Mesukemo-Hime-no-Kaisuiyoku/js/rpg_core.js

7858 lines
189 KiB
JavaScript

//=============================================================================
// rpg_core.js v1.2.0
//=============================================================================
//-----------------------------------------------------------------------------
/**
* This is not a class, but contains some methods that will be added to the
* standard Javascript objects.
*
* @class JsExtensions
*/
function JsExtensions() {
throw new Error('This is not a class');
}
/**
* Returns a number whose value is limited to the given range.
*
* @method Number.prototype.clamp
* @param {Number} min The lower boundary
* @param {Number} max The upper boundary
* @return {Number} A number in the range (min, max)
*/
Number.prototype.clamp = function(min, max) {
return Math.min(Math.max(this, min), max);
};
/**
* Returns a modulo value which is always positive.
*
* @method Number.prototype.mod
* @param {Number} n The divisor
* @return {Number} A modulo value
*/
Number.prototype.mod = function(n) {
return ((this % n) + n) % n;
};
/**
* Replaces %1, %2 and so on in the string to the arguments.
*
* @method String.prototype.format
* @param {Any} ...args The objects to format
* @return {String} A formatted string
*/
String.prototype.format = function() {
var args = arguments;
return this.replace(/%([0-9]+)/g, function(s, n) {
return args[Number(n) - 1];
});
};
/**
* Makes a number string with leading zeros.
*
* @method String.prototype.padZero
* @param {Number} length The length of the output string
* @return {String} A string with leading zeros
*/
String.prototype.padZero = function(length){
var s = this;
while (s.length < length) {
s = '0' + s;
}
return s;
};
/**
* Makes a number string with leading zeros.
*
* @method Number.prototype.padZero
* @param {Number} length The length of the output string
* @return {String} A string with leading zeros
*/
Number.prototype.padZero = function(length){
return String(this).padZero(length);
};
/**
* Checks whether the two arrays are same.
*
* @method Array.prototype.equals
* @param {Array} array The array to compare to
* @return {Boolean} True if the two arrays are same
*/
Array.prototype.equals = function(array) {
if (!array || this.length !== array.length) {
return false;
}
for (var i = 0; i < this.length; i++) {
if (this[i] instanceof Array && array[i] instanceof Array) {
if (!this[i].equals(array[i])) {
return false;
}
} else if (this[i] !== array[i]) {
return false;
}
}
return true;
};
/**
* Makes a shallow copy of the array.
*
* @method Array.prototype.clone
* @return {Array} A shallow copy of the array
*/
Array.prototype.clone = function() {
return this.slice(0);
};
/**
* Checks whether the array contains a given element.
*
* @method Array.prototype.contains
* @param {Any} element The element to search for
* @return {Boolean} True if the array contains a given element
*/
Array.prototype.contains = function(element) {
return this.indexOf(element) >= 0;
};
/**
* Checks whether the string contains a given string.
*
* @method String.prototype.contains
* @param {String} string The string to search for
* @return {Boolean} True if the string contains a given string
*/
String.prototype.contains = function(string) {
return this.indexOf(string) >= 0;
};
/**
* Generates a random integer in the range (0, max-1).
*
* @static
* @method Math.randomInt
* @param {Number} max The upper boundary (excluded)
* @return {Number} A random integer
*/
Math.randomInt = function(max) {
return Math.floor(max * Math.random());
};
//-----------------------------------------------------------------------------
/**
* The static class that defines utility methods.
*
* @class Utils
*/
function Utils() {
throw new Error('This is a static class');
}
/**
* The name of the RPG Maker. 'MV' in the current version.
*
* @static
* @property RPGMAKER_NAME
* @type String
* @final
*/
Utils.RPGMAKER_NAME = 'MV';
/**
* The version of the RPG Maker.
*
* @static
* @property RPGMAKER_VERSION
* @type String
* @final
*/
Utils.RPGMAKER_VERSION = "1.2.0";
/**
* Checks whether the option is in the query string.
*
* @static
* @method isOptionValid
* @param {String} name The option name
* @return {Boolean} True if the option is in the query string
*/
Utils.isOptionValid = function(name) {
return location.search.slice(1).split('&').contains(name);
};
/**
* Checks whether the platform is NW.js.
*
* @static
* @method isNwjs
* @return {Boolean} True if the platform is NW.js
*/
Utils.isNwjs = function() {
return typeof require === 'function' && typeof process === 'object';
};
/**
* Checks whether the platform is a mobile device.
*
* @static
* @method isMobileDevice
* @return {Boolean} True if the platform is a mobile device
*/
Utils.isMobileDevice = function() {
var r = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i;
return !!navigator.userAgent.match(r);
};
/**
* Checks whether the browser is Mobile Safari.
*
* @static
* @method isMobileSafari
* @return {Boolean} True if the browser is Mobile Safari
*/
Utils.isMobileSafari = function() {
var agent = navigator.userAgent;
return !!(agent.match(/iPhone|iPad|iPod/) && agent.match(/AppleWebKit/) &&
!agent.match('CriOS'));
};
/**
* Checks whether the browser is Android Chrome.
*
* @static
* @method isAndroidChrome
* @return {Boolean} True if the browser is Android Chrome
*/
Utils.isAndroidChrome = function() {
var agent = navigator.userAgent;
return !!(agent.match(/Android/) && agent.match(/Chrome/));
};
/**
* Checks whether the browser can read files in the game folder.
*
* @static
* @method canReadGameFiles
* @return {Boolean} True if the browser can read files in the game folder
*/
Utils.canReadGameFiles = function() {
var scripts = document.getElementsByTagName('script');
var lastScript = scripts[scripts.length - 1];
var xhr = new XMLHttpRequest();
try {
xhr.open('GET', lastScript.src);
xhr.overrideMimeType('text/javascript');
xhr.send();
return true;
} catch (e) {
return false;
}
};
/**
* Makes a CSS color string from RGB values.
*
* @static
* @method rgbToCssColor
* @param {Number} r The red value in the range (0, 255)
* @param {Number} g The green value in the range (0, 255)
* @param {Number} b The blue value in the range (0, 255)
* @return {String} CSS color string
*/
Utils.rgbToCssColor = function(r, g, b) {
r = Math.round(r);
g = Math.round(g);
b = Math.round(b);
return 'rgb(' + r + ',' + g + ',' + b + ')';
};
//-----------------------------------------------------------------------------
/**
* The point class.
*
* @class Point
* @constructor
* @param {Number} x The x coordinate
* @param {Number} y The y coordinate
*/
function Point() {
this.initialize.apply(this, arguments);
}
Point.prototype = Object.create(PIXI.Point.prototype);
Point.prototype.constructor = Point;
Point.prototype.initialize = function(x, y) {
PIXI.Point.call(this, x, y);
};
/**
* The x coordinate.
*
* @property x
* @type Number
*/
/**
* The y coordinate.
*
* @property y
* @type Number
*/
//-----------------------------------------------------------------------------
/**
* The rectangle class.
*
* @class Rectangle
* @constructor
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle
* @param {Number} height The height of the rectangle
*/
function Rectangle() {
this.initialize.apply(this, arguments);
}
Rectangle.prototype = Object.create(PIXI.Rectangle.prototype);
Rectangle.prototype.constructor = Rectangle;
Rectangle.prototype.initialize = function(x, y, width, height) {
PIXI.Rectangle.call(this, x, y, width, height);
};
/**
* @static
* @property emptyRectangle
* @type Rectangle
* @private
*/
Rectangle.emptyRectangle = new Rectangle(0, 0, 0, 0);
/**
* The x coordinate for the upper-left corner.
*
* @property x
* @type Number
*/
/**
* The y coordinate for the upper-left corner.
*
* @property y
* @type Number
*/
/**
* The width of the rectangle.
*
* @property width
* @type Number
*/
/**
* The height of the rectangle.
*
* @property height
* @type Number
*/
//-----------------------------------------------------------------------------
/**
* The basic object that represents an image.
*
* @class Bitmap
* @constructor
* @param {Number} width The width of the bitmap
* @param {Number} height The height of the bitmap
*/
function Bitmap() {
this.initialize.apply(this, arguments);
}
Bitmap.prototype.initialize = function(width, height) {
this._canvas = document.createElement('canvas');
this._context = this._canvas.getContext('2d');
this._canvas.width = Math.max(width || 0, 1);
this._canvas.height = Math.max(height || 0, 1);
this._baseTexture = new PIXI.BaseTexture(this._canvas);
this._baseTexture.scaleMode = PIXI.scaleModes.NEAREST;
this._image = null;
this._url = '';
this._paintOpacity = 255;
this._smooth = false;
this._loadListeners = [];
this._isLoading = false;
this._hasError = false;
/**
* The face name of the font.
*
* @property fontFace
* @type String
*/
this.fontFace = 'GameFont';
/**
* The size of the font in pixels.
*
* @property fontSize
* @type Number
*/
this.fontSize = 28;
/**
* Whether the font is italic.
*
* @property fontItalic
* @type Boolean
*/
this.fontItalic = false;
/**
* The color of the text in CSS format.
*
* @property textColor
* @type String
*/
this.textColor = '#ffffff';
/**
* The color of the outline of the text in CSS format.
*
* @property outlineColor
* @type String
*/
this.outlineColor = 'rgba(0, 0, 0, 0.5)';
/**
* The width of the outline of the text.
*
* @property outlineWidth
* @type Number
*/
this.outlineWidth = 4;
};
/**
* Loads a image file and returns a new bitmap object.
*
* @static
* @method load
* @param {String} url The image url of the texture
* @return Bitmap
*/
Bitmap.load = function(url) {
var bitmap = new Bitmap();
bitmap._image = new Image();
bitmap._image.src = url;
bitmap._image.onload = Bitmap.prototype._onLoad.bind(bitmap);
bitmap._image.onerror = Bitmap.prototype._onError.bind(bitmap);
bitmap._url = url;
bitmap._isLoading = true;
return bitmap;
};
/**
* Takes a snapshot of the game screen and returns a new bitmap object.
*
* @static
* @method snap
* @param {Stage} stage The stage object
* @return Bitmap
*/
Bitmap.snap = function(stage) {
var width = Graphics.width;
var height = Graphics.height;
var bitmap = new Bitmap(width, height);
var context = bitmap._context;
var renderTexture = new PIXI.RenderTexture(width, height);
if (stage) {
renderTexture.render(stage);
stage.worldTransform.identity();
}
if (Graphics.isWebGL()) {
var gl = renderTexture.renderer.gl;
var webGLPixels = new Uint8Array(4 * width * height);
gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture.textureBuffer.frameBuffer);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
var canvasData = context.getImageData(0, 0, width, height);
canvasData.data.set(webGLPixels);
context.putImageData(canvasData, 0, 0);
} else {
context.drawImage(renderTexture.textureBuffer.canvas, 0, 0);
}
bitmap._setDirty();
return bitmap;
};
/**
* Checks whether the bitmap is ready to render.
*
* @method isReady
* @return {Boolean} True if the bitmap is ready to render
*/
Bitmap.prototype.isReady = function() {
return !this._isLoading;
};
/**
* Checks whether a loading error has occurred.
*
* @method isError
* @return {Boolean} True if a loading error has occurred
*/
Bitmap.prototype.isError = function() {
return this._hasError;
};
/**
* [read-only] The url of the image file.
*
* @property url
* @type String
*/
Object.defineProperty(Bitmap.prototype, 'url', {
get: function() {
return this._url;
},
configurable: true
});
/**
* [read-only] The base texture that holds the image.
*
* @property baseTexture
* @type PIXI.BaseTexture
*/
Object.defineProperty(Bitmap.prototype, 'baseTexture', {
get: function() {
return this._baseTexture;
},
configurable: true
});
/**
* [read-only] The bitmap canvas.
*
* @property canvas
* @type HTMLCanvasElement
*/
Object.defineProperty(Bitmap.prototype, 'canvas', {
get: function() {
return this._canvas;
},
configurable: true
});
/**
* [read-only] The 2d context of the bitmap canvas.
*
* @property context
* @type CanvasRenderingContext2D
*/
Object.defineProperty(Bitmap.prototype, 'context', {
get: function() {
return this._context;
},
configurable: true
});
/**
* [read-only] The width of the bitmap.
*
* @property width
* @type Number
*/
Object.defineProperty(Bitmap.prototype, 'width', {
get: function() {
return this._isLoading ? 0 : this._canvas.width;
},
configurable: true
});
/**
* [read-only] The height of the bitmap.
*
* @property height
* @type Number
*/
Object.defineProperty(Bitmap.prototype, 'height', {
get: function() {
return this._isLoading ? 0 : this._canvas.height;
},
configurable: true
});
/**
* [read-only] The rectangle of the bitmap.
*
* @property rect
* @type Rectangle
*/
Object.defineProperty(Bitmap.prototype, 'rect', {
get: function() {
return new Rectangle(0, 0, this.width, this.height);
},
configurable: true
});
/**
* Whether the smooth scaling is applied.
*
* @property smooth
* @type Boolean
*/
Object.defineProperty(Bitmap.prototype, 'smooth', {
get: function() {
return this._smooth;
},
set: function(value) {
if (this._smooth !== value) {
this._smooth = value;
if (this._smooth) {
this._baseTexture.scaleMode = PIXI.scaleModes.LINEAR;
} else {
this._baseTexture.scaleMode = PIXI.scaleModes.NEAREST;
}
}
},
configurable: true
});
/**
* The opacity of the drawing object in the range (0, 255).
*
* @property paintOpacity
* @type Number
*/
Object.defineProperty(Bitmap.prototype, 'paintOpacity', {
get: function() {
return this._paintOpacity;
},
set: function(value) {
if (this._paintOpacity !== value) {
this._paintOpacity = value;
this._context.globalAlpha = this._paintOpacity / 255;
}
},
configurable: true
});
/**
* Resizes the bitmap.
*
* @method resize
* @param {Number} width The new width of the bitmap
* @param {Number} height The new height of the bitmap
*/
Bitmap.prototype.resize = function(width, height) {
width = Math.max(width || 0, 1);
height = Math.max(height || 0, 1);
this._canvas.width = width;
this._canvas.height = height;
this._baseTexture.width = width;
this._baseTexture.height = height;
};
/**
* Performs a block transfer.
*
* @method blt
* @param {Bitmap} source The bitmap to draw
* @param {Number} sx The x coordinate in the source
* @param {Number} sy The y coordinate in the source
* @param {Number} sw The width of the source image
* @param {Number} sh The height of the source image
* @param {Number} dx The x coordinate in the destination
* @param {Number} dy The y coordinate in the destination
* @param {Number} [dw=sw] The width to draw the image in the destination
* @param {Number} [dh=sh] The height to draw the image in the destination
*/
Bitmap.prototype.blt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) {
dw = dw || sw;
dh = dh || sh;
if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 &&
sx + sw <= source.width && sy + sh <= source.height) {
this._context.globalCompositeOperation = 'source-over';
this._context.drawImage(source._canvas, sx, sy, sw, sh, dx, dy, dw, dh);
this._setDirty();
}
};
/**
* Returns pixel color at the specified point.
*
* @method getPixel
* @param {Number} x The x coordinate of the pixel in the bitmap
* @param {Number} y The y coordinate of the pixel in the bitmap
* @return {String} The pixel color (hex format)
*/
Bitmap.prototype.getPixel = function(x, y) {
var data = this._context.getImageData(x, y, 1, 1).data;
var result = '#';
for (var i = 0; i < 3; i++) {
result += data[i].toString(16).padZero(2);
}
return result;
};
/**
* Returns alpha pixel value at the specified point.
*
* @method getAlphaPixel
* @param {Number} x The x coordinate of the pixel in the bitmap
* @param {Number} y The y coordinate of the pixel in the bitmap
* @return {String} The alpha value
*/
Bitmap.prototype.getAlphaPixel = function(x, y) {
var data = this._context.getImageData(x, y, 1, 1).data;
return data[3];
};
/**
* Clears the specified rectangle.
*
* @method clearRect
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle to clear
* @param {Number} height The height of the rectangle to clear
*/
Bitmap.prototype.clearRect = function(x, y, width, height) {
this._context.clearRect(x, y, width, height);
this._setDirty();
};
/**
* Clears the entire bitmap.
*
* @method clear
*/
Bitmap.prototype.clear = function() {
this.clearRect(0, 0, this.width, this.height);
};
/**
* Fills the specified rectangle.
*
* @method fillRect
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle to clear
* @param {Number} height The height of the rectangle to clear
* @param {String} color The color of the rectangle in CSS format
*/
Bitmap.prototype.fillRect = function(x, y, width, height, color) {
var context = this._context;
context.save();
context.fillStyle = color;
context.fillRect(x, y, width, height);
context.restore();
this._setDirty();
};
/**
* Fills the entire bitmap.
*
* @method fillAll
* @param {String} color The color of the rectangle in CSS format
*/
Bitmap.prototype.fillAll = function(color) {
this.fillRect(0, 0, this.width, this.height, color);
};
/**
* Draws the rectangle with a gradation.
*
* @method gradientFillRect
* @param {Number} x The x coordinate for the upper-left corner
* @param {Number} y The y coordinate for the upper-left corner
* @param {Number} width The width of the rectangle to clear
* @param {Number} height The height of the rectangle to clear
* @param {String} color1 The start color of the gradation
* @param {String} color2 The end color of the gradation
* @param {Boolean} vertical Whether it draws a vertical gradient
*/
Bitmap.prototype.gradientFillRect = function(x, y, width, height, color1,
color2, vertical) {
var context = this._context;
var grad;
if (vertical) {
grad = context.createLinearGradient(x, y, x, y + height);
} else {
grad = context.createLinearGradient(x, y, x + width, y);
}
grad.addColorStop(0, color1);
grad.addColorStop(1, color2);
context.save();
context.fillStyle = grad;
context.fillRect(x, y, width, height);
context.restore();
this._setDirty();
};
/**
* Draw the filled circle.
*
* @method drawCircle
* @param {Number} x The x coordinate of the center of the circle
* @param {Number} y The y coordinate of the center of the circle
* @param {Number} radius The radius of the circle
* @param {String} color The color of the circle in CSS format
*/
Bitmap.prototype.drawCircle = function(x, y, radius, color) {
var context = this._context;
context.save();
context.fillStyle = color;
context.beginPath();
context.arc(x, y, radius, 0, Math.PI * 2, false);
context.fill();
context.restore();
this._setDirty();
};
/**
* Draws the outline text to the bitmap.
*
* @method drawText
* @param {String} text The text that will be drawn
* @param {Number} x The x coordinate for the left of the text
* @param {Number} y The y coordinate for the top of the text
* @param {Number} maxWidth The maximum allowed width of the text
* @param {Number} lineHeight The height of the text line
* @param {String} align The alignment of the text
*/
Bitmap.prototype.drawText = function(text, x, y, maxWidth, lineHeight, align) {
// Note: Firefox has a bug with textBaseline: Bug 737852
// So we use 'alphabetic' here.
if (text !== undefined) {
var tx = x;
var ty = y + lineHeight - (lineHeight - this.fontSize * 0.7) / 2;
var context = this._context;
var alpha = context.globalAlpha;
maxWidth = maxWidth || 0xffffffff;
if (align === 'center') {
tx += maxWidth / 2;
}
if (align === 'right') {
tx += maxWidth;
}
context.save();
context.font = this._makeFontNameText();
context.textAlign = align;
context.textBaseline = 'alphabetic';
context.globalAlpha = 1;
this._drawTextOutline(text, tx, ty, maxWidth);
context.globalAlpha = alpha;
this._drawTextBody(text, tx, ty, maxWidth);
context.restore();
this._setDirty();
}
};
/**
* Returns the width of the specified text.
*
* @method measureTextWidth
* @param {String} text The text to be measured
* @return {Number} The width of the text in pixels
*/
Bitmap.prototype.measureTextWidth = function(text) {
var context = this._context;
context.save();
context.font = this._makeFontNameText();
var width = context.measureText(text).width;
context.restore();
return width;
};
/**
* Changes the color tone of the entire bitmap.
*
* @method adjustTone
* @param {Number} r The red strength in the range (-255, 255)
* @param {Number} g The green strength in the range (-255, 255)
* @param {Number} b The blue strength in the range (-255, 255)
*/
Bitmap.prototype.adjustTone = function(r, g, b) {
if ((r || g || b) && this.width > 0 && this.height > 0) {
var context = this._context;
var imageData = context.getImageData(0, 0, this.width, this.height);
var pixels = imageData.data;
for (var i = 0; i < pixels.length; i += 4) {
pixels[i + 0] += r;
pixels[i + 1] += g;
pixels[i + 2] += b;
}
context.putImageData(imageData, 0, 0);
this._setDirty();
}
};
/**
* Rotates the hue of the entire bitmap.
*
* @method rotateHue
* @param {Number} offset The hue offset in 360 degrees
*/
Bitmap.prototype.rotateHue = function(offset) {
function rgbToHsl(r, g, b) {
var cmin = Math.min(r, g, b);
var cmax = Math.max(r, g, b);
var h = 0;
var s = 0;
var l = (cmin + cmax) / 2;
var delta = cmax - cmin;
if (delta > 0) {
if (r === cmax) {
h = 60 * (((g - b) / delta + 6) % 6);
} else if (g === cmax) {
h = 60 * ((b - r) / delta + 2);
} else {
h = 60 * ((r - g) / delta + 4);
}
s = delta / (255 - Math.abs(2 * l - 255));
}
return [h, s, l];
}
function hslToRgb(h, s, l) {
var c = (255 - Math.abs(2 * l - 255)) * s;
var x = c * (1 - Math.abs((h / 60) % 2 - 1));
var m = l - c / 2;
var cm = c + m;
var xm = x + m;
if (h < 60) {
return [cm, xm, m];
} else if (h < 120) {
return [xm, cm, m];
} else if (h < 180) {
return [m, cm, xm];
} else if (h < 240) {
return [m, xm, cm];
} else if (h < 300) {
return [xm, m, cm];
} else {
return [cm, m, xm];
}
}
if (offset && this.width > 0 && this.height > 0) {
offset = ((offset % 360) + 360) % 360;
var context = this._context;
var imageData = context.getImageData(0, 0, this.width, this.height);
var pixels = imageData.data;
for (var i = 0; i < pixels.length; i += 4) {
var hsl = rgbToHsl(pixels[i + 0], pixels[i + 1], pixels[i + 2]);
var h = (hsl[0] + offset) % 360;
var s = hsl[1];
var l = hsl[2];
var rgb = hslToRgb(h, s, l);
pixels[i + 0] = rgb[0];
pixels[i + 1] = rgb[1];
pixels[i + 2] = rgb[2];
}
context.putImageData(imageData, 0, 0);
this._setDirty();
}
};
/**
* Applies a blur effect to the bitmap.
