Update memory-manager-concurrent

This commit is contained in:
Cola-Echo
2026-01-21 18:11:33 +08:00
commit f51c4ef6dc
418 changed files with 400794 additions and 0 deletions

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(function() {
/**
*
* Backbone Game Engine - An elementary HTML5 canvas game engine using Backbone.
*
* Copyright (c) 2014 Martin Drapeau
* https://github.com/martindrapeau/backbone-game-engine
*
*/
var velocity = 200,
acceleration = 400,
jumpVelocity = 550,
jumpDeceleration = 1400,
jumpHoldDeceleration = 900,
fallVelocity = 600,
fallAcceleration = 1200;
Backbone.Frog = Backbone.Hero.extend({
defaults: _.extend({}, Backbone.Hero.prototype.defaults, {
name: "frog",
type: "character",
width: 50,
height: 60,
spriteSheet: "frog",
state: "idle-right",
velocity: 0,
acceleration: 0,
yVelocity: 0,
yAcceleration: 0
}),
animations: {
"idle-right": {
sequences: [1],
velocity: 0,
acceleration: 0,
yVelocity: 0,
yAcceleration: 0,
scaleX: 1,
scaleY: 1
},
"idle-left": {
sequences: [1],
velocity: 0,
acceleration: 0,
yVelocity: 0,
yAcceleration: 0,
scaleX: -1,
scaleY: 1
},
"jump-right": {
sequences: [2],
velocity: velocity,
acceleration: acceleration,
yStartVelocity: -jumpVelocity,
yEndVelocity: fallVelocity,
yAscentAcceleration: jumpDeceleration,
yHoldAscentAcceleration: jumpHoldDeceleration,
yDescentAcceleration: fallAcceleration,
scaleX: 1,
scaleY: 1
},
"jump-left": {
sequences: [2],
velocity: -velocity,
acceleration: acceleration,
yStartVelocity: -jumpVelocity,
yEndVelocity: fallVelocity,
yAscentAcceleration: jumpDeceleration,
yHoldAscentAcceleration: jumpHoldDeceleration,
yDescentAcceleration: fallAcceleration,
scaleX: -1,
scaleY: 1
},
"dead-left": _.extend({}, Backbone.Hero.prototype.animations["dead-left"], {sequences: [0]}),
"dead-right": _.extend({}, Backbone.Hero.prototype.animations["dead-right"], {sequences: [0]})
},
dirToggled: function(dirIntent) {
if (this.ignoreInput()) return this;
if (dirIntent != "left" && dirIntent != "right")
throw "Invalid or missing dirIntent. Must be left or right."
var cur = this.getStateInfo(),
opoIntent = dirIntent == "right" ? "left" : "right",
dirPressed = this.input ? this.input[dirIntent+"Pressed"]() : false,
opoPressed = this.input ? this.input[opoIntent+"Pressed"]() : false,
attrs = {};
if (dirPressed && cur.mov != "jump") {
attrs.state = this.buildState(cur.mov, dirIntent);
} else {
if (opoPressed) this.dirToggled(opoIntent);
}
if (!_.isEmpty(attrs)) this.set(attrs);
return this;
},
// Jump
buttonAToggled: function() {
if (this.ignoreInput()) return this;
var state = this.get("state"),
cur = this.getStateInfo(),
attrs = {};
if (this.input && this.input.buttonAPressed() && cur.mov != "jump") {
attrs.state = this.buildState("jump", cur.dir);
attrs.nextState = this.buildState("idle", cur.dir);
var jumpAnimation = this.getAnimation(attrs.state);
attrs.velocity = jumpAnimation.velocity;
attrs.yVelocity = jumpAnimation.yStartVelocity;
jumpAnimation.minY = this.get("y") - 200;
}
if (!_.isEmpty(attrs)) this.set(attrs);
return this;
},
// No action
buttonBToggled: function() {
return this;
},
onUpdate: function(dt) {
var cur = this.getStateInfo(),
velocity = this.get("velocity"),
attrs = {};
// Upon landing...
