entityjs 0.2.2
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- data/.gitignore +7 -0
- data/Gemfile +4 -0
- data/README.md +49 -0
- data/Rakefile +1 -0
- data/bin/entityjs +14 -0
- data/build/build_debug.bat +1 -0
- data/build/build_min.bat +1 -0
- data/build/config.php +64 -0
- data/build/debug.php +48 -0
- data/build/files.php +74 -0
- data/build/jsmin.php +376 -0
- data/build/min.php +50 -0
- data/changelog.txt +53 -0
- data/entityjs.gemspec +25 -0
- data/examples/keys/arrow.png +0 -0
- data/examples/keys/keys.html +59 -0
- data/examples/keys/keys.js +148 -0
- data/examples/mouse/mouse.html +58 -0
- data/examples/mouse/mouse.js +60 -0
- data/examples/scenes/home.png +0 -0
- data/examples/scenes/scenes.html +55 -0
- data/examples/scenes/scenes.js +134 -0
- data/examples/scenes/win.png +0 -0
- data/examples/sounds/sound1.mp3 +0 -0
- data/examples/sounds/sound1.ogg +0 -0
- data/examples/sounds/sounds.html +56 -0
- data/examples/sounds/sounds.js +44 -0
- data/examples/style/background.png +0 -0
- data/examples/style/sheet.css +762 -0
- data/examples/tiles/tiles.html +56 -0
- data/examples/tiles/tiles.js +85 -0
- data/examples/tiles/tiles.png +0 -0
- data/lib/blank/config.js +4 -0
- data/lib/blank/config.yml +21 -0
- data/lib/blank/home.js +11 -0
- data/lib/blank/init.js +7 -0
- data/lib/blank/load.js +21 -0
- data/lib/blank/play.html +29 -0
- data/lib/entity.debug.js +52 -0
- data/lib/entity.min.js +184 -0
- data/lib/entityjs/command.rb +37 -0
- data/lib/entityjs/comp.rb +11 -0
- data/lib/entityjs/game.rb +93 -0
- data/lib/entityjs/min.rb +11 -0
- data/lib/entityjs/refresh.rb +14 -0
- data/lib/entityjs/version.rb +3 -0
- data/lib/entityjs.rb +6 -0
- data/license.txt +1 -0
- data/spec/lib/entityjs/game_spec.rb +11 -0
- data/spec/spec_helper.rb +3 -0
- data/src/entityjs/core/component.js +306 -0
- data/src/entityjs/core/entity.js +516 -0
- data/src/entityjs/core/load.js +224 -0
- data/src/entityjs/core/query.js +410 -0
- data/src/entityjs/core/re.js +70 -0
- data/src/entityjs/core/system.js +125 -0
- data/src/entityjs/cycle/draw.js +185 -0
- data/src/entityjs/cycle/ticker.js +27 -0
- data/src/entityjs/cycle/tween.js +61 -0
- data/src/entityjs/cycle/update.js +86 -0
- data/src/entityjs/cycle/wait.js +22 -0
- data/src/entityjs/cycle/worker.js +9 -0
- data/src/entityjs/display/anchor.js +53 -0
- data/src/entityjs/display/bitfont.js +93 -0
- data/src/entityjs/display/bitmap.js +37 -0
- data/src/entityjs/display/circle.js +30 -0
- data/src/entityjs/display/font.js +41 -0
- data/src/entityjs/display/group.js +63 -0
- data/src/entityjs/display/rect.js +19 -0
- data/src/entityjs/display/screen.js +46 -0
- data/src/entityjs/display/sprite.js +37 -0
- data/src/entityjs/input/keyboard.js +150 -0
- data/src/entityjs/input/mouse.js +123 -0
- data/src/entityjs/input/pressed.js +81 -0
- data/src/entityjs/input/touch.js +28 -0
- data/src/entityjs/math/bind.js +76 -0
- data/src/entityjs/math/bisect.js +69 -0
- data/src/entityjs/math/body.js +39 -0
- data/src/entityjs/math/drag.js +39 -0
- data/src/entityjs/math/hitmap.js +165 -0
- data/src/entityjs/math/hittest.js +26 -0
- data/src/entityjs/math/physics.js +142 -0
- data/src/entityjs/math/point.js +57 -0
- data/src/entityjs/math/tile.js +91 -0
- data/src/entityjs/media/channel.js +93 -0
- data/src/entityjs/media/playlist.js +5 -0
- data/src/entityjs/media/sound.js +110 -0
- data/src/entityjs/net/socket.js +52 -0
- data/src/entityjs/pattern/arraymap.js +89 -0
- data/src/entityjs/pattern/flicker.js +214 -0
- data/src/entityjs/pattern/timestep.js +34 -0
- data/src/entityjs/save/database.js +7 -0
- data/src/entityjs/save/storage.js +57 -0
- data/src/entityjs/util/log.js +25 -0
- data/src/entityjs/util/polyfill.js +25 -0
- data/src/entityjs/util/random.js +38 -0
- data/src/entityjs/util/scene.js +101 -0
- data/src/entityjs/util/sheet.js +51 -0
- data/src/entityjs/util/support.js +132 -0
- metadata +156 -0
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/*
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The hitmap component is used for collision detection in a tile-based game.
