entityjs 0.2.2 → 0.3.0

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Files changed (264) hide show
  1. data/.gitignore +7 -6
  2. data/.rspec +2 -0
  3. data/README.md +170 -49
  4. data/Rakefile +9 -0
  5. data/bin/entityjs +24 -14
  6. data/entityjs.gemspec +15 -9
  7. data/lib/entityjs/assets.rb +167 -0
  8. data/lib/entityjs/command.rb +52 -27
  9. data/lib/entityjs/commands/build.rb +128 -0
  10. data/lib/entityjs/commands/comp.rb +74 -0
  11. data/lib/entityjs/commands/font.rb +73 -0
  12. data/lib/entityjs/commands/new.rb +59 -0
  13. data/lib/entityjs/commands/server.rb +54 -0
  14. data/lib/entityjs/commands/templates.rb +28 -0
  15. data/lib/entityjs/commands/test.rb +69 -0
  16. data/lib/entityjs/config.rb +130 -0
  17. data/lib/entityjs/dirc.rb +184 -0
  18. data/lib/entityjs/parsers/parse_tmx.rb +41 -0
  19. data/lib/entityjs/parsers/parse_xml.rb +39 -0
  20. data/lib/entityjs/version.rb +1 -1
  21. data/lib/entityjs.rb +53 -0
  22. data/license.txt +1 -1
  23. data/public/play.html +122 -0
  24. data/public/qunit/qunit.css +226 -0
  25. data/public/qunit/qunit.entity.js +190 -0
  26. data/public/qunit/qunit.input.js +200 -0
  27. data/public/qunit/qunit.js +1598 -0
  28. data/public/qunit/qunit.mock.js +97 -0
  29. data/public/tests.html +45 -0
  30. data/spec/javascripts/helpers/accept.png +0 -0
  31. data/spec/javascripts/helpers/alligator.mp3 +0 -0
  32. data/spec/javascripts/helpers/alligator.ogg +0 -0
  33. data/spec/javascripts/helpers/canvas.js +15 -0
  34. data/spec/javascripts/helpers/entityunit.js +50 -0
  35. data/spec/javascripts/helpers/factories.js +11 -0
  36. data/spec/javascripts/helpers/jquery-1.7.1.min.js +4 -0
  37. data/spec/javascripts/src/core/comp_spec.js +145 -0
  38. data/spec/javascripts/src/core/entity_spec.js +324 -0
  39. data/spec/javascripts/src/core/load_spec.js +71 -0
  40. data/spec/javascripts/src/core/query_spec.js +157 -0
  41. data/spec/javascripts/src/core/re_spec.js +61 -0
  42. data/spec/javascripts/src/core/system_spec.js +41 -0
  43. data/spec/javascripts/src/cycle/draw_spec.js +106 -0
  44. data/spec/javascripts/src/cycle/tick_spec.js +20 -0
  45. data/spec/javascripts/src/cycle/update_spec.js +86 -0
  46. data/spec/javascripts/src/display/align_spec.js +43 -0
  47. data/spec/javascripts/src/display/circle_spec.js +26 -0
  48. data/spec/javascripts/src/display/group_spec.js +7 -0
  49. data/spec/javascripts/src/display/image_spec.js +32 -0
  50. data/spec/javascripts/src/display/imgtext_spec.js +32 -0
  51. data/spec/javascripts/src/display/rect_spec.js +13 -0
  52. data/spec/javascripts/src/display/screen_spec.js +47 -0
  53. data/spec/javascripts/src/display/sprite_spec.js +28 -0
  54. data/spec/javascripts/src/display/text_spec.js +30 -0
  55. data/spec/javascripts/src/input/keyboard_spec.js +67 -0
  56. data/spec/javascripts/src/input/mouse_spec.js +133 -0
  57. data/spec/javascripts/src/input/pressed_spec.js +31 -0
  58. data/spec/javascripts/src/math/bisect_spec.js +59 -0
  59. data/spec/javascripts/src/math/body_spec.js +30 -0
  60. data/spec/javascripts/src/math/drag_spec.js +38 -0
  61. data/spec/javascripts/src/math/force_spec.js +134 -0
  62. data/spec/javascripts/src/math/hit_spec.js +28 -0
  63. data/spec/javascripts/src/math/hitmap_spec.js +52 -0
  64. data/spec/javascripts/src/math/limit_spec.js +35 -0
  65. data/spec/javascripts/src/math/point_spec.js +57 -0
  66. data/spec/javascripts/src/math/tile_spec.js +78 -0
  67. data/spec/javascripts/src/media/sound_spec.js +40 -0
  68. data/spec/javascripts/src/pattern/automap_spec.js +93 -0
  69. data/spec/javascripts/src/pattern/flicker_spec.js +66 -0
  70. data/spec/javascripts/src/pattern/timestep_spec.js +23 -0
  71. data/spec/javascripts/src/save/storage_spec.js +37 -0
  72. data/spec/javascripts/src/util/log_spec.js +9 -0
  73. data/spec/javascripts/src/util/polyfill_spec.js +13 -0
  74. data/spec/javascripts/src/util/random_spec.js +33 -0
  75. data/spec/javascripts/src/util/scene_spec.js +52 -0
  76. data/spec/javascripts/src/util/sheet_spec.js +25 -0
  77. data/spec/javascripts/src/util/support_spec.js +17 -0
  78. data/spec/javascripts/support/jasmine.yml +76 -0
  79. data/spec/javascripts/support/jasmine_config.rb +32 -0
  80. data/spec/javascripts/support/jasmine_runner.rb +32 -0
