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engine.js
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engine.js
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/*
* engine.js
* ----------
*
* Tiny Quest
* Copyright (c) 2012 Laurent Couvidou
* Contact : lorancou@free.fr
*
* This program is free software - see README for details.
*/
//-------------------------------------------------------------------------------
// engine constants
var CANVAS_WIDTH = 256;
var CANVAS_HEIGHT = 256;
var CANVAS_CENTER_X = CANVAS_WIDTH/2;
var CANVAS_CENTER_Y = CANVAS_HEIGHT/2;
var EXIT_URL = "http://www.youtube.com/v/c38lPvrPuT4?autoplay=1";
//-------------------------------------------------------------------------------
// log
function log(msg)
{
//alert(msg);
var begin = "<ul><li>";
var middle = "</li><li>";
var end = "</li></ul>";
if (window.console)
{
window.console.log(msg);
}
var output_div = document.getElementById("output");
if ( output_div )
{
var lines = output_div.innerHTML;
var lineList;
if (lines.length > 0)
{
lineList = lines.substring(begin.length, lines.length - end.length).split(middle);
var MAX_LOG_LINES = 20;
while (lineList.length >= MAX_LOG_LINES)
{
lineList.shift();
}
lineList.push(msg);
}
else
{
lineList = [ msg ];
}
output_div.innerHTML = begin +lineList.join(middle) +end;
}
}
//-------------------------------------------------------------------------------
// engine init
var g_context;
function init()
{
log("initializing...");
// get canvas element
var canvasElement = document.getElementById("canvas");
if (!canvasElement)
{
log("ERROR: missing canvas element");
return;
}
// set its size
canvasElement.width = CANVAS_WIDTH;
canvasElement.height = CANVAS_HEIGHT;
// get canvas context
g_context = canvasElement.getContext("2d");
if (!g_context)
{
log("ERROR: missing canvas context");
return;
}
// clear canvas
g_context.fillStyle = "#FF00FF";
g_context.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
// inputs init
document.onkeydown = keyDown;
document.onkeyup = keyUp;
// init the interesting stuff
gameInit();
// run
setTimeout("update()", 0.0);
log("done");
}
//-------------------------------------------------------------------------------
// engine update
var g_lastTime = new Date().getTime();
var g_tick = 0;
var g_exited = false;
function update()
{
var time = new Date().getTime();
var dt = time - g_lastTime;
var fps = 1000.0 / dt;
// update the interesting stuff
gameUpdate(dt);
gameDraw();
// print FPS
var fpsElement = document.getElementById("fps")
if (fpsElement)
{
var fpsString = fps.toFixed(0);
fpsElement.innerHTML = "FPS: " + fpsString;
}
// move on to next update
g_lastTime = time;
g_tick++;
if (!g_exited)
{
var AIM_FPS = 60.0;
var MIN_DT = 1000.0 / AIM_FPS;
setTimeout("update()", MIN_DT);
}
}
//-------------------------------------------------------------------------------
// exit
function exit()
{
log("exit");
window.location = EXIT_URL;
g_exited = true;
}
//-------------------------------------------------------------------------------
// inputs
var g_ie = document.all ? true : false;
var g_leftPressed = false;
var g_upPressed = false;
var g_rightPressed = false;
var g_downPressed = false;
function keyDown(e)
{
var ev = null;
if (g_ie) ev = event;
else ev = e;
if (ev == null) return;
//log("key down: " + ev.keyCode);
switch ( ev.keyCode )
{
case 37: case 81: case 65: g_leftPressed = true; break;
case 38: case 90: case 87: g_upPressed = true; break;
case 39: case 68: g_rightPressed = true; break;
case 40: case 83: g_downPressed = true; break;
}
}
function keyUp(e)
{
var ev = null;
if (g_ie) ev = event;
else ev = e;
if (ev == null) return;
//log("key up: " + ev.keyCode);
switch ( ev.keyCode )
{
case 37: case 81: case 65: g_leftPressed = false; break;
case 38: case 90: case 87: g_upPressed = false; break;
case 39: case 68: g_rightPressed = false; break;
case 40: case 83: g_downPressed = false; break;
}
}
//-------------------------------------------------------------------------------
// maths
function lerp(t, a, b)
{
return a + t * (b -a);
}
function clamp(v, min, max)
{
if (v < min) return min;
if (v > max) return max;
return v;
}
//-------------------------------------------------------------------------------
// animation
function drawAnimated(img, imgX, imgY, width, height, cursor, frameCount)
{
var frame = Math.floor(cursor * frameCount);
var frameWidth = img.width / frameCount;
var sourceX = (frame % frameCount) * frameWidth;
var sourceY = 0;
// log("sourceX= " + sourceX + " sourceY= " + sourceY);
// log("frameWidth= " + frameWidth);
// log("imgX= " + imgX + " imgY= " + imgY);
// log("width= " + width + " height= " + height);
g_context.drawImage(
img,
sourceX, sourceY,
frameWidth, img.height,
imgX, imgY,
width, height);
}