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
*
*/
Backbone.Pennie = Backbone.AnimatedTile.extend({
defaults: {
name: "pennie",
type: "artifact",
width: 32,
height: 32,
spriteSheet: "tiles",
state: "idle",
collision: true
},
animations: {
idle: {
sequences: [52, 52, 53, 54, 53, 52],
delay: 50
}
},
initialize: function(attributes, options) {
Backbone.AnimatedTile.prototype.initialize.apply(this, arguments);
this.on("hit", this.hit, this);
this.on("squish", this.hit, this);
},
hit: function(sprite, dir, dir2) {
if (sprite.get("hero")) {
sprite.trigger("hit", this);
_.defer(this.world.remove, this);
}
}
});
Backbone.PennieUg = Backbone.Pennie.extend({
defaults: _.extend(_.deepClone(Backbone.Pennie.prototype.defaults), {
name: "pennie-ug"
}),
animations: _.deepClone(Backbone.Pennie.prototype.animations)
});
Backbone.PennieUg.prototype.animations.idle.sequences = [168, 168, 169, 170, 169, 168];
Backbone.Lever = Backbone.Pennie.extend({
defaults: _.extend(_.deepClone(Backbone.Pennie.prototype.defaults), {
name: "lever"
}),
animations: _.deepClone(Backbone.Pennie.prototype.animations),
hit: function(sprite, dir, dir2) {}
});
Backbone.Lever.prototype.animations.idle.sequences = [55, 55, 56, 57, 56, 55];
Backbone.FlyingPennie = Backbone.Sprite.extend({
defaults: {
name: "flying-pennie",
type: "decoration",
width: 32,
height: 32,
spriteSheet: "tiles",
state: "anim",
collision: false
},
animations: {
anim: {
sequences: [
{frame: 52, x: 0, y: -32, scaleX: 1.00, scaleY: 1},
{frame: 52, x: 0, y: -64, scaleX: 0.50, scaleY: 1},
{frame: 53, x: 0, y: -90, scaleX: 0.50, scaleY: 1},
{frame: 53, x: 0, y: -128, scaleX: 1.00, scaleY: 1},
{frame: 53, x: 0, y: -128, scaleX: 0.50, scaleY: 1},
{frame: 52, x: 0, y: -112, scaleX: 0.50, scaleY: 1},
{frame: 52, x: 0, y: -90, scaleX: 1.00, scaleY: 1},
{frame: 52, x: 0, y: -80, scaleX: 0.50, scaleY: 1},
{frame: 53, x: 0, y: -80, scaleX: 0.50, scaleY: 1}
],
delay: 50
}
},
initialize: function(attributes, options) {
options || (options = {});
this.world = options.world;
this.lastSequenceChangeTime = 0;
},
update: function(dt) {
Backbone.Sprite.prototype.update.call(this, arguments);
var animation = this.getAnimation(),
sequenceIndex = this.get("sequenceIndex");
if (sequenceIndex >= animation.sequences.length-1) {
_.defer(this.world.remove, this);
return false;
}
return true;
}
});
}).call(this);

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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.Display = Backbone.Model.extend({
defaults: {
pennies: 0
},
initialize: function(attributes, options) {
options || (options = {});
this.world = options.world;
this.pennieSprite = new Backbone.AnimatedTile({
name: "pennie",
type: "character",
x: 150,
y: 4,
width: 32,
height: 32,
spriteSheet: "tiles",
state: "idle"
});
this.pennieSprite.animations = {
idle: {
sequences: [52, 52, 53, 54, 53, 52],
delay: 50,
scaleX: 0.75,
scaleY: 0.75
}
};
this.on("attach", this.onAttach, this);
this.on("detach", this.onDetach, this);
},
onAttach: function() {
this.pennieSprite.engine = this.engine;
this.pennieSprite.trigger("attach");
this.listenTo(this.world.dynamicSprites, "remove", this.onPennieRemoved);
this.pennieSprite.set({x: this.engine.canvas.width/2 - 30});
},
onDetach: function() {
this.pennieSprite.trigger("detach");
this.pennieSprite.engine = undefined;
this.stopListening();
},
update: function(dt) {
return true;
},
draw: function(context) {
var text = "×" + (this.attributes.pennies < 10 ? "0" : "") + this.attributes.pennies;
context.fillStyle = "#fff";
context.font = "20px arcade, Verdana, Arial, Sans-Serif";
context.textBaseline = "top";
context.fontWeight = "normal";
context.textAlign = "left";
context.fillText(text, context.canvas.width/2 - 100, 12);
this.pennieSprite.draw.call(this.pennieSprite, context);
context.textAlign = "right";
context.fillText(this.world.attributes.name.replace(/_/g, " "), context.canvas.width - 100, 12);
return this;
},
onPennieRemoved: function(sprite) {
if (this.world.get("state") != "play") return;
var name = sprite.get("name"),
pennies = this.get("pennies");
if (name.indexOf("pennie") != -1) {
pennies += 1;
if (pennies > 99) pennies = 0;
this.set("pennies", pennies);
}
}
});
}).call(this);

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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 sequenceDelay = 300,
animations;
// Mushroom is the base enemie class.
