ruby2d 0.8.1 → 0.9.0
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- checksums.yaml +4 -4
- data/assets/README.md +20 -7
- data/assets/include/SDL2/SDL.h +135 -0
- data/assets/include/SDL2/SDL_assert.h +291 -0
- data/assets/include/SDL2/SDL_atomic.h +277 -0
- data/assets/include/SDL2/SDL_audio.h +826 -0
- data/assets/include/SDL2/SDL_bits.h +112 -0
- data/assets/include/SDL2/SDL_blendmode.h +120 -0
- data/assets/include/SDL2/SDL_clipboard.h +71 -0
- data/assets/include/SDL2/SDL_config.h +421 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +188 -0
- data/assets/include/SDL2/SDL_egl.h +1673 -0
- data/assets/include/SDL2/SDL_endian.h +260 -0
- data/assets/include/SDL2/SDL_error.h +76 -0
- data/assets/include/SDL2/SDL_events.h +788 -0
- data/assets/include/SDL2/SDL_filesystem.h +136 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +390 -0
- data/assets/include/SDL2/SDL_gesture.h +87 -0
- data/assets/include/SDL2/SDL_haptic.h +1238 -0
- data/assets/include/SDL2/SDL_hints.h +1135 -0
- data/assets/include/SDL2/SDL_image.h +161 -0
- data/assets/include/SDL2/SDL_joystick.h +408 -0
- data/assets/include/SDL2/SDL_keyboard.h +217 -0
- data/assets/include/SDL2/SDL_keycode.h +349 -0
- data/assets/include/SDL2/SDL_loadso.h +81 -0
- data/assets/include/SDL2/SDL_log.h +211 -0
- data/assets/include/SDL2/SDL_main.h +168 -0
- data/assets/include/SDL2/SDL_messagebox.h +144 -0
- data/assets/include/SDL2/SDL_mixer.h +651 -0
- data/assets/include/SDL2/SDL_mouse.h +302 -0
- data/assets/include/SDL2/SDL_mutex.h +251 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2183 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +11177 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
- data/assets/include/SDL2/SDL_pixels.h +470 -0
- data/assets/include/SDL2/SDL_platform.h +198 -0
- data/assets/include/SDL2/SDL_power.h +75 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +148 -0
- data/assets/include/SDL2/SDL_render.h +931 -0
- data/assets/include/SDL2/SDL_revision.h +2 -0
- data/assets/include/SDL2/SDL_rwops.h +254 -0
- data/assets/include/SDL2/SDL_scancode.h +413 -0
- data/assets/include/SDL2/SDL_sensor.h +251 -0
- data/assets/include/SDL2/SDL_shape.h +144 -0
- data/assets/include/SDL2/SDL_stdinc.h +607 -0
- data/assets/include/SDL2/SDL_surface.h +553 -0
- data/assets/include/SDL2/SDL_system.h +279 -0
- data/assets/include/SDL2/SDL_syswm.h +324 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +188 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +81 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +343 -0
- data/assets/include/SDL2/SDL_timer.h +115 -0
- data/assets/include/SDL2/SDL_touch.h +86 -0
- data/assets/include/SDL2/SDL_ttf.h +294 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +162 -0
- data/assets/include/SDL2/SDL_video.h +1276 -0
- data/assets/include/SDL2/SDL_vulkan.h +278 -0
- data/assets/include/SDL2/begin_code.h +167 -0
- data/assets/include/SDL2/close_code.h +37 -0
- data/assets/include/glew.h +23686 -0
- data/assets/include/simple2d.h +735 -0
- data/assets/ios/MRuby.framework/Headers/mrbconf.h +3 -5
- data/assets/ios/MRuby.framework/Headers/mruby.h +35 -32
- data/assets/ios/MRuby.framework/Headers/mruby/array.h +1 -0
- data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
- data/assets/ios/MRuby.framework/Headers/mruby/class.h +14 -11
- data/assets/ios/MRuby.framework/Headers/mruby/common.h +5 -0
- data/assets/ios/MRuby.framework/Headers/mruby/compile.h +4 -3
- data/assets/ios/MRuby.framework/Headers/mruby/debug.h +3 -2
- data/assets/ios/MRuby.framework/Headers/mruby/dump.h +2 -2
- data/assets/ios/MRuby.framework/Headers/mruby/hash.h +38 -5
- data/assets/ios/MRuby.framework/Headers/mruby/irep.h +17 -4
- data/assets/ios/MRuby.framework/Headers/mruby/object.h +4 -5
- data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +47 -139
- data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/ios/MRuby.framework/Headers/mruby/proc.h +4 -4
- data/assets/ios/MRuby.framework/Headers/mruby/string.h +11 -7