  81. data/spec/lib/entityjs/assets_spec.rb +216 -0
  82. data/spec/lib/entityjs/command_spec.rb +53 -0
  83. data/spec/lib/entityjs/commands/build_spec.rb +69 -0
  84. data/spec/lib/entityjs/commands/comp_spec.rb +45 -0
  85. data/spec/lib/entityjs/commands/font_spec.rb +7 -0
  86. data/spec/lib/entityjs/commands/new_spec.rb +20 -0
  87. data/spec/lib/entityjs/commands/templates_spec.rb +9 -0
  88. data/spec/lib/entityjs/commands/test_spec.rb +31 -0
  89. data/spec/lib/entityjs/config_spec.rb +19 -0
  90. data/spec/lib/entityjs/dirc_spec.rb +83 -0
  91. data/spec/lib/entityjs/version_spec.rb +9 -0
  92. data/spec/spec_helper.rb +21 -3
  93. data/spec/support/factories.rb +19 -0
  94. data/spec/support/mygame.rb +11 -0
  95. data/src/core/comp.js +318 -0
  96. data/src/core/entity.js +549 -0
  97. data/src/core/load.js +242 -0
  98. data/src/core/query.js +354 -0
  99. data/src/core/re.js +74 -0
  100. data/src/core/system.js +121 -0
  101. data/src/cycle/draw.js +178 -0
  102. data/src/cycle/tick.js +25 -0
  103. data/src/{entityjs/cycle → cycle}/tween.js +60 -60
  104. data/src/{entityjs/cycle → cycle}/update.js +86 -85
  105. data/src/{entityjs/cycle → cycle}/wait.js +22 -21
  106. data/src/{entityjs/cycle → cycle}/worker.js +8 -8
  107. data/src/display/align.js +45 -0
  108. data/src/display/circle.js +33 -0
  109. data/src/{entityjs/display → display}/group.js +62 -62
  110. data/src/display/image.js +35 -0
  111. data/src/display/imgtext.js +102 -0
  112. data/src/{entityjs/display → display}/rect.js +18 -18
  113. data/src/display/screen.js +57 -0
  114. data/src/display/sprite.js +54 -0
  115. data/src/display/text.js +44 -0
  116. data/src/{entityjs/input → input}/keyboard.js +152 -150
  117. data/src/input/mouse.js +111 -0
  118. data/src/input/pressed.js +41 -0
  119. data/src/{entityjs/input → input}/touch.js +24 -28
  120. data/src/math/bisect.js +84 -0
  121. data/src/math/body.js +70 -0
  122. data/src/{entityjs/math → math}/drag.js +44 -38
  123. data/src/math/force.js +143 -0
  124. data/src/math/hit.js +32 -0
  125. data/src/math/hitmap.js +167 -0
  126. data/src/math/limit.js +37 -0
  127. data/src/math/point.js +40 -0
  128. data/src/math/tile.js +109 -0
  129. data/src/media/channel.js +93 -0
  130. data/src/{entityjs/media → media}/playlist.js +4 -4
  131. data/src/media/sound.js +114 -0
  132. data/src/{entityjs/net → net}/socket.js +51 -51
  133. data/src/pattern/automap.js +133 -0
  134. data/src/{entityjs/pattern → pattern}/flicker.js +206 -213
  135. data/src/pattern/timestep.js +31 -0
  136. data/src/{entityjs/save → save}/database.js +6 -6
  137. data/src/{entityjs/save → save}/storage.js +47 -56
  138. data/src/{entityjs/util → util}/log.js +17 -25
  139. data/src/{entityjs/util → util}/polyfill.js +24 -24
  140. data/src/util/random.js +20 -0
  141. data/src/util/scene.js +102 -0
  142. data/src/util/sheet.js +35 -0
  143. data/src/{entityjs/util → util}/support.js +109 -132
  144. data/{examples/keys → templates/arrow_keys/assets/images}/arrow.png +0 -0
  145. data/templates/arrow_keys/config.yml +22 -0
  146. data/templates/arrow_keys/readme.txt +9 -0
  147. data/templates/arrow_keys/scripts/display/arrow.js +69 -0
  148. data/templates/arrow_keys/scripts/init.js +10 -0
  149. data/templates/arrow_keys/scripts/input/controls.js +35 -0
  150. data/templates/arrow_keys/scripts/scenes/home.js +20 -0
  151. data/templates/arrow_keys/scripts/scenes/load.js +57 -0
  152. data/templates/arrow_keys/tests/display/arrow_test.js +29 -0
  153. data/templates/arrow_keys/tests/init_test.js +4 -0
  154. data/templates/arrow_keys/tests/input/controls_test.js +32 -0
  155. data/templates/arrow_keys/tests/scenes/home_test.js +0 -0
  156. data/templates/arrow_keys/tests/scenes/load_test.js +16 -0
  157. data/templates/blank/config.yml +22 -0
  158. data/templates/blank/readme.txt +79 -0
  159. data/templates/platform/assets/images/bit.png +0 -0
  160. data/templates/platform/assets/images/hero.png +0 -0
  161. data/templates/platform/assets/images/items.png +0 -0
  162. data/templates/platform/assets/images/tiles.png +0 -0
  163. data/templates/platform/assets/levels/level1.tmx +44 -0
  164. data/templates/platform/assets/sounds/coin.mp3 +0 -0
  165. data/templates/platform/assets/sounds/coin.ogg +0 -0