Backbone.Mushroom = Backbone.Character.extend({
defaults: _.extend(_.deepClone(Backbone.Character.prototype.defaults), {
name: "mushroom",
type: "character",
width: 32,
height: 64,
paddingTop: 32,
spriteSheet: "enemies",
state: "idle-left",
velocity: 0,
yVelocity: 0,
collision: true,
aiDelay: 0
}),
animations: _.extend(_.deepClone(Backbone.Character.prototype.animations), {
"squished-left": {
sequences: [2],
velocity: 0,
scaleX: 1,
scaleY: 1
},
"squished-right": {
sequences: [2],
velocity: 0,
scaleX: -1,
scaleY: 1
}
}),
ai: function(dt) {
var cur = this.getStateInfo();
if (cur.mov == "squished" && !this.get("collision")) this.cancelUpdate = true;
return this;
},
isAttacking: function(sprite, dir, dir2) {
if (this.cancelUpdate) return false;
var cur = this.getStateInfo();
return (cur.mov == "walk" || cur.mov == "idle");
},
squish: function(sprite) {
var self = this,
cur = this.getStateInfo();
this.set({
state: this.buildState("squished", cur.dir),
collision: false
});
this.world.setTimeout(function() {
if (self && self.world) self.world.remove(self);
}, 2000);
this.cancelUpdate = true;
return this;
},
hit: function(sprite, dir, dir2) {
if (this._handlingSpriteHit) return this;
this._handlingSpriteHit = sprite;
var cur = this.getStateInfo(),
opo = dir == "left" ? "right" : (dir == "right" ? "left" : (dir == "top" ? "bottom" : "top"));
if (sprite.get("hero")) {
if (dir == "top")
this.squish.apply(this, arguments);
} else if (sprite.get("state").indexOf("slide") != -1 ||
sprite.get("type") == "tile" && dir == "bottom" && sprite.get("state") == "bounce") {
this.knockout.apply(this, arguments);
}
sprite.trigger("hit", this, opo);
this._handlingSpriteHit = undefined;
return this;
}
});
Backbone.Turtle = Backbone.Mushroom.extend({
defaults: _.extend(_.deepClone(Backbone.Mushroom.prototype.defaults), {
name: "turtle"
}),
animations: _.deepClone(Backbone.Mushroom.prototype.animations),
isAttacking: function() {
var cur = this.getStateInfo();
return (cur.mov == "walk" || cur.mov == "idle");
},
slide: function(sprite, dir, dir2) {
if (this.wakeTimerId) {
this.world.clearTimeout(this.wakeTimerId);
this.wakeTimerId = null;
}
var dir = sprite.getCenterX(true) > this.getCenterX(true) ? "left" : "right";
this.set("state", this.buildState("walk", "slide", dir));
this.cancelUpdate = true;
return this;
},
squish: function(sprite, dir, dir2) {
var cur = this.getStateInfo();
if (cur.mov == "squished" || cur.mov == "wake")
return this.slide.apply(this, arguments);
if (this.wakeTimerId) {
this.world.clearTimeout(this.wakeTimerId);
this.wakeTimerId = null;
}
this.set("state", this.buildState("squished", cur.dir));
this.wakeTimerId = this.world.setTimeout(this.wake.bind(this), 5000);
this.cancelUpdate = true;
return this;
},
hit: function(sprite, dir, dir2) {
if (this._handlingSpriteHit) return this;
this._handlingSpriteHit = sprite;
var cur = this.getStateInfo(),
opo = dir == "left" ? "right" : (dir == "right" ? "left" : (dir == "top" ? "bottom" : "top"));
if (cur.mov2 == "slide") this.cancelUpdate = true;
if (dir == "top") {
this.squish.apply(this, arguments);
} else if (sprite.get("hero") && (cur.mov == "squished" || cur.mov == "wake")) {
this.slide.apply(this, arguments);
opo = "bottom";
} else if (sprite.get("state").indexOf("slide") != -1 ||
sprite.get("type") == "tile" && dir == "bottom" && sprite.get("state") == "bounce") {
this.knockout.apply(this, arguments);
}
sprite.trigger("hit", this, opo);
this._handlingSpriteHit = undefined;
return this;
},
wake: function() {
var cur = this.getStateInfo();
if (this.wakeTimerId) {
this.world.clearTimeout(this.wakeTimerId);
this.wakeTimerId = null;
}
if (cur.mov == "squished") {