if (cur.mov == "idle" && velocity != 0) {
// No momentum
attrs.velocity = 0;
// Turn around
if (cur.dir == "left" && this.input && this.input.rightPressed() ||
cur.dir == "right" && this.input && this.input.leftPressed())
attrs.state = this.buildState(cur.mov, cur.opo);
}
if (!_.isEmpty(attrs)) this.set(attrs);
return true;
}
});
}).call(this);

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<!doctype html>
<html style="touch-action: none;" nomanifest="offline.appcache">
<head>
<title>Frog - Backbone Game Engine</title>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<link href="../favicon.ico" rel="shortcut icon" type="image/x-icon" />
<link href="../apple_touch_icon.png" rel="apple-touch-icon" />
<meta name="viewport" content="width=960, user-scalable=no"/>
<meta name="mobileoptimized" content="0" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent"/>
<script src="../3rd/qtree.js" type="text/javascript"></script>
<script src="../3rd/underscore.js" type="text/javascript"></script>
<script src="../3rd/backbone.native.js" type="text/javascript"></script>
<script src="../3rd/backbone.js" type="text/javascript"></script>
<script src="../src/adjust-viewport.js" type="text/javascript"></script>
<script src="../src/shapes.js" type="text/javascript"></script>
<script src="../src/core.js" type="text/javascript"></script>
<script src="../src/input.js" type="text/javascript"></script>
<script src="../src/character.js" type="text/javascript"></script>
<script src="../src/hero.js" type="text/javascript"></script>
<script src="../src/world.js" type="text/javascript"></script>
<script src="../src/local-storage.js" type="text/javascript"></script>
<script src="../src/camera.js" type="text/javascript"></script>
<script src="../src/editor.js" type="text/javascript"></script>
<script src="frog.js" type="text/javascript"></script>
<script src="tiles.js" type="text/javascript"></script>
<script src="level.js" type="text/javascript"></script>
<script src="main.js" type="text/javascript"></script>
<style>
body {
margin: 0;
background-color: #000;
}
canvas {
position: fixed;
top: 0;
left: 0;
}
</style>
</head>
<body>
<img id="frog" src="frog.png" style="display:none;" />
<img id="tiles" src="super-mario-tiles-2x.png" style="display:none;" />
<img id="icons" src="icons.png" style="display:none;" />
<canvas id="foreground" width="960" height="700">
Your browser does not support canvas element.
</canvas>
</body>
</html>

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$(window).on("load", function() {
/**
*
* Backbone Game Engine - An elementary HTML5 canvas game engine using Backbone.
*
* Copyright (c) 2014 Martin Drapeau
* https://github.com/martindrapeau/backbone-game-engine
*
*/
var canvas = document.getElementById("foreground"),
context = canvas.getContext("2d");
adjustViewport(canvas);
var spriteNames = [
"land1", "land2", "land3", "land4", "land5", "land6",
"mush1", "mush2", "mush3", "mush4", "mush5", "mush6",
"water1", "cloud1", "cloud2", "cloud3", "cloud-happy1", "cloud-happy2", "cloud-happy3",
"cloud-small", "ground", "land8", "ground2", "block", "land7", "block2",
"cloud-platform1", "cloud-platform2", "cloud-platform3", "cloud-platform4", "cloud-platform5", "cloud-platform6",
"water2", "cloud4", "cloud5", "cloud6", "cloud-happy4", "cloud-happy5", "cloud-happy6",
"frog", "platform"
];
Backbone.Controller = Backbone.Model.extend({
initialize: function(attributes, options) {
options || (options = {});
var controller = this;
_.bindAll(this, "onChangeState", "toggleState", "saveWorld", "loadWorld");
// Create our sprite sheets and attach them to existing sprite classes
this.spriteSheets = new Backbone.SpriteSheetCollection([{
id: "frog",
img: "#frog",
tileWidth: 50,
tileHeight: 65,
tileColumns: 3,
tileRows: 1
}, {
id: "tiles",
img: "#tiles",
tileWidth: 32,
tileHeight: 32,
tileColumns: 29,
tileRows: 28
}]).attachToSpriteClasses();
// Create the debug panel
this.debugPanel = new Backbone.DebugPanel();
// User input (turn off touchpad to start)
this.input = new Backbone.Input({
drawTouchpad: true
});
// Camera
this.camera = new Backbone.Camera();
// Our world
this.world = new Backbone.World(
_.extend({viewportBottom: 156}, window._world), {
input: this.input,
camera: this.camera
});
// Message
