mirror of
https://github.com/Cola-Echo/memory-manager-concurrent.git
synced 2026-06-06 14:45:52 +00:00
237 lines
7.1 KiB
JavaScript
237 lines
7.1 KiB
JavaScript
$(window).on("load", function() {
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/**
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*
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* Backbone Game Engine - An elementary HTML5 canvas game engine using Backbone.
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*
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* Copyright (c) 2014 Martin Drapeau
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* https://github.com/martindrapeau/backbone-game-engine
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*
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*/
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var canvas = document.getElementById("foreground"),
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context = canvas.getContext("2d");
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adjustViewport(canvas);
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var spriteNames = [
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"land1", "land2", "land3", "land4", "land5", "land6",
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"mush1", "mush2", "mush3", "mush4", "mush5", "mush6",
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"water1", "cloud1", "cloud2", "cloud3", "cloud-happy1", "cloud-happy2", "cloud-happy3",
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"cloud-small", "ground", "land8", "ground2", "block", "land7", "block2",
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"cloud-platform1", "cloud-platform2", "cloud-platform3", "cloud-platform4", "cloud-platform5", "cloud-platform6",
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"water2", "cloud4", "cloud5", "cloud6", "cloud-happy4", "cloud-happy5", "cloud-happy6",
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"frog", "platform"
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];
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Backbone.Controller = Backbone.Model.extend({
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initialize: function(attributes, options) {
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options || (options = {});
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var controller = this;
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_.bindAll(this, "onChangeState", "toggleState", "saveWorld", "loadWorld");
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// Create our sprite sheets and attach them to existing sprite classes
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this.spriteSheets = new Backbone.SpriteSheetCollection([{
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id: "frog",
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img: "#frog",
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tileWidth: 50,
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tileHeight: 65,
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tileColumns: 3,
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tileRows: 1
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}, {
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id: "tiles",
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img: "#tiles",
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tileWidth: 32,
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tileHeight: 32,
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tileColumns: 29,
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tileRows: 28
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}]).attachToSpriteClasses();
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// Create the debug panel
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this.debugPanel = new Backbone.DebugPanel();
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// User input (turn off touchpad to start)
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this.input = new Backbone.Input({
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drawTouchpad: true
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});
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// Camera
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this.camera = new Backbone.Camera();
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// Our world
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this.world = new Backbone.World(
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_.extend({viewportBottom: 156}, window._world), {
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input: this.input,
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camera: this.camera
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});
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// Message
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this.message = new Backbone.Message({
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x: 480, y: 20
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});
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// Buttons
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this.toggleButton = new Backbone.Button({
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x: 4, y: 4, width: 52, height: 52, borderRadius: 5,
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img: "#icons", imgX: 0, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
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});
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this.toggleButton.on("tap", this.toggleState, this);
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this.saveButton = new Backbone.Button({
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x: 904, y: 548, width: 52, height: 52, borderRadius: 5,
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img: "#icons", imgX: 96, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
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});
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this.saveButton.on("tap", this.saveWorld, this);
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this.restartButton = new Backbone.Button({
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x: 904, y: 608, width: 52, height: 52, borderRadius: 5,
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img: "#icons", imgX: 128, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
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});
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this.restartButton.on("tap", this.restartWorld, this);
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this.downloadButton = new Backbone.Button({
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x: 888, y: 10, width: 52, height: 52, borderRadius: 5,
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img: "#icons", imgX: 64, imgY: 0, imgWidth: 32, imgHeight: 32, imgMargin: 10
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});
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this.downloadButton.on("tap", this.downloadNewVersion, this);
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// The game engine
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this.engine = new Backbone.Engine({}, {
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canvas: canvas,
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debugPanel: this.debugPanel
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});
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this.engine.add(_.compact([
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this.world,
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this.camera,
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this.toggleButton,
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this.message,
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this.debugPanel
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]));
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// The sprite picker and editor
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this.editor = new Backbone.WorldEditor({
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spriteNames: spriteNames,
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width: 34*20+4
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}, {
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world: this.world
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});
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// Controls
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$(document).on("keypress.Controller", function(e) {
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if (e.keyCode == 66 || e.keyCode == 98)
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controller.engine.toggle(); // b to break the animation
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else if (e.keyCode == 80 || e.keyCode == 112)
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controller.toggleState(); // p to pause and pause
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});
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this.listenTo(this.world, "change:state", this.onChangeState);
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this.onChangeState();
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// If we have Application Cache active, load the latest world
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this.loadWorld();
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},
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toggleState: function(e) {
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var state = this.world.get("state");
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this.world.set("state", state == "edit" ? "play" : "edit");
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if (!this.engine.isRunning()) this.engine.start();
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},
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onChangeState: function() {
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var state = this.world.get("state");
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if (state == "edit") {
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// Edit
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context.clearRect(0, 0, canvas.width, canvas.height);
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this.engine.remove(this.input);
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this.engine.add(this.editor);
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this.engine.add([this.saveButton, this.restartButton]);
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this.toggleButton.set({imgX: 32});
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} else {
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// Play
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context.clearRect(0, 0, canvas.width, canvas.height);
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this.engine.remove(this.editor);
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this.engine.remove([this.saveButton, this.restartButton]);
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this.engine.add(this.input);
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this.toggleButton.set({imgX: 0});
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}
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},
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// Save our world to the server when changed. Debounce by 5 seconds
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// and push back saving upon activity
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saveWorld: function() {
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var controller = this,
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world = this.world
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message = this.message;
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message.show("Saving...");
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world.save(null, {
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success: function() {
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setTimeout(function() {
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message.hide();
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}, 1000);
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},
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error: function(xhr, textStatus, errorThrown ) {
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message.show("Error: " + errorThrown);
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}
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});
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return this;
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},
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// Load our world from the server.
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loadWorld: function() {
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var controller = this,
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world = this.world,
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message = this.message;
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message.show("Loading...");
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world.fetch({
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success: function() {
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world.spawnSprites();
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message.hide();
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},
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error: function(xhr, textStatus, errorThrown ) {
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message.show('Error: ' + errorThrown);
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setTimeout(function() {
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message.hide();
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}, 2000);
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}
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});
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return this;
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},
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restartWorld: function() {
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var controller = this,
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world = this.world,
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message = this.message;
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message.show("Restarting...");
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localStorage.removeItem(world.id);
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world.set(window._world).spawnSprites();
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setTimeout(function() {
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message.hide();
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}, 2000);
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return this;
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},
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downloadNewVersion: function() {
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window.applicationCache.swapCache();
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this.message.show("Please wait...");
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window.location.reload();
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}
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});
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var controller = new Backbone.Controller();
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// When a newer version is available, load it and inform
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// the user it can be downloaded.
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if (window.applicationCache !== undefined)
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window.applicationCache.addEventListener('updateready', function() {
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controller.engine.add(controller.downloadButton);
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});
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// Expose things as globals - easier to debug
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_.extend(window, {
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canvas: canvas,
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context: context,
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controller: controller
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});
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}); |