- data/assets/ios/MRuby.framework/Headers/mruby/throw.h +4 -4
- data/assets/ios/MRuby.framework/Headers/mruby/variable.h +2 -4
- data/assets/ios/MRuby.framework/Headers/mruby/version.h +6 -6
- data/assets/ios/MRuby.framework/MRuby +0 -0
- data/assets/ios/MyApp.xcodeproj/project.pbxproj +24 -18
- data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/ios/main.c +1 -1
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/SDL2_mixer.dll +0 -0
- data/assets/mingw/bin/SDL2_ttf.dll +0 -0
- data/assets/mingw/bin/glew32.dll +0 -0
- data/assets/mingw/bin/libFLAC-8.dll +0 -0
- data/assets/mingw/bin/libfreetype-6.dll +0 -0
- data/assets/mingw/bin/libjpeg-9.dll +0 -0
- data/assets/mingw/bin/libmodplug-1.dll +0 -0
- data/assets/mingw/bin/libmpg123-0.dll +0 -0
- data/assets/mingw/bin/libogg-0.dll +0 -0
- data/assets/mingw/bin/libopus-0.dll +0 -0
- data/assets/mingw/bin/libopusfile-0.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libvorbis-0.dll +0 -0
- data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/bin/zlib1.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/assets/mingw/lib/libglew32.a +0 -0
- data/assets/mingw/lib/libglew32.dll.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +4 -0
- data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +7 -0
- data/assets/tvos/MRuby.framework/Headers/mrbconf.h +3 -5
- data/assets/tvos/MRuby.framework/Headers/mruby.h +35 -32
- data/assets/tvos/MRuby.framework/Headers/mruby/array.h +1 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +9 -1
- data/assets/tvos/MRuby.framework/Headers/mruby/class.h +14 -11
- data/assets/tvos/MRuby.framework/Headers/mruby/common.h +5 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +4 -3
- data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +3 -2
- data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +2 -2
- data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +38 -5
- data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +17 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/object.h +4 -5
- data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +47 -139
- data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +4 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/string.h +11 -7
- data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +4 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +2 -4
- data/assets/tvos/MRuby.framework/Headers/mruby/version.h +6 -6
- data/assets/tvos/MRuby.framework/MRuby +0 -0
- data/assets/tvos/MyApp.xcodeproj/project.pbxproj +25 -19
- data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/tvos/main.c +1 -1
- data/ext/ruby2d/extconf.rb +59 -50
- data/ext/ruby2d/ruby2d.c +0 -1
- data/lib/ruby2d.rb +1 -7
- data/lib/ruby2d/cli/launch.rb +1 -1
- data/lib/ruby2d/font.rb +32 -7
- data/lib/ruby2d/version.rb +1 -1
- metadata +132 -6
- data/assets/opal.js +0 -21637
- data/assets/simple2d.js +0 -1379
- data/assets/template.html +0 -18
data/assets/simple2d.js
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// Simple2D.js — v0.2.0, built 06-04-2017
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// start.js - Open the anonymous function defining the Simple 2D module
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(function(undefined) {
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// Check if Simple 2D is already loaded
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if (typeof(this.S2D) !== 'undefined') {
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console.warn("Simple 2D already loaded! Loading twice may cause problems.");
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return this.S2D;
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}
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// Create the Simple 2D module
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var S2D = this.S2D = {};
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// ... Simple 2D library starts here ...