this.set("state", this.buildState("wake", cur.dir));
this.wakeTimerId = this.world.setTimeout(this.wake.bind(this), 5000);
} else if (cur.mov == "wake") {
this.set("state", this.buildState("walk", cur.dir));
}
return this;
}
});
animations = Backbone.Turtle.prototype.animations;
animations["idle-left"].sequences = animations["idle-right"].sequences =
animations["fall-left"].sequences = animations["fall-right"].sequences =
animations["ko-left"].sequences = animations["ko-right"].sequences = [6];
animations["walk-left"].sequences = animations["walk-right"].sequences = [6, 7];
animations["squished-left"].sequences = animations["squished-right"].sequences = [10];
_.extend(animations, {
"wake-left": {
sequences: [10, 11],
velocity: 0,
scaleX: 1,
scaleY: 1,
delay: sequenceDelay
},
"wake-right": {
sequences: [10, 11],
velocity: 0,
scaleX: -1,
scaleY: 1,
delay: sequenceDelay
},
"walk-slide-left": {
sequences: [10],
velocity: -300,
scaleX: 1,
scaleY: 1
},
"walk-slide-right": {
sequences: [10],
velocity: 300,
scaleX: -1,
scaleY: 1
},
"fall-slide-left": {
sequences: [10],
velocity: -300,
yVelocity: animations["fall-left"].yVelocity,
yAcceleration: animations["fall-left"].yAcceleration,
scaleX: 1,
scaleY: 1
},
"fall-slide-right": {
sequences: [10],
velocity: 300,
yVelocity: animations["fall-right"].yVelocity,
yAcceleration: animations["fall-right"].yAcceleration,
scaleX: -1,
scaleY: 1
}
});
Backbone.FlyingTurtle = Backbone.Turtle.extend({
defaults: _.extend(_.deepClone(Backbone.Turtle.prototype.defaults), {
name: "flying-turtle"
}),
animations: _.deepClone(Backbone.Turtle.prototype.animations),
fallbackSprite: Backbone.Turtle,
onUpdate: function(dt) {
var cur = this.getStateInfo(),
animation = this.getAnimation(),
attrs = {};
if (cur.mov2 == null && cur.mov == "walk" && this.world.get("state") == "play") {
attrs.state = this.buildState("fall", cur.dir);
attrs.yVelocity = -this.animations["fall-right"].yVelocity;
}
if (!_.isEmpty(attrs)) this.set(attrs);
return true;
},
squish: function(sprite) {
var cur = this.getStateInfo();
var newSprite = new this.fallbackSprite({
x: this.get("x"),
y: this.get("y"),
state: "walk-" + cur.dir
});
newSprite.set("id", this.world.buildIdFromName(newSprite.get("name")));
this.world.add(newSprite);
this.world.remove(this);
this.cancelUpdate = true;
}
});
animations = Backbone.FlyingTurtle.prototype.animations;
animations["idle-left"].sequences = animations["idle-right"].sequences =
animations["fall-left"].sequences = animations["fall-right"].sequences =
animations["ko-left"].sequences = animations["ko-right"].sequences = [8];
animations["walk-left"].sequences = animations["walk-right"].sequences = [8, 9];
Backbone.RedTurtle = Backbone.Turtle.extend({
defaults: _.extend(_.deepClone(Backbone.Turtle.prototype.defaults), {
name: "red-turtle"
}),
animations: _.deepClone(Backbone.Turtle.prototype.animations)
});
animations = Backbone.RedTurtle.prototype.animations;
animations["idle-left"].sequences = animations["idle-right"].sequences =
animations["fall-left"].sequences = animations["fall-right"].sequences =
animations["ko-left"].sequences = animations["ko-right"].sequences = [108];
animations["walk-left"].sequences = animations["walk-right"].sequences = [108, 109];
animations["squished-left"].sequences = animations["squished-right"].sequences =
animations["walk-slide-left"].sequences = animations["walk-slide-right"].sequences =
animations["fall-slide-left"].sequences = animations["fall-slide-right"].sequences = [112];
animations["wake-left"].sequences = animations["wake-right"].sequences = [112, 113];
Backbone.RedFlyingTurtle = Backbone.FlyingTurtle.extend({
defaults: _.extend(_.deepClone(Backbone.FlyingTurtle.prototype.defaults), {