*
* @method blur
*/
Bitmap.prototype.blur = function() {
for (var i = 0; i < 2; i++) {
var w = this.width;
var h = this.height;
var canvas = this._canvas;
var context = this._context;
var tempCanvas = document.createElement('canvas');
var tempContext = tempCanvas.getContext('2d');
tempCanvas.width = w + 2;
tempCanvas.height = h + 2;
tempContext.drawImage(canvas, 0, 0, w, h, 1, 1, w, h);
tempContext.drawImage(canvas, 0, 0, w, 1, 1, 0, w, 1);
tempContext.drawImage(canvas, 0, 0, 1, h, 0, 1, 1, h);
tempContext.drawImage(canvas, 0, h - 1, w, 1, 1, h + 1, w, 1);
tempContext.drawImage(canvas, w - 1, 0, 1, h, w + 1, 1, 1, h);
context.save();
context.fillStyle = 'black';
context.fillRect(0, 0, w, h);
context.globalCompositeOperation = 'lighter';
context.globalAlpha = 1 / 9;
for (var y = 0; y < 3; y++) {
for (var x = 0; x < 3; x++) {
context.drawImage(tempCanvas, x, y, w, h, 0, 0, w, h);
}
}
context.restore();
}
this._setDirty();
};
/**
* Add a callback function that will be called when the bitmap is loaded.
*
* @method addLoadListener
* @param {Function} listner The callback function
*/
Bitmap.prototype.addLoadListener = function(listner) {
if (this._isLoading) {
this._loadListeners.push(listner);
} else {
listner();
}
};
/**
* @method _makeFontNameText
* @private
*/
Bitmap.prototype._makeFontNameText = function() {
return (this.fontItalic ? 'Italic ' : '') +
this.fontSize + 'px ' + this.fontFace;
};
/**
* @method _drawTextOutline
* @param {String} text
* @param {Number} tx
* @param {Number} ty
* @param {Number} maxWidth
* @private
*/
Bitmap.prototype._drawTextOutline = function(text, tx, ty, maxWidth) {
var context = this._context;
context.strokeStyle = this.outlineColor;
context.lineWidth = this.outlineWidth;
context.lineJoin = 'round';
context.strokeText(text, tx, ty, maxWidth);
};
/**
* @method _drawTextBody
* @param {String} text
* @param {Number} tx
* @param {Number} ty
* @param {Number} maxWidth
* @private
*/
Bitmap.prototype._drawTextBody = function(text, tx, ty, maxWidth) {
var context = this._context;
context.fillStyle = this.textColor;
context.fillText(text, tx, ty, maxWidth);
};
/**
* @method _onLoad
* @private
*/
Bitmap.prototype._onLoad = function() {
this._isLoading = false;
this.resize(this._image.width, this._image.height);
this._context.drawImage(this._image, 0, 0);
this._setDirty();
this._callLoadListeners();
};
/**
* @method _callLoadListeners
* @private
*/
Bitmap.prototype._callLoadListeners = function() {
while (this._loadListeners.length > 0) {
var listener = this._loadListeners.shift();
listener();
}
};
/**
* @method _onError
* @private
*/
Bitmap.prototype._onError = function() {
this._hasError = true;
};
/**
* @method _setDirty
* @private
*/
Bitmap.prototype._setDirty = function() {
this._baseTexture.dirty();
};
//-----------------------------------------------------------------------------
/**
* The static class that carries out graphics processing.
*
* @class Graphics
*/
function Graphics() {
throw new Error('This is a static class');
}
/**
* Initializes the graphics system.
*
* @static
* @method initialize
* @param {Number} width The width of the game screen
* @param {Number} height The height of the game screen
* @param {String} type The type of the renderer.
* 'canvas', 'webgl', or 'auto'.
*/
Graphics.initialize = function(width, height, type) {
this._width = width || 800;
this._height = height || 600;
this._rendererType = type || 'auto';
this._boxWidth = this._width;
this._boxHeight = this._height;
this._scale = 1;
this._realScale = 1;
this._errorPrinter = null;
this._canvas = null;
this._video = null;
this._upperCanvas = null;
this._renderer = null;
this._fpsMeter = null;
this._modeBox = null;
this._skipCount = 0;
this._maxSkip = 3;
this._rendered = false;
this._loadingImage = null;
this._loadingCount = 0;
this._fpsMeterToggled = false;
this._stretchEnabled = this._defaultStretchMode();
this._canUseDifferenceBlend = false;
this._canUseSaturationBlend = false;
this._hiddenCanvas = null;
this._testCanvasBlendModes();
this._modifyExistingElements();
this._updateRealScale();
this._createAllElements();
this._disableTextSelection();
this._disableContextMenu();
this._setupEventHandlers();
};
/**
* The total frame count of the game screen.
*
* @static
* @property frameCount
* @type Number
*/
Graphics.frameCount = 0;
/**
* The alias of PIXI.blendModes.NORMAL.
*
* @static
* @property BLEND_NORMAL
* @type Number
* @final
*/
Graphics.BLEND_NORMAL = 0;
/**
* The alias of PIXI.blendModes.ADD.
*
* @static
* @property BLEND_ADD
* @type Number
* @final
*/
Graphics.BLEND_ADD = 1;
/**
* The alias of PIXI.blendModes.MULTIPLY.
*
* @static
* @property BLEND_MULTIPLY
* @type Number
* @final
*/
Graphics.BLEND_MULTIPLY = 2;
/**
* The alias of PIXI.blendModes.SCREEN.
*
* @static
* @property BLEND_SCREEN
* @type Number
* @final
*/
Graphics.BLEND_SCREEN = 3;
/**
* Marks the beginning of each frame for FPSMeter.
*
* @static
* @method tickStart
*/
Graphics.tickStart = function() {
if (this._fpsMeter) {
this._fpsMeter.tickStart();
}
};
/**
* Marks the end of each frame for FPSMeter.
*
* @static
* @method tickEnd
*/
Graphics.tickEnd = function() {
if (this._fpsMeter && this._rendered) {
this._fpsMeter.tick();
}
};
/**
* Renders the stage to the game screen.
*
* @static
* @method render
* @param {Stage} stage The stage object to be rendered
*/
Graphics.render = function(stage) {
if (this._skipCount === 0) {
var startTime = Date.now();
if (stage) {
this._renderer.render(stage);
}
var endTime = Date.now();
var elapsed = endTime - startTime;
this._skipCount = Math.min(Math.floor(elapsed / 15), this._maxSkip);
this._rendered = true;
} else {
this._skipCount--;
this._rendered = false;
}
this.frameCount++;
};
/**
* Checks whether the renderer type is WebGL.
*
* @static
* @method isWebGL
* @return {Boolean} True if the renderer type is WebGL
*/
Graphics.isWebGL = function() {
return this._renderer && this._renderer.type === PIXI.WEBGL_RENDERER;
};
/**
* Checks whether the current browser supports WebGL.
*
* @static
* @method hasWebGL
* @return {Boolean} True if the current browser supports WebGL.
*/
Graphics.hasWebGL = function() {
try {
var canvas = document.createElement('canvas');
return !!(canvas.getContext('webgl') || canvas.getContext('experimental-webgl'));
} catch (e) {
return false;
}
};
/**
* Checks whether the canvas blend mode 'difference' is supported.
*
* @static
* @method canUseDifferenceBlend
* @return {Boolean} True if the canvas blend mode 'difference' is supported
*/
Graphics.canUseDifferenceBlend = function() {
return this._canUseDifferenceBlend;
};
/**
* Checks whether the canvas blend mode 'saturation' is supported.
*
* @static
* @method canUseSaturationBlend
* @return {Boolean} True if the canvas blend mode 'saturation' is supported
*/
Graphics.canUseSaturationBlend = function() {
return this._canUseSaturationBlend;
};
/**
* Sets the source of the "Now Loading" image.
*
* @static
* @method setLoadingImage
*/
Graphics.setLoadingImage = function(src) {
this._loadingImage = new Image();
this._loadingImage.src = src;
};
/**
* Initializes the counter for displaying the "Now Loading" image.
*
* @static
* @method startLoading
*/
Graphics.startLoading = function() {
this._loadingCount = 0;
};
/**
* Increments the loading counter and displays the "Now Loading" image if necessary.
*
* @static
* @method updateLoading
*/
Graphics.updateLoading = function() {
this._loadingCount++;
this._paintUpperCanvas();
this._upperCanvas.style.opacity = 1;
};
/**
* Erases the "Now Loading" image.
*
* @static
* @method endLoading
*/
Graphics.endLoading = function() {
this._clearUpperCanvas();
this._upperCanvas.style.opacity = 0;
};
/**
* Displays the error text to the screen.
*
* @static
* @method printError
* @param {String} name The name of the error
* @param {String} message The message of the error
*/
Graphics.printError = function(name, message) {
if (this._errorPrinter) {
this._errorPrinter.innerHTML = this._makeErrorHtml(name, message);
}
this._applyCanvasFilter();
this._clearUpperCanvas();
};
/**
* Shows the FPSMeter element.
*
* @static
* @method showFps
*/
Graphics.showFps = function() {
if (this._fpsMeter) {
this._fpsMeter.show();
this._modeBox.style.opacity = 1;
}
};
/**
* Hides the FPSMeter element.
*
* @static
* @method hideFps
*/
Graphics.hideFps = function() {
if (this._fpsMeter) {
this._fpsMeter.hide();
this._modeBox.style.opacity = 0;
}
};
/**
* Loads a font file.
*
* @static
* @method loadFont
* @param {String} name The face name of the font
* @param {String} url The url of the font file
*/
Graphics.loadFont = function(name, url) {
var style = document.createElement('style');
var head = document.getElementsByTagName('head');
var rule = '@font-face { font-family: "' + name + '"; src: url("' + url + '"); }';
style.type = 'text/css';
head.item(0).appendChild(style);
style.sheet.insertRule(rule, 0);
this._createFontLoader(name);
};
/**
* Checks whether the font file is loaded.
*
* @static
* @method isFontLoaded
* @param {String} name The face name of the font
* @return {Boolean} True if the font file is loaded
*/
Graphics.isFontLoaded = function(name) {
if (!this._hiddenCanvas) {
this._hiddenCanvas = document.createElement('canvas');
}
var context = this._hiddenCanvas.getContext('2d');
var text = 'abcdefghijklmnopqrstuvwxyz';
var width1, width2;
context.font = '40px ' + name + ', sans-serif';
width1 = context.measureText(text).width;
context.font = '40px sans-serif';
width2 = context.measureText(text).width;
return width1 !== width2;
};
/**
* Starts playback of a video.
*
* @static
* @method playVideo
* @param {String} src
*/
Graphics.playVideo = function(src) {
this._video.src = src;
this._video.onloadeddata = this._onVideoLoad.bind(this);
this._video.onerror = this._onVideoError.bind(this);
this._video.onended = this._onVideoEnd.bind(this);
this._video.load();
};
/**
* Checks whether the video is playing.
*
* @static
* @method isVideoPlaying
* @return {Boolean} True if the video is playing
*/
Graphics.isVideoPlaying = function() {
return this._video && this._isVideoVisible();
};
/**
* Checks whether the browser can play the specified video type.
*
* @static
* @method canPlayVideoType
* @param {String} type The video type to test support for
* @return {Boolean} True if the browser can play the specified video type
*/
Graphics.canPlayVideoType = function(type) {
return this._video && this._video.canPlayType(type);
};
/**
* Converts an x coordinate on the page to the corresponding
* x coordinate on the canvas area.
*
* @static
* @method pageToCanvasX
* @param {Number} x The x coordinate on the page to be converted
* @return {Number} The x coordinate on the canvas area
*/
Graphics.pageToCanvasX = function(x) {
if (this._canvas) {
var left = this._canvas.offsetLeft;
return Math.round((x - left) / this._realScale);
} else {
return 0;
}
};
/**
* Converts a y coordinate on the page to the corresponding
* y coordinate on the canvas area.
*
* @static
* @method pageToCanvasY
* @param {Number} y The y coordinate on the page to be converted
* @return {Number} The y coordinate on the canvas area
*/
Graphics.pageToCanvasY = function(y) {
if (this._canvas) {
var top = this._canvas.offsetTop;
return Math.round((y - top) / this._realScale);
} else {
return 0;
}
};
/**
* Checks whether the specified point is inside the game canvas area.
*
* @static
* @method isInsideCanvas
* @param {Number} x The x coordinate on the canvas area
* @param {Number} y The y coordinate on the canvas area
* @return {Boolean} True if the specified point is inside the game canvas area
*/
Graphics.isInsideCanvas = function(x, y) {
return (x >= 0 && x < this._width && y >= 0 && y < this._height);
};
/**
* The width of the game screen.
*
* @static
* @property width
* @type Number
*/
Object.defineProperty(Graphics, 'width', {
get: function() {
return this._width;
},
set: function(value) {
if (this._width !== value) {
this._width = value;
this._updateAllElements();
}
},
configurable: true
});
/**
* The height of the game screen.
*
* @static
* @property height
* @type Number
*/
Object.defineProperty(Graphics, 'height', {
get: function() {
return this._height;
},
set: function(value) {
if (this._height !== value) {
this._height = value;
this._updateAllElements();
}
},
configurable: true
});
/**
* The width of the window display area.
*
* @static
* @property boxWidth
* @type Number
*/
Object.defineProperty(Graphics, 'boxWidth', {
get: function() {
return this._boxWidth;
},
set: function(value) {
this._boxWidth = value;
},
configurable: true
});
/**
* The height of the window display area.
*
* @static
* @property boxHeight
* @type Number
*/
Object.defineProperty(Graphics, 'boxHeight', {
get: function() {
return this._boxHeight;
},
set: function(value) {
this._boxHeight = value;
},
configurable: true
});
/**
* The zoom scale of the game screen.
*
* @static
* @property scale
* @type Number
*/
Object.defineProperty(Graphics, 'scale', {
get: function() {
return this._scale;
},
set: function(value) {
if (this._scale !== value) {
this._scale = value;
this._updateAllElements();
}
},
configurable: true
});
/**
* @static
* @method _createAllElements
* @private
*/
Graphics._createAllElements = function() {
this._createErrorPrinter();
this._createCanvas();
this._createVideo();
this._createUpperCanvas();
this._createRenderer();
this._createFPSMeter();
this._createModeBox();
this._createGameFontLoader();
};
/**
* @static
* @method _updateAllElements
* @private
*/
Graphics._updateAllElements = function() {
this._updateRealScale();
this._updateErrorPrinter();
this._updateCanvas();
this._updateVideo();
this._updateUpperCanvas();
this._updateRenderer();
this._paintUpperCanvas();
};
/**
* @static
* @method _updateRealScale
* @private
*/
Graphics._updateRealScale = function() {
if (this._stretchEnabled) {
var h = window.innerWidth / this._width;
var v = window.innerHeight / this._height;
this._realScale = Math.min(h, v);
} else {
this._realScale = this._scale;
}
};
/**
* @static
* @method _makeErrorHtml
* @param {String} name
* @param {String} message
* @return {String}
* @private
*/
Graphics._makeErrorHtml = function(name, message) {
return ('<font color="yellow"><b>' + name + '</b></font><br>' +
'<font color="white">' + message + '</font><br>');
};
/**
* @static
* @method _defaultStretchMode
* @private
*/
Graphics._defaultStretchMode = function() {
return Utils.isNwjs() || Utils.isMobileDevice();
};
/**
* @static
* @method _testCanvasBlendModes
* @private
*/
Graphics._testCanvasBlendModes = function() {
var canvas, context, imageData1, imageData2;
canvas = document.createElement('canvas');
canvas.width = 1;
canvas.height = 1;
context = canvas.getContext('2d');
context.globalCompositeOperation = 'source-over';
context.fillStyle = 'white';
context.fillRect(0, 0, 1, 1);
context.globalCompositeOperation = 'difference';
context.fillStyle = 'white';
context.fillRect(0, 0, 1, 1);
imageData1 = context.getImageData(0, 0, 1, 1);
context.globalCompositeOperation = 'source-over';
context.fillStyle = 'black';
context.fillRect(0, 0, 1, 1);
context.globalCompositeOperation = 'saturation';
context.fillStyle = 'white';
context.fillRect(0, 0, 1, 1);
imageData2 = context.getImageData(0, 0, 1, 1);
this._canUseDifferenceBlend = imageData1.data[0] === 0;
this._canUseSaturationBlend = imageData2.data[0] === 0;
};
/**
* @static
* @method _modifyExistingElements
* @private
*/
Graphics._modifyExistingElements = function() {
var elements = document.getElementsByTagName('*');
for (var i = 0; i < elements.length; i++) {
if (elements[i].style.zIndex > 0) {
elements[i].style.zIndex = 0;
}
}
};
/**
* @static
* @method _createErrorPrinter
* @private
*/
Graphics._createErrorPrinter = function() {
this._errorPrinter = document.createElement('p');
this._errorPrinter.id = 'ErrorPrinter';
this._updateErrorPrinter();
document.body.appendChild(this._errorPrinter);
};
/**
* @static
* @method _updateErrorPrinter
* @private
*/
Graphics._updateErrorPrinter = function() {
this._errorPrinter.width = this._width * 0.9;
this._errorPrinter.height = 40;
this._errorPrinter.style.textAlign = 'center';
this._errorPrinter.style.textShadow = '1px 1px 3px #000';
this._errorPrinter.style.fontSize = '20px';
this._errorPrinter.style.zIndex = 99;
this._centerElement(this._errorPrinter);
};
/**
* @static
* @method _createCanvas
* @private
*/
Graphics._createCanvas = function() {
this._canvas = document.createElement('canvas');
this._canvas.id = 'GameCanvas';
this._updateCanvas();
document.body.appendChild(this._canvas);
};
/**
* @static
* @method _updateCanvas
* @private
*/
Graphics._updateCanvas = function() {
this._canvas.width = this._width;
this._canvas.height = this._height;
this._canvas.style.zIndex = 1;
this._centerElement(this._canvas);
};
/**
* @static
* @method _createVideo
* @private
*/
Graphics._createVideo = function() {
this._video = document.createElement('video');
this._video.id = 'GameVideo';
this._video.style.opacity = 0;
this._updateVideo();
document.body.appendChild(this._video);
};
/**
* @static
* @method _updateVideo
* @private
*/
Graphics._updateVideo = function() {
this._video.width = this._width;
this._video.height = this._height;
this._video.style.zIndex = 2;
this._centerElement(this._video);
};
/**
* @static
* @method _createUpperCanvas
* @private
*/
Graphics._createUpperCanvas = function() {
this._upperCanvas = document.createElement('canvas');
this._upperCanvas.id = 'UpperCanvas';
this._updateUpperCanvas();
document.body.appendChild(this._upperCanvas);
};
/**
* @static
* @method _updateUpperCanvas
* @private
*/
Graphics._updateUpperCanvas = function() {
this._upperCanvas.width = this._width;
this._upperCanvas.height = this._height;
this._upperCanvas.style.zIndex = 3;
this._centerElement(this._upperCanvas);
};
/**
* @static
* @method _clearUpperCanvas
* @private
*/
Graphics._clearUpperCanvas = function() {
var context = this._upperCanvas.getContext('2d');
context.clearRect(0, 0, this._width, this._height);
};
/**
* @static
* @method _paintUpperCanvas
* @private
*/
Graphics._paintUpperCanvas = function() {
this._clearUpperCanvas();
if (this._loadingImage && this._loadingCount >= 20) {
var context = this._upperCanvas.getContext('2d');
var dx = (this._width - this._loadingImage.width) / 2;
var dy = (this._height - this._loadingImage.height) / 2;
var alpha = ((this._loadingCount - 20) / 30).clamp(0, 1);
context.save();
context.globalAlpha = alpha;
context.drawImage(this._loadingImage, dx, dy);
context.restore();
}
};
/**
* @static
* @method _createRenderer
* @private
*/
Graphics._createRenderer = function() {
PIXI.dontSayHello = true;
var width = this._width;
var height = this._height;
var options = { view: this._canvas };
try {
switch (this._rendererType) {
case 'canvas':
this._renderer = new PIXI.CanvasRenderer(width, height, options);
break;
case 'webgl':
this._renderer = new PIXI.WebGLRenderer(width, height, options);
break;
default:
this._renderer = PIXI.autoDetectRenderer(width, height, options);
break;
}
} catch (e) {
this._renderer = null;
}
};
/**
* @static
* @method _updateRenderer
* @private
*/
Graphics._updateRenderer = function() {
if (this._renderer) {
this._renderer.resize(this._width, this._height);
}
};
/**
* @static
* @method _createFPSMeter
* @private
*/
Graphics._createFPSMeter = function() {
var options = { graph: 1, decimals: 0, theme: 'transparent', toggleOn: null };
this._fpsMeter = new FPSMeter(options);
this._fpsMeter.hide();
};
/**
* @static
* @method _createModeBox
* @private
*/
Graphics._createModeBox = function() {
var box = document.createElement('div');
box.id = 'modeTextBack';
box.style.position = 'absolute';
box.style.left = '5px';
box.style.top = '5px';
box.style.width = '119px';
box.style.height = '58px';
box.style.background = 'rgba(0,0,0,0.2)';
box.style.zIndex = 9;
box.style.opacity = 0;
var text = document.createElement('div');
text.id = 'modeText';
text.style.position = 'absolute';
text.style.left = '0px';
text.style.top = '41px';
text.style.width = '119px';
text.style.fontSize = '12px';
text.style.fontFamily = 'monospace';
text.style.color = 'white';
text.style.textAlign = 'center';
text.style.textShadow = '1px 1px 0 rgba(0,0,0,0.5)';
text.innerHTML = this.isWebGL() ? 'WebGL mode' : 'Canvas mode';
document.body.appendChild(box);
box.appendChild(text);
this._modeBox = box;
};
/**
* @static
* @method _createGameFontLoader
* @private
*/
Graphics._createGameFontLoader = function() {
this._createFontLoader('GameFont');
};
/**
* @static
* @method _createFontLoader
* @param {String} name
* @private
*/
Graphics._createFontLoader = function(name) {
var div = document.createElement('div');
var text = document.createTextNode('.');
div.style.fontFamily = name;
div.style.fontSize = '0px';
div.style.color = 'transparent';
div.style.position = 'absolute';
div.style.margin = 'auto';
div.style.top = '0px';
div.style.left = '0px';
div.style.width = '1px';
div.style.height = '1px';
div.appendChild(text);
document.body.appendChild(div);
};
/**
* @static
* @method _centerElement
* @param {HTMLElement} element
* @private
*/
Graphics._centerElement = function(element) {
var width = element.width * this._realScale;
var height = element.height * this._realScale;
element.style.position = 'absolute';
element.style.margin = 'auto';
element.style.top = 0;
element.style.left = 0;
element.style.right = 0;
element.style.bottom = 0;
element.style.width = width + 'px';
element.style.height = height + 'px';
};
/**
* @static
* @method _disableTextSelection
* @private
*/
Graphics._disableTextSelection = function() {
var body = document.body;
body.style.userSelect = 'none';
body.style.webkitUserSelect = 'none';
body.style.msUserSelect = 'none';
body.style.mozUserSelect = 'none';
};
/**
* @static
* @method _disableContextMenu
* @private
*/
Graphics._disableContextMenu = function() {
var elements = document.body.getElementsByTagName('*');
var oncontextmenu = function() { return false; };
for (var i = 0; i < elements.length; i++) {
elements[i].oncontextmenu = oncontextmenu;
}
};
/**
* @static
* @method _applyCanvasFilter
* @private
*/
Graphics._applyCanvasFilter = function() {
if (this._canvas) {
this._canvas.style.opacity = 0.5;
this._canvas.style.filter = 'blur(8px)';
this._canvas.style.webkitFilter = 'blur(8px)';
}
};
/**
* @static
* @method _onVideoLoad
* @private
*/
Graphics._onVideoLoad = function() {
this._video.play();
this._updateVisibility(true);
};
/**
* @static
* @method _onVideoError
* @private
*/
Graphics._onVideoError = function() {
this._updateVisibility(false);
};
/**
* @static
* @method _onVideoEnd
* @private
*/
Graphics._onVideoEnd = function() {
this._updateVisibility(false);
};
/**
* @static
* @method _updateVisibility
* @param {Boolean} videoVisible
* @private
*/
Graphics._updateVisibility = function(videoVisible) {
this._video.style.opacity = videoVisible ? 1 : 0;
this._canvas.style.opacity = videoVisible ? 0 : 1;
};
/**
* @static
* @method _isVideoVisible
* @return {Boolean}
* @private
*/
Graphics._isVideoVisible = function() {
return this._video.style.opacity > 0;
};
/**
* @static
* @method _setupEventHandlers
* @private
*/
Graphics._setupEventHandlers = function() {
window.addEventListener('resize', this._onWindowResize.bind(this));
document.addEventListener('keydown', this._onKeyDown.bind(this));
};
/**
* @static
* @method _onWindowResize
* @private
*/
Graphics._onWindowResize = function() {
this._updateAllElements();
};
/**
* @static
* @method _onKeyDown
* @param {KeyboardEvent} event
* @private
*/
Graphics._onKeyDown = function(event) {
if (!event.ctrlKey && !event.altKey) {
switch (event.keyCode) {
case 113: // F2
event.preventDefault();
this._switchFPSMeter();
break;
case 114: // F3
event.preventDefault();
this._switchStretchMode();
break;
case 115: // F4
event.preventDefault();
this._switchFullScreen();
break;
}
}
};
/**
* @static
* @method _switchFPSMeter
* @private
*/
Graphics._switchFPSMeter = function() {
if (this._fpsMeter.isPaused) {
this.showFps();
this._fpsMeter.showFps();
this._fpsMeterToggled = false;
} else if (!this._fpsMeterToggled) {
this._fpsMeter.showDuration();
this._fpsMeterToggled = true;
} else {
this.hideFps();
}
};
/**
* @static
* @method _switchStretchMode
* @return {Boolean}
* @private
*/
Graphics._switchStretchMode = function() {
this._stretchEnabled = !this._stretchEnabled;
this._updateAllElements();
};
/**
* @static
* @method _switchFullScreen
* @private
*/
Graphics._switchFullScreen = function() {
if (this._isFullScreen()) {
this._requestFullScreen();
} else {
this._cancelFullScreen();
}
};
/**
* @static
* @method _isFullScreen
* @return {Boolean}
* @private
*/
Graphics._isFullScreen = function() {
return ((document.fullScreenElement && document.fullScreenElement !== null) ||
(!document.mozFullScreen && !document.webkitFullscreenElement &&
!document.msFullscreenElement));
};
/**
* @static
* @method _requestFullScreen
* @private
*/
Graphics._requestFullScreen = function() {
var element = document.body;
if (element.requestFullScreen) {
element.requestFullScreen();
} else if (element.mozRequestFullScreen) {
element.mozRequestFullScreen();
} else if (element.webkitRequestFullScreen) {
element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT);
} else if (element.msRequestFullscreen) {
element.msRequestFullscreen();
}
};
/**
* @static
* @method _cancelFullScreen
* @private
*/
Graphics._cancelFullScreen = function() {
if (document.cancelFullScreen) {
document.cancelFullScreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.webkitCancelFullScreen) {
document.webkitCancelFullScreen();
} else if (document.msExitFullscreen) {
document.msExitFullscreen();
}
};
//-----------------------------------------------------------------------------
/**
* The static class that handles input data from the keyboard and gamepads.