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This can be sent to a physics entity and it will recieve checks if it hits
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a tile.
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Creating this signal system will allow other developers to easily implement
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their own hit collision system.
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*/
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re.c('hitmap')
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.require('arraymap')
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.extend({
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hitValue:1,
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checkAxisX:function(value, x, y, vx, vy){
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return value == this.hitValue;
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},
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checkAxisY:function(value, x, y, vx, vy){
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return value == this.hitValue;
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},
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checkHit:function(posX, posY, velX, velY, bodX, bodY, padX, padY){
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if(arguments.length == 1){
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var velX = posX.velX;
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var velY = posX.velY;
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var bodX = posX.bodX;
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var bodY = posX.bodY;
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var padX = posX.padX;
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var padY = posX.padY;
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var posY = posX.posY;
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posX = posX.posX;
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}
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var res = {
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posX:posX,
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posY:posY,
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tarX:-1,
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tarY:-1
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};
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var step = ~~(Math.max(Math.abs(velX), Math.abs(velY)) / ((re.tile.sizeX + re.tile.sizeY) * 0.5) + 0.5);
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if(step > 1) {
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var sx = velX / step;
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var sy = velY / step;
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for(var i=0; i<step && (sx || sy); i++) {
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this.hitmap_step(res, posX, posY, sx, sy, bodX, bodY, padY, padY);
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if(res.hitX) {
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sx = 0;
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}
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if(res.hitY) {
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sy = 0;
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}
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}
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} else {
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this.hitmap_step(res, posX, posY, velX, velY, bodX, bodY, padX, padY);
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}
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return res;
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}
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})
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.namespace({
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/*
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TODO:
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refactor
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possibly utilize entity methods for more robust calculations.
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*/
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step:function(res, x, y, vx, vy, width, height, padx, pady){
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res.posX += vx;
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res.posY += vy;
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var t, ty, tx;
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if(vx) {
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t = re.tile.sizeX;
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var offsetx = (vx > 0 ? width - padx : padx);
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var firsty = Math.floor((y + pady)/ t);
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var lasty = Math.ceil((y + height - pady) / t);
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tx = Math.floor((x + vx + offsetx) / t);
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var offx = (vx < 0 ? t : 0);
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//is inside
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if(tx >= 0 && tx < this.lengthX && lasty >= 0 && firsty < this.lengthY) {
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for(ty = firsty; ty<lasty; ty++){
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if(this.map[ty]){
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//signal
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this.signal('hit', this.map[ty][tx], tx, ty);
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if(this.checkAxisX(this.map[ty][tx], x, y, vx, vy)) {
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res.hitX = true;
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res.posX = tx * t + offx - offsetx;
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res.tarX = tx * t;
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res.tarY = ty * t;
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break;
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}
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}
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}
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}
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}
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if(vy) {
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t = re.tile.sizeY;
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var offsety = (vy > 0 ? height -pady : pady);
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var firstx = Math.floor((res.posX + padx) / t);
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var lastx = Math.ceil((res.posX + width - padx) / t);
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ty = Math.floor((y + vy + offsety) / t);
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var offy = (vy < 0 ? t : 0);
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// Still inside this collision map?
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if(ty >= 0 && ty < this.lengthY && lastx >= 0 && firstx< this.lengthX) {
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for(tx = firstx; tx<lastx; tx++) {
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if(this.map[ty]){
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this.signal('hit', this.map[ty][tx], tx, ty);
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if(this.checkAxisY(this.map[ty][tx], x, y, vx, vy)) {
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res.hitY = true;
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res.posY = ty * t + offy - offsety;
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res.tarX = tx * t;
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res.tarY = ty * t;
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break;
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}
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}
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}
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}
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}
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}
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});
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re.c('hittest')
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.inherit({
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posX:0,
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posY:0,
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sizeX:0,
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sizeY:0,
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/*
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checks if the two targets intersect with each other.