  166. data/templates/platform/config.yml +22 -0
  167. data/templates/platform/readme.txt +87 -0
  168. data/templates/platform/scripts/display/bit.js +12 -0
  169. data/templates/platform/scripts/display/hero.js +77 -0
  170. data/templates/platform/scripts/display/tile.js +2 -0
  171. data/templates/platform/scripts/display/tsprite.js +17 -0
  172. data/templates/platform/scripts/init.js +7 -0
  173. data/templates/platform/scripts/items/coin.js +27 -0
  174. data/templates/platform/scripts/items/item.js +41 -0
  175. data/templates/platform/scripts/items/spring.js +25 -0
  176. data/templates/platform/scripts/scenes/home.js +10 -0
  177. data/templates/platform/scripts/scenes/load.js +27 -0
  178. data/templates/platform/scripts/scenes/play.js +31 -0
  179. data/templates/platform/scripts/util/counter.js +34 -0
  180. data/templates/platform/scripts/util/level.js +84 -0
  181. data/templates/platform/tests/display/bit_test.js +7 -0
  182. data/templates/platform/tests/display/hero_test.js +73 -0
  183. data/templates/platform/tests/display/tile_test.js +7 -0
  184. data/templates/platform/tests/display/tsprite_test.js +8 -0
  185. data/templates/platform/tests/factories.js +30 -0
  186. data/templates/platform/tests/items/coin_test.js +28 -0
  187. data/templates/platform/tests/items/item_test.js +36 -0
  188. data/templates/platform/tests/items/spring_test.js +21 -0
  189. data/templates/platform/tests/scenes/home_test.js +9 -0
  190. data/templates/platform/tests/scenes/load_test.js +11 -0
  191. data/templates/platform/tests/scenes/play_test.js +15 -0
  192. data/templates/platform/tests/util/counter_test.js +9 -0
  193. data/templates/platform/tests/util/level_test.js +29 -0
  194. metadata +249 -97
  195. data/build/build_debug.bat +0 -1
  196. data/build/build_min.bat +0 -1
  197. data/build/config.php +0 -64
  198. data/build/debug.php +0 -48
  199. data/build/files.php +0 -74
  200. data/build/jsmin.php +0 -376
  201. data/build/min.php +0 -50
  202. data/changelog.txt +0 -53
  203. data/examples/keys/keys.html +0 -59
  204. data/examples/keys/keys.js +0 -148
  205. data/examples/mouse/mouse.html +0 -58
  206. data/examples/mouse/mouse.js +0 -60
  207. data/examples/scenes/home.png +0 -0
  208. data/examples/scenes/scenes.html +0 -55
  209. data/examples/scenes/scenes.js +0 -134
  210. data/examples/scenes/win.png +0 -0
  211. data/examples/sounds/sound1.mp3 +0 -0
  212. data/examples/sounds/sound1.ogg +0 -0
  213. data/examples/sounds/sounds.html +0 -56
  214. data/examples/sounds/sounds.js +0 -44
  215. data/examples/style/background.png +0 -0
  216. data/examples/style/sheet.css +0 -762
  217. data/examples/tiles/tiles.html +0 -56
  218. data/examples/tiles/tiles.js +0 -85
  219. data/examples/tiles/tiles.png +0 -0
  220. data/lib/blank/config.js +0 -4
  221. data/lib/blank/config.yml +0 -21
  222. data/lib/blank/home.js +0 -11
  223. data/lib/blank/init.js +0 -7
  224. data/lib/blank/load.js +0 -21
  225. data/lib/blank/play.html +0 -29
  226. data/lib/entity.debug.js +0 -52
  227. data/lib/entity.min.js +0 -184
  228. data/lib/entityjs/comp.rb +0 -11
  229. data/lib/entityjs/game.rb +0 -93
  230. data/lib/entityjs/min.rb +0 -11
  231. data/lib/entityjs/refresh.rb +0 -14
  232. data/spec/lib/entityjs/game_spec.rb +0 -11
  233. data/src/entityjs/core/component.js +0 -306
  234. data/src/entityjs/core/entity.js +0 -516
  235. data/src/entityjs/core/load.js +0 -224
  236. data/src/entityjs/core/query.js +0 -410
  237. data/src/entityjs/core/re.js +0 -70
  238. data/src/entityjs/core/system.js +0 -125
  239. data/src/entityjs/cycle/draw.js +0 -185
  240. data/src/entityjs/cycle/ticker.js +0 -27
  241. data/src/entityjs/display/anchor.js +0 -53
  242. data/src/entityjs/display/bitfont.js +0 -93
  243. data/src/entityjs/display/bitmap.js +0 -37
  244. data/src/entityjs/display/circle.js +0 -30
  245. data/src/entityjs/display/font.js +0 -41
  246. data/src/entityjs/display/screen.js +0 -46
  247. data/src/entityjs/display/sprite.js +0 -37
  248. data/src/entityjs/input/mouse.js +0 -123
  249. data/src/entityjs/input/pressed.js +0 -81
  250. data/src/entityjs/math/bind.js +0 -76
  251. data/src/entityjs/math/bisect.js +0 -69
  252. data/src/entityjs/math/body.js +0 -39
  253. data/src/entityjs/math/hitmap.js +0 -165