name: "red-flying-turtle"
}),
animations: _.deepClone(Backbone.FlyingTurtle.prototype.animations),
fallbackSprite: Backbone.RedTurtle
});
animations = Backbone.RedFlyingTurtle.prototype.animations;
animations["idle-left"].sequences = animations["idle-right"].sequences =
animations["fall-left"].sequences = animations["fall-right"].sequences =
animations["ko-left"].sequences = animations["ko-right"].sequences = [110];
animations["walk-left"].sequences = animations["walk-right"].sequences = [110, 111];
animations["squished-left"].sequences = animations["squished-right"].sequences =
animations["walk-slide-left"].sequences = animations["walk-slide-right"].sequences =
animations["fall-slide-left"].sequences = animations["fall-slide-right"].sequences = [112];
animations["wake-left"].sequences = animations["wake-right"].sequences = [112, 113];
Backbone.Beetle = Backbone.Turtle.extend({
defaults: _.extend(_.deepClone(Backbone.Turtle.prototype.defaults), {
name: "beetle"
}),
animations: _.deepClone(Backbone.Turtle.prototype.animations)
});
animations = Backbone.Beetle.prototype.animations;
animations["idle-left"].sequences = animations["idle-right"].sequences =
animations["fall-left"].sequences = animations["fall-right"].sequences =
animations["ko-left"].sequences = animations["ko-right"].sequences = [33];
animations["walk-left"].sequences = animations["walk-right"].sequences = [33, 32];
animations["squished-left"].sequences = animations["squished-right"].sequences =
animations["walk-slide-left"].sequences = animations["walk-slide-right"].sequences =
animations["fall-slide-left"].sequences = animations["fall-slide-right"].sequences =
animations["wake-left"].sequences = animations["wake-right"].sequences = [34];
Backbone.Spike = Backbone.Mushroom.extend({
defaults: _.extend(_.deepClone(Backbone.Mushroom.prototype.defaults), {
name: "spike"
}),
animations: _.deepClone(Backbone.Mushroom.prototype.animations),
squish: function() {}
});
animations = Backbone.Spike.prototype.animations;
animations["idle-left"].sequences = animations["idle-right"].sequences =
animations["fall-left"].sequences = animations["fall-right"].sequences =
animations["ko-left"].sequences = animations["ko-right"].sequences = [133];
animations["walk-left"].sequences = animations["walk-right"].sequences = [133, 132];
}).call(this);

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<!doctype html>
<html style="touch-action: none;" manifest="offline.appcache">
<head>
<title>Super Mario Bros Level 1-1 - 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, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover"/>
<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/character.js" type="text/javascript"></script>
<script src="../src/input.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="mario.js" type="text/javascript"></script>
<script src="tiles.js" type="text/javascript"></script>
<script src="artifacts.js" type="text/javascript"></script>
<script src="enemies.js" type="text/javascript"></script>
<script src="display.js" type="text/javascript"></script>
<script src="level_1-1.js" type="text/javascript"></script>
<script src="main.js" type="text/javascript"></script>
<style>
* { box-sizing: border-box; }
html, body {
margin: 0;
padding: 0;
background-color: #000;
width: 100%;
height: 100%;
overflow: hidden;
}
canvas {
position: fixed;
top: 0;
left: 0;
}
/* canvas 自适应容器 */
canvas {
width: 100%;
height: auto;
}
</style>
<script>
// 强制启用触摸板
window.forceTouchpad = true;
</script>
</head>
<body>
<img id="mario" src="super-mario-2x.png" style="display:none;" />
<img id="tiles" src="super-mario-tiles-2x.png" style="display:none;" />