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// simple2d.js
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// Simple 2D OpenGL namespace
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S2D.GL = {};
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// Viewport scaling modes
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Object.defineProperty(S2D, "FIXED", { value: 1 });
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Object.defineProperty(S2D, "SCALE", { value: 2 });
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Object.defineProperty(S2D, "STRETCH", { value: 3 });
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// Keyboard events
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Object.defineProperty(S2D, "KEY_DOWN", { value: 1 });
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Object.defineProperty(S2D, "KEY_HELD", { value: 2 });
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Object.defineProperty(S2D, "KEY_UP", { value: 3 });
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// Mouse events
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Object.defineProperty(S2D, "MOUSE_DOWN", { value: 1 });
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Object.defineProperty(S2D, "MOUSE_UP", { value: 2 });
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Object.defineProperty(S2D, "MOUSE_SCROLL", { value: 3 });
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Object.defineProperty(S2D, "MOUSE_MOVE", { value: 4 });
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Object.defineProperty(S2D, "MOUSE_LEFT", { value: 5 });
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Object.defineProperty(S2D, "MOUSE_MIDDLE", { value: 6 });
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Object.defineProperty(S2D, "MOUSE_RIGHT", { value: 7 });
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Object.defineProperty(S2D, "MOUSE_X1", { value: 8 });
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Object.defineProperty(S2D, "MOUSE_X2", { value: 9 });
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Object.defineProperty(S2D, "MOUSE_SCROLL_NORMAL", { value: 10 });
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Object.defineProperty(S2D, "MOUSE_SCROLL_INVERTED", { value: 11 });
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// Event
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S2D.Event = {
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which: null,
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type: null,
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button: null,
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key: null,
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x: 0,
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y: 0,
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delta_x: 0,
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delta_y: 0,
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direction: null
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};
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// Color
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S2D.Color = {
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r: 1.0,
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g: 1.0,
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b: 1.0,
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a: 1.0
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};
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// Window
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S2D.Window = {
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title: null,
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width: null,
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height: null,
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orig_width: null,
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orig_height: null,
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viewport: {
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width: null,
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height: null,
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mode: null
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},
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pixel_ratio: null,
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update: null,
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render: null,
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mouse: {
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x: 0,
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y: 0,
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last_x: 0,
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last_y: 0
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},
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on_key: null,
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on_mouse: null,
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element: null, // The HTML element to append the canvas
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canvas: null,
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background: null,
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frames: 0,
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close: false
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};
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// Image
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S2D.Image = {
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texture: null,
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data: null,
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color: null,
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y: 0,
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width: null,
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height: null,
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};
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// Sprite
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S2D.Sprite = {
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img: null,
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color: null,
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x: 0,
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y: 0,
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width: null,
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height: null,
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clip_width: null,
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clip_height: null,
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tx1: null,
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ty1: null,
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tx2: null,
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ty2: null,