  254. data/src/entityjs/math/hittest.js +0 -26
  255. data/src/entityjs/math/physics.js +0 -142
  256. data/src/entityjs/math/point.js +0 -57
  257. data/src/entityjs/math/tile.js +0 -91
  258. data/src/entityjs/media/channel.js +0 -93
  259. data/src/entityjs/media/sound.js +0 -110
  260. data/src/entityjs/pattern/arraymap.js +0 -89
  261. data/src/entityjs/pattern/timestep.js +0 -34
  262. data/src/entityjs/util/random.js +0 -38
  263. data/src/entityjs/util/scene.js +0 -101
  264. data/src/entityjs/util/sheet.js +0 -51
@@ -1,91 +0,0 @@
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- /*
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- The tile component adds tile positioning functions and helper functions for tile based games.
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- */
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- re.tile = re.c('tile')
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- .global({
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- sizeX:40,
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- sizeY:40,
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-
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- roundX:function(x, size){
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- if(arguments.length == 1){
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- size = re.tile.sizeX;
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- }
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- return re.tile.roundTileX(x) * size;
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- },
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-
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- roundY:function(y, size){
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- if(arguments.length == 1){
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- size = re.tile.sizeY;
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- }
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- return re.tile.roundTileY(y) * size;
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- },
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-
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- roundTileX:function(x, size){
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- if(arguments.length == 1){
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- size = re.tile.sizeX;
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- }
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- return Math.round((x - size*0.5)/size);
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- },
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-
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- roundTileY:function(y, size){
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- if(arguments.length == 1){
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- size = re.tile.sizeY;
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- }
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- return Math.round((y - size * 0.5)/size);
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- }
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-
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- })
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- .inherit({
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-
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- posX:0,
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- posY:0
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-
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- })
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- .init(function(){
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-
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- if(!this.sizeX)
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- this.sizeX = re.tile.sizeX;
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-
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- if(!this.sizeY)
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- this.sizeY = re.tile.sizeY;
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-
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- })
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- .extend({
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-