*
* @class Input
*/
function Input() {
throw new Error('This is a static class');
}
/**
* Initializes the input system.
*
* @static
* @method initialize
*/
Input.initialize = function() {
this.clear();
this._wrapNwjsAlert();
this._setupEventHandlers();
};
/**
* The wait time of the key repeat in frames.
*
* @static
* @property keyRepeatWait
* @type Number
*/
Input.keyRepeatWait = 24;
/**
* The interval of the key repeat in frames.
*
* @static
* @property keyRepeatInterval
* @type Number
*/
Input.keyRepeatInterval = 6;
/**
* A hash table to convert from a virtual key code to a mapped key name.
*
* @static
* @property keyMapper
* @type Object
*/
Input.keyMapper = {
9: 'tab', // tab
13: 'ok', // enter
16: 'shift', // shift
17: 'control', // control
18: 'control', // alt
27: 'escape', // escape
32: 'ok', // space
33: 'pageup', // pageup
34: 'pagedown', // pagedown
37: 'left', // left arrow
38: 'up', // up arrow
39: 'right', // right arrow
40: 'down', // down arrow
45: 'escape', // insert
81: 'pageup', // Q
87: 'pagedown', // W
88: 'escape', // X
90: 'ok', // Z
96: 'escape', // numpad 0
98: 'down', // numpad 2
100: 'left', // numpad 4
102: 'right', // numpad 6
104: 'up', // numpad 8
120: 'debug' // F9
};
/**
* A hash table to convert from a gamepad button to a mapped key name.
*
* @static
* @property gamepadMapper
* @type Object
*/
Input.gamepadMapper = {
0: 'ok', // A
1: 'cancel', // B
2: 'shift', // X
3: 'menu', // Y
4: 'pageup', // LB
5: 'pagedown', // RB
12: 'up', // D-pad up
13: 'down', // D-pad down
14: 'left', // D-pad left
15: 'right', // D-pad right
};
/**
* Clears all the input data.
*
* @static
* @method clear
*/
Input.clear = function() {
this._currentState = {};
this._previousState = {};
this._gamepadStates = [];
this._latestButton = null;
this._pressedTime = 0;
this._dir4 = 0;
this._dir8 = 0;
this._preferredAxis = '';
this._date = 0;
};
/**
* Updates the input data.
*
* @static
* @method update
*/
Input.update = function() {
this._pollGamepads();
if (this._currentState[this._latestButton]) {
this._pressedTime++;
} else {
this._latestButton = null;
}
for (var name in this._currentState) {
if (this._currentState[name] && !this._previousState[name]) {
this._latestButton = name;
this._pressedTime = 0;
this._date = Date.now();
}
this._previousState[name] = this._currentState[name];
}
this._updateDirection();
};
/**
* Checks whether a key is currently pressed down.
*
* @static
* @method isPressed
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is pressed
*/
Input.isPressed = function(keyName) {
if (this._isEscapeCompatible(keyName) && this.isPressed('escape')) {
return true;
} else {
return !!this._currentState[keyName];
}
};
/**
* Checks whether a key is just pressed.
*
* @static
* @method isTriggered
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is triggered
*/
Input.isTriggered = function(keyName) {
if (this._isEscapeCompatible(keyName) && this.isTriggered('escape')) {
return true;
} else {
return this._latestButton === keyName && this._pressedTime === 0;
}
};
/**
* Checks whether a key is just pressed or a key repeat occurred.
*
* @static
* @method isRepeated
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is repeated
*/
Input.isRepeated = function(keyName) {
if (this._isEscapeCompatible(keyName) && this.isRepeated('escape')) {
return true;
} else {
return (this._latestButton === keyName &&
(this._pressedTime === 0 ||
(this._pressedTime >= this.keyRepeatWait &&
this._pressedTime % this.keyRepeatInterval === 0)));
}
};
/**
* Checks whether a key is kept depressed.
*
* @static
* @method isLongPressed
* @param {String} keyName The mapped name of the key
* @return {Boolean} True if the key is long-pressed
*/
Input.isLongPressed = function(keyName) {
if (this._isEscapeCompatible(keyName) && this.isLongPressed('escape')) {
return true;
} else {
return (this._latestButton === keyName &&
this._pressedTime >= this.keyRepeatWait);
}
};
/**
* [read-only] The four direction value as a number of the numpad, or 0 for neutral.
*
* @static
* @property dir4
* @type Number
*/
Object.defineProperty(Input, 'dir4', {
get: function() {
return this._dir4;
},
configurable: true
});
/**
* [read-only] The eight direction value as a number of the numpad, or 0 for neutral.
*
* @static
* @property dir8
* @type Number
*/
Object.defineProperty(Input, 'dir8', {
get: function() {
return this._dir8;
},
configurable: true
});
/**
* [read-only] The time of the last input in milliseconds.
*
* @static
* @property date
* @type Number
*/
Object.defineProperty(Input, 'date', {
get: function() {
return this._date;
},
configurable: true
});
/**
* @static
* @method _wrapNwjsAlert
* @private
*/
Input._wrapNwjsAlert = function() {
if (Utils.isNwjs()) {
var _alert = window.alert;
window.alert = function() {
var gui = require('nw.gui');
var win = gui.Window.get();
_alert.apply(this, arguments);
win.focus();
Input.clear();
};
}
};
/**
* @static
* @method _setupEventHandlers
* @private
*/
Input._setupEventHandlers = function() {
document.addEventListener('keydown', this._onKeyDown.bind(this));
document.addEventListener('keyup', this._onKeyUp.bind(this));
window.addEventListener('blur', this._onLostFocus.bind(this));
};
/**
* @static
* @method _onKeyDown
* @param {KeyboardEvent} event
* @private
*/
Input._onKeyDown = function(event) {
if (this._shouldPreventDefault(event.keyCode)) {
event.preventDefault();
}
if (event.keyCode === 144) { // Numlock
this.clear();
}
var buttonName = this.keyMapper[event.keyCode];
if (buttonName) {
this._currentState[buttonName] = true;
}
};
/**
* @static
* @method _shouldPreventDefault
* @param {Number} keyCode
* @private
*/
Input._shouldPreventDefault = function(keyCode) {
switch (keyCode) {
case 8: // backspace
case 33: // pageup
case 34: // pagedown
case 37: // left arrow
case 38: // up arrow
case 39: // right arrow
case 40: // down arrow
return true;
}
return false;
};
/**
* @static
* @method _onKeyUp
* @param {KeyboardEvent} event
* @private
*/
Input._onKeyUp = function(event) {
var buttonName = this.keyMapper[event.keyCode];
if (buttonName) {
this._currentState[buttonName] = false;
}
if (event.keyCode === 0) { // For QtWebEngine on OS X
this.clear();
}
};
/**
* @static
* @method _onLostFocus
* @private
*/
Input._onLostFocus = function() {
this.clear();
};
/**
* @static
* @method _pollGamepads
* @private
*/
Input._pollGamepads = function() {
if (navigator.getGamepads) {
var gamepads = navigator.getGamepads();
if (gamepads) {
for (var i = 0; i < gamepads.length; i++) {
var gamepad = gamepads[i];
if (gamepad && gamepad.connected) {
this._updateGamepadState(gamepad);
}
}
}
}
};
/**
* @static
* @method _updateGamepadState
* @param {Gamepad} gamepad
* @param {Number} index
* @private
*/
Input._updateGamepadState = function(gamepad) {
var lastState = this._gamepadStates[gamepad.index] || [];
var newState = [];
var buttons = gamepad.buttons;
var axes = gamepad.axes;
var threshold = 0.5;
for (var i = 0; i < buttons.length; i++) {
newState[i] = buttons[i].pressed;
}
if (axes[1] < -threshold) {
newState[12] = true; // up
} else if (axes[1] > threshold) {
newState[13] = true; // down
}
if (axes[0] < -threshold) {
newState[14] = true; // left
} else if (axes[0] > threshold) {
newState[15] = true; // right
}
for (var j = 0; j < newState.length; j++) {
if (newState[j] !== lastState[j]) {
var buttonName = this.gamepadMapper[j];
if (buttonName) {
this._currentState[buttonName] = newState[j];
}
}
}
this._gamepadStates[gamepad.index] = newState;
};
/**
* @static
* @method _updateDirection
* @private
*/
Input._updateDirection = function() {
var x = this._signX();
var y = this._signY();
this._dir8 = this._makeNumpadDirection(x, y);
if (x !== 0 && y !== 0) {
if (this._preferredAxis === 'x') {
y = 0;
} else {
x = 0;
}
} else if (x !== 0) {
this._preferredAxis = 'y';
} else if (y !== 0) {
this._preferredAxis = 'x';
}
this._dir4 = this._makeNumpadDirection(x, y);
};
/**
* @static
* @method _signX
* @private
*/
Input._signX = function() {
var x = 0;
if (this.isPressed('left')) {
x--;
}
if (this.isPressed('right')) {
x++;
}
return x;
};
/**
* @static
* @method _signY
* @private
*/
Input._signY = function() {
var y = 0;
if (this.isPressed('up')) {
y--;
}
if (this.isPressed('down')) {
y++;
}
return y;
};
/**
* @static
* @method _makeNumpadDirection
* @param {Number} x
* @param {Number} y
* @return {Number}
* @private
*/
Input._makeNumpadDirection = function(x, y) {
if (x !== 0 || y !== 0) {
return 5 - y * 3 + x;
}
return 0;
};
/**
* @static
* @method _isEscapeCompatible
* @param {String} keyName
* @return {Boolean}
* @private
*/
Input._isEscapeCompatible = function(keyName) {
return keyName === 'cancel' || keyName === 'menu';
};
//-----------------------------------------------------------------------------
/**
* The static class that handles input data from the mouse and touchscreen.
*
* @class TouchInput
*/
function TouchInput() {
throw new Error('This is a static class');
}
/**
* Initializes the touch system.
*
* @static
* @method initialize
*/
TouchInput.initialize = function() {
this.clear();
this._setupEventHandlers();
};
/**
* The wait time of the pseudo key repeat in frames.
*
* @static
* @property keyRepeatWait
* @type Number
*/
TouchInput.keyRepeatWait = 24;
/**
* The interval of the pseudo key repeat in frames.
*
* @static
* @property keyRepeatInterval
* @type Number
*/
TouchInput.keyRepeatInterval = 6;
/**
* Clears all the touch data.
*
* @static
* @method clear
*/
TouchInput.clear = function() {
this._mousePressed = false;
this._screenPressed = false;
this._pressedTime = 0;
this._events = {};
this._events.triggered = false;
this._events.cancelled = false;
this._events.moved = false;
this._events.released = false;
this._events.wheelX = 0;
this._events.wheelY = 0;
this._triggered = false;
this._cancelled = false;
this._moved = false;
this._released = false;
this._wheelX = 0;
this._wheelY = 0;
this._x = 0;
this._y = 0;
this._date = 0;
};
/**
* Updates the touch data.
*
* @static
* @method update
*/
TouchInput.update = function() {
this._triggered = this._events.triggered;
this._cancelled = this._events.cancelled;
this._moved = this._events.moved;
this._released = this._events.released;
this._wheelX = this._events.wheelX;
this._wheelY = this._events.wheelY;
this._events.triggered = false;
this._events.cancelled = false;
this._events.moved = false;
this._events.released = false;
this._events.wheelX = 0;
this._events.wheelY = 0;
if (this.isPressed()) {
this._pressedTime++;
}
};
/**
* Checks whether the mouse button or touchscreen is currently pressed down.
*
* @static
* @method isPressed
* @return {Boolean} True if the mouse button or touchscreen is pressed
*/
TouchInput.isPressed = function() {
return this._mousePressed || this._screenPressed;
};
/**
* Checks whether the left mouse button or touchscreen is just pressed.
*
* @static
* @method isTriggered
* @return {Boolean} True if the mouse button or touchscreen is triggered
*/
TouchInput.isTriggered = function() {
return this._triggered;
};
/**
* Checks whether the left mouse button or touchscreen is just pressed
* or a pseudo key repeat occurred.
*
* @static
* @method isRepeated
* @return {Boolean} True if the mouse button or touchscreen is repeated
*/
TouchInput.isRepeated = function() {
return (this.isPressed() &&
(this._triggered ||
(this._pressedTime >= this.keyRepeatWait &&
this._pressedTime % this.keyRepeatInterval === 0)));
};
/**
* Checks whether the left mouse button or touchscreen is kept depressed.
*
* @static
* @method isLongPressed
* @return {Boolean} True if the left mouse button or touchscreen is long-pressed
*/
TouchInput.isLongPressed = function() {
return this.isPressed() && this._pressedTime >= this.keyRepeatWait;
};
/**
* Checks whether the right mouse button is just pressed.
*
* @static
* @method isCancelled
* @return {Boolean} True if the right mouse button is just pressed
*/
TouchInput.isCancelled = function() {
return this._cancelled;
};
/**
* Checks whether the mouse or a finger on the touchscreen is moved.
*
* @static
* @method isMoved
* @return {Boolean} True if the mouse or a finger on the touchscreen is moved
*/
TouchInput.isMoved = function() {
return this._moved;
};
/**
* Checks whether the left mouse button or touchscreen is released.
*
* @static
* @method isReleased
* @return {Boolean} True if the mouse button or touchscreen is released
*/
TouchInput.isReleased = function() {
return this._released;
};
/**
* [read-only] The horizontal scroll amount.
*
* @static
* @property wheelX
* @type Number
*/
Object.defineProperty(TouchInput, 'wheelX', {
get: function() {
return this._wheelX;
},
configurable: true
});
/**
* [read-only] The vertical scroll amount.
*
* @static
* @property wheelY
* @type Number
*/
Object.defineProperty(TouchInput, 'wheelY', {
get: function() {
return this._wheelY;
},
configurable: true
});
/**
* [read-only] The x coordinate on the canvas area of the latest touch event.
*
* @static
* @property x
* @type Number
*/
Object.defineProperty(TouchInput, 'x', {
get: function() {
return this._x;
},
configurable: true
});
/**
* [read-only] The y coordinate on the canvas area of the latest touch event.
*
* @static
* @property y
* @type Number
*/
Object.defineProperty(TouchInput, 'y', {
get: function() {
return this._y;
},
configurable: true
});
/**
* [read-only] The time of the last input in milliseconds.
*
* @static
* @property date
* @type Number
*/
Object.defineProperty(TouchInput, 'date', {
get: function() {
return this._date;
},
configurable: true
});
/**
* @static
* @method _setupEventHandlers
* @private
*/
TouchInput._setupEventHandlers = function() {
document.addEventListener('mousedown', this._onMouseDown.bind(this));
document.addEventListener('mousemove', this._onMouseMove.bind(this));
document.addEventListener('mouseup', this._onMouseUp.bind(this));
document.addEventListener('wheel', this._onWheel.bind(this));
document.addEventListener('touchstart', this._onTouchStart.bind(this));
document.addEventListener('touchmove', this._onTouchMove.bind(this));
document.addEventListener('touchend', this._onTouchEnd.bind(this));
document.addEventListener('touchcancel', this._onTouchCancel.bind(this));
document.addEventListener('pointerdown', this._onPointerDown.bind(this));
};
/**
* @static
* @method _onMouseDown
* @param {MouseEvent} event
* @private
*/
TouchInput._onMouseDown = function(event) {
if (event.button === 0) {
this._onLeftButtonDown(event);
} else if (event.button === 1) {
this._onMiddleButtonDown(event);
} else if (event.button === 2) {
this._onRightButtonDown(event);
}
};
/**
* @static
* @method _onLeftButtonDown
* @param {MouseEvent} event
* @private
*/
TouchInput._onLeftButtonDown = function(event) {
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
if (Graphics.isInsideCanvas(x, y)) {
this._mousePressed = true;
this._pressedTime = 0;
this._onTrigger(x, y);
}
};
/**
* @static
* @method _onMiddleButtonDown
* @param {MouseEvent} event
* @private
*/
TouchInput._onMiddleButtonDown = function(event) {
};
/**
* @static
* @method _onRightButtonDown
* @param {MouseEvent} event
* @private
*/
TouchInput._onRightButtonDown = function(event) {
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
if (Graphics.isInsideCanvas(x, y)) {
this._onCancel(x, y);
}
};
/**
* @static
* @method _onMouseMove
* @param {MouseEvent} event
* @private
*/
TouchInput._onMouseMove = function(event) {
if (this._mousePressed) {
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
this._onMove(x, y);
}
};
/**
* @static
* @method _onMouseUp
* @param {MouseEvent} event
* @private
*/
TouchInput._onMouseUp = function(event) {
if (event.button === 0) {
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
this._mousePressed = false;
this._onRelease(x, y);
}
};
/**
* @static
* @method _onWheel
* @param {WheelEvent} event
* @private
*/
TouchInput._onWheel = function(event) {
this._events.wheelX += event.deltaX;
this._events.wheelY += event.deltaY;
event.preventDefault();
};
/**
* @static
* @method _onTouchStart
* @param {TouchEvent} event
* @private
*/
TouchInput._onTouchStart = function(event) {
for (var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
var x = Graphics.pageToCanvasX(touch.pageX);
var y = Graphics.pageToCanvasY(touch.pageY);
if (Graphics.isInsideCanvas(x, y)) {
this._screenPressed = true;
this._pressedTime = 0;
if (event.touches.length >= 2) {
this._onCancel(x, y);
} else {
this._onTrigger(x, y);
}
event.preventDefault();
}
}
if (window.cordova || window.navigator.standalone) {
event.preventDefault();
}
};
/**
* @static
* @method _onTouchMove
* @param {TouchEvent} event
* @private
*/
TouchInput._onTouchMove = function(event) {
for (var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
var x = Graphics.pageToCanvasX(touch.pageX);
var y = Graphics.pageToCanvasY(touch.pageY);
this._onMove(x, y);
}
};
/**
* @static
* @method _onTouchEnd
* @param {TouchEvent} event
* @private
*/
TouchInput._onTouchEnd = function(event) {
for (var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
var x = Graphics.pageToCanvasX(touch.pageX);
var y = Graphics.pageToCanvasY(touch.pageY);
this._screenPressed = false;
this._onRelease(x, y);
}
};
/**
* @static
* @method _onTouchCancel
* @param {TouchEvent} event
* @private
*/
TouchInput._onTouchCancel = function(event) {
this._screenPressed = false;
};
/**
* @static
* @method _onPointerDown
* @param {PointerEvent} event
* @private
*/
TouchInput._onPointerDown = function(event) {
if (event.pointerType === 'touch' && !event.isPrimary) {
var x = Graphics.pageToCanvasX(event.pageX);
var y = Graphics.pageToCanvasY(event.pageY);
if (Graphics.isInsideCanvas(x, y)) {
// For Microsoft Edge
this._onCancel(x, y);
event.preventDefault();
}
}
};
/**
* @static
* @method _onTrigger
* @param {Number} x
* @param {Number} y
* @private
*/
TouchInput._onTrigger = function(x, y) {
this._events.triggered = true;
this._x = x;
this._y = y;
this._date = Date.now();
};
/**
* @static
* @method _onCancel
* @param {Number} x
* @param {Number} y
* @private
*/
TouchInput._onCancel = function(x, y) {
this._events.cancelled = true;
this._x = x;
this._y = y;
};
/**
* @static
* @method _onMove
* @param {Number} x
* @param {Number} y
* @private
*/
TouchInput._onMove = function(x, y) {
this._events.moved = true;
this._x = x;
this._y = y;
};
/**
* @static
* @method _onRelease
* @param {Number} x
* @param {Number} y
* @private
*/
TouchInput._onRelease = function(x, y) {
this._events.released = true;
this._x = x;
this._y = y;
};
//-----------------------------------------------------------------------------
/**
* The basic object that is rendered to the game screen.