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k.touches(x, y, width, height);
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*/
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touches:function(x, y, w, h){
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return !
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(
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x > this.posX + this.sizeX ||
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x + w < this.posX ||
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y > this.posY + this.sizeY ||
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y + h < this.posY
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);
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}
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});
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/*
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The Physics component adds new physical and time calculated variables to an entity.
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These variables will give the entity a more fluid movement in 2d space.
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Warning - this component is not delta time safe. It assumes a fixed timestep.
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*/
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re.physics = re.c('physics')
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.require('update')
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.global({
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graX:0,
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graY:0,
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//velocity lower than this will be rounded down
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minVel:0.01
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})
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.inherit({
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posX:0,
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posY:0,
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velX:0,
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velY:0,
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velMaxX:100,
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velMaxY:100,
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friX:0.9,
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friY:0.4,
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accX:0,
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accY:0,
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resX:0,
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resY:0,
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masX:1,
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masY:1,
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padX:0,
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padY:0,
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bodX:1,
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bodY:1
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})
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.namespace({
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update:function(t){
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this.velX = this.force(this.velX, this.accX, this.friX, this.graX, this.masX, this.velMaxX);
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this.velY = this.force(this.velY, this.accY, this.friY, this.graY, this.masY, this.velMaxY);
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//check collisions and get result
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if(this.hitmap){
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this.aftermath(this.hitmap.checkHit(this));
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} else {
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this.aftermath(this.posX + this.velX, this.posY + this.velY);
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}
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}
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})
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.extend({
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aftermath:function(posx, posy, hitx, hity, tarx, tary){
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if(arguments.length == 1){
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hitx = posx.hitX;
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hity = posx.hitY;
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tarx = posx.tarX;
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tary = posx.tarY;
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posy = posx.posY;
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posx = posx.posX;
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}
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this.posX = posx;
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this.posY = posy;
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this.signal('aftermath', hitx, hity, tarx, tary);
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if(hitx){
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this.velX = this.forceRes(this.velX, this.resX);
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}
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if(hity){
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this.velY = this.forceRes(this.velY, this.resY);
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}
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},
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forceRes:function(vel, res){
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return vel * -res;
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},
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forceGra:function(gra, mas){
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return gra * mas;
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},
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forceVel:function(vel, acc, fri){
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return (vel + acc) * fri;
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},
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force:function(vel, acc, fri, gra, mas, max){
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var v = this.forceVel(vel, acc, fri) + this.forceGra(gra, mas);
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v = Math.min(max, Math.max(-max, v));
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if(Math.abs(v) < re.physics.minVel){
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v = 0;
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}
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return v;
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},
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isIdle:function(){
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return (this.velY == 0 && this.velX == 0 && this.accX == 0 && this.accY == 0);
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}
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})
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.init(function(c){
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//setup defaults
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this.hitmap = re.hitmap;
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this.graX = c.graX;
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this.graY = c.graY;
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this.addSignal('update', this.physics_update);
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})
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.dispose(function(){
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this.removeSignal('update', this.physics_update);
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});
|
@@ -0,0 +1,57 @@
|
|
1
|
+
/*
|
2
|
+
The point component extends an entity that has a 2d position in space.
|
3
|
+
This can be used for 2d calculations or most commonly 2d sprite positioning.
|
4
|
+
|
5
|
+
*/
|
6
|
+
|
7
|
+
re.c('point')
|
8
|
+
.inherit({
|
9
|
+
|
10
|
+
posX:0,
|
11
|
+
posY:0
|
12
|
+
|
13
|
+
})
|
14
|
+
.extend({
|
15
|
+
|
16
|
+
setPos:function(x, y){
|
17
|
+
|
18
|
+
if(arguments.length == 1){
|
19
|
+
if(x.y)
|
20
|
+
this.posY = x.posY;
|
21
|
+
|
22
|
+
if(x.x)
|
23
|
+
this.posX = x.posX;
|
24
|
+
|
25
|
+
} else {
|
26
|
+
|
27
|
+
this.posX = x;
|
28
|
+
this.posY = y;
|
29
|
+
|
30
|
+
}
|
31
|
+
|
32
|
+
return this;
|
33
|
+
},
|
34
|
+
|
35
|
+
setPosX:function(x){
|
36
|
+
this.posX = x;
|
37
|
+
return this;
|
38
|
+
},
|
39
|
+
|
40
|
+
setPosY:function(y){
|
41
|
+
this.posY = y;
|
42
|
+
return this;
|
43
|
+
},
|
44
|
+
|
45
|
+
distanceTo:function(x, y){
|
46
|
+
if(arguments.length == 1){
|
47
|
+
y = x.posY;
|
48
|
+
x = x.posX;
|
49
|
+
}
|
50
|
+
var kx, ky;
|
51
|
+
kx = x-this.posX>>31;
|
52
|
+
ky = y-this.posY>>31;
|
53
|
+
|
54
|
+
return Math.round(((x-this.posX ^kx)-kx)+((y-this.posY^ky)-ky));
|
55
|
+
}
|
56
|
+
|
57
|
+
});
|
@@ -0,0 +1,91 @@
|
|
1
|
+
/*
|
2
|
+
The tile component adds tile positioning functions and helper functions for tile based games.