this.message = new Backbone.Message({
x: 480, y: 20
});
// Buttons
this.toggleButton = new Backbone.Button({
x: 4, y: 4, width: 52, height: 52, borderRadius: 5,
img: "#icons", imgX: 0, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
});
this.toggleButton.on("tap", this.toggleState, this);
this.saveButton = new Backbone.Button({
x: 904, y: 548, width: 52, height: 52, borderRadius: 5,
img: "#icons", imgX: 96, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
});
this.saveButton.on("tap", this.saveWorld, this);
this.restartButton = new Backbone.Button({
x: 904, y: 608, width: 52, height: 52, borderRadius: 5,
img: "#icons", imgX: 128, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
});
this.restartButton.on("tap", this.restartWorld, this);
this.downloadButton = new Backbone.Button({
x: 888, y: 10, width: 52, height: 52, borderRadius: 5,
img: "#icons", imgX: 64, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
});
this.downloadButton.on("tap", this.downloadNewVersion, this);
// The game engine
this.engine = new Backbone.Engine({}, {
canvas: canvas,
debugPanel: this.debugPanel
});
this.engine.add(_.compact([
this.world,
this.camera,
this.toggleButton,
this.message,
this.debugPanel
]));
// The sprite picker and editor
this.editor = new Backbone.WorldEditor({
spriteNames: spriteNames,
width: 34*20+4
}, {
world: this.world
});
// Controls
$(document).on("keypress.Controller", function(e) {
if (e.keyCode == 66 || e.keyCode == 98)
controller.engine.toggle(); // b to break the animation
else if (e.keyCode == 80 || e.keyCode == 112)
controller.toggleState(); // p to pause and pause
});
this.listenTo(this.world, "change:state", this.onChangeState);
this.onChangeState();
// If we have Application Cache active, load the latest world
this.loadWorld();
},
toggleState: function(e) {
var state = this.world.get("state");
this.world.set("state", state == "edit" ? "play" : "edit");
if (!this.engine.isRunning()) this.engine.start();
},
onChangeState: function() {
var state = this.world.get("state");
if (state == "edit") {
// Edit
context.clearRect(0, 0, canvas.width, canvas.height);
this.engine.remove(this.input);
this.engine.add(this.editor);
this.engine.add([this.saveButton, this.restartButton]);
this.toggleButton.set({imgX: 32});
} else {
// Play
context.clearRect(0, 0, canvas.width, canvas.height);
this.engine.remove(this.editor);
this.engine.remove([this.saveButton, this.restartButton]);
this.engine.add(this.input);
this.toggleButton.set({imgX: 0});
}
},
// Save our world to the server when changed. Debounce by 5 seconds
// and push back saving upon activity
saveWorld: function() {
var controller = this,
world = this.world
message = this.message;
message.show("Saving...");
world.save(null, {
success: function() {
setTimeout(function() {
message.hide();
}, 1000);
},
error: function(xhr, textStatus, errorThrown ) {
message.show("Error: " + errorThrown);
}
});
return this;
},
// Load our world from the server.
loadWorld: function() {
var controller = this,
world = this.world,
message = this.message;
message.show("Loading...");
world.fetch({
success: function() {
world.spawnSprites();
message.hide();
},
error: function(xhr, textStatus, errorThrown ) {
message.show('Error: ' + errorThrown);
setTimeout(function() {
message.hide();
}, 2000);
}
});
return this;
},
restartWorld: function() {
var controller = this,
world = this.world,
message = this.message;
message.show("Restarting...");
localStorage.removeItem(world.id);
world.set(window._world).spawnSprites();
setTimeout(function() {
message.hide();
}, 2000);
return this;
},
downloadNewVersion: function() {
window.applicationCache.swapCache();
this.message.show("Please wait...");
window.location.reload();
}
});
var controller = new Backbone.Controller();
// When a newer version is available, load it and inform
// the user it can be downloaded.
if (window.applicationCache !== undefined)
window.applicationCache.addEventListener('updateready', function() {
controller.engine.add(controller.downloadButton);
});
// Expose things as globals - easier to debug
_.extend(window, {
canvas: canvas,
context: context,
controller: controller
});
});

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(function() {
/**
*
* Backbone Game Engine - An elementary HTML5 canvas game engine using Backbone.