*
* @class Sprite
* @constructor
* @param {Bitmap} bitmap The image for the sprite
*/
function Sprite() {
this.initialize.apply(this, arguments);
}
Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Sprite.prototype.constructor = Sprite;
Sprite.prototype.initialize = function(bitmap) {
var texture = new PIXI.Texture(new PIXI.BaseTexture());
PIXI.Sprite.call(this, texture);
this._bitmap = null;
this._frame = new Rectangle();
this._realFrame = new Rectangle();
this._offset = new Point();
this._blendColor = [0, 0, 0, 0];
this._colorTone = [0, 0, 0, 0];
this._canvas = null;
this._context = null;
this._tintTexture = null;
this.spriteId = Sprite._counter++;
this.opaque = false;
this.bitmap = bitmap;
};
// Number of the created objects.
Sprite._counter = 0;
/**
* The image for the sprite.
*
* @property bitmap
* @type Bitmap
*/
Object.defineProperty(Sprite.prototype, 'bitmap', {
get: function() {
return this._bitmap;
},
set: function(value) {
if (this._bitmap !== value) {
this._bitmap = value;
if (this._bitmap) {
this.setFrame(0, 0, 0, 0);
this._bitmap.addLoadListener(this._onBitmapLoad.bind(this));
} else {
this.texture.setFrame(Rectangle.emptyRectangle);
}
}
},
configurable: true
});
/**
* The width of the sprite without the scale.
*
* @property width
* @type Number
*/
Object.defineProperty(Sprite.prototype, 'width', {
get: function() {
return this._frame.width;
},
set: function(value) {
this._frame.width = value;
this._refresh();
},
configurable: true
});
/**
* The height of the sprite without the scale.
*
* @property height
* @type Number
*/
Object.defineProperty(Sprite.prototype, 'height', {
get: function() {
return this._frame.height;
},
set: function(value) {
this._frame.height = value;
this._refresh();
},
configurable: true
});
/**
* The opacity of the sprite (0 to 255).
*
* @property opacity
* @type Number
*/
Object.defineProperty(Sprite.prototype, 'opacity', {
get: function() {
return this.alpha * 255;
},
set: function(value) {
this.alpha = value.clamp(0, 255) / 255;
},
configurable: true
});
/**
* Updates the sprite for each frame.
*
* @method update
*/
Sprite.prototype.update = function() {
this.children.forEach(function(child) {
if (child.update) {
child.update();
}
});
};
/**
* Sets the x and y at once.
*
* @method move
* @param {Number} x The x coordinate of the sprite
* @param {Number} y The y coordinate of the sprite
*/
Sprite.prototype.move = function(x, y) {
this.x = x;
this.y = y;
};
/**
* Sets the rectagle of the bitmap that the sprite displays.
*
* @method setFrame
* @param {Number} x The x coordinate of the frame
* @param {Number} y The y coordinate of the frame
* @param {Number} width The width of the frame
* @param {Number} height The height of the frame
*/
Sprite.prototype.setFrame = function(x, y, width, height) {
var frame = this._frame;
if (x !== frame.x || y !== frame.y ||
width !== frame.width || height !== frame.height) {
frame.x = x;
frame.y = y;
frame.width = width;
frame.height = height;
this._refresh();
}
};
/**
* Gets the blend color for the sprite.
*
* @method getBlendColor
* @return {Array} The blend color [r, g, b, a]
*/
Sprite.prototype.getBlendColor = function() {
return this._blendColor.clone();
};
/**
* Sets the blend color for the sprite.
*
* @method setBlendColor
* @param {Array} color The blend color [r, g, b, a]
*/
Sprite.prototype.setBlendColor = function(color) {
if (!(color instanceof Array)) {
throw new Error('Argument must be an array');
}
if (!this._blendColor.equals(color)) {
this._blendColor = color.clone();
this._refresh();
}
};
/**
* Gets the color tone for the sprite.
*
* @method getColorTone
* @return {Array} The color tone [r, g, b, gray]
*/
Sprite.prototype.getColorTone = function() {
return this._colorTone.clone();
};
/**
* Sets the color tone for the sprite.
*
* @method setColorTone
* @param {Array} tone The color tone [r, g, b, gray]
*/
Sprite.prototype.setColorTone = function(tone) {
if (!(tone instanceof Array)) {
throw new Error('Argument must be an array');
}
if (!this._colorTone.equals(tone)) {
this._colorTone = tone.clone();
this._refresh();
}
};
/**
* @method _onBitmapLoad
* @private
*/
Sprite.prototype._onBitmapLoad = function() {
if (this._frame.width === 0 && this._frame.height === 0) {
this._frame.width = this._bitmap.width;
this._frame.height = this._bitmap.height;
}
this._refresh();
};
/**
* @method _refresh
* @private
*/
Sprite.prototype._refresh = function() {
var frameX = Math.floor(this._frame.x);
var frameY = Math.floor(this._frame.y);
var frameW = Math.floor(this._frame.width);
var frameH = Math.floor(this._frame.height);
var bitmapW = this._bitmap ? this._bitmap.width : 0;
var bitmapH = this._bitmap ? this._bitmap.height : 0;
var realX = frameX.clamp(0, bitmapW);
var realY = frameY.clamp(0, bitmapH);
var realW = (frameW - realX + frameX).clamp(0, bitmapW - realX);
var realH = (frameH - realY + frameY).clamp(0, bitmapH - realY);
this._realFrame.x = realX;
this._realFrame.y = realY;
this._realFrame.width = realW;
this._realFrame.height = realH;
this._offset.x = realX - frameX;
this._offset.y = realY - frameY;
if (realW > 0 && realH > 0) {
if (this._needsTint()) {
this._createTinter(realW, realH);
this._executeTint(realX, realY, realW, realH);
this._tintTexture.dirty();
this.texture.baseTexture = this._tintTexture;
this.texture.setFrame(new Rectangle(0, 0, realW, realH));
} else {
if (this._bitmap) {
this.texture.baseTexture = this._bitmap.baseTexture;
}
this.texture.setFrame(this._realFrame);
}
} else if (this._bitmap) {
this.texture.setFrame(Rectangle.emptyRectangle);
} else {
this.texture.trim = this._frame;
this.texture.setFrame(this._frame);
this.texture.trim = null;
}
};
/**
* @method _isInBitmapRect
* @param {Number} x
* @param {Number} y
* @param {Number} w
* @param {Number} h
* @return {Boolean}
* @private
*/
Sprite.prototype._isInBitmapRect = function(x, y, w, h) {
return (this._bitmap && x + w > 0 && y + h > 0 &&
x < this._bitmap.width && y < this._bitmap.height);
};
/**
* @method _needsTint
* @return {Boolean}
* @private
*/
Sprite.prototype._needsTint = function() {
var tone = this._colorTone;
return tone[0] || tone[1] || tone[2] || tone[3] || this._blendColor[3] > 0;
};
/**
* @method _createTinter
* @param {Number} w
* @param {Number} h
* @private
*/
Sprite.prototype._createTinter = function(w, h) {
if (!this._canvas) {
this._canvas = document.createElement('canvas');
this._context = this._canvas.getContext('2d');
}
this._canvas.width = w;
this._canvas.height = h;
if (!this._tintTexture) {
this._tintTexture = new PIXI.BaseTexture(this._canvas);
}
this._tintTexture.width = w;
this._tintTexture.height = h;
this._tintTexture.scaleMode = this._bitmap.baseTexture.scaleMode;
};
/**
* @method _executeTint
* @param {Number} x
* @param {Number} y
* @param {Number} w
* @param {Number} h
* @private
*/
Sprite.prototype._executeTint = function(x, y, w, h) {
var context = this._context;
var tone = this._colorTone;
var color = this._blendColor;
context.globalCompositeOperation = 'copy';
context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h);
if (Graphics.canUseSaturationBlend()) {
var gray = Math.max(0, tone[3]);
context.globalCompositeOperation = 'saturation';
context.fillStyle = 'rgba(255,255,255,' + gray / 255 + ')';
context.fillRect(0, 0, w, h);
}
var r1 = Math.max(0, tone[0]);
var g1 = Math.max(0, tone[1]);
var b1 = Math.max(0, tone[2]);
context.globalCompositeOperation = 'lighter';
context.fillStyle = Utils.rgbToCssColor(r1, g1, b1);
context.fillRect(0, 0, w, h);
if (Graphics.canUseDifferenceBlend()) {
context.globalCompositeOperation = 'difference';
context.fillStyle = 'white';
context.fillRect(0, 0, w, h);
var r2 = Math.max(0, -tone[0]);
var g2 = Math.max(0, -tone[1]);
var b2 = Math.max(0, -tone[2]);
context.globalCompositeOperation = 'lighter';
context.fillStyle = Utils.rgbToCssColor(r2, g2, b2);
context.fillRect(0, 0, w, h);
context.globalCompositeOperation = 'difference';
context.fillStyle = 'white';
context.fillRect(0, 0, w, h);
}
var r3 = Math.max(0, color[0]);
var g3 = Math.max(0, color[1]);
var b3 = Math.max(0, color[2]);
var a3 = Math.max(0, color[3]);
context.globalCompositeOperation = 'source-atop';
context.fillStyle = Utils.rgbToCssColor(r3, g3, b3);
context.globalAlpha = a3 / 255;
context.fillRect(0, 0, w, h);
context.globalCompositeOperation = 'destination-in';
context.globalAlpha = 1;
context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h);
};
/**
* @method updateTransform
* @private
*/
Sprite.prototype.updateTransform = function() {
PIXI.Sprite.prototype.updateTransform.call(this);
this.worldTransform.tx += this._offset.x;
this.worldTransform.ty += this._offset.y;
};
/**
* @method _renderCanvas
* @param {Object} renderSession
* @private
*/
Sprite.prototype._renderCanvas = function(renderSession) {
if (this.visible && this.alpha > 0) {
if (this.texture.crop.width <= 0 || this.texture.crop.height <= 0) {
if (this._mask) {
renderSession.maskManager.pushMask(this._mask, renderSession);
}
for (var i = 0, j = this.children.length; i < j; i++) {
this.children[i]._renderCanvas(renderSession);
}
if (this._mask) {
renderSession.maskManager.popMask(renderSession);
}
} else {
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
}
}
};
/**
* @method _renderWebGL
* @param {Object} renderSession
* @private
*/
Sprite.prototype._renderWebGL = function(renderSession) {
if (this.visible && this.alpha > 0) {
var spriteBatch = renderSession.spriteBatch;
if (this._filters) {
spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
if (this.opaque) {
// Required for a bug in Firefox on Windows
renderSession.gl.clearColor(0, 0, 0, 1);
renderSession.gl.clear(renderSession.gl.COLOR_BUFFER_BIT);
}
}
if (this._mask) {
spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
spriteBatch.start();
}
spriteBatch.render(this);
for (var i = 0, j = this.children.length; i < j; i++) {
this.children[i]._renderWebGL(renderSession);
}
if (this._mask) {
spriteBatch.stop();
renderSession.maskManager.popMask(this._mask, renderSession);
spriteBatch.start();
}
if (this._filters) {
spriteBatch.stop();
renderSession.filterManager.popFilter();
spriteBatch.start();
}
}
};
// The important members from Pixi.js
/**
* The visibility of the sprite.
*
* @property visible
* @type Boolean
*/
/**
* The x coordinate of the sprite.
*
* @property x
* @type Number
*/
/**
* The y coordinate of the sprite.
*
* @property y
* @type Number
*/
/**
* The origin point of the sprite. (0,0) to (1,1).
*
* @property anchor
* @type Point
*/
/**
* The scale factor of the sprite.
*
* @property scale
* @type Point
*/
/**
* The rotation of the sprite in radians.
*
* @property rotation
* @type Number
*/
/**
* The blend mode to be applied to the sprite.
*
* @property blendMode
* @type Number
*/
/**
* Sets the filters for the sprite.
*
* @property filters
* @type Array
*/
/**
* [read-only] The array of children of the sprite.
*
* @property children
* @type Array
*/
/**
* [read-only] The object that contains the sprite.
*
* @property parent
* @type Object
*/
/**
* Adds a child to the container.
*
* @method addChild
* @param {Object} child The child to add
* @return {Object} The child that was added
*/
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {Object} child The child to add
* @param {Number} index The index to place the child in
* @return {Object} The child that was added
*/
/**
* Removes a child from the container.
*
* @method removeChild
* @param {Object} child The child to remove
* @return {Object} The child that was removed
*/
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {Object} The child that was removed
*/
//-----------------------------------------------------------------------------
/**
* The tilemap which displays 2D tile-based game map.
*
* @class Tilemap
* @constructor
*/
function Tilemap() {
this.initialize.apply(this, arguments);
}
Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Tilemap.prototype.constructor = Tilemap;
Tilemap.prototype.initialize = function() {
PIXI.DisplayObjectContainer.call(this);
this._margin = 20;
this._width = Graphics.width + this._margin * 2;
this._height = Graphics.height + this._margin * 2;
this._tileWidth = 48;
this._tileHeight = 48;
this._mapWidth = 0;
this._mapHeight = 0;
this._mapData = null;
this._layerWidth = 0;
this._layerHeight = 0;
this._lastTiles = [];
/**
* The bitmaps used as a tileset.
*
* @property bitmaps
* @type Array
*/
this.bitmaps = [];
/**
* The origin point of the tilemap for scrolling.
*
* @property origin
* @type Point
*/
this.origin = new Point();
/**
* The tileset flags.
*
* @property flags
* @type Array
*/
this.flags = [];
/**
* The animation count for autotiles.
*
* @property animationCount
* @type Number
*/
this.animationCount = 0;
/**
* Whether the tilemap loops horizontal.
*
* @property horizontalWrap
* @type Boolean
*/
this.horizontalWrap = false;
/**
* Whether the tilemap loops vertical.
*
* @property verticalWrap
* @type Boolean
*/
this.verticalWrap = false;
this._createLayers();
this.refresh();
};
/**
* The width of the screen in pixels.
*
* @property width
* @type Number
*/
Object.defineProperty(Tilemap.prototype, 'width', {
get: function() {
return this._width;
},
set: function(value) {
if (this._width !== value) {
this._width = value;
this._createLayers();
}
}
});
/**
* The height of the screen in pixels.
*
* @property height
* @type Number
*/
Object.defineProperty(Tilemap.prototype, 'height', {
get: function() {
return this._height;
},
set: function(value) {
if (this._height !== value) {
this._height = value;
this._createLayers();
}
}
});
/**
* The width of a tile in pixels.
*
* @property tileWidth
* @type Number
*/
Object.defineProperty(Tilemap.prototype, 'tileWidth', {
get: function() {
return this._tileWidth;
},
set: function(value) {
if (this._tileWidth !== value) {
this._tileWidth = value;
this._createLayers();
}
}
});
/**
* The height of a tile in pixels.
*
* @property tileHeight
* @type Number
*/
Object.defineProperty(Tilemap.prototype, 'tileHeight', {
get: function() {
return this._tileHeight;
},
set: function(value) {
if (this._tileHeight !== value) {
this._tileHeight = value;
this._createLayers();
}
}
});
/**
* Sets the tilemap data.
*
* @method setData
* @param {Number} width The width of the map in number of tiles
* @param {Number} height The height of the map in number of tiles
* @param {Array} data The one dimensional array for the map data
*/
Tilemap.prototype.setData = function(width, height, data) {
this._mapWidth = width;
this._mapHeight = height;
this._mapData = data;
};
/**
* Checks whether the tileset is ready to render.
*
* @method isReady
* @type Boolean
* @return {Boolean} True if the tilemap is ready
*/
Tilemap.prototype.isReady = function() {
for (var i = 0; i < this.bitmaps.length; i++) {
if (this.bitmaps[i] && !this.bitmaps[i].isReady()) {
return false;
}
}
return true;
};
/**
* Updates the tilemap for each frame.
*
* @method update
*/
Tilemap.prototype.update = function() {
this.animationCount++;
this.children.forEach(function(child) {
if (child.update) {
child.update();
}
});
};
/**
* Forces to repaint the entire tilemap.