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- setTileFromPoint:function(x, y){
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- this.posX = re.tile.roundX(x);
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- this.posY = re.tile.roundY(y);
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-
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- return this;
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- },
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-
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- setTile:function(xt, yt){
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- this.setTileX(xt);
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- this.setTileY(yt);
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-
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- return this;
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- },
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-
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- setTileX:function(value){
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- this.posX = Math.floor(value * this.sizeX);
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-
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- return this;
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- },
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-
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- getTileX:function(){
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- return Math.floor(this.posX / this.sizeX);
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- },
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-
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- setTileY:function(value){
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-
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- this.posY = Math.floor(value * this.sizeY);
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-
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- return this;
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- },
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-
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- getTileY:function(){
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-
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- return Math.floor(this.posY / this.sizeY);
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- }
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-
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- });
@@ -1,93 +0,0 @@
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- /*
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- The channel component allows you to play a sound component more than
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- once at the sametime. This is useful for shooting or fast games.
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-
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- //create a new channel
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- re.e('channel attack.sfx')
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- .play()
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- .play()
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- .play();
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-
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- //extension sfx is created for every
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- //sound loaded regards of type
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-
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- //TODO
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-
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- //add more channels
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-
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- //cloning glitch fix
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- document.body.appendChild(s);
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-
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- s.addEventListener('canplaythrough', function(e){
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-
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- //multiple channels will allow the sound to be played more at the sametime.