|
3
|
+
*/
|
4
|
+
re.tile = re.c('tile')
|
5
|
+
.global({
|
6
|
+
sizeX:40,
|
7
|
+
sizeY:40,
|
8
|
+
|
9
|
+
roundX:function(x, size){
|
10
|
+
if(arguments.length == 1){
|
11
|
+
size = re.tile.sizeX;
|
12
|
+
}
|
13
|
+
return re.tile.roundTileX(x) * size;
|
14
|
+
},
|
15
|
+
|
16
|
+
roundY:function(y, size){
|
17
|
+
if(arguments.length == 1){
|
18
|
+
size = re.tile.sizeY;
|
19
|
+
}
|
20
|
+
return re.tile.roundTileY(y) * size;
|
21
|
+
},
|
22
|
+
|
23
|
+
roundTileX:function(x, size){
|
24
|
+
if(arguments.length == 1){
|
25
|
+
size = re.tile.sizeX;
|
26
|
+
}
|
27
|
+
return Math.round((x - size*0.5)/size);
|
28
|
+
},
|
29
|
+
|
30
|
+
roundTileY:function(y, size){
|
31
|
+
if(arguments.length == 1){
|
32
|
+
size = re.tile.sizeY;
|
33
|
+
}
|
34
|
+
return Math.round((y - size * 0.5)/size);
|
35
|
+
}
|
36
|
+
|
37
|
+
})
|
38
|
+
.inherit({
|
39
|
+
|
40
|
+
posX:0,
|
41
|
+
posY:0
|
42
|
+
|
43
|
+
})
|
44
|
+
.init(function(){
|
45
|
+
|
46
|
+
if(!this.sizeX)
|
47
|
+
this.sizeX = re.tile.sizeX;
|
48
|
+
|
49
|
+
if(!this.sizeY)
|
50
|
+
this.sizeY = re.tile.sizeY;
|
51
|
+
|
52
|
+
})
|
53
|
+
.extend({
|
54
|
+
|
55
|
+
setTileFromPoint:function(x, y){
|
56
|
+
this.posX = re.tile.roundX(x);
|
57
|
+
this.posY = re.tile.roundY(y);
|
58
|
+
|
59
|
+
return this;
|
60
|
+
},
|
61
|
+
|
62
|
+
setTile:function(xt, yt){
|
63
|
+
this.setTileX(xt);
|
64
|
+
this.setTileY(yt);
|
65
|
+
|
66
|
+
return this;
|
67
|
+
},
|
68
|
+
|
69
|
+
setTileX:function(value){
|
70
|
+
this.posX = Math.floor(value * this.sizeX);
|
71
|
+
|
72
|
+
return this;
|
73
|
+
},
|
74
|
+
|
75
|
+
getTileX:function(){
|
76
|
+
return Math.floor(this.posX / this.sizeX);
|
77
|
+
},
|
78
|
+
|
79
|
+
setTileY:function(value){
|
80
|
+
|
81
|
+
this.posY = Math.floor(value * this.sizeY);
|
82
|
+
|
83
|
+
return this;
|
84
|
+
},
|
85
|
+
|
86
|
+
getTileY:function(){
|
87
|
+
|
88
|
+
return Math.floor(this.posY / this.sizeY);
|
89
|
+
}
|
90
|
+
|
91
|
+
});
|
@@ -0,0 +1,93 @@
|
|
1
|
+
/*
|
2
|
+
The channel component allows you to play a sound component more than
|
3
|
+
once at the sametime. This is useful for shooting or fast games.