*
* @method refresh
*/
Tilemap.prototype.refresh = function() {
this._lastTiles.length = 0;
};
/**
* @method updateTransform
* @private
*/
Tilemap.prototype.updateTransform = function() {
var ox = Math.floor(this.origin.x);
var oy = Math.floor(this.origin.y);
var startX = Math.floor((ox - this._margin) / this._tileWidth);
var startY = Math.floor((oy - this._margin) / this._tileHeight);
this._updateLayerPositions(startX, startY);
this._paintAllTiles(startX, startY);
this._sortChildren();
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
};
/**
* @method _createLayers
* @private
*/
Tilemap.prototype._createLayers = function() {
var width = this._width;
var height = this._height;
var margin = this._margin;
var tileCols = Math.ceil(width / this._tileWidth) + 1;
var tileRows = Math.ceil(height / this._tileHeight) + 1;
var layerWidth = tileCols * this._tileWidth;
var layerHeight = tileRows * this._tileHeight;
this._lowerBitmap = new Bitmap(layerWidth, layerHeight);
this._upperBitmap = new Bitmap(layerWidth, layerHeight);
this._layerWidth = layerWidth;
this._layerHeight = layerHeight;
/*
* Z coordinate:
*
* 0 : Lower tiles
* 1 : Lower characters
* 3 : Normal characters
* 4 : Upper tiles
* 5 : Upper characters
* 6 : Airship shadow
* 7 : Balloon
* 8 : Animation
* 9 : Destination
*/
this._lowerLayer = new Sprite();
this._lowerLayer.move(-margin, -margin, width, height);
this._lowerLayer.z = 0;
this._upperLayer = new Sprite();
this._upperLayer.move(-margin, -margin, width, height);
this._upperLayer.z = 4;
for (var i = 0; i < 4; i++) {
this._lowerLayer.addChild(new Sprite(this._lowerBitmap));
this._upperLayer.addChild(new Sprite(this._upperBitmap));
}
this.addChild(this._lowerLayer);
this.addChild(this._upperLayer);
};
/**
* @method _updateLayerPositions
* @param {Number} startX
* @param {Number} startY
* @private
*/
Tilemap.prototype._updateLayerPositions = function(startX, startY) {
var m = this._margin;
var ox = Math.floor(this.origin.x);
var oy = Math.floor(this.origin.y);
var x2 = (ox - m).mod(this._layerWidth);
var y2 = (oy - m).mod(this._layerHeight);
var w1 = this._layerWidth - x2;
var h1 = this._layerHeight - y2;
var w2 = this._width - w1;
var h2 = this._height - h1;
for (var i = 0; i < 2; i++) {
var children;
if (i === 0) {
children = this._lowerLayer.children;
} else {
children = this._upperLayer.children;
}
children[0].move(0, 0, w1, h1);
children[0].setFrame(x2, y2, w1, h1);
children[1].move(w1, 0, w2, h1);
children[1].setFrame(0, y2, w2, h1);
children[2].move(0, h1, w1, h2);
children[2].setFrame(x2, 0, w1, h2);
children[3].move(w1, h1, w2, h2);
children[3].setFrame(0, 0, w2, h2);
}
};
/**
* @method _paintAllTiles
* @param {Number} startX
* @param {Number} startY
* @private
*/
Tilemap.prototype._paintAllTiles = function(startX, startY) {
var tileCols = Math.ceil(this._width / this._tileWidth) + 1;
var tileRows = Math.ceil(this._height / this._tileHeight) + 1;
for (var y = 0; y < tileRows; y++) {
for (var x = 0; x < tileCols; x++) {
this._paintTiles(startX, startY, x, y);
}
}
};
/**
* @method _paintTiles
* @param {Number} startX
* @param {Number} startY
* @param {Number} x
* @param {Number} y
* @private
*/
Tilemap.prototype._paintTiles = function(startX, startY, x, y) {
var tableEdgeVirtualId = 10000;
var mx = startX + x;
var my = startY + y;
var dx = (mx * this._tileWidth).mod(this._layerWidth);
var dy = (my * this._tileHeight).mod(this._layerHeight);
var lx = dx / this._tileWidth;
var ly = dy / this._tileHeight;
var tileId0 = this._readMapData(mx, my, 0);
var tileId1 = this._readMapData(mx, my, 1);
var tileId2 = this._readMapData(mx, my, 2);
var tileId3 = this._readMapData(mx, my, 3);
var shadowBits = this._readMapData(mx, my, 4);
var upperTileId1 = this._readMapData(mx, my - 1, 1);
var lowerTiles = [];
var upperTiles = [];
if (this._isHigherTile(tileId0)) {
upperTiles.push(tileId0);
} else {
lowerTiles.push(tileId0);
}
if (this._isHigherTile(tileId1)) {
upperTiles.push(tileId1);
} else {
lowerTiles.push(tileId1);
}
lowerTiles.push(-shadowBits);
if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) {
if (!Tilemap.isShadowingTile(tileId0)) {
lowerTiles.push(tableEdgeVirtualId + upperTileId1);
}
}
if (this._isOverpassPosition(mx, my)) {
upperTiles.push(tileId2);
upperTiles.push(tileId3);
} else {
if (this._isHigherTile(tileId2)) {
upperTiles.push(tileId2);
} else {
lowerTiles.push(tileId2);
}
if (this._isHigherTile(tileId3)) {
upperTiles.push(tileId3);
} else {
lowerTiles.push(tileId3);
}
}
var count = 1000 + this.animationCount - my;
var frameUpdated = (count % 30 === 0);
this._animationFrame = Math.floor(count / 30);
var lastLowerTiles = this._readLastTiles(0, lx, ly);
if (!lowerTiles.equals(lastLowerTiles) ||
(Tilemap.isTileA1(tileId0) && frameUpdated)) {
this._lowerBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight);
for (var i = 0; i < lowerTiles.length; i++) {
var lowerTileId = lowerTiles[i];
if (lowerTileId < 0) {
this._drawShadow(this._lowerBitmap, shadowBits, dx, dy);
} else if (lowerTileId >= tableEdgeVirtualId) {
this._drawTableEdge(this._lowerBitmap, upperTileId1, dx, dy);
} else {
this._drawTile(this._lowerBitmap, lowerTileId, dx, dy);
}
}
this._writeLastTiles(0, lx, ly, lowerTiles);
}
var lastUpperTiles = this._readLastTiles(1, lx, ly);
if (!upperTiles.equals(lastUpperTiles)) {
this._upperBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight);
for (var j = 0; j < upperTiles.length; j++) {
this._drawTile(this._upperBitmap, upperTiles[j], dx, dy);
}
this._writeLastTiles(1, lx, ly, upperTiles);
}
};
/**
* @method _readLastTiles
* @param {Number} i
* @param {Number} x
* @param {Number} y
* @private
*/
Tilemap.prototype._readLastTiles = function(i, x, y) {
var array1 = this._lastTiles[i];
if (array1) {
var array2 = array1[y];
if (array2) {
var tiles = array2[x];
if (tiles) {
return tiles;
}
}
}
return [];
};
/**
* @method _writeLastTiles
* @param {Number} i
* @param {Number} x
* @param {Number} y
* @param {Array} tiles
* @private
*/
Tilemap.prototype._writeLastTiles = function(i, x, y, tiles) {
var array1 = this._lastTiles[i];
if (!array1) {
array1 = this._lastTiles[i] = [];
}
var array2 = array1[y];
if (!array2) {
array2 = array1[y] = [];
}
array2[x] = tiles;
};
/**
* @method _drawTile
* @param {Bitmap} bitmap
* @param {Number} tileId
* @param {Number} dx
* @param {Number} dy
* @private
*/
Tilemap.prototype._drawTile = function(bitmap, tileId, dx, dy) {
if (Tilemap.isVisibleTile(tileId)) {
if (Tilemap.isAutotile(tileId)) {
this._drawAutotile(bitmap, tileId, dx, dy);
} else {
this._drawNormalTile(bitmap, tileId, dx, dy);
}
}
};
/**
* @method _drawNormalTile
* @param {Bitmap} bitmap
* @param {Number} tileId
* @param {Number} dx
* @param {Number} dy
* @private
*/
Tilemap.prototype._drawNormalTile = function(bitmap, tileId, dx, dy) {
var setNumber = 0;
if (Tilemap.isTileA5(tileId)) {
setNumber = 4;
} else {
setNumber = 5 + Math.floor(tileId / 256);
}
var w = this._tileWidth;
var h = this._tileHeight;
var sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w;
var sy = (Math.floor(tileId % 256 / 8) % 16) * h;
var source = this.bitmaps[setNumber];
if (source) {
bitmap.blt(source, sx, sy, w, h, dx, dy, w, h);
}
};
/**
* @method _drawAutotile
* @param {Bitmap} bitmap
* @param {Number} tileId
* @param {Number} dx
* @param {Number} dy
* @private
*/
Tilemap.prototype._drawAutotile = function(bitmap, tileId, dx, dy) {
var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE;
var kind = Tilemap.getAutotileKind(tileId);
var shape = Tilemap.getAutotileShape(tileId);
var tx = kind % 8;
var ty = Math.floor(kind / 8);
var bx = 0;
var by = 0;
var setNumber = 0;
var isTable = false;
if (Tilemap.isTileA1(tileId)) {
var waterSurfaceIndex = [0, 1, 2, 1][this._animationFrame % 4];
setNumber = 0;
if (kind === 0) {
bx = waterSurfaceIndex * 2;
by = 0;
} else if (kind === 1) {
bx = waterSurfaceIndex * 2;
by = 3;
} else if (kind === 2) {
bx = 6;
by = 0;
} else if (kind === 3) {
bx = 6;
by = 3;
} else {
bx = Math.floor(tx / 4) * 8;
by = ty * 6 + Math.floor(tx / 2) % 2 * 3;
if (kind % 2 === 0) {
bx += waterSurfaceIndex * 2;
}
else {
bx += 6;
autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE;
by += this._animationFrame % 3;
}
}
} else if (Tilemap.isTileA2(tileId)) {
setNumber = 1;
bx = tx * 2;
by = (ty - 2) * 3;
isTable = this._isTableTile(tileId);
} else if (Tilemap.isTileA3(tileId)) {
setNumber = 2;
bx = tx * 2;
by = (ty - 6) * 2;
autotileTable = Tilemap.WALL_AUTOTILE_TABLE;
} else if (Tilemap.isTileA4(tileId)) {
setNumber = 3;
bx = tx * 2;
by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0));
if (ty % 2 === 1) {
autotileTable = Tilemap.WALL_AUTOTILE_TABLE;
}
}
var table = autotileTable[shape];
var source = this.bitmaps[setNumber];
if (table && source) {
var w1 = this._tileWidth / 2;
var h1 = this._tileHeight / 2;
for (var i = 0; i < 4; i++) {
var qsx = table[i][0];
var qsy = table[i][1];
var sx1 = (bx * 2 + qsx) * w1;
var sy1 = (by * 2 + qsy) * h1;
var dx1 = dx + (i % 2) * w1;
var dy1 = dy + Math.floor(i / 2) * h1;
if (isTable && (qsy === 1 || qsy === 5)) {
var qsx2 = qsx;
var qsy2 = 3;
if (qsy === 1) {
qsx2 = [0,3,2,1][qsx];
}
var sx2 = (bx * 2 + qsx2) * w1;
var sy2 = (by * 2 + qsy2) * h1;
bitmap.blt(source, sx2, sy2, w1, h1, dx1, dy1, w1, h1);
dy1 += h1/2;
bitmap.blt(source, sx1, sy1, w1, h1/2, dx1, dy1, w1, h1/2);
} else {
bitmap.blt(source, sx1, sy1, w1, h1, dx1, dy1, w1, h1);
}
}
}
};
/**
* @method _drawTableEdge
* @param {Bitmap} bitmap
* @param {Number} tileId
* @param {Number} dx
* @param {Number} dy
* @private
*/
Tilemap.prototype._drawTableEdge = function(bitmap, tileId, dx, dy) {
if (Tilemap.isTileA2(tileId)) {
var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE;
var kind = Tilemap.getAutotileKind(tileId);
var shape = Tilemap.getAutotileShape(tileId);
var tx = kind % 8;
var ty = Math.floor(kind / 8);
var setNumber = 1;
var bx = tx * 2;
var by = (ty - 2) * 3;
var table = autotileTable[shape];
if (table) {
var source = this.bitmaps[setNumber];
var w1 = this._tileWidth / 2;
var h1 = this._tileHeight / 2;
for (var i = 0; i < 2; i++) {
var qsx = table[2 + i][0];
var qsy = table[2 + i][1];
var sx1 = (bx * 2 + qsx) * w1;
var sy1 = (by * 2 + qsy) * h1 + h1/2;
var dx1 = dx + (i % 2) * w1;
var dy1 = dy + Math.floor(i / 2) * h1;
bitmap.blt(source, sx1, sy1, w1, h1/2, dx1, dy1, w1, h1/2);
}
}
}
};
/**
* @method _drawShadow
* @param {Bitmap} bitmap
* @param {Number} shadowBits
* @param {Number} dx
* @param {Number} dy
* @private
*/
Tilemap.prototype._drawShadow = function(bitmap, shadowBits, dx, dy) {
if (shadowBits & 0x0f) {
var w1 = this._tileWidth / 2;
var h1 = this._tileHeight / 2;
var color = 'rgba(0,0,0,0.5)';
for (var i = 0; i < 4; i++) {
if (shadowBits & (1 << i)) {
var dx1 = dx + (i % 2) * w1;
var dy1 = dy + Math.floor(i / 2) * h1;
bitmap.fillRect(dx1, dy1, w1, h1, color);
}
}
}
};
/**
* @method _readMapData
* @param {Number} x
* @param {Number} y
* @param {Number} z
* @return {Number}
* @private
*/
Tilemap.prototype._readMapData = function(x, y, z) {
if (this._mapData) {
var width = this._mapWidth;
var height = this._mapHeight;
if (this.horizontalWrap) {
x = x.mod(width);
}
if (this.verticalWrap) {
y = y.mod(height);
}
if (x >= 0 && x < width && y >= 0 && y < height) {
return this._mapData[(z * height + y) * width + x] || 0;
} else {
return 0;
}
} else {
return 0;
}
};
/**
* @method _isHigherTile
* @param {Number} tileId
* @return {Boolean}
* @private
*/
Tilemap.prototype._isHigherTile = function(tileId) {
return this.flags[tileId] & 0x10;
};
/**
* @method _isTableTile
* @param {Number} tileId
* @return {Boolean}
* @private
*/
Tilemap.prototype._isTableTile = function(tileId) {
return Tilemap.isTileA2(tileId) && (this.flags[tileId] & 0x80);
};
/**
* @method _isOverpassPosition
* @param {Number} mx
* @param {Number} my
* @return {Boolean}
* @private
*/
Tilemap.prototype._isOverpassPosition = function(mx, my) {
return false;
};
/**
* @method _sortChildren
* @private
*/
Tilemap.prototype._sortChildren = function() {
this.children.sort(this._compareChildOrder.bind(this));
};
/**
* @method _compareChildOrder
* @param {Object} a
* @param {Object} b
* @private
*/
Tilemap.prototype._compareChildOrder = function(a, b) {
if (a.z !== b.z) {
return a.z - b.z;
} else if (a.y !== b.y) {
return a.y - b.y;
} else {
return a.spriteId - b.spriteId;
}
};
// Tile type checkers
Tilemap.TILE_ID_B = 0;
Tilemap.TILE_ID_C = 256;
Tilemap.TILE_ID_D = 512;
Tilemap.TILE_ID_E = 768;
Tilemap.TILE_ID_A5 = 1536;
Tilemap.TILE_ID_A1 = 2048;
Tilemap.TILE_ID_A2 = 2816;
Tilemap.TILE_ID_A3 = 4352;
Tilemap.TILE_ID_A4 = 5888;
Tilemap.TILE_ID_MAX = 8192;
Tilemap.isVisibleTile = function(tileId) {
return tileId > 0 && tileId < this.TILE_ID_MAX;
};
Tilemap.isAutotile = function(tileId) {
return tileId >= this.TILE_ID_A1;
};
Tilemap.getAutotileKind = function(tileId) {
return Math.floor((tileId - this.TILE_ID_A1) / 48);
};
Tilemap.getAutotileShape = function(tileId) {
return (tileId - this.TILE_ID_A1) % 48;
};
Tilemap.makeAutotileId = function(kind, shape) {
return this.TILE_ID_A1 + kind * 48 + shape;
};
Tilemap.isSameKindTile = function(tileID1, tileID2) {
if (this.isAutotile(tileID1) && this.isAutotile(tileID2)) {
return this.getAutotileKind(tileID1) === this.getAutotileKind(tileID2);
} else {
return tileID1 === tileID2;
}
};
Tilemap.isTileA1 = function(tileId) {
return tileId >= this.TILE_ID_A1 && tileId < this.TILE_ID_A2;
};
Tilemap.isTileA2 = function(tileId) {
return tileId >= this.TILE_ID_A2 && tileId < this.TILE_ID_A3;
};
Tilemap.isTileA3 = function(tileId) {
return tileId >= this.TILE_ID_A3 && tileId < this.TILE_ID_A4;
};
Tilemap.isTileA4 = function(tileId) {
return tileId >= this.TILE_ID_A4 && tileId < this.TILE_ID_MAX;
};
Tilemap.isTileA5 = function(tileId) {
return tileId >= this.TILE_ID_A5 && tileId < this.TILE_ID_A1;
};
Tilemap.isWaterTile = function(tileId) {
if (this.isTileA1(tileId)) {
return !(tileId >= this.TILE_ID_A1 + 96 && tileId < this.TILE_ID_A1 + 192);
} else {
return false;
}
};
Tilemap.isWaterfallTile = function(tileId) {
if (tileId >= this.TILE_ID_A1 + 192 && tileId < this.TILE_ID_A2) {
return this.getAutotileKind(tileId) % 2 === 1;
} else {
return false;
}
};
Tilemap.isGroundTile = function(tileId) {
return this.isTileA1(tileId) || this.isTileA2(tileId) || this.isTileA5(tileId);
};
Tilemap.isShadowingTile = function(tileId) {
return this.isTileA3(tileId) || this.isTileA4(tileId);
};
Tilemap.isRoofTile = function(tileId) {
return this.isTileA3(tileId) && this.getAutotileKind(tileId) % 16 < 8;
};
Tilemap.isWallTopTile = function(tileId) {
return this.isTileA4(tileId) && this.getAutotileKind(tileId) % 16 < 8;
};
Tilemap.isWallSideTile = function(tileId) {
return (this.isTileA3(tileId) || this.isTileA4(tileId)) &&
getAutotileKind(tileId) % 16 >= 8;
};
Tilemap.isWallTile = function(tileId) {
return this.isWallTopTile(tileId) || this.isWallSideTile(tileId);
};
Tilemap.isFloorTypeAutotile = function(tileId) {
return (this.isTileA1(tileId) && !this.isWaterfallTile(tileId)) ||
this.isTileA2(tileId) || this.isWallTopTile(tileId);
};
Tilemap.isWallTypeAutotile = function(tileId) {
return this.isRoofTile(tileId) || this.isWallSideTile(tileId);
};
Tilemap.isWaterfallTypeAutotile = function(tileId) {
return this.isWaterfallTile(tileId);
};
// Autotile shape number to coordinates of tileset images
Tilemap.FLOOR_AUTOTILE_TABLE = [
[[2,4],[1,4],[2,3],[1,3]],[[2,0],[1,4],[2,3],[1,3]],
[[2,4],[3,0],[2,3],[1,3]],[[2,0],[3,0],[2,3],[1,3]],
[[2,4],[1,4],[2,3],[3,1]],[[2,0],[1,4],[2,3],[3,1]],
[[2,4],[3,0],[2,3],[3,1]],[[2,0],[3,0],[2,3],[3,1]],
[[2,4],[1,4],[2,1],[1,3]],[[2,0],[1,4],[2,1],[1,3]],
[[2,4],[3,0],[2,1],[1,3]],[[2,0],[3,0],[2,1],[1,3]],
[[2,4],[1,4],[2,1],[3,1]],[[2,0],[1,4],[2,1],[3,1]],
[[2,4],[3,0],[2,1],[3,1]],[[2,0],[3,0],[2,1],[3,1]],
[[0,4],[1,4],[0,3],[1,3]],[[0,4],[3,0],[0,3],[1,3]],
[[0,4],[1,4],[0,3],[3,1]],[[0,4],[3,0],[0,3],[3,1]],
[[2,2],[1,2],[2,3],[1,3]],[[2,2],[1,2],[2,3],[3,1]],
[[2,2],[1,2],[2,1],[1,3]],[[2,2],[1,2],[2,1],[3,1]],
[[2,4],[3,4],[2,3],[3,3]],[[2,4],[3,4],[2,1],[3,3]],
[[2,0],[3,4],[2,3],[3,3]],[[2,0],[3,4],[2,1],[3,3]],
[[2,4],[1,4],[2,5],[1,5]],[[2,0],[1,4],[2,5],[1,5]],
[[2,4],[3,0],[2,5],[1,5]],[[2,0],[3,0],[2,5],[1,5]],
[[0,4],[3,4],[0,3],[3,3]],[[2,2],[1,2],[2,5],[1,5]],
[[0,2],[1,2],[0,3],[1,3]],[[0,2],[1,2],[0,3],[3,1]],
[[2,2],[3,2],[2,3],[3,3]],[[2,2],[3,2],[2,1],[3,3]],
[[2,4],[3,4],[2,5],[3,5]],[[2,0],[3,4],[2,5],[3,5]],
[[0,4],[1,4],[0,5],[1,5]],[[0,4],[3,0],[0,5],[1,5]],
[[0,2],[3,2],[0,3],[3,3]],[[0,2],[1,2],[0,5],[1,5]],
[[0,4],[3,4],[0,5],[3,5]],[[2,2],[3,2],[2,5],[3,5]],
[[0,2],[3,2],[0,5],[3,5]],[[0,0],[1,0],[0,1],[1,1]]
];
Tilemap.WALL_AUTOTILE_TABLE = [
[[2,2],[1,2],[2,1],[1,1]],[[0,2],[1,2],[0,1],[1,1]],
[[2,0],[1,0],[2,1],[1,1]],[[0,0],[1,0],[0,1],[1,1]],
[[2,2],[3,2],[2,1],[3,1]],[[0,2],[3,2],[0,1],[3,1]],
[[2,0],[3,0],[2,1],[3,1]],[[0,0],[3,0],[0,1],[3,1]],
[[2,2],[1,2],[2,3],[1,3]],[[0,2],[1,2],[0,3],[1,3]],
[[2,0],[1,0],[2,3],[1,3]],[[0,0],[1,0],[0,3],[1,3]],
[[2,2],[3,2],[2,3],[3,3]],[[0,2],[3,2],[0,3],[3,3]],
[[2,0],[3,0],[2,3],[3,3]],[[0,0],[3,0],[0,3],[3,3]]
];
Tilemap.WATERFALL_AUTOTILE_TABLE = [
[[2,0],[1,0],[2,1],[1,1]],[[0,0],[1,0],[0,1],[1,1]],
[[2,0],[3,0],[2,1],[3,1]],[[0,0],[3,0],[0,1],[3,1]]
];
// The important members from Pixi.js
/**
* [read-only] The array of children of the tilemap.
*
* @property children
* @type Array
*/
/**
* [read-only] The object that contains the tilemap.
*
* @property parent
* @type Object
*/
/**
* Adds a child to the container.
*
* @method addChild
* @param {Object} child The child to add
* @return {Object} The child that was added
*/
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {Object} child The child to add
* @param {Number} index The index to place the child in
* @return {Object} The child that was added
*/
/**
* Removes a child from the container.
*
* @method removeChild
* @param {Object} child The child to remove
* @return {Object} The child that was removed
*/
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {Object} The child that was removed
*/
//-----------------------------------------------------------------------------
/**
* The sprite object for a tiling image.
*
* @class TilingSprite
* @constructor
* @param {Bitmap} bitmap The image for the tiling sprite
*/
function TilingSprite() {
this.initialize.apply(this, arguments);
}
TilingSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
TilingSprite.prototype.constructor = TilingSprite;
TilingSprite.prototype.initialize = function(bitmap) {
var texture = new PIXI.Texture(new PIXI.BaseTexture());
PIXI.TilingSprite.call(this, texture);
this._bitmap = null;
this._width = 0;
this._height = 0;
this._frame = new Rectangle();
/**
* The origin point of the tiling sprite for scrolling.
*
* @property origin
* @type Point
*/
this.origin = new Point();
this.bitmap = bitmap;
};
/**
* The image for the tiling sprite.
*
* @property bitmap
* @type Bitmap
*/
Object.defineProperty(TilingSprite.prototype, 'bitmap', {
get: function() {
return this._bitmap;
},
set: function(value) {
if (this._bitmap !== value) {
this._bitmap = value;
if (this._bitmap) {
this._bitmap.addLoadListener(this._onBitmapLoad.bind(this));
} else {
this.texture.setFrame(Rectangle.emptyRectangle);
}
}
},
configurable: true
});
/**
* The opacity of the tiling sprite (0 to 255).
*
* @property opacity
* @type Number
*/
Object.defineProperty(TilingSprite.prototype, 'opacity', {
get: function() {
return this.alpha * 255;
},
set: function(value) {
this.alpha = value.clamp(0, 255) / 255;
},
configurable: true
});
TilingSprite.prototype.generateTilingTexture = function(arg) {
PIXI.TilingSprite.prototype.generateTilingTexture.call(this, arg);
// Purge from Pixi's Cache
if (Graphics.isWebGL()) {
if (this.tilingTexture.canvasBuffer)
PIXI.Texture.removeTextureFromCache(this.tilingTexture.canvasBuffer.canvas._pixiId);
}
};
/**
* Updates the tiling sprite for each frame.
*
* @method update
*/
TilingSprite.prototype.update = function() {
this.children.forEach(function(child) {
if (child.update) {
child.update();
}
});
};
/**
* Sets the x, y, width, and height all at once.
*
* @method move
* @param {Number} x The x coordinate of the tiling sprite
* @param {Number} y The y coordinate of the tiling sprite
* @param {Number} width The width of the tiling sprite
* @param {Number} height The height of the tiling sprite
*/
TilingSprite.prototype.move = function(x, y, width, height) {
this.x = x || 0;
this.y = y || 0;
this._width = width || 0;
this._height = height || 0;
};
/**
* Specifies the region of the image that the tiling sprite will use.
*
* @method setFrame
* @param {Number} x The x coordinate of the frame
* @param {Number} y The y coordinate of the frame
* @param {Number} width The width of the frame
* @param {Number} height The height of the frame
*/
TilingSprite.prototype.setFrame = function(x, y, width, height) {
this._frame.x = x;
this._frame.y = y;
this._frame.width = width;
this._frame.height = height;
this._refresh();
};
/**
* @method updateTransform
* @private
*/
TilingSprite.prototype.updateTransform = function() {
this.tilePosition.x = Math.round(-this.origin.x);
this.tilePosition.y = Math.round(-this.origin.y);
if (!this.tilingTexture) {
this.originalTexture = null;
this.generateTilingTexture(true);
}
PIXI.TilingSprite.prototype.updateTransform.call(this);
};
/**
* @method _onBitmapLoad
* @private
*/
TilingSprite.prototype._onBitmapLoad = function() {
this.texture.baseTexture = this._bitmap.baseTexture;
this._refresh();
};
/**
* @method _refresh
* @private
*/
TilingSprite.prototype._refresh = function() {
var frame = this._frame.clone();
if (frame.width === 0 && frame.height === 0 && this._bitmap) {
frame.width = this._bitmap.width;
frame.height = this._bitmap.height;
}
var lastTrim = this.texture.trim;
this.texture.trim = frame;
this.texture.setFrame(frame);
this.texture.trim = lastTrim;
this.tilingTexture = null;
};
// The important members from Pixi.js
/**
* The visibility of the tiling sprite.
*
* @property visible
* @type Boolean
*/
/**
* The x coordinate of the tiling sprite.
*
* @property x
* @type Number
*/
/**
* The y coordinate of the tiling sprite.