<img id="enemies" src="super-mario-enemies-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>
<script>
(function () {
const canvas = document.getElementById("foreground");
if (!canvas) return;
function fitCanvas() {
const viewportWidth = window.innerWidth || document.documentElement.clientWidth || 0;
const viewportHeight = window.innerHeight || document.documentElement.clientHeight || 0;
if (!viewportWidth || !viewportHeight) return;
const ratio = canvas.width / canvas.height;
let w = viewportWidth;
let h = viewportWidth / ratio;
if (h > viewportHeight) {
h = viewportHeight;
w = viewportHeight * ratio;
}
canvas.style.width = w + "px";
canvas.style.height = h + "px";
canvas.style.left = (viewportWidth - w) / 2 + "px";
canvas.style.top = (viewportHeight - h) / 2 + "px";
}
window.addEventListener("resize", fitCanvas, { passive: true });
window.addEventListener("orientationchange", fitCanvas, { passive: true });
fitCanvas();
setTimeout(fitCanvas, 50);
})();
</script>
</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 = [
"ground", "brick-top", "brick", "ground2", "block", "block2", "question-block", "pennie",
"tube1", "tube2", "tube3-mirror", "tube4-mirror", "bush1", "bush2", "bush3", "cloud1", "cloud2", "cloud3",
"cloud-happy1", "cloud-happy2", "cloud-happy3", "flag-pole1", "water-bridge",
"cloud-small", "ground-ug", "brick-top-ug", "brick-ug", "ground2-ug", "block-ug", "block2-ug",
"question-block-ug", "pennie-ug", "tube3", "tube4", "tube1-mirror", "tube2-mirror", "bush4", "bush5", "bush6",
"cloud4", "cloud5", "cloud6", "cloud-happy4", "cloud-happy5", "cloud-happy6", "flag-pole2", "railing",
"tube1-out", "tube2-out", "tube3-out", "tube1-out-mirror", "tube2-out-mirror", "tube3-out-mirror", "water1", "lava1",
"platform1", "platform2", "platform3", "brick7-castle", "brick-castle", "brick2-castle", "brick3-castle",
"mario", "luigi", "mushroom", "turtle", "flying-turtle", "red-turtle", "red-flying-turtle", "beetle", "spike",
"tube4-out", "tube5-out", "tube6-out", "tube4-out-mirror", "tube5-out-mirror", "tube6-out-mirror", "water2", "lava2",
"bush7", "bush8", "bush9", "platform-pole", "brick4-castle", "brick5-castle", "brick6-castle"
];
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: "mario",
img: "#mario",
tileWidth: 32,
tileHeight: 64,
tileColumns: 21,
tileRows: 6
}, {
id: "tiles",
img: "#tiles",
tileWidth: 32,
tileHeight: 32,
tileColumns: 29,
tileRows: 28
}, {
id: "enemies",
img: "#enemies",
tileWidth: 32,
tileHeight: 64,
tileColumns: 51,
tileRows: 3
}]).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
// Reserve bottom of canvas for input and editor
this.world = new Backbone.World(
_.extend({viewportBottom: 156}, window._world), {
input: this.input,
camera: this.camera
});
this.display = new Backbone.Display({}, {
world: this.world
});
// 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: 4, 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: 4, 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.display,
this.camera,
this.toggleButton,
this.message,
this.debugPanel
]));
// The sprite picker and editor
this.editor = new Backbone.WorldEditor({
spriteNames: spriteNames
}, {
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 == "pause" ? "play" : "pause");
if (!this.engine.isRunning()) this.engine.start();
},
onChangeState: function() {
var state = this.world.get("state");
if (state == "pause") {
// 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.Mario = Backbone.Hero.extend({
defaults: _.extend({}, Backbone.Hero.prototype.defaults, {
name: "mario",
spriteSheet: "mario"
}),
bounce: function(sprite, dir, dir2) {
var cur = this.getStateInfo(),