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- //this will load the sound multiple times sadly FIX
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- for(var i=0; i<re.load.maxChannels-1; i++){
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- channels.push(s.cloneNode(true));
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- }
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-
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- if(that._p){
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- that._p.call(that, that.current, that.total, a);
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- }
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-
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- if(that.current >= that.total){
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-
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- if(that._s){
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- that._s.call(that, that.assets);
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- }
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-
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- }
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-
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- }, false);
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- *//*
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- re.channel = re.c('channel')
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- .require('sound')
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- .inherit({
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- volume:1,
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- max:3
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- })
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- .extend({
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-
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- play:function(loop){
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- if(!this.channels || !re.sound.enabled) return this;
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-
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- var c;
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- for(var i=0; i<this.channels.length; i++){
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-
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- c = this.channels[i];
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- if(c.ended || !c.currentTime){
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- //play new channel
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- c.play();
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- break;
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- } else if(i == this.channels[i].length-1){
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- c.currentTime = 0;
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- c.play();
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- }
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-
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- }
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-
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- if(loop){
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-
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- var l = 0;
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-
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- c.addEventListener('ended', function(){
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-
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- if(loop == -1 || l >= loop){
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- this.currentTime = 0;
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- l++;
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- }
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-
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- }, false);
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-
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- }
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-
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- return this;
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- },
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-
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- stop:function(){
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-
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- //stop all channels
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-
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- }
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-
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- });*/
@@ -1,110 +0,0 @@
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- /*
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- The sound component utilizes the new HTML5 to play sound effects in the web browser.
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- It is reccommended to load two sound codecs OGG and AAC because not every browser supports
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- all sound codecs at this time.
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-
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- //load a sound
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- re.load('run.ogg run.aac');
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- //BAD this will load both sounds. Even if the browser might not support one
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-
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- //GOOD. load just one codec of the sound
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- var codec;
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- if(re.support('ogg')){
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- codec = 'ogg';
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- } else if(re.support('aac')){
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- codec = 'aac';
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- }
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-
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- re.load('run.'+codec');
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-
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- //create sound
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- re.e('sound run.'+codec);
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-
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- //that is a pain, so a helper method has been created
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- re('sound run.'+re.support('ogg', 'aac'));
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-
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- Its reccomended to save the supported codec somewhere globaly
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- //like so...
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- re.codec = re.support('ogg', 'aac');
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-
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- re.load('run.'+re.codec);
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-
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- re.e('run.'+re.codec);
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-
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- WARNING: Because the sound component has generic
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- method names stop, play, watchout for overwrites.
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-
37
- Sound Tip
38
- //find all sounds in game and play them all!
39
- re('sound').method('play');
40
-
41
-
42
- */
43
- re.sound = re.c('sound')
44
- .global({
45
-
46
- enabled:true
47
-
48
- })
49
- .namespace({
50
-
51
- hasEvent:false,
52
- loops:0
53
-
54
- })
55
- .extend({
56
-
57
- play:function(loop){
58
- if(!this.sound || !re.sound.enabled) return this;
59
-
60
- var c = this.sound;
61
- var that = this;
62
-
63
- c.currentTime = 0;
64
-
65
- c.play();
66
-
67
- if(loop){
68
-
69
- this.sound_loops = 0;
70
-
71
- if(!this.sound_hasEvent){
72
- this.sound_hasEvent = true;
73
-
74
- c.addEventListener('ended', function(){
75
-
76
- that.signal('sounded', that.sound_loops, loop);
77
-
78
- if(loop == -1 || that.sound_loops < loop){
79
- c.currentTime = 0;
80
- that.sound_loops++;
81
- }
82
-
83
- }, false);
84
- }
85
-
86
- }
87
-
88
- return this;
89
- },
90
-
91
- resume:function(){
92
- this.sound.play();
93
- return this;
94
- },
95
-
96
- pause:function(){
97
- this.sound.pause();
98
-
99
- return this;
100
- },
101
-
102
- currentTime:function(){
103
- return this.sound.currentTime;
104
- },
105
-
106
- ended:function(){
107
- return this.sound.ended;
108
- }
109
-
110
- });
@@ -1,89 +0,0 @@
1
- /*
2
- The arraymap component creates an auto expandable two-dimensional array.