*
* @property y
* @type Number
*/
//-----------------------------------------------------------------------------
/**
* The sprite which covers the entire game screen.
*
* @class ScreenSprite
* @constructor
*/
function ScreenSprite() {
this.initialize.apply(this, arguments);
}
ScreenSprite.prototype = Object.create(PIXI.Sprite.prototype);
ScreenSprite.prototype.constructor = ScreenSprite;
ScreenSprite.prototype.initialize = function() {
var texture = new PIXI.Texture(new PIXI.BaseTexture());
PIXI.Sprite.call(this, texture);
this._bitmap = new Bitmap(1, 1);
this.texture.baseTexture = this._bitmap.baseTexture;
this.texture.setFrame(new Rectangle(0, 0, 1, 1));
this.scale.x = Graphics.width;
this.scale.y = Graphics.height;
this.opacity = 0;
this._red = -1;
this._green = -1;
this._blue = -1;
this._colorText = '';
this.setBlack();
};
/**
* The opacity of the sprite (0 to 255).
*
* @property opacity
* @type Number
*/
Object.defineProperty(ScreenSprite.prototype, 'opacity', {
get: function() {
return this.alpha * 255;
},
set: function(value) {
this.alpha = value.clamp(0, 255) / 255;
},
configurable: true
});
/**
* Sets black to the color of the screen sprite.
*
* @method setBlack
*/
ScreenSprite.prototype.setBlack = function() {
this.setColor(0, 0, 0);
};
/**
* Sets white to the color of the screen sprite.
*
* @method setWhite
*/
ScreenSprite.prototype.setWhite = function() {
this.setColor(255, 255, 255);
};
/**
* Sets the color of the screen sprite by values.
*
* @method setColor
* @param {Number} r The red value in the range (0, 255)
* @param {Number} g The green value in the range (0, 255)
* @param {Number} b The blue value in the range (0, 255)
*/
ScreenSprite.prototype.setColor = function(r, g, b) {
if (this._red !== r || this._green !== g || this._blue !== b) {
r = Math.round(r || 0).clamp(0, 255);
g = Math.round(g || 0).clamp(0, 255);
b = Math.round(b || 0).clamp(0, 255);
this._red = r;
this._green = g;
this._blue = b;
this._colorText = Utils.rgbToCssColor(r, g, b);
this._bitmap.fillAll(this._colorText);
}
};
/**
* @method _renderCanvas
* @param {Object} renderSession
* @private
*/
ScreenSprite.prototype._renderCanvas = function(renderSession) {
if (this.visible && this.alpha > 0) {
var context = renderSession.context;
var t = this.worldTransform;
var r = renderSession.resolution;
context.setTransform(t.a, t.b, t.c, t.d, t.tx * r, t.ty * r);
context.globalCompositeOperation = PIXI.blendModesCanvas[this.blendMode];
context.globalAlpha = this.alpha;
context.fillStyle = this._colorText;
context.fillRect(0, 0, Graphics.width, Graphics.height);
}
};
//-----------------------------------------------------------------------------
/**
* The window in the game.
*
* @class Window
* @constructor
*/
function Window() {
this.initialize.apply(this, arguments);
}
Window.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Window.prototype.constructor = Window;
Window.prototype.initialize = function() {
PIXI.DisplayObjectContainer.call(this);
this._isWindow = true;
this._windowskin = null;
this._width = 0;
this._height = 0;
this._cursorRect = new Rectangle();
this._openness = 255;
this._animationCount = 0;
this._padding = 18;
this._margin = 4;
this._colorTone = [0, 0, 0];
this._windowSpriteContainer = null;
this._windowBackSprite = null;
this._windowCursorSprite = null;
this._windowFrameSprite = null;
this._windowContentsSprite = null;
this._windowArrowSprites = [];
this._windowPauseSignSprite = null;
this._createAllParts();
/**
* The origin point of the window for scrolling.
*
* @property origin
* @type Point
*/
this.origin = new Point();
/**
* The active state for the window.
*
* @property active
* @type Boolean
*/
this.active = true;
/**
* The visibility of the down scroll arrow.
*
* @property downArrowVisible
* @type Boolean
*/
this.downArrowVisible = false;
/**
* The visibility of the up scroll arrow.
*
* @property upArrowVisible
* @type Boolean
*/
this.upArrowVisible = false;
/**
* The visibility of the pause sign.
*
* @property pause
* @type Boolean
*/
this.pause = false;
};
/**
* The image used as a window skin.
*
* @property windowskin
* @type Bitmap
*/
Object.defineProperty(Window.prototype, 'windowskin', {
get: function() {
return this._windowskin;
},
set: function(value) {
if (this._windowskin !== value) {
this._windowskin = value;
this._windowskin.addLoadListener(this._onWindowskinLoad.bind(this));
}
},
configurable: true
});
/**
* The bitmap used for the window contents.
*
* @property contents
* @type Bitmap
*/
Object.defineProperty(Window.prototype, 'contents', {
get: function() {
return this._windowContentsSprite.bitmap;
},
set: function(value) {
this._windowContentsSprite.bitmap = value;
},
configurable: true
});
/**
* The width of the window in pixels.
*
* @property width
* @type Number
*/
Object.defineProperty(Window.prototype, 'width', {
get: function() {
return this._width;
},
set: function(value) {
this._width = value;
this._refreshAllParts();
},
configurable: true
});
/**
* The height of the window in pixels.
*
* @property height
* @type Number
*/
Object.defineProperty(Window.prototype, 'height', {
get: function() {
return this._height;
},
set: function(value) {
this._height = value;
this._refreshAllParts();
},
configurable: true
});
/**
* The size of the padding between the frame and contents.
*
* @property padding
* @type Number
*/
Object.defineProperty(Window.prototype, 'padding', {
get: function() {
return this._padding;
},
set: function(value) {
this._padding = value;
this._refreshAllParts();
},
configurable: true
});
/**
* The size of the margin for the window background.
*
* @property margin
* @type Number
*/
Object.defineProperty(Window.prototype, 'margin', {
get: function() {
return this._margin;
},
set: function(value) {
this._margin = value;
this._refreshAllParts();
},
configurable: true
});
/**
* The opacity of the window without contents (0 to 255).
*
* @property opacity
* @type Number
*/
Object.defineProperty(Window.prototype, 'opacity', {
get: function() {
return this._windowSpriteContainer.alpha * 255;
},
set: function(value) {
this._windowSpriteContainer.alpha = value.clamp(0, 255) / 255;
},
configurable: true
});
/**
* The opacity of the window background (0 to 255).
*
* @property backOpacity
* @type Number
*/
Object.defineProperty(Window.prototype, 'backOpacity', {
get: function() {
return this._windowBackSprite.alpha * 255;
},
set: function(value) {
this._windowBackSprite.alpha = value.clamp(0, 255) / 255;
},
configurable: true
});
/**
* The opacity of the window contents (0 to 255).
*
* @property contentsOpacity
* @type Number
*/
Object.defineProperty(Window.prototype, 'contentsOpacity', {
get: function() {
return this._windowContentsSprite.alpha * 255;
},
set: function(value) {
this._windowContentsSprite.alpha = value.clamp(0, 255) / 255;
},
configurable: true
});
/**
* The openness of the window (0 to 255).
*
* @property openness
* @type Number
*/
Object.defineProperty(Window.prototype, 'openness', {
get: function() {
return this._openness;
},
set: function(value) {
if (this._openness !== value) {
this._openness = value.clamp(0, 255);
this._windowSpriteContainer.scale.y = this._openness / 255;
this._windowSpriteContainer.y = this.height / 2 * (1 - this._openness / 255);
}
},
configurable: true
});
/**
* Updates the window for each frame.
*
* @method update
*/
Window.prototype.update = function() {
if (this.active) {
this._animationCount++;
}
this.children.forEach(function(child) {
if (child.update) {
child.update();
}
});
};
/**
* Sets the x, y, width, and height all at once.
*
* @method move
* @param {Number} x The x coordinate of the window
* @param {Number} y The y coordinate of the window
* @param {Number} width The width of the window
* @param {Number} height The height of the window
*/
Window.prototype.move = function(x, y, width, height) {
this.x = x || 0;
this.y = y || 0;
if (this._width !== width || this._height !== height) {
this._width = width || 0;
this._height = height || 0;
this._refreshAllParts();
}
};
/**
* Returns true if the window is completely open (openness == 255).
*
* @method isOpen
*/
Window.prototype.isOpen = function() {
return this._openness >= 255;
};
/**
* Returns true if the window is completely closed (openness == 0).
*
* @method isClosed
*/
Window.prototype.isClosed = function() {
return this._openness <= 0;
};
/**
* Sets the position of the command cursor.
*
* @method setCursorRect
* @param {Number} x The x coordinate of the cursor
* @param {Number} y The y coordinate of the cursor
* @param {Number} width The width of the cursor
* @param {Number} height The height of the cursor
*/
Window.prototype.setCursorRect = function(x, y, width, height) {
var cx = Math.floor(x || 0);
var cy = Math.floor(y || 0);
var cw = Math.floor(width || 0);
var ch = Math.floor(height || 0);
var rect = this._cursorRect;
if (rect.x !== cx || rect.y !== cy || rect.width !== cw || rect.height !== ch) {
this._cursorRect.x = cx;
this._cursorRect.y = cy;
this._cursorRect.width = cw;
this._cursorRect.height = ch;
this._refreshCursor();
}
};
/**
* Changes the color of the background.
*
* @method setTone
* @param {Number} r The red value in the range (-255, 255)
* @param {Number} g The green value in the range (-255, 255)
* @param {Number} b The blue value in the range (-255, 255)
*/
Window.prototype.setTone = function(r, g, b) {
var tone = this._colorTone;
if (r !== tone[0] || g !== tone[1] || b !== tone[2]) {
this._colorTone = [r, g, b];
this._refreshBack();
}
};
/**
* Adds a child between the background and contents.
*
* @method addChildToBack
* @param {Object} child The child to add
* @return {Object} The child that was added
*/
Window.prototype.addChildToBack = function(child) {
var containerIndex = this.children.indexOf(this._windowSpriteContainer);
return this.addChildAt(child, containerIndex + 1);
};
/**
* @method updateTransform
* @private
*/
Window.prototype.updateTransform = function() {
this._updateCursor();
this._updateArrows();
this._updatePauseSign();
this._updateContents();
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
};
/**
* @method _createAllParts
* @private
*/
Window.prototype._createAllParts = function() {
this._windowSpriteContainer = new PIXI.DisplayObjectContainer();
this._windowBackSprite = new Sprite();
this._windowCursorSprite = new Sprite();
this._windowFrameSprite = new Sprite();
this._windowContentsSprite = new Sprite();
this._downArrowSprite = new Sprite();
this._upArrowSprite = new Sprite();
this._windowPauseSignSprite = new Sprite();
this._windowBackSprite.bitmap = new Bitmap(1, 1);
this._windowBackSprite.alpha = 192 / 255;
this.addChild(this._windowSpriteContainer);
this._windowSpriteContainer.addChild(this._windowBackSprite);
this._windowSpriteContainer.addChild(this._windowFrameSprite);
this.addChild(this._windowCursorSprite);
this.addChild(this._windowContentsSprite);
this.addChild(this._downArrowSprite);
this.addChild(this._upArrowSprite);
this.addChild(this._windowPauseSignSprite);
};
/**
* @method _onWindowskinLoad
* @private
*/
Window.prototype._onWindowskinLoad = function() {
this._refreshAllParts();
};
/**
* @method _refreshAllParts
* @private
*/
Window.prototype._refreshAllParts = function() {
this._refreshBack();
this._refreshFrame();
this._refreshCursor();
this._refreshContents();
this._refreshArrows();
this._refreshPauseSign();
};
/**
* @method _refreshBack
* @private
*/
Window.prototype._refreshBack = function() {
var m = this._margin;
var w = this._width - m * 2;
var h = this._height - m * 2;
var bitmap = new Bitmap(w, h);
this._windowBackSprite.bitmap = bitmap;
this._windowBackSprite.setFrame(0, 0, w, h);
this._windowBackSprite.move(m, m);
if (w > 0 && h > 0 && this._windowskin) {
var p = 96;
bitmap.blt(this._windowskin, 0, 0, p, p, 0, 0, w, h);
for (var y = 0; y < h; y += p) {
for (var x = 0; x < w; x += p) {
bitmap.blt(this._windowskin, 0, p, p, p, x, y, p, p);
}
}
var tone = this._colorTone;
bitmap.adjustTone(tone[0], tone[1], tone[2]);
}
};
/**
* @method _refreshFrame
* @private
*/
Window.prototype._refreshFrame = function() {
var w = this._width;
var h = this._height;
var m = 24;
var bitmap = new Bitmap(w, h);
this._windowFrameSprite.bitmap = bitmap;
this._windowFrameSprite.setFrame(0, 0, w, h);
if (w > 0 && h > 0 && this._windowskin) {
var skin = this._windowskin;
var p = 96;
var q = 96;
bitmap.blt(skin, p+m, 0+0, p-m*2, m, m, 0, w-m*2, m);
bitmap.blt(skin, p+m, 0+q-m, p-m*2, m, m, h-m, w-m*2, m);
bitmap.blt(skin, p+0, 0+m, m, p-m*2, 0, m, m, h-m*2);
bitmap.blt(skin, p+q-m, 0+m, m, p-m*2, w-m, m, m, h-m*2);
bitmap.blt(skin, p+0, 0+0, m, m, 0, 0, m, m);
bitmap.blt(skin, p+q-m, 0+0, m, m, w-m, 0, m, m);
bitmap.blt(skin, p+0, 0+q-m, m, m, 0, h-m, m, m);
bitmap.blt(skin, p+q-m, 0+q-m, m, m, w-m, h-m, m, m);
}
};
/**
* @method _refreshCursor
* @private
*/
Window.prototype._refreshCursor = function() {
var pad = this._padding;
var x = this._cursorRect.x + pad - this.origin.x;
var y = this._cursorRect.y + pad - this.origin.y;
var w = this._cursorRect.width;
var h = this._cursorRect.height;
var m = 4;
var x2 = Math.max(x, pad);
var y2 = Math.max(y, pad);
var ox = x - x2;
var oy = y - y2;
var w2 = Math.min(w, this._width - pad - x2);
var h2 = Math.min(h, this._height - pad - y2);
var bitmap = new Bitmap(w2, h2);
this._windowCursorSprite.bitmap = bitmap;
this._windowCursorSprite.setFrame(0, 0, w2, h2);
this._windowCursorSprite.move(x2, y2);
if (w > 0 && h > 0 && this._windowskin) {
var skin = this._windowskin;
var p = 96;
var q = 48;
bitmap.blt(skin, p+m, p+m, q-m*2, q-m*2, ox+m, oy+m, w-m*2, h-m*2);
bitmap.blt(skin, p+m, p+0, q-m*2, m, ox+m, oy+0, w-m*2, m);
bitmap.blt(skin, p+m, p+q-m, q-m*2, m, ox+m, oy+h-m, w-m*2, m);
bitmap.blt(skin, p+0, p+m, m, q-m*2, ox+0, oy+m, m, h-m*2);
bitmap.blt(skin, p+q-m, p+m, m, q-m*2, ox+w-m, oy+m, m, h-m*2);
bitmap.blt(skin, p+0, p+0, m, m, ox+0, oy+0, m, m);
bitmap.blt(skin, p+q-m, p+0, m, m, ox+w-m, oy+0, m, m);
bitmap.blt(skin, p+0, p+q-m, m, m, ox+0, oy+h-m, m, m);
bitmap.blt(skin, p+q-m, p+q-m, m, m, ox+w-m, oy+h-m, m, m);
}
};
/**
* @method _refreshContents
* @private
*/
Window.prototype._refreshContents = function() {
this._windowContentsSprite.move(this.padding, this.padding);
};
/**
* @method _refreshArrows
* @private
*/
Window.prototype._refreshArrows = function() {
var w = this._width;
var h = this._height;
var p = 24;
var q = p/2;
var sx = 96+p;
var sy = 0+p;
this._downArrowSprite.bitmap = this._windowskin;
this._downArrowSprite.anchor.x = 0.5;
this._downArrowSprite.anchor.y = 0.5;
this._downArrowSprite.setFrame(sx+q, sy+q+p, p, q);
this._downArrowSprite.move(w/2, h-q);
this._upArrowSprite.bitmap = this._windowskin;
this._upArrowSprite.anchor.x = 0.5;
this._upArrowSprite.anchor.y = 0.5;
this._upArrowSprite.setFrame(sx+q, sy, p, q);
this._upArrowSprite.move(w/2, q);
};
/**
* @method _refreshPauseSign
* @private
*/
Window.prototype._refreshPauseSign = function() {
var sx = 144;
var sy = 96;
var p = 24;
this._windowPauseSignSprite.bitmap = this._windowskin;
this._windowPauseSignSprite.anchor.x = 0.5;
this._windowPauseSignSprite.anchor.y = 1;
this._windowPauseSignSprite.move(this._width / 2, this._height);
this._windowPauseSignSprite.setFrame(sx, sy, p, p);
this._windowPauseSignSprite.alpha = 0;
};
/**
* @method _updateCursor
* @private
*/
Window.prototype._updateCursor = function() {
var blinkCount = this._animationCount % 40;
var cursorOpacity = this.contentsOpacity;
if (this.active) {
if (blinkCount < 20) {
cursorOpacity -= blinkCount * 8;
} else {
cursorOpacity -= (40 - blinkCount) * 8;
}
}
this._windowCursorSprite.alpha = cursorOpacity / 255;
this._windowCursorSprite.visible = this.isOpen();
};
/**
* @method _updateContents
* @private
*/
Window.prototype._updateContents = function() {
var w = this._width - this._padding * 2;
var h = this._height - this._padding * 2;
if (w > 0 && h > 0) {
this._windowContentsSprite.setFrame(this.origin.x, this.origin.y, w, h);
this._windowContentsSprite.visible = this.isOpen();
} else {
this._windowContentsSprite.visible = false;
}
};
/**
* @method _updateArrows
* @private
*/
Window.prototype._updateArrows = function() {
this._downArrowSprite.visible = this.isOpen() && this.downArrowVisible;
this._upArrowSprite.visible = this.isOpen() && this.upArrowVisible;
};
/**
* @method _updatePauseSign
* @private
*/
Window.prototype._updatePauseSign = function() {
var sprite = this._windowPauseSignSprite;
var x = Math.floor(this._animationCount / 16) % 2;
var y = Math.floor(this._animationCount / 16 / 2) % 2;
var sx = 144;
var sy = 96;
var p = 24;
if (!this.pause) {
sprite.alpha = 0;
} else if (sprite.alpha < 1) {
sprite.alpha = Math.min(sprite.alpha + 0.1, 1);
}
sprite.setFrame(sx+x*p, sy+y*p, p, p);
sprite.visible = this.isOpen();
};
// The important members from Pixi.js
/**
* The visibility of the window.
*
* @property visible
* @type Boolean
*/
/**
* The x coordinate of the window.
*
* @property x
* @type Number
*/
/**
* The y coordinate of the window.
*
* @property y
* @type Number
*/
/**
* [read-only] The array of children of the window.
*
* @property children
* @type Array
*/
/**
* [read-only] The object that contains the window.
*
* @property parent
* @type Object
*/
/**
* Adds a child to the container.
*
* @method addChild
* @param {Object} child The child to add
* @return {Object} The child that was added
*/
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {Object} child The child to add
* @param {Number} index The index to place the child in
* @return {Object} The child that was added
*/
/**
* Removes a child from the container.
*
* @method removeChild
* @param {Object} child The child to remove
* @return {Object} The child that was removed
*/
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {Object} The child that was removed
*/
//-----------------------------------------------------------------------------
/**
* The layer which contains game windows.
*
* @class WindowLayer
* @constructor
*/
function WindowLayer() {
this.initialize.apply(this, arguments);
}
WindowLayer.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
WindowLayer.prototype.constructor = WindowLayer;
WindowLayer.prototype.initialize = function() {
PIXI.DisplayObjectContainer.call(this);
this._width = 0;
this._height = 0;
this._tempCanvas = null;
this._vertexBuffer = null;
this._translationMatrix = [1, 0, 0, 0, 1, 0, 0, 0, 1];
this._dummySprite = new Sprite(new Bitmap(1, 1));
};
/**
* The width of the window layer in pixels.
*
* @property width
* @type Number
*/
Object.defineProperty(WindowLayer.prototype, 'width', {
get: function() {
return this._width;
},
set: function(value) {
this._width = value;
},
configurable: true
});
/**
* The height of the window layer in pixels.
*
* @property height
* @type Number
*/
Object.defineProperty(WindowLayer.prototype, 'height', {
get: function() {
return this._height;
},
set: function(value) {
this._height = value;
},
configurable: true
});
/**
* Sets the x, y, width, and height all at once.
*
* @method move
* @param {Number} x The x coordinate of the window layer
* @param {Number} y The y coordinate of the window layer
* @param {Number} width The width of the window layer
* @param {Number} height The height of the window layer
*/
WindowLayer.prototype.move = function(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
};
/**
* Updates the window layer for each frame.