state = this.buildState("jump", cur.dir);
this.set({
state: state,
yVelocity: this.animations[state].yStartVelocity*0.5,
nextState: this.buildState("idle", cur.dir)
});
this.cancelUpdate = true;
return this;
},
hit: function(sprite, dir, dir2) {
if (this._handlingSpriteHit) return this;
this._handlingSpriteHit = sprite;
if (sprite.get("type") == "artifact") {
this.cancelUpdate = true;
} else if (sprite.get("type") == "character") {
var name = sprite.get("name"),
cur = this.getStateInfo(),
opo = dir == "left" ? "right" : (dir == "right" ? "left" : (dir == "top" ? "bottom" : "top"));
if (dir == "bottom" && name != "spike") {
this.bounce.apply(this, arguments);
} else if (sprite.isAttacking()) {
this.knockout(sprite, "left");
}
sprite.trigger("hit", this, opo);
}
this._handlingSpriteHit = undefined;
return this;
}
});
Backbone.Luigi = Backbone.Mario.extend({
defaults: _.extend({}, Backbone.Hero.prototype.defaults, {
name: "luigi",
spriteSheet: "mario"
}),
animations: _.reduce(Backbone.Hero.prototype.animations, function(animations, anim, name) {
var clone = _.clone(anim);
clone.sequences = _.map(anim.sequences, function(index) {
return index + 42;
});
animations[name] = clone;
return animations;
}, {})
});
}).call(this);

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CACHE MANIFEST
# Version 0.40 (c) 2014 Martin Drapeau
../3rd/qtree.js
../3rd/underscore.js
../3rd/backbone.native.js
../3rd/backbone.js
../src/adjust-viewport.js
../src/input.js
../src/shapes.js
../src/core.js
../src/character.js
../src/hero.js
../src/world.js
../src/local-storage.js
../src/camera.js
../src/editor.js
mario.js
tiles.js
artifacts.js
enemies.js
display.js
level_1-1.js
main.js
super-mario-2x.png
super-mario-tiles-2x.png
super-mario-enemies-2x.png
icons.png

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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", "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", "tube1", {collision: true}, {idle: {sequences: [290]}});
extendSprite("Tile", "tube2", {collision: true}, {idle: {sequences: [291]}});
extendSprite("Tile", "tube1-mirror", {collision: true}, {idle: {sequences: [261]}});
extendSprite("Tile", "tube2-mirror", {collision: true}, {idle: {sequences: [262]}});
extendSprite("Tile", "tube1-ug", {collision: true}, {idle: {sequences: [406]}});
extendSprite("Tile", "tube2-ug", {collision: true}, {idle: {sequences: [407]}});
extendSprite("Tile", "bush1", {collision: false}, {idle: {sequences: [240]}});
extendSprite("Tile", "bush2", {collision: false}, {idle: {sequences: [241]}});
extendSprite("Tile", "bush3", {collision: false}, {idle: {sequences: [242]}});
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", "flag-pole1", {collision: false}, {idle: {sequences: [306]}});
extendSprite("Tile", "cloud-small", {collision: true}, {idle: {sequences: [613]}});
extendSprite("Tile", "ground-ug", {collision: true}, {idle: {sequences: [116]}});
extendSprite("Tile", "ground2-ug", {collision: true}, {idle: {sequences: [147]}});
extendSprite("Tile", "block-ug", {collision: true}, {idle: {sequences: [119]}});
extendSprite("Tile", "block2-ug", {collision: true}, {idle: {sequences: [145]}});
extendSprite("Tile", "tube3", {collision: true}, {idle: {sequences: [319]}});
extendSprite("Tile", "tube4", {collision: true}, {idle: {sequences: [320]}});
extendSprite("Tile", "tube3-mirror", {collision: true}, {idle: {sequences: [232]}});
extendSprite("Tile", "tube4-mirror", {collision: true}, {idle: {sequences: [233]}});
extendSprite("Tile", "tube3-ug", {collision: true}, {idle: {sequences: [435]}});
extendSprite("Tile", "tube4-ug", {collision: true}, {idle: {sequences: [436]}});