3
- */
4
- re.c('arraymap')
5
- .inherit({
6
- lengthX:0,
7
- lengthY:0
8
- })
9
- .extend({
10
- /*map:null,
11
- size:null,*/
12
- value:0,
13
-
14
- set:function(x, y, value){
15
-
16
- //increate y length
17
- while(y >= this.map.length){
18
- var m = new Array(this.map[0]);
19
-
20
- for(var l in m){
21
- m[l] = this.value;
22
- }
23
-
24
- this.map.push(m);
25
-
26
- }
27
-
28
- //increase x length
29
- while(x >= this.map[this.map.length-1].length){
30
-
31
- for(var k=0; k<this.map.length; k++){
32
- this.map[k].push(this.value);
33
- }
34
-
35
- }
36
-
37
- this.lengthX = this.map[y].length;
38
- this.lengthY = this.map.length;
39
-
40
- this.map[y][x] = value;
41
-
42
- return this;
43
- },
44
-
45
- within:function(x, y){
46
-
47
- if(y < 0 || y >= this.lengthY || x < 0 || x >= this.lengthX){
48
- return false;
49
- }
50
- return true;
51
- },
52
-
53
- get:function(x, y){
54
- if(this.within(x,y)){
55
- return this.map[y][x];
56
- }
57
- return null;
58
- },
59
-
60
- copy:function(a){
61
-
62
- for(var y=0; y<a.length; y++){
63
- for(var x=0; x<a[0].length; x++){
64
- this.set(x, y, a[y][x]);
65
- }
66
- }
67
-
68
- return this;
69
- },
70
-
71
- copyByRef:function(m){
72
-
73
- this.map = m;
74
-
75
- if(m.length > 0){
76
- this.lengthX = m[0].length;
77
- } else {
78
- this.lengthX = 0;
79
- }
80
-
81
- this.lengthY = m.length;
82
-
83
- return this;
84
- }
85
-
86
- })
87
- .init(function(){
88
- this.map = [];
89
- });
@@ -1,34 +0,0 @@
1
- /*
2
-
3
-
4
- re.e('timestep')
5
- .timestep(progress, function(){
6
-
7
-
8
-
9
- });
10
- */
11
-
12
- re.c('timestep')
13
- .inherit({
14
-
15
- stepProgress:0,
16
- stepSize:0.3
17
-
18
- })
19
- .extend({
20
-
21
- timestep:function(progress, callback, context){
22
-
23
- this.stepProgress += progress;
24
-
25
- while(this.stepProgress >= this.stepSize){
26
-
27
- callback.call((context)?context:this);
28
-
29
- this.stepProgress -= this.stepSize;
30
- }
31
-
32
- }
33
-
34
- })
@@ -1,38 +0,0 @@
1
- /*
2
- The random component implements two helper methods for calculating random numbers.
3
-
4
- r = re.e('random');
5
-
6
- r.random() // 0 - 1
7
- r.random(10) // 0 - 9
8
- r.random(10, 30) // 10 - 30
9
-
10
- randomInt rounds numbers to whole
11
- */
12
- re.c('random')
13
- .extend({
14
-
15
- random:function(max, min){
16
- switch(arguments.length){
17
- case 0:
18
- return Math.random();
19
- case 1:
20
- return Math.random() * max;
21
- case 2:
22
- return Math.random() * (max - min + 1) + min;
23
- }
24
- },
25
-
26
- randomInt:function(max, min){
27
- return Math.floor(this.random.apply(this, arguments));
28
- }
29
-
30
- })
31
- .run(function(){
32
- var b = re.e('random');
33
-
34
- re.random = b.random;
35
- re.randomInt = b.randomInt;
36
-
37
- b.dispose();
38
- });
@@ -1,101 +0,0 @@
1
-
2
- /*
3
- Goes to an other scene in the game. This calls the scene method with a possible object argument.