*
* @method update
*/
WindowLayer.prototype.update = function() {
this.children.forEach(function(child) {
if (child.update) {
child.update();
}
});
};
/**
* @method _renderCanvas
* @param {Object} renderSession
* @private
*/
WindowLayer.prototype._renderCanvas = function(renderSession) {
if (!this.visible) {
return;
}
if (!this._tempCanvas) {
this._tempCanvas = document.createElement('canvas');
}
this._tempCanvas.width = Graphics.width;
this._tempCanvas.height = Graphics.height;
var realCanvasContext = renderSession.context;
var context = this._tempCanvas.getContext('2d');
context.save();
context.clearRect(0, 0, Graphics.width, Graphics.height);
context.beginPath();
context.rect(this.x, this.y, this.width, this.height);
context.closePath();
context.clip();
renderSession.context = context;
for (var i = 0; i < this.children.length; i++) {
var child = this.children[i];
if (child._isWindow && child.visible && child.openness > 0) {
this._canvasClearWindowRect(renderSession, child);
context.save();
child._renderCanvas(renderSession);
context.restore();
}
}
context.restore();
renderSession.context = realCanvasContext;
renderSession.context.setTransform(1, 0, 0, 1, 0, 0);
renderSession.context.globalCompositeOperation = 'source-over';
renderSession.context.globalAlpha = 1;
renderSession.context.drawImage(this._tempCanvas, 0, 0);
for (var j = 0; j < this.children.length; j++) {
if (!this.children[j]._isWindow) {
this.children[j]._renderCanvas(renderSession);
}
}
};
/**
* @method _canvasClearWindowRect
* @param {Object} renderSession
* @param {Window} window
* @private
*/
WindowLayer.prototype._canvasClearWindowRect = function(renderSession, window) {
var rx = this.x + window.x;
var ry = this.y + window.y + window.height / 2 * (1 - window._openness / 255);
var rw = window.width;
var rh = window.height * window._openness / 255;
renderSession.context.clearRect(rx, ry, rw, rh);
};
/**
* @method _renderWebGL
* @param {Object} renderSession
* @private
*/
WindowLayer.prototype._renderWebGL = function(renderSession) {
if (!this.visible) {
return;
}
var gl = renderSession.gl;
if (!this._vertexBuffer) {
this._vertexBuffer = gl.createBuffer();
}
this._dummySprite._renderWebGL(renderSession);
renderSession.spriteBatch.stop();
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
this._webglMaskOutside(renderSession);
renderSession.spriteBatch.start();
for (var i = this.children.length - 1; i >= 0; i--) {
var child = this.children[i];
if (child._isWindow && child.visible && child.openness > 0) {
gl.stencilFunc(gl.EQUAL, 0, 0xFF);
child._renderWebGL(renderSession);
renderSession.spriteBatch.stop();
this._webglMaskWindow(renderSession, child);
renderSession.spriteBatch.start();
}
}
gl.disable(gl.STENCIL_TEST);
for (var j = 0; j < this.children.length; j++) {
if (!this.children[j]._isWindow) {
this.children[j]._renderWebGL(renderSession);
}
}
};
/**
* @method _webglMaskOutside
* @param {Object} renderSession
* @private
*/
WindowLayer.prototype._webglMaskOutside = function(renderSession) {
var x1 = this.x;
var y1 = this.y;
var x2 = this.x + this.width;
var y2 = this.y + this.height;
this._webglMaskRect(renderSession, 0, 0, Graphics.width, y1);
this._webglMaskRect(renderSession, 0, y2, Graphics.width, Graphics.height - y2);
this._webglMaskRect(renderSession, 0, 0, x1, Graphics.height);
this._webglMaskRect(renderSession, x2, 0, Graphics.width - x2, Graphics.height);
};
/**
* @method _webglMaskWindow
* @param {Object} renderSession
* @param {Window} window
* @private
*/
WindowLayer.prototype._webglMaskWindow = function(renderSession, window) {
var rx = this.x + window.x;
var ry = this.y + window.y + window.height / 2 * (1 - window._openness / 255);
var rw = window.width;
var rh = window.height * window._openness / 255;
this._webglMaskRect(renderSession, rx, ry, rw, rh);
};
/**
* @method _webglMaskRect
* @param {Object} renderSession
* @param {Number} x
* @param {Number} y
* @param {Number} w
* @param {Number} h
* @private
*/
WindowLayer.prototype._webglMaskRect = function(renderSession, x, y, w, h) {
if (w > 0 && h > 0) {
var gl = renderSession.gl;
var projection = renderSession.projection;
var offset = renderSession.offset;
var shader = renderSession.shaderManager.primitiveShader;
renderSession.shaderManager.setShader(shader);
gl.uniformMatrix3fv(shader.translationMatrix, false, this._translationMatrix);
gl.uniform1f(shader.flipY, 1);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.stencilFunc(gl.EQUAL, 0, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);
var data = new Float32Array([x, y, x+w, y, x, y+h, x, y+h, x+w, y, x+w, y+h]);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
gl.enableVertexAttribArray(shader.aVertexPosition);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
}
};
// The important members from Pixi.js
/**
* The x coordinate of the window layer.
*
* @property x
* @type Number
*/
/**
* The y coordinate of the window layer.
*
* @property y
* @type Number
*/
/**
* [read-only] The array of children of the window layer.
*
* @property children
* @type Array
*/
/**
* [read-only] The object that contains the window layer.
*
* @property parent
* @type Object
*/
/**
* Adds a child to the container.
*
* @method addChild
* @param {Object} child The child to add
* @return {Object} The child that was added
*/
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {Object} child The child to add
* @param {Number} index The index to place the child in
* @return {Object} The child that was added
*/
/**
* Removes a child from the container.
*
* @method removeChild
* @param {Object} child The child to remove
* @return {Object} The child that was removed
*/
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {Object} The child that was removed
*/
//-----------------------------------------------------------------------------
/**
* The weather effect which displays rain, storm, or snow.
*
* @class Weather
* @constructor
*/
function Weather() {
this.initialize.apply(this, arguments);
}
Weather.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Weather.prototype.constructor = Weather;
Weather.prototype.initialize = function() {
PIXI.DisplayObjectContainer.call(this);
this._width = Graphics.width;
this._height = Graphics.height;
this._sprites = [];
this._createBitmaps();
this._createDimmer();
/**
* The type of the weather in ['none', 'rain', 'storm', 'snow'].
*
* @property type
* @type String
*/
this.type = 'none';
/**
* The power of the weather in the range (0, 9).
*
* @property power
* @type Number
*/
this.power = 0;
/**
* The origin point of the weather for scrolling.
*
* @property origin
* @type Point
*/
this.origin = new Point();
};
/**
* Updates the weather for each frame.
*
* @method update
*/
Weather.prototype.update = function() {
this._updateDimmer();
this._updateAllSprites();
};
/**
* @method _createBitmaps
* @private
*/
Weather.prototype._createBitmaps = function() {
this._rainBitmap = new Bitmap(1, 60);
this._rainBitmap.fillAll('white');
this._stormBitmap = new Bitmap(2, 100);
this._stormBitmap.fillAll('white');
this._snowBitmap = new Bitmap(9, 9);
this._snowBitmap.drawCircle(4, 4, 4, 'white');
};
/**
* @method _createDimmer
* @private
*/
Weather.prototype._createDimmer = function() {
this._dimmerSprite = new ScreenSprite();
this._dimmerSprite.setColor(80, 80, 80);
this.addChild(this._dimmerSprite);
};
/**
* @method _updateDimmer
* @private
*/
Weather.prototype._updateDimmer = function() {
this._dimmerSprite.opacity = Math.floor(this.power * 6);
};
/**
* @method _updateAllSprites
* @private
*/
Weather.prototype._updateAllSprites = function() {
var maxSprites = Math.floor(this.power * 10);
while (this._sprites.length < maxSprites) {
this._addSprite();
}
while (this._sprites.length > maxSprites) {
this._removeSprite();
}
this._sprites.forEach(function(sprite) {
this._updateSprite(sprite);
sprite.x = sprite.ax - this.origin.x;
sprite.y = sprite.ay - this.origin.y;
}, this);
};
/**
* @method _addSprite
* @private
*/
Weather.prototype._addSprite = function() {
var sprite = new Sprite(this.viewport);
sprite.opacity = 0;
this._sprites.push(sprite);
this.addChild(sprite);
};
/**
* @method _removeSprite
* @private
*/
Weather.prototype._removeSprite = function() {
this.removeChild(this._sprites.pop());
};
/**
* @method _updateSprite
* @param {Sprite} sprite
* @private
*/
Weather.prototype._updateSprite = function(sprite) {
switch (this.type) {
case 'rain':
this._updateRainSprite(sprite);
break;
case 'storm':
this._updateStormSprite(sprite);
break;
case 'snow':
this._updateSnowSprite(sprite);
break;
}
if (sprite.opacity < 40) {
this._rebornSprite(sprite);
}
};
/**
* @method _updateRainSprite
* @param {Sprite} sprite
* @private
*/
Weather.prototype._updateRainSprite = function(sprite) {
sprite.bitmap = this._rainBitmap;
sprite.rotation = Math.PI / 16;
sprite.ax -= 6 * Math.sin(sprite.rotation);
sprite.ay += 6 * Math.cos(sprite.rotation);
sprite.opacity -= 6;
};
/**
* @method _updateStormSprite
* @param {Sprite} sprite
* @private
*/
Weather.prototype._updateStormSprite = function(sprite) {
sprite.bitmap = this._stormBitmap;
sprite.rotation = Math.PI / 8;
sprite.ax -= 8 * Math.sin(sprite.rotation);
sprite.ay += 8 * Math.cos(sprite.rotation);
sprite.opacity -= 8;
};
/**
* @method _updateSnowSprite
* @param {Sprite} sprite
* @private
*/
Weather.prototype._updateSnowSprite = function(sprite) {
sprite.bitmap = this._snowBitmap;
sprite.rotation = Math.PI / 16;
sprite.ax -= 3 * Math.sin(sprite.rotation);
sprite.ay += 3 * Math.cos(sprite.rotation);
sprite.opacity -= 3;
};
/**
* @method _rebornSprite
* @param {Sprite} sprite
* @private
*/
Weather.prototype._rebornSprite = function(sprite) {
sprite.ax = Math.randomInt(Graphics.width + 100) - 100 + this.origin.x;
sprite.ay = Math.randomInt(Graphics.height + 200) - 200 + this.origin.y;
sprite.opacity = 160 + Math.randomInt(60);
};
//-----------------------------------------------------------------------------
/**
* The color matrix filter for WebGL.
*
* @class ToneFilter
* @constructor
*/
function ToneFilter() {
PIXI.AbstractFilter.call(this);
this.initialize.apply(this, arguments);
}
ToneFilter.prototype = Object.create(PIXI.AbstractFilter.prototype);
ToneFilter.prototype.constructor = ToneFilter;
ToneFilter.prototype.initialize = function() {
this.passes = [this];
this.uniforms = {
matrix: {
type: 'mat4',
value: [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
}
};
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform mat4 matrix;',
'uniform sampler2D uSampler;',
'void main(void) {',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * matrix;',
'}'
];
};
/**
* Resets the filter.
*
* @method reset
*/
ToneFilter.prototype.reset = function() {
this.uniforms.matrix.value = [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];
};
/**
* Changes the hue.
*
* @method adjustHue
* @param {Number} value The hue value in the range (-360, 360)
*/
ToneFilter.prototype.adjustHue = function(value) {
value = (value || 0) / 180;
if (value !== 0) {
var c = Math.cos(value * Math.PI);
var s = Math.sin(value * Math.PI);
var a00 = 0.213 + c * 0.787 - s * 0.213;
var a01 = 0.715 - c * 0.715 - s * 0.715;
var a02 = 0.072 - c * 0.072 + s * 0.928;
var a10 = 0.213 - c * 0.213 + s * 0.143;
var a11 = 0.715 + c * 0.285 + s * 0.140;
var a12 = 0.072 - c * 0.072 - s * 0.283;
var a20 = 0.213 - c * 0.213 - s * 0.787;
var a21 = 0.715 - c * 0.715 + s * 0.715;
var a22 = 0.072 + c * 0.928 + s * 0.072;
this._multiplyMatrix([
a00, a01, a02, 0,
a10, a11, a12, 0,
a20, a21, a22, 0,
0, 0, 0, 1
]);
}
};
/**
* Changes the saturation.
*
* @method adjustSaturation
* @param {Number} value The saturation value in the range (-255, 255)
*/
ToneFilter.prototype.adjustSaturation = function(value) {
value = (value || 0).clamp(-255, 255) / 255;
if (value !== 0) {
var a = 1 + value;
var a00 = 0.213 + 0.787 * a;
var a01 = 0.715 - 0.715 * a;
var a02 = 0.072 - 0.072 * a;
var a10 = 0.213 - 0.213 * a;
var a11 = 0.715 + 0.285 * a;
var a12 = 0.072 - 0.072 * a;
var a20 = 0.213 - 0.213 * a;
var a21 = 0.715 - 0.715 * a;
var a22 = 0.072 + 0.928 * a;
this._multiplyMatrix([
a00, a01, a02, 0,
a10, a11, a12, 0,
a20, a21, a22, 0,
0, 0, 0, 1
]);
}
};
/**
* Changes the tone.
*
* @method adjustTone
* @param {Number} r The red strength in the range (-255, 255)
* @param {Number} g The green strength in the range (-255, 255)
* @param {Number} b The blue strength in the range (-255, 255)
*/
ToneFilter.prototype.adjustTone = function(r, g, b) {
r = (r || 0).clamp(-255, 255) / 255;
g = (g || 0).clamp(-255, 255) / 255;
b = (b || 0).clamp(-255, 255) / 255;
if (r !== 0 || g !== 0 || b !== 0) {
this._multiplyMatrix([
1, 0, 0, r,
0, 1, 0, g,
0, 0, 1, b,
0, 0, 0, 1
]);
}
};
/**
* @method _multiplyMatrix
* @param {Array} matrix
* @private
*/
ToneFilter.prototype._multiplyMatrix = function(matrix) {
var value = this.uniforms.matrix.value;
var temp = [];
for (var i = 0; i < 4; i++) {
for (var m = 0; m < 4; m++) {
temp[m] = value[i * 4 + m];
}
for (var j = 0; j < 4; j++) {
var val = 0;
for (var n = 0; n < 4; n++) {
val += matrix[n * 4 + j] * temp[n];
}
value[i * 4 + j] = val;
}
}
};
//-----------------------------------------------------------------------------
/**
* The sprite which changes the screen color in 2D canvas mode.
*
* @class ToneSprite
* @constructor
*/
function ToneSprite() {
this.initialize.apply(this, arguments);
}
ToneSprite.prototype = Object.create(PIXI.DisplayObject.prototype);
ToneSprite.prototype.constructor = ToneSprite;
ToneSprite.prototype.initialize = function() {
PIXI.DisplayObject.call(this);
this.clear();
};
/**
* Clears the tone.
*
* @method reset
*/
ToneSprite.prototype.clear = function() {
this._red = 0;
this._green = 0;
this._blue = 0;
this._gray = 0;
};
/**
* Sets the tone.
*
* @method setTone
* @param {Number} r The red strength in the range (-255, 255)
* @param {Number} g The green strength in the range (-255, 255)
* @param {Number} b The blue strength in the range (-255, 255)
* @param {Number} gray The grayscale level in the range (0, 255)
*/
ToneSprite.prototype.setTone = function(r, g, b, gray) {
this._red = Math.round(r || 0).clamp(-255, 255);
this._green = Math.round(g || 0).clamp(-255, 255);
this._blue = Math.round(b || 0).clamp(-255, 255);
this._gray = Math.round(gray || 0).clamp(0, 255);
};
/**
* @method _renderCanvas
* @param {Object} renderSession
* @private
*/
ToneSprite.prototype._renderCanvas = function(renderSession) {
if (this.visible) {
var context = renderSession.context;
var t = this.worldTransform;
var r = renderSession.resolution;
var width = Graphics.width;
var height = Graphics.height;
context.save();
context.setTransform(t.a, t.b, t.c, t.d, t.tx * r, t.ty * r);
if (Graphics.canUseSaturationBlend() && this._gray > 0) {
context.globalCompositeOperation = 'saturation';
context.globalAlpha = this._gray / 255;
context.fillStyle = '#ffffff';
context.fillRect(0, 0, width, height);
}
context.globalAlpha = 1;
var r1 = Math.max(0, this._red);
var g1 = Math.max(0, this._green);
var b1 = Math.max(0, this._blue);
if (r1 || g1 || b1) {
context.globalCompositeOperation = 'lighter';
context.fillStyle = Utils.rgbToCssColor(r1, g1, b1);
context.fillRect(0, 0, width, height);
}
if (Graphics.canUseDifferenceBlend()) {
var r2 = Math.max(0, -this._red);
var g2 = Math.max(0, -this._green);
var b2 = Math.max(0, -this._blue);
if (r2 || g2 || b2) {
context.globalCompositeOperation = 'difference';
context.fillStyle = '#ffffff';
context.fillRect(0, 0, width, height);
context.globalCompositeOperation = 'lighter';
context.fillStyle = Utils.rgbToCssColor(r2, g2, b2);
context.fillRect(0, 0, width, height);
context.globalCompositeOperation = 'difference';
context.fillStyle = '#ffffff';
context.fillRect(0, 0, width, height);
}
}
context.restore();
}
};
/**
* @method _renderWebGL
* @param {Object} renderSession
* @private
*/
ToneSprite.prototype._renderWebGL = function(renderSession) {
// Not supported
};
//-----------------------------------------------------------------------------
/**
* The root object of the display tree.
*
* @class Stage
* @constructor
*/
function Stage() {
this.initialize.apply(this, arguments);
}
Stage.prototype = Object.create(PIXI.Stage.prototype);
Stage.prototype.constructor = Stage;
Stage.prototype.initialize = function() {
PIXI.Stage.call(this);
// The interactive flag causes a memory leak.
this.interactive = false;
};
/**
* [read-only] The array of children of the stage.
*
* @property children
* @type Array
*/
/**
* Adds a child to the container.
*
* @method addChild
* @param {Object} child The child to add
* @return {Object} The child that was added
*/
/**
* Adds a child to the container at a specified index.
*
* @method addChildAt
* @param {Object} child The child to add
* @param {Number} index The index to place the child in
* @return {Object} The child that was added
*/
/**
* Removes a child from the container.
*
* @method removeChild
* @param {Object} child The child to remove
* @return {Object} The child that was removed
*/
/**
* Removes a child from the specified index position.
*
* @method removeChildAt
* @param {Number} index The index to get the child from
* @return {Object} The child that was removed
*/
//-----------------------------------------------------------------------------
/**
* The audio object of Web Audio API.
*
* @class WebAudio
* @constructor
* @param {String} url The url of the audio file
*/
function WebAudio() {
this.initialize.apply(this, arguments);
}
WebAudio.prototype.initialize = function(url) {
if (!WebAudio._initialized) {
WebAudio.initialize();
}
this.clear();
this._load(url);
this._url = url;
};
WebAudio._context = null;
WebAudio._masterGainNode = null;
WebAudio._initialized = false;
WebAudio._unlocked = false;
/**
* Initializes the audio system.
*
* @static
* @method initialize
* @param {Boolean} noAudio Flag for the no-audio mode
* @return {Boolean} True if the audio system is available
*/
WebAudio.initialize = function(noAudio) {
if (!this._initialized) {
if (!noAudio) {
this._createContext();
this._detectCodecs();
this._createMasterGainNode();
this._setupEventHandlers();
}
this._initialized = true;
}
return !!this._context;
};
/**
* Checks whether the browser can play ogg files.
*
* @static
* @method canPlayOgg
* @return {Boolean} True if the browser can play ogg files
*/
WebAudio.canPlayOgg = function() {
if (!this._initialized) {
this.initialize();
}
return !!this._canPlayOgg;
};
/**
* Checks whether the browser can play m4a files.
*
* @static
* @method canPlayM4a
* @return {Boolean} True if the browser can play m4a files
*/
WebAudio.canPlayM4a = function() {
if (!this._initialized) {
this.initialize();
}
return !!this._canPlayM4a;
};
/**
* @static
* @method _createContext
* @private
*/
WebAudio._createContext = function() {
try {
if (typeof AudioContext !== 'undefined') {
this._context = new AudioContext();
} else if (typeof webkitAudioContext !== 'undefined') {
this._context = new webkitAudioContext();
}
} catch (e) {
this._context = null;
}
};
/**
* @static
* @method _detectCodecs
* @private
*/
WebAudio._detectCodecs = function() {
var audio = document.createElement('audio');
if (audio.canPlayType) {
this._canPlayOgg = audio.canPlayType('audio/ogg');
this._canPlayM4a = audio.canPlayType('audio/mp4');
}
};
/**
* @static
* @method _createMasterGainNode
* @private
*/
WebAudio._createMasterGainNode = function() {
var context = WebAudio._context;
if (context) {
this._masterGainNode = context.createGain();
this._masterGainNode.gain.value = 1;
this._masterGainNode.connect(context.destination);
}
};
/**
* @static
* @method _setupEventHandlers
* @private
*/
WebAudio._setupEventHandlers = function() {
document.addEventListener('touchstart', this._onTouchStart.bind(this));
document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this));
};
/**
* @static
* @method _onTouchStart
* @private
*/
WebAudio._onTouchStart = function() {
var context = WebAudio._context;
if (context && !this._unlocked) {
// Unlock Web Audio on iOS
var node = context.createBufferSource();
node.start(0);
this._unlocked = true;
}
};
/**
* @static
* @method _onVisibilityChange
* @private
*/
WebAudio._onVisibilityChange = function() {
if (document.visibilityState === 'hidden') {
this._onHide();
} else {
this._onShow();
}
};
/**
* @static
* @method _onHide
* @private
*/
WebAudio._onHide = function() {
if (this._shouldMuteOnHide()) {
this._fadeOut(1);
}
};
/**
* @static
* @method _onShow
* @private
*/
WebAudio._onShow = function() {
if (this._shouldMuteOnHide()) {
this._fadeIn(0.5);
}
};
/**
* @static
* @method _shouldMuteOnHide
* @private
*/
WebAudio._shouldMuteOnHide = function() {
return Utils.isMobileDevice();
};
/**
* @static
* @method _fadeIn
* @param {Number} duration
* @private
*/
WebAudio._fadeIn = function(duration) {
if (this._masterGainNode) {
var gain = this._masterGainNode.gain;
var currentTime = WebAudio._context.currentTime;
gain.setValueAtTime(gain.value, currentTime);
gain.linearRampToValueAtTime(1, currentTime + duration);
}
};
/**
* @static
* @method _fadeOut
* @param {Number} duration
* @private
*/
WebAudio._fadeOut = function(duration) {
if (this._masterGainNode) {
var gain = this._masterGainNode.gain;
var currentTime = WebAudio._context.currentTime;
gain.setValueAtTime(gain.value, currentTime);
gain.linearRampToValueAtTime(0, currentTime + duration);
}
};
/**
* Clears the audio data.
*
* @method clear
*/
WebAudio.prototype.clear = function() {
this.stop();
this._buffer = null;
this._sourceNode = null;
this._gainNode = null;
this._pannerNode = null;
this._totalTime = 0;
this._sampleRate = 0;
this._loopStart = 0;
this._loopLength = 0;
this._startTime = 0;
this._volume = 1;
this._pitch = 1;
this._pan = 0;
this._endTimer = null;
this._loadListeners = [];
this._stopListeners = [];
this._hasError = false;
this._autoPlay = false;
};
/**
* [read-only] The url of the audio file.
*
* @property url
* @type String
*/
Object.defineProperty(WebAudio.prototype, 'url', {
get: function() {
return this._url;
},
configurable: true
});
/**
* The volume of the audio.
*
* @property volume
* @type Number
*/
Object.defineProperty(WebAudio.prototype, 'volume', {
get: function() {
return this._volume;
},
set: function(value) {
this._volume = value;
if (this._gainNode) {
this._gainNode.gain.value = this._volume;
}
},
configurable: true
});
/**
* The pitch of the audio.
*
* @property pitch
* @type Number
*/
Object.defineProperty(WebAudio.prototype, 'pitch', {
get: function() {
return this._pitch;
},
set: function(value) {
if (this._pitch !== value) {
this._pitch = value;
if (this.isPlaying()) {
this.play(this._sourceNode.loop, 0);
}
}
},
configurable: true
});
/**
* The pan of the audio.