extendSprite("Tile", "bush4", {collision: false}, {idle: {sequences: [269]}});
extendSprite("Tile", "bush5", {collision: false}, {idle: {sequences: [270]}});
extendSprite("Tile", "bush6", {collision: false}, {idle: {sequences: [271]}});
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", "flag-pole2", {collision: false}, {idle: {sequences: [335]}});
extendSprite("Tile", "tube1-out", {collision: true}, {idle: {sequences: [292]}});
extendSprite("Tile", "tube2-out", {collision: true}, {idle: {sequences: [293]}});
extendSprite("Tile", "tube3-out", {collision: true}, {idle: {sequences: [294]}});
extendSprite("Tile", "tube1-out-mirror", {collision: true}, {idle: {sequences: [234]}});
extendSprite("Tile", "tube2-out-mirror", {collision: true}, {idle: {sequences: [235]}});
extendSprite("Tile", "tube3-out-mirror", {collision: true}, {idle: {sequences: [236]}});
extendSprite("Tile", "tube1-out-ug", {collision: true}, {idle: {sequences: [408]}});
extendSprite("Tile", "tube2-out-ug", {collision: true}, {idle: {sequences: [409]}});
extendSprite("Tile", "tube3-out-ug", {collision: true}, {idle: {sequences: [410]}});
extendSprite("Tile", "brick7-castle", {collision: true}, {idle: {sequences: [42]}});
extendSprite("Tile", "bush7", {collision: false}, {idle: {sequences: [272]}});
extendSprite("Tile", "bush8", {collision: false}, {idle: {sequences: [273]}});
extendSprite("Tile", "bush9", {collision: false}, {idle: {sequences: [274]}});
extendSprite("Tile", "water1", {collision: false}, {idle: {sequences: [583]}});
extendSprite("Tile", "water2", {collision: false}, {idle: {sequences: [612]}});
extendSprite("Tile", "water-bridge", {collision: true}, {idle: {sequences: [32]}});
extendSprite("Tile", "lava1", {collision: false}, {idle: {sequences: [699]}});
extendSprite("Tile", "lava2", {collision: false}, {idle: {sequences: [728]}});
extendSprite("Tile", "lava-bridge", {collision: true}, {idle: {sequences: [148]}});
extendSprite("Tile", "tube4-out", {collision: true}, {idle: {sequences: [321]}});
extendSprite("Tile", "tube5-out", {collision: true}, {idle: {sequences: [322]}});
extendSprite("Tile", "tube6-out", {collision: true}, {idle: {sequences: [323]}});
extendSprite("Tile", "tube4-out-mirror", {collision: true}, {idle: {sequences: [263]}});
extendSprite("Tile", "tube5-out-mirror", {collision: true}, {idle: {sequences: [264]}});
extendSprite("Tile", "tube6-out-mirror", {collision: true}, {idle: {sequences: [265]}});
extendSprite("Tile", "tube4-out-ug", {collision: true}, {idle: {sequences: [437]}});
extendSprite("Tile", "tube5-out-ug", {collision: true}, {idle: {sequences: [438]}});
extendSprite("Tile", "tube6-out-ug", {collision: true}, {idle: {sequences: [439]}});
extendSprite("Tile", "brick-castle", {collision: true}, {idle: {sequences: [11]}});
extendSprite("Tile", "brick2-castle", {collision: true}, {idle: {sequences: [12]}});
extendSprite("Tile", "brick3-castle", {collision: true}, {idle: {sequences: [13]}});
extendSprite("Tile", "brick4-castle", {collision: true}, {idle: {sequences: [14]}});
extendSprite("Tile", "brick5-castle", {collision: true}, {idle: {sequences: [40]}});
extendSprite("Tile", "brick6-castle", {collision: true}, {idle: {sequences: [41]}});
extendSprite("Tile", "railing", {collision: false}, {idle: {sequences: [363]}});
extendSprite("Tile", "platform1", {collision: true}, {idle: {sequences: [237]}});
extendSprite("Tile", "platform2", {collision: true}, {idle: {sequences: [238]}});
extendSprite("Tile", "platform3", {collision: true}, {idle: {sequences: [239]}});
extendSprite("Tile", "platform-pole", {collision: false}, {idle: {sequences: [208]}});
// Subclass Sprite to use a global timer - so all animated
// sprites animate in sync.