*
* Copyright (c) 2014 Martin Drapeau
* https://github.com/martindrapeau/backbone-game-engine
*
*/
Backbone.Tile = Backbone.Sprite.extend({
defaults: {
type: "tile",
width: 32,
height: 32,
spriteSheet: "tiles",
state: "idle",
static: true,
persist: true
},
initialize: function(attributes, options) {
options || (options = {});
this.world = options.world;
this.lastSequenceChangeTime = 0;
}
});
function extendSprite(cls, name, attributes, animations) {
var newCls = _.classify(name);
Backbone[newCls] = Backbone[cls].extend({
defaults: _.extend(
_.deepClone(Backbone[cls].prototype.defaults),
{name: name},
attributes || {}
),
animations: _.extend(
_.deepClone(Backbone[cls].prototype.animations),
animations || {}
)
});
return Backbone[newCls];
}
extendSprite("Tile", "land1", {collision: true}, {idle: {sequences: [353]}});
extendSprite("Tile", "land2", {collision: true}, {idle: {sequences: [354]}});
extendSprite("Tile", "land3", {collision: true}, {idle: {sequences: [355]}});
extendSprite("Tile", "land4", {collision: true}, {idle: {sequences: [237]}});
extendSprite("Tile", "land5", {collision: true}, {idle: {sequences: [238]}});
extendSprite("Tile", "land6", {collision: true}, {idle: {sequences: [239]}});
extendSprite("Tile", "land7", {collision: true}, {idle: {sequences: [208]}});
extendSprite("Tile", "land8", {collision: true}, {idle: {sequences: [34]}});
extendSprite("Tile", "mush1", {collision: true}, {idle: {sequences: [382]}});
extendSprite("Tile", "mush2", {collision: true}, {idle: {sequences: [383]}});
extendSprite("Tile", "mush3", {collision: true}, {idle: {sequences: [384]}});
extendSprite("Tile", "mush4", {collision: true}, {idle: {sequences: [266]}});
extendSprite("Tile", "mush5", {collision: true}, {idle: {sequences: [267]}});
extendSprite("Tile", "mush6", {collision: true}, {idle: {sequences: [268]}});
extendSprite("Tile", "ground", {collision: true}, {idle: {sequences: [0]}});
extendSprite("Tile", "ground2", {collision: true}, {idle: {sequences: [31]}});
extendSprite("Tile", "block", {collision: true}, {idle: {sequences: [3]}});
extendSprite("Tile", "block2", {collision: true}, {idle: {sequences: [29]}});
extendSprite("Tile", "cloud-small", {collision: true}, {idle: {sequences: [613]}});
extendSprite("Tile", "water1", {collision: false}, {idle: {sequences: [583]}});
extendSprite("Tile", "water2", {collision: false}, {idle: {sequences: [612]}});
extendSprite("Tile", "cloud1", {collision: false}, {idle: {sequences: [580]}});
extendSprite("Tile", "cloud2", {collision: false}, {idle: {sequences: [581]}});
extendSprite("Tile", "cloud3", {collision: false}, {idle: {sequences: [582]}});
extendSprite("Tile", "cloud-happy1", {collision: false}, {idle: {sequences: [585]}});
extendSprite("Tile", "cloud-happy2", {collision: false}, {idle: {sequences: [586]}});
extendSprite("Tile", "cloud-happy3", {collision: false}, {idle: {sequences: [587]}});
extendSprite("Tile", "cloud4", {collision: false}, {idle: {sequences: [609]}});
extendSprite("Tile", "cloud5", {collision: false}, {idle: {sequences: [610]}});
extendSprite("Tile", "cloud6", {collision: false}, {idle: {sequences: [611]}});
extendSprite("Tile", "cloud-happy4", {collision: false}, {idle: {sequences: [614]}});
extendSprite("Tile", "cloud-happy5", {collision: false}, {idle: {sequences: [615]}});
extendSprite("Tile", "cloud-happy6", {collision: false}, {idle: {sequences: [616]}});
extendSprite("Tile", "cloud-platform1", {collision: true}, {idle: {sequences: [588]}});
extendSprite("Tile", "cloud-platform2", {collision: true}, {idle: {sequences: [589]}});
extendSprite("Tile", "cloud-platform3", {collision: true}, {idle: {sequences: [590]}});
extendSprite("Tile", "cloud-platform4", {collision: true}, {idle: {sequences: [704]}});
extendSprite("Tile", "cloud-platform5", {collision: true}, {idle: {sequences: [705]}});
extendSprite("Tile", "cloud-platform6", {collision: true}, {idle: {sequences: [706]}});
Backbone.Platform = Backbone.Character.extend({
defaults: {
type: "character",
name: "platform",
width: 96,
height: 32,
spriteSheet: "tiles",
tileX: 256,
tileY: 640,
state: "idle",
static: false,
collision: true
},
initialize: function(attributes, options) {
options || (options = {});
this.world = options.world;
},
update: function(dt) {
return true;
},
draw: function(context, options) {
options || (options = {});
var x = this.get("x") + (options.offsetX || 0),
y = this.get("y") + (options.offsetY || 0),
tileX = this.get("tileX"),
tileY = this.get("tileY"),
tileWidth = this.get("width"),
tileHeight = this.get("height");
context.drawImage(
this.spriteSheet.img,
tileX, tileY, tileWidth, tileHeight,
Math.round(x), Math.round(y), tileWidth, tileHeight
);
return this;
}
});
}).call(this);