*
* @property pan
* @type Number
*/
Object.defineProperty(WebAudio.prototype, 'pan', {
get: function() {
return this._pan;
},
set: function(value) {
this._pan = value;
this._updatePanner();
},
configurable: true
});
/**
* Checks whether the audio data is ready to play.
*
* @method isReady
* @return {Boolean} True if the audio data is ready to play
*/
WebAudio.prototype.isReady = function() {
return !!this._buffer;
};
/**
* Checks whether a loading error has occurred.
*
* @method isError
* @return {Boolean} True if a loading error has occurred
*/
WebAudio.prototype.isError = function() {
return this._hasError;
};
/**
* Checks whether the audio is playing.
*
* @method isPlaying
* @return {Boolean} True if the audio is playing
*/
WebAudio.prototype.isPlaying = function() {
return !!this._sourceNode;
};
/**
* Plays the audio.
*
* @method play
* @param {Boolean} loop Whether the audio data play in a loop
* @param {Number} offset The start position to play in seconds
*/
WebAudio.prototype.play = function(loop, offset) {
if (this.isReady()) {
offset = offset || 0;
this._startPlaying(loop, offset);
} else if (WebAudio._context) {
this._autoPlay = true;
this.addLoadListener(function() {
if (this._autoPlay) {
this.play(loop, offset);
}
}.bind(this));
}
};
/**
* Stops the audio.
*
* @method stop
*/
WebAudio.prototype.stop = function() {
this._autoPlay = false;
this._removeEndTimer();
this._removeNodes();
if (this._stopListeners) {
while (this._stopListeners.length > 0) {
var listner = this._stopListeners.shift();
listner();
}
}
};
/**
* Performs the audio fade-in.
*
* @method fadeIn
* @param {Number} duration Fade-in time in seconds
*/
WebAudio.prototype.fadeIn = function(duration) {
if (this.isReady()) {
if (this._gainNode) {
var gain = this._gainNode.gain;
var currentTime = WebAudio._context.currentTime;
gain.setValueAtTime(0, currentTime);
gain.linearRampToValueAtTime(this._volume, currentTime + duration);
}
} else if (this._autoPlay) {
this.addLoadListener(function() {
this.fadeIn(duration);
}.bind(this));
}
};
/**
* Performs the audio fade-out.
*
* @method fadeOut
* @param {Number} duration Fade-out time in seconds
*/
WebAudio.prototype.fadeOut = function(duration) {
if (this._gainNode) {
var gain = this._gainNode.gain;
var currentTime = WebAudio._context.currentTime;
gain.setValueAtTime(gain.value, currentTime);
gain.linearRampToValueAtTime(0, currentTime + duration);
}
this._autoPlay = false;
};
/**
* Gets the seek position of the audio.
*
* @method seek
*/
WebAudio.prototype.seek = function() {
if (WebAudio._context) {
var pos = (WebAudio._context.currentTime - this._startTime) * this._pitch;
if (this._loopLength > 0) {
while (pos >= this._loopStart + this._loopLength) {
pos -= this._loopLength;
}
}
return pos;
} else {
return 0;
}
};
/**
* Add a callback function that will be called when the audio data is loaded.
*
* @method addLoadListener
* @param {Function} listner The callback function
*/
WebAudio.prototype.addLoadListener = function(listner) {
this._loadListeners.push(listner);
};
/**
* Add a callback function that will be called when the playback is stopped.
*
* @method addStopListener
* @param {Function} listner The callback function
*/
WebAudio.prototype.addStopListener = function(listner) {
this._stopListeners.push(listner);
};
/**
* @method _load
* @param {String} url
* @private
*/
WebAudio.prototype._load = function(url) {
if (WebAudio._context) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url);
xhr.responseType = 'arraybuffer';
xhr.onload = function() {
if (xhr.status < 400) {
this._onXhrLoad(xhr);
}
}.bind(this);
xhr.onerror = function() {
this._hasError = true;
}.bind(this);
xhr.send();
}
};
/**
* @method _onXhrLoad
* @param {XMLHttpRequest} xhr
* @private
*/
WebAudio.prototype._onXhrLoad = function(xhr) {
var array = new Uint8Array(xhr.response);
this._readLoopComments(array);
WebAudio._context.decodeAudioData(xhr.response, function(buffer) {
this._buffer = buffer;
this._totalTime = buffer.duration;
if (this._loopLength > 0 && this._sampleRate > 0) {
this._loopStart /= this._sampleRate;
this._loopLength /= this._sampleRate;
} else {
this._loopStart = 0;
this._loopLength = this._totalTime;
}
this._onLoad();
}.bind(this));
};
/**
* @method _startPlaying
* @param {Boolean} loop
* @param {Number} offset
* @private
*/
WebAudio.prototype._startPlaying = function(loop, offset) {
this._removeEndTimer();
this._removeNodes();
this._createNodes();
this._connectNodes();
this._sourceNode.loop = loop;
this._sourceNode.start(0, offset);
this._startTime = WebAudio._context.currentTime - offset / this._pitch;
this._createEndTimer();
};
/**
* @method _createNodes
* @private
*/
WebAudio.prototype._createNodes = function() {
var context = WebAudio._context;
this._sourceNode = context.createBufferSource();
this._sourceNode.buffer = this._buffer;
this._sourceNode.loopStart = this._loopStart;
this._sourceNode.loopEnd = this._loopStart + this._loopLength;
this._sourceNode.playbackRate.value = this._pitch;
this._gainNode = context.createGain();
this._gainNode.gain.value = this._volume;
this._pannerNode = context.createPanner();
this._pannerNode.panningModel = 'equalpower';
this._updatePanner();
};
/**
* @method _connectNodes
* @private
*/
WebAudio.prototype._connectNodes = function() {
this._sourceNode.connect(this._gainNode);
this._gainNode.connect(this._pannerNode);
this._pannerNode.connect(WebAudio._masterGainNode);
};
/**
* @method _removeNodes
* @private
*/
WebAudio.prototype._removeNodes = function() {
if (this._sourceNode) {
this._sourceNode.stop(0);
this._sourceNode = null;
this._gainNode = null;
this._pannerNode = null;
}
};
/**
* @method _createEndTimer
* @private
*/
WebAudio.prototype._createEndTimer = function() {
if (this._sourceNode && !this._sourceNode.loop) {
var endTime = this._startTime + this._totalTime / this._pitch;
var delay = endTime - WebAudio._context.currentTime;
this._endTimer = setTimeout(function() {
this.stop();
}.bind(this), delay * 1000);
}
};
/**
* @method _removeEndTimer
* @private
*/
WebAudio.prototype._removeEndTimer = function() {
if (this._endTimer) {
clearTimeout(this._endTimer);
this._endTimer = null;
}
};
/**
* @method _updatePanner
* @private
*/
WebAudio.prototype._updatePanner = function() {
if (this._pannerNode) {
var x = this._pan;
var z = 1 - Math.abs(x);
this._pannerNode.setPosition(x, 0, z);
}
};
/**
* @method _onLoad
* @private
*/
WebAudio.prototype._onLoad = function() {
while (this._loadListeners.length > 0) {
var listner = this._loadListeners.shift();
listner();
}
};
/**
* @method _readLoopComments
* @param {Uint8Array} array
* @private
*/
WebAudio.prototype._readLoopComments = function(array) {
this._readOgg(array);
this._readMp4(array);
};
/**
* @method _readOgg
* @param {Uint8Array} array
* @private
*/
WebAudio.prototype._readOgg = function(array) {
var index = 0;
while (index < array.length) {
if (this._readFourCharacters(array, index) === 'OggS') {
index += 26;
var vorbisHeaderFound = false;
var numSegments = array[index++];
var segments = [];
for (var i = 0; i < numSegments; i++) {
segments.push(array[index++]);
}
for (i = 0; i < numSegments; i++) {
if (this._readFourCharacters(array, index + 1) === 'vorb') {
var headerType = array[index];
if (headerType === 1) {
this._sampleRate = this._readLittleEndian(array, index + 12);
} else if (headerType === 3) {
this._readMetaData(array, index, segments[i]);
}
vorbisHeaderFound = true;
}
index += segments[i];
}
if (!vorbisHeaderFound) {
break;
}
} else {
break;
}
}
};
/**
* @method _readMp4
* @param {Uint8Array} array
* @private
*/
WebAudio.prototype._readMp4 = function(array) {
if (this._readFourCharacters(array, 4) === 'ftyp') {
var index = 0;
while (index < array.length) {
var size = this._readBigEndian(array, index);
var name = this._readFourCharacters(array, index + 4);
if (name === 'moov') {
index += 8;
} else {
if (name === 'mvhd') {
this._sampleRate = this._readBigEndian(array, index + 20);
}
if (name === 'udta' || name === 'meta') {
this._readMetaData(array, index, size);
}
index += size;
if (size <= 1) {
break;
}
}
}
}
};
/**
* @method _readMetaData
* @param {Uint8Array} array
* @param {Number} index
* @param {Number} size
* @private
*/
WebAudio.prototype._readMetaData = function(array, index, size) {
for (var i = index; i < index + size - 10; i++) {
if (this._readFourCharacters(array, i) === 'LOOP') {
var text = '';
while (array[i] > 0) {
text += String.fromCharCode(array[i++]);
}
if (text.match(/LOOPSTART=([0-9]+)/)) {
this._loopStart = parseInt(RegExp.$1);
}
if (text.match(/LOOPLENGTH=([0-9]+)/)) {
this._loopLength = parseInt(RegExp.$1);
}
if (text == 'LOOPSTART' || text == 'LOOPLENGTH') {
var text2 = '';
i += 16;
while (array[i] > 0) {
text2 += String.fromCharCode(array[i++]);
}
if (text == 'LOOPSTART') {
this._loopStart = parseInt(text2);
} else {
this._loopLength = parseInt(text2);
}
}
}
}
};
/**
* @method _readLittleEndian
* @param {Uint8Array} array
* @param {Number} index
* @private
*/
WebAudio.prototype._readLittleEndian = function(array, index) {
return (array[index + 3] * 0x1000000 + array[index + 2] * 0x10000 +
array[index + 1] * 0x100 + array[index + 0]);
};
/**
* @method _readBigEndian
* @param {Uint8Array} array
* @param {Number} index
* @private
*/
WebAudio.prototype._readBigEndian = function(array, index) {
return (array[index + 0] * 0x1000000 + array[index + 1] * 0x10000 +
array[index + 2] * 0x100 + array[index + 3]);
};
/**
* @method _readFourCharacters
* @param {Uint8Array} array
* @param {Number} index
* @private
*/
WebAudio.prototype._readFourCharacters = function(array, index) {
var string = '';
for (var i = 0; i < 4; i++) {
string += String.fromCharCode(array[index + i]);
}
return string;
};
//-----------------------------------------------------------------------------
/**
* The static class that handles HTML5 Audio.
*
* @class Html5Audio
* @constructor
*/
function Html5Audio() {
throw new Error('This is a static class');
}
Html5Audio._initialized = false;
Html5Audio._unlocked = false;
Html5Audio._audioElement = null;
Html5Audio._gainTweenInterval = null;
Html5Audio._tweenGain = 0;
Html5Audio._tweenTargetGain = 0;
Html5Audio._tweenGainStep = 0;
Html5Audio._staticSePath = null;
/**
* Sets up the Html5 Audio.
*
* @static
* @method setup
* @param {String} url The url of the audio file
*/
Html5Audio.setup = function (url) {
if (!this._initialized) {
this.initialize();
}
this.clear();
this._url = url;
};
/**
* Initializes the audio system.
*
* @static
* @method initialize
* @return {Boolean} True if the audio system is available
*/
Html5Audio.initialize = function () {
if (!this._initialized) {
if (!this._audioElement) {
try {
this._audioElement = new Audio();
} catch (e) {
this._audioElement = null;
}
}
if (!!this._audioElement) this._setupEventHandlers();
this._initialized = true;
}
return !!this._audioElement;
};
/**
* @static
* @method _setupEventHandlers
* @private
*/
Html5Audio._setupEventHandlers = function () {
document.addEventListener('touchstart', this._onTouchStart.bind(this));
document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this));
this._audioElement.addEventListener("loadeddata", this._onLoadedData.bind(this));
this._audioElement.addEventListener("error", this._onError.bind(this));
this._audioElement.addEventListener("ended", this._onEnded.bind(this));
};
/**
* @static
* @method _onTouchStart
* @private
*/
Html5Audio._onTouchStart = function () {
if (this._audioElement && !this._unlocked) {
if (this._isLoading) {
this._load(this._url);
this._unlocked = true;
} else {
if (this._staticSePath) {
this._audioElement.src = this._staticSePath;
this._audioElement.volume = 0;
this._audioElement.loop = false;
this._audioElement.play();
this._unlocked = true;
}
}
}
};
/**
* @static
* @method _onVisibilityChange
* @private
*/
Html5Audio._onVisibilityChange = function () {
if (document.visibilityState === 'hidden') {
this._onHide();
} else {
this._onShow();
}
};
/**
* @static
* @method _onLoadedData
* @private
*/
Html5Audio._onLoadedData = function () {
this._buffered = true;
if (this._unlocked) this._onLoad();
};
/**
* @static
* @method _onError
* @private
*/
Html5Audio._onError = function () {
this._hasError = true;
};
/**
* @static
* @method _onEnded
* @private
*/
Html5Audio._onEnded = function () {
if (!this._audioElement.loop) {
this.stop();
}
};
/**
* @static
* @method _onHide
* @private
*/
Html5Audio._onHide = function () {
this._audioElement.volume = 0;
this._tweenGain = 0;
};
/**
* @static
* @method _onShow
* @private
*/
Html5Audio._onShow = function () {
this.fadeIn(0.5);
};
/**
* Clears the audio data.
*
* @static
* @method clear
*/
Html5Audio.clear = function () {
this.stop();
this._volume = 1;
this._loadListeners = [];
this._hasError = false;
this._autoPlay = false;
this._isLoading = false;
this._buffered = false;
};
/**
* Set the URL of static se.
*
* @static
* @param {String} url
*/
Html5Audio.setStaticSe = function (url) {
if (!this._initialized) {
this.initialize();
this.clear();
}
this._staticSePath = url;
};
/**
* [read-only] The url of the audio file.
*
* @property url
* @type String
*/
Object.defineProperty(Html5Audio, 'url', {
get: function () {
return Html5Audio._url;
},
configurable: true
});
/**
* The volume of the audio.
*
* @property volume
* @type Number
*/
Object.defineProperty(Html5Audio, 'volume', {
get: function () {
return Html5Audio._volume;
}.bind(this),
set: function (value) {
Html5Audio._volume = value;
if (Html5Audio._audioElement) {
Html5Audio._audioElement.volume = this._volume;
}
},
configurable: true
});
/**
* Checks whether the audio data is ready to play.
*
* @static
* @method isReady
* @return {Boolean} True if the audio data is ready to play
*/
Html5Audio.isReady = function () {
return this._buffered;
};
/**
* Checks whether a loading error has occurred.
*
* @static
* @method isError
* @return {Boolean} True if a loading error has occurred
*/
Html5Audio.isError = function () {
return this._hasError;
};
/**
* Checks whether the audio is playing.
*
* @static
* @method isPlaying
* @return {Boolean} True if the audio is playing
*/
Html5Audio.isPlaying = function () {
return !this._audioElement.paused;
};
/**
* Plays the audio.
*
* @static
* @method play
* @param {Boolean} loop Whether the audio data play in a loop
* @param {Number} offset The start position to play in seconds
*/
Html5Audio.play = function (loop, offset) {
if (this.isReady()) {
offset = offset || 0;
this._startPlaying(loop, offset);
} else if (Html5Audio._audioElement) {
this._autoPlay = true;
this.addLoadListener(function () {
if (this._autoPlay) {
this.play(loop, offset);
if (this._gainTweenInterval) {
clearInterval(this._gainTweenInterval);
this._gainTweenInterval = null;
}
}
}.bind(this));
if (!this._isLoading) this._load(this._url);
}
};
/**
* Stops the audio.
*
* @static
* @method stop
*/
Html5Audio.stop = function () {
if (this._audioElement) this._audioElement.pause();
this._autoPlay = false;
if (this._tweenInterval) {
clearInterval(this._tweenInterval);
this._tweenInterval = null;
this._audioElement.volume = 0;
}
};
/**
* Performs the audio fade-in.
*
* @static
* @method fadeIn
* @param {Number} duration Fade-in time in seconds
*/
Html5Audio.fadeIn = function (duration) {
if (this.isReady()) {
if (this._audioElement) {
this._tweenTargetGain = this._volume;
this._tweenGain = 0;
this._startGainTween(duration);
}
} else if (this._autoPlay) {
this.addLoadListener(function () {
this.fadeIn(duration);
}.bind(this));
}
};
/**
* Performs the audio fade-out.
*
* @static
* @method fadeOut
* @param {Number} duration Fade-out time in seconds
*/
Html5Audio.fadeOut = function (duration) {
if (this._audioElement) {
this._tweenTargetGain = 0;
this._tweenGain = this._volume;
this._startGainTween(duration);
}
};
/**
* Gets the seek position of the audio.
*
* @static
* @method seek
*/
Html5Audio.seek = function () {
if (this._audioElement) {
return this._audioElement.currentTime;
} else {
return 0;
}
};
/**
* Add a callback function that will be called when the audio data is loaded.
*
* @static
* @method addLoadListener
* @param {Function} listner The callback function
*/
Html5Audio.addLoadListener = function (listner) {
this._loadListeners.push(listner);
};
/**
* @static
* @method _load
* @param {String} url
* @private
*/
Html5Audio._load = function (url) {
if (this._audioElement) {
this._isLoading = true;
this._audioElement.src = url;
this._audioElement.load();
}
};
/**
* @static
* @method _startPlaying
* @param {Boolean} loop
* @param {Number} offset
* @private
*/
Html5Audio._startPlaying = function (loop, offset) {
this._audioElement.loop = loop;
if (this._gainTweenInterval) {
clearInterval(this._gainTweenInterval);
this._gainTweenInterval = null;
}
if (this._audioElement) {
this._audioElement.volume = this._volume;
this._audioElement.currentTime = offset;
this._audioElement.play();
}
};
/**
* @static
* @method _onLoad
* @private
*/
Html5Audio._onLoad = function () {
this._isLoading = false;
while (this._loadListeners.length > 0) {
var listener = this._loadListeners.shift();
listener();
}
};
/**
* @static
* @method _startGainTween
* @params {Number} duration
* @private
*/
Html5Audio._startGainTween = function (duration) {
this._audioElement.volume = this._tweenGain;
if (this._gainTweenInterval) {
clearInterval(this._gainTweenInterval);
this._gainTweenInterval = null;
}
this._tweenGainStep = (this._tweenTargetGain - this._tweenGain) / (60 * duration);
this._gainTweenInterval = setInterval(function () {
Html5Audio._applyTweenValue(Html5Audio._tweenTargetGain);
}, 1000 / 60);
};
/**
* @static
* @method _applyTweenValue
* @param {Number} volume
* @private
*/
Html5Audio._applyTweenValue = function (volume) {
Html5Audio._tweenGain += Html5Audio._tweenGainStep;
if (Html5Audio._tweenGain < 0 && Html5Audio._tweenGainStep < 0) {
Html5Audio._tweenGain = 0;
}
else if (Html5Audio._tweenGain > volume && Html5Audio._tweenGainStep > 0) {
Html5Audio._tweenGain = volume;
}
if (Math.abs(Html5Audio._tweenTargetGain - Html5Audio._tweenGain) < 0.01) {
Html5Audio._tweenGain = Html5Audio._tweenTargetGain;
clearInterval(Html5Audio._gainTweenInterval);
Html5Audio._gainTweenInterval = null;
}
Html5Audio._audioElement.volume = Html5Audio._tweenGain;
};
//-----------------------------------------------------------------------------
/**
* The static class that handles JSON with object information.
*
* @class JsonEx
*/
function JsonEx() {
throw new Error('This is a static class');
}
/**
* The maximum depth of objects.
*
* @static
* @property maxDepth
* @type Number
* @default 100
*/
JsonEx.maxDepth = 100;
/**
* Converts an object to a JSON string with object information.
*
* @static
* @method stringify
* @param {Object} object The object to be converted
* @return {String} The JSON string
*/
JsonEx.stringify = function(object) {
return JSON.stringify(this._encode(object));
};
/**
* Parses a JSON string and reconstructs the corresponding object.
*
* @static
* @method parse
* @param {String} json The JSON string
* @return {Object} The reconstructed object
*/
JsonEx.parse = function(json) {
return this._decode(JSON.parse(json));
};
/**
* Makes a deep copy of the specified object.
*
* @static
* @method makeDeepCopy
* @param {Object} object The object to be copied
* @return {Object} The copied object
*/
JsonEx.makeDeepCopy = function(object) {
return this.parse(this.stringify(object));
};
/**
* @static
* @method _encode
* @param {Object} value
* @param {Number} depth
* @return {Object}
* @private
*/
JsonEx._encode = function(value, depth) {
depth = depth || 0;
if (++depth >= this.maxDepth) {
throw new Error('Object too deep');
}
var type = Object.prototype.toString.call(value);
if (type === '[object Object]' || type === '[object Array]') {
var constructorName = this._getConstructorName(value);
if (constructorName !== 'Object' && constructorName !== 'Array') {
value['@'] = constructorName;
}
for (var key in value) {
if (value.hasOwnProperty(key)) {
value[key] = this._encode(value[key], depth + 1);
}
}
}
depth--;
return value;
};
/**
* @static
* @method _decode
* @param {Object} value
* @return {Object}
* @private
*/
JsonEx._decode = function(value) {
var type = Object.prototype.toString.call(value);
if (type === '[object Object]' || type === '[object Array]') {
if (value['@']) {
var constructor = window[value['@']];
if (constructor) {
value = this._resetPrototype(value, constructor.prototype);
}
}
for (var key in value) {
if (value.hasOwnProperty(key)) {
value[key] = this._decode(value[key]);
}
}
}
return value;
};
/**
* @static
* @method _getConstructorName
* @param {Object} value
* @return {String}
* @private
*/
JsonEx._getConstructorName = function(value) {
var name = value.constructor.name;
if (name === undefined) {
var func = /^\s*function\s*([A-Za-z0-9_$]*)/;
name = func.exec(value.constructor)[1];
}
return name;
};
/**
* @static
* @method _resetPrototype
* @param {Object} value
* @param {Object} prototype
* @return {Object}
* @private
*/
JsonEx._resetPrototype = function(value, prototype) {
if (Object.setPrototypeOf !== undefined) {
Object.setPrototypeOf(value, prototype);
} else if ('__proto__' in value) {
value.__proto__ = prototype;
} else {
var newValue = Object.create(prototype);
for (var key in value) {
if (value.hasOwnProperty(key)) {
newValue[key] = value[key];
}
}
value = newValue;
}
return value;
};