|
4
|
+
|
5
|
+
//create a new channel
|
6
|
+
re.e('channel attack.sfx')
|
7
|
+
.play()
|
8
|
+
.play()
|
9
|
+
.play();
|
10
|
+
|
11
|
+
//extension sfx is created for every
|
12
|
+
//sound loaded regards of type
|
13
|
+
|
14
|
+
//TODO
|
15
|
+
|
16
|
+
//add more channels
|
17
|
+
|
18
|
+
//cloning glitch fix
|
19
|
+
document.body.appendChild(s);
|
20
|
+
|
21
|
+
s.addEventListener('canplaythrough', function(e){
|
22
|
+
|
23
|
+
//multiple channels will allow the sound to be played more at the sametime.
|
24
|
+
//this will load the sound multiple times sadly FIX
|
25
|
+
for(var i=0; i<re.load.maxChannels-1; i++){
|
26
|
+
channels.push(s.cloneNode(true));
|
27
|
+
}
|
28
|
+
|
29
|
+
if(that._p){
|
30
|
+
that._p.call(that, that.current, that.total, a);
|
31
|
+
}
|
32
|
+
|
33
|
+
if(that.current >= that.total){
|
34
|
+
|
35
|
+
if(that._s){
|
36
|
+
that._s.call(that, that.assets);
|
37
|
+
}
|
38
|
+
|
39
|
+
}
|
40
|
+
|
41
|
+
}, false);
|
42
|
+
*//*
|
43
|
+
re.channel = re.c('channel')
|
44
|
+
.require('sound')
|
45
|
+
.inherit({
|
46
|
+
volume:1,
|
47
|
+
max:3
|
48
|
+
})
|
49
|
+
.extend({
|
50
|
+
|
51
|
+
play:function(loop){
|
52
|
+
if(!this.channels || !re.sound.enabled) return this;
|
53
|
+
|
54
|
+
var c;
|
55
|
+
for(var i=0; i<this.channels.length; i++){
|
56
|
+
|
57
|
+
c = this.channels[i];
|
58
|
+
if(c.ended || !c.currentTime){
|
59
|
+
//play new channel
|
60
|
+
c.play();
|
61
|
+
break;
|
62
|
+
} else if(i == this.channels[i].length-1){
|
63
|
+
c.currentTime = 0;
|
64
|
+
c.play();
|
65
|
+
}
|
66
|
+
|
67
|
+
}
|
68
|
+
|
69
|
+
if(loop){
|
70
|
+
|
71
|
+
var l = 0;
|
72
|
+
|
73
|
+
c.addEventListener('ended', function(){
|
74
|
+
|
75
|
+
if(loop == -1 || l >= loop){
|
76
|
+
this.currentTime = 0;
|
77
|
+
l++;
|
78
|
+
}
|
79
|
+
|
80
|
+
}, false);
|
81
|
+
|
82
|
+
}
|
83
|
+
|
84
|
+
return this;
|
85
|
+
},
|
86
|
+
|
87
|
+
stop:function(){
|
88
|
+
|
89
|
+
//stop all channels
|
90
|
+
|
91
|
+
}
|
92
|
+
|
93
|
+
});*/
|
@@ -0,0 +1,110 @@
|
|
1
|
+
/*
|
2
|
+
The sound component utilizes the new HTML5 to play sound effects in the web browser.
|
3
|
+
It is reccommended to load two sound codecs OGG and AAC because not every browser supports
|
4
|
+
all sound codecs at this time.
|
5
|
+
|
6
|
+
//load a sound
|
7
|
+
re.load('run.ogg run.aac');
|
8
|
+
//BAD this will load both sounds. Even if the browser might not support one
|
9
|
+
|
10
|
+
//GOOD. load just one codec of the sound
|
11
|
+
var codec;
|
12
|
+
if(re.support('ogg')){
|
13
|
+
codec = 'ogg';
|
14
|
+
} else if(re.support('aac')){
|
15
|
+
codec = 'aac';
|
16
|
+
}
|
17
|
+
|
18
|
+
re.load('run.'+codec');
|
19
|
+
|
20
|
+
//create sound
|
21
|
+
re.e('sound run.'+codec);
|
22
|
+
|
23
|
+
//that is a pain, so a helper method has been created
|
24
|
+
re('sound run.'+re.support('ogg', 'aac'));
|
25
|
+
|
26
|
+
Its reccomended to save the supported codec somewhere globaly
|
27
|
+
//like so...
|
28
|
+
re.codec = re.support('ogg', 'aac');
|
29
|
+
|
30
|
+
re.load('run.'+re.codec);
|
31
|
+
|
32
|
+
re.e('run.'+re.codec);
|
33
|
+
|
34
|
+
WARNING: Because the sound component has generic
|
35
|
+
method names stop, play, watchout for overwrites.
|
36
|
+
|
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
|
+
});
|