Backbone.AnimatedTile = Backbone.Tile.extend({
initialize: function(attributes, options) {
Backbone.Tile.prototype.initialize.apply(this, arguments);
this.on("attach", this.onAttach, this);
this.on("detach", this.onDetach, this);
},
onAttach: function() {
if (!this.engine) return;
this.onDetach();
this.clock = this.engine.sprites.findWhere({name: "animatedTileClock"});
if (!this.clock)
this.clock = this.engine.add(new Backbone.Clock({name: "animatedTileClock", delay: 200}));
this.listenTo(this.clock, "change:ticks", this.updateAnimationIndex);
},
onDetach: function() {
if (this.clock) this.stopListening(this.clock);
this.clock = undefined;
},
update: function(dt) {
return true;
},
updateAnimationIndex: function() {
var animation = this.getAnimation(),
sequenceIndex = this.get("sequenceIndex") || 0;
if (!animation) return;
this.set("sequenceIndex", sequenceIndex < animation.sequences.length-1 ? sequenceIndex + 1 : 0);
}
});
Backbone.Brick = Backbone.AnimatedTile.extend({
defaults: _.extend({}, Backbone.Tile.prototype.defaults, {
name: "brick",
state: "idle",
collision: true,
static: false
}),
animations: {
idle: {
sequences: [2]
},
bounce: {
sequences: [
{frame: 2, x: 0, y: -8},
{frame: 2, x: 0, y: -8},
{frame: 2, x: 0, y: -4},
{frame: 2, x: 0, y: 0}
],
delay: 50
}
},
initialize: function(attributes, options) {
Backbone.AnimatedTile.prototype.initialize.apply(this, arguments);
this.on("hit", this.hit, this);
},
hit: function(sprite, dir, dir2) {
if (sprite.get("hero") && dir == "bottom") {
var tile = this;
this.set({state: "bounce", sequenceIndex: 0});
this.world.setTimeout(function() {
tile.set({state: "idle"});
}, 200);
} else if (dir == "top") {
sprite.trigger("hit", this, "bottom");
}
return this;
}
});
var NewTile = extendSprite("Brick", "brick-top");
animations = NewTile.prototype.animations;
animations.idle.sequences = [1];
_.each(animations.bounce.sequences, function(sequence) {sequence.frame = 1;});
NewTile = extendSprite("Brick", "brick-ug");
animations = NewTile.prototype.animations;
animations.idle.sequences = [118];
_.each(animations.bounce.sequences, function(sequence) {sequence.frame = 118;});
NewTile = extendSprite("Brick", "brick-top-ug");
animations = NewTile.prototype.animations;
animations.idle.sequences = [117];
_.each(animations.bounce.sequences, function(sequence) {sequence.frame = 117;});
Backbone.QuestionBlock = Backbone.AnimatedTile.extend({
defaults: _.extend({}, Backbone.Tile.prototype.defaults, {
name: "question-block",
state: "idle",
collision: true,
static: false
}),
animations: {
idle: {
sequences: [23, 23, 24, 25, 24, 23],
delay: 150
},
bounce: {
sequences: [
{frame: 3, x: 0, y: -8},
{frame: 3, x: 0, y: -8},
{frame: 3, x: 0, y: -4},
{frame: 3, x: 0, y: 0}
],
delay: 50
},
empty: {
sequences: [3]
}
},
initialize: function(attributes, options) {
Backbone.AnimatedTile.prototype.initialize.apply(this, arguments);
this.on("hit", this.hit, this);
},
hit: function(sprite, dir, dir2) {
if (!sprite || !sprite.get("hero") || dir != "bottom") return;
if (this.get("state") != "idle") return;
var tile = this;
this.set({state: "bounce", sequenceIndex: 0});
if (this.world)
this.world.add(new Backbone.FlyingPennie({
x: this.get("x"),
y: this.get("y")
}));
setTimeout(function() {
tile.set({state: "empty"});
}, 200);
}
});
NewTile = extendSprite("QuestionBlock", "question-block-ug");
animations = NewTile.prototype.animations;
animations.idle.sequences = [139, 139, 140, 141, 140, 139];
_.each(animations.bounce.sequences, function(sequence) {sequence.frame = 119;});
animations.empty.sequences = [119];
NewTile = extendSprite("QuestionBlock", "invisible-question-block");
animations = NewTile.prototype.animations;
animations.idle.sequences = [];
_.each(animations.bounce.sequences, function(sequence) {sequence.frame = 3;});
animations.empty.sequences = [3];
NewTile = extendSprite("QuestionBlock", "invisible-question-block-ug");
animations = NewTile.prototype.animations;
animations.idle.sequences = [];
_.each(animations.bounce.sequences, function(sequence) {sequence.frame = 119;});
animations.empty.sequences = [119];
}).call(this);