4
-
5
- Scenes are a helpful way to organize stages of a game.
6
-
7
- //create scene
8
- re.scene('game')
9
- .enter(function(data){
10
-
11
- //remove all 2d elements
12
- re('2d').dispose();
13
-
14
- loadLevel(data.level);
15
-
16
- });
17
-
18
- //go to scene
19
- re.scene('game', {tiles:[]} );
20
-
21
- //delete a scene
22
- re.scene('-home');
23
-
24
- //combine delete home goto title sceen
25
- re.scene('-home title');
26
- */
27
- re.scene = function(title){
28
- var s = re.c('scene');
29
-
30
- //delete scene
31
- if(title.charAt(0) == '-'){
32
-
33
- delete s._scenes[title.substr(1)];
34
-
35
- return s;
36
-
37
- } else if(s._scenes[title]){
38
- //go to scene
39
-
40
- var current = arguments.callee.current;
41
-
42
- //call exit
43
- var t = s._scenes[current];
44
- if(t && typeof t.scene_exit == 'function'){
45
- t.scene_exit.call(t, title);
46
- }
47
-
48
- arguments.callee.current = title;
49
- s.curent = title;
50
-
51
- t = s._scenes[title];
52
-
53
- if(typeof t.scene_enter == 'function'){
54
- t.scene_enter.apply(t, Array.prototype.slice.call(arguments, 1));
55
- }
56
-
57
-
58
- } else {
59
-
60
- //add scene
61
- re.e('scene:'+title);
62
- }
63
-
64
- return s._scenes[title];
65
- };
66
-
67
- re.c('scene')
68
- .global({
69
-
70
- _scenes:{}
71
-
72
- })
73
- .init(function(c, title){
74
-
75
- c._scenes[title] = this;
76
- this.sceneName = title;
77
-
78
- })
79
- .dispose(function(c){
80
-
81
- delete c._scenes[this.sceneName];
82
-
83
- })
84
- .extend({
85
-
86
- enter:function(m){
87
- this.scene_enter = m;
88
-
89
- return this;
90
- },
91
-
92
- exit:function(m){
93
- this.scene_exit = m;
94
-
95
- return this;
96
- },
97
-
98
- scene:function(){
99
- return re.scene.apply(this, arguments);
100
- }
101
- });
@@ -1,51 +0,0 @@
1
- /*
2
- The sheet component converts a each frame of a sprite sheet into their own components.
3
- */
4
- re.c('sheet')
5
- .global({
6
-
7
- sheet:function(map, padX, padY, sizeX, sizeY){
8
-
9
- var frameWidth = sizeX || re.tile.sizeX;
10
- var frameHeight = sizeY || re.tile.sizeY;
11
-
12
- if(padX){
13
- frameWidth += padX;
14
- }
15
-
16
- if(padY){
17
- frameHeight += padY;
18
- }
19
-
20
- //create new sprites for sheet
21
-
22
- //save frame positions from map
23
- var x;
24
- var y;
25
-
26
- for(var p in map){
27
- x = map[p][0] || 0;
28
- y = map[p][1] || 0;
29
-
30
- re.c(p)
31
- .require('sprite')
32
- .extend({
33
- frame:{x:x, y:y},
34
- size:{x:frameWidth, y:frameHeight},
35
- bitmap:this.bitmap
36
- });
37
-
38
- }
39
-
40
- return this;
41
- }
42
-
43
- })
44
- .require('tile')
45
- .extend({
46
-
47
- sheet:re.sheet
48
-
49
- });
50
-
51
- re.sheet = re.c('sheet').sheet;