p) {
|
||||
this._super(p, { opacity: 1, type: Q.SPRITE_UI | Q.SPRITE_DEFAULT });
|
||||
|
||||
Q.wrapper.style.overflow = "hidden";
|
||||
|
||||
this.iframe = document.createElement("IFRAME");
|
||||
this.iframe.setAttribute("src",this.p.url);
|
||||
this.iframe.style.position = "absolute";
|
||||
this.iframe.style.zIndex = 500;
|
||||
this.iframe.setAttribute("width",this.p.w);
|
||||
this.iframe.setAttribute("height",this.p.h);
|
||||
this.iframe.setAttribute("frameborder",0);
|
||||
|
||||
if(this.p.background) {
|
||||
this.iframe.style.backgroundColor = this.p.background;
|
||||
|
||||
}
|
||||
|
||||
|
||||
Q.wrapper.appendChild(this.iframe);
|
||||
this.on("inserted",function(parent) {
|
||||
this.positionIFrame();
|
||||
parent.on("destroyed",this,"remove");
|
||||
});
|
||||
},
|
||||
|
||||
positionIFrame: function() {
|
||||
var x = this.p.x;
|
||||
var y = this.p.y;
|
||||
if(this.stage.viewport) {
|
||||
x -= this.stage.viewport.x;
|
||||
y -= this.stage.viewport.y;
|
||||
}
|
||||
|
||||
if(this.oldX !== x || this.oldY !== y || this.oldOpacity !== this.p.opacity) {
|
||||
|
||||
this.iframe.style.top = (y - this.p.cy) + "px";
|
||||
this.iframe.style.left = (x - this.p.cx) + "px";
|
||||
this.iframe.style.opacity = this.p.opacity;
|
||||
|
||||
this.oldX = x;
|
||||
this.oldY = y;
|
||||
this.oldOpacity = this.p.opacity;
|
||||
}
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
this._super(dt);
|
||||
this.positionIFrame();
|
||||
},
|
||||
|
||||
remove: function() {
|
||||
if(this.iframe) {
|
||||
Q.wrapper.removeChild(this.iframe);
|
||||
this.iframe = null;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Q.UI.HTMLElement = Q.Sprite.extend("UI.HTMLElement", {
|
||||
init: function(p) {
|
||||
this._super(p, { opacity: 1, type: Q.SPRITE_UI });
|
||||
|
||||
Q.wrapper.style.overflow = "hidden";
|
||||
|
||||
this.el = document.createElement("div");
|
||||
this.el.innerHTML = this.p.html;
|
||||
|
||||
Q.wrapper.appendChild(this.el);
|
||||
this.on("inserted",function(parent) {
|
||||
this.position();
|
||||
parent.on("destroyed",this,"remove");
|
||||
parent.on("clear",this,"remove");
|
||||
});
|
||||
},
|
||||
|
||||
position: function() {
|
||||
},
|
||||
|
||||
step: function(dt) {
|
||||
this._super(dt);
|
||||
this.position();
|
||||
},
|
||||
|
||||
remove: function() {
|
||||
if(this.el) {
|
||||
Q.wrapper.removeChild(this.el);
|
||||
this.el= null;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Q.UI.VerticalLayout = Q.Sprite.extend("UI.VerticalLayout",{
|
||||
|
||||
|
||||
init: function(p) {
|
||||
this.children = [];
|
||||
this._super(p, { type: 0 });
|
||||
},
|
||||
|
||||
insert: function(sprite) {
|
||||
this.stage.insert(sprite,this);
|
||||
this.relayout();
|
||||
// Bind to destroy
|
||||
return sprite;
|
||||
},
|
||||
|
||||
relayout: function() {
|
||||
var totalHeight = 0;
|
||||
for(var i=0;i<this.children.length;i++) {
|
||||
totalHeight += this.children[i].p.h || 0;
|
||||
}
|
||||
|
||||
// Center?
|
||||
var totalSepartion = this.p.h - totalHeight;
|
||||
|
||||
// Make sure all elements have the same space between them
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
|
||||
};
|
Reference in New Issue