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tx3: null,
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ty3: null,
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};
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// Text
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S2D.Text = {
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texture: null,
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data: null,
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color: null,
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x: 0,
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y: 0,
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width: null,
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height: null,
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font: null,
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size: null,
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msg: null
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};
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// Sound
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S2D.Sound = {
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data: null
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};
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// Music
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S2D.Music = {
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data: null
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};
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// Global current music playing
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S2D.current_music = null;
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// Collection of keys currently pressed
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S2D.keys_down = [];
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// On keyboard starting at top row, left to right
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S2D.key_map = {
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220: "\\",
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20: "CapsLock",
|
176
|
-
186: ";",
|
177
|
-
222: "'",
|
178
|
-
13: "Return",
|
179
|
-
|
180
|
-
16: "Shift",
|
181
|
-
188: ",",
|
182
|
-
190: ".",
|
183
|
-
191: "/",
|
184
|
-
|
185
|
-
17: "Ctrl",
|
186
|
-
18: "Option",
|
187
|
-
91: "Left Command",
|
188
|
-
32: "Space",
|
189
|
-
93: "Right Command",
|
190
|
-
37: "Left",
|
191
|
-
38: "Up",
|
192
|
-
39: "Right",
|
193
|
-
40: "Down"
|
194
|
-
};
|
195
|
-
|
196
|
-
// Web-specific helpers
|
197
|
-
|
198
|
-
// Looks up a key from a given keycode
|
199
|
-
S2D.GetKey = function(keycode) {
|
200
|
-
if (typeof(keycode) == "string") {
|
201
|
-
return keycode;
|
202
|
-
} else if (S2D.key_map[keycode]) {
|
203
|
-
return S2D.key_map[keycode];
|
204
|
-
} else {
|
205
|
-
return String.fromCharCode(keycode);
|
206
|
-
}
|
207
|
-
};
|
208
|
-
|
209
|
-
// Trim transparent pixels from canvas
|
210
|
-
// Adapted from: https://gist.github.com/remy/784508
|
211
|
-
S2D.TrimCanvas = function(c) {
|
212
|
-
var ctx = c.getContext('2d'),
|
213
|
-
copy = document.createElement('canvas').getContext('2d'),
|
214
|
-
pixels = ctx.getImageData(0, 0, c.width, c.height),
|
215
|
-
l = pixels.data.length,
|
216
|
-
i,
|
217
|
-
bound = {
|
218
|
-
top: null,
|
219
|
-
left: null,
|
220
|
-
right: null,
|
221
|
-
bottom: null
|
222
|
-
},
|
223
|
-
x, y;
|
224
|
-
|
225
|
-
for (i = 0; i < l; i += 4) {
|
226
|
-
if (pixels.data[i+3] !== 0) {
|
227
|
-
x = (i / 4) % c.width;
|
228
|
-
y = ~~((i / 4) / c.width);
|
229
|
-
|
230
|
-
if (bound.top === null) {
|
231
|
-
bound.top = y;
|
232
|
-
}
|
233
|
-
|
234
|
-
if (bound.left === null) {
|
235
|
-
bound.left = x;
|
236
|
-
} else if (x < bound.left) {
|
237
|
-
bound.left = x;
|
238
|
-
}
|
239
|
-
|
240
|
-
if (bound.right === null) {
|
241
|
-
bound.right = x;
|
242
|
-
} else if (bound.right < x) {
|
243
|
-
bound.right = x;
|
244
|
-
}
|
245
|
-
|
246
|
-
if (bound.bottom === null) {
|
247
|
-
bound.bottom = y;
|
248
|
-
} else if (bound.bottom < y) {
|
249
|
-
bound.bottom = y;
|
250
|
-
}
|
251
|
-
}
|
252
|
-
}
|
253
|
-
|
254
|
-
var trimHeight = bound.bottom - bound.top,
|
255
|
-
trimWidth = bound.right - bound.left,
|
256
|
-
trimmed = ctx.getImageData(bound.left, bound.top, trimWidth, trimHeight);
|
257
|
-
|
258
|
-
copy.canvas.width = trimWidth;
|
259
|
-
copy.canvas.height = trimHeight;
|
260
|
-
copy.putImageData(trimmed, 0, 0);
|
261
|
-
|
262
|
-
// open new window with trimmed image:
|
263
|
-
return copy.canvas;
|
264
|
-
};
|
265
|
-
|
266
|
-
// Creates a global "addWheelListener" method
|
267
|
-
// example: addWheelListener(el, function(e) { console.log(e.deltaY); e.preventDefault(); });
|
268
|
-
// Adapted from: https://developer.mozilla.org/en-US/docs/Web/Events/wheel
|
269
|
-
(function(window, document) {
|
270
|
-
|
271
|
-
var prefix = "",
|
272
|
-
_addEventListener, support;
|
273
|
-
|
274
|
-
// detect event model
|
275
|
-
if (window.addEventListener) {
|
276
|
-
_addEventListener = "addEventListener";
|
277
|
-
} else {
|
278
|
-
_addEventListener = "attachEvent";
|
279
|
-
prefix = "on";
|
280
|
-
}
|
281
|
-
|
282
|
-
// detect available wheel event
|
283
|
-
support = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
|
284
|
-
document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
|
285
|
-
"DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
|
286
|
-
|
287
|
-
window.addWheelListener = function(elem, callback, useCapture) {
|
288
|
-
_addWheelListener(elem, support, callback, useCapture);
|
289
|
-
|
290
|
-
// handle MozMousePixelScroll in older Firefox
|
291
|
-
if (support == "DOMMouseScroll") {
|
292
|
-
_addWheelListener(elem, "MozMousePixelScroll", callback, useCapture);
|
293
|
-
}
|
294
|
-
};
|
295
|
-
|
296
|
-
function _addWheelListener(elem, eventName, callback, useCapture) {
|
297
|
-
elem[_addEventListener](prefix + eventName, support == "wheel" ? callback : function(originalEvent) {
|
298
|
-
!originalEvent && (originalEvent = window.event);
|
299
|
-
|
300
|
-
// create a normalized event object
|
301
|
-
var event = {
|
302
|
-
// keep a ref to the original event object
|
303
|
-
originalEvent: originalEvent,
|
304
|
-
target: originalEvent.target || originalEvent.srcElement,
|
305
|
-
type: "wheel",
|
306
|
-
deltaMode: originalEvent.type == "MozMousePixelScroll" ? 0 : 1,
|
307
|
-
deltaX: 0,
|
308
|
-
deltaY: 0,
|
309
|
-
deltaZ: 0,
|
310
|
-
preventDefault: function() {
|
311
|
-
originalEvent.preventDefault ?
|
312
|
-
originalEvent.preventDefault() :
|
313
|
-
originalEvent.returnValue = false;
|
314
|
-
}
|
315
|
-
};
|
316
|
-
|
317
|
-
// calculate deltaY (and deltaX) according to the event
|
318
|
-
if (support == "mousewheel") {
|
319
|
-
event.deltaY = -1 / 40 * originalEvent.wheelDelta;
|
320
|
-
// Webkit also support wheelDeltaX
|
321
|
-
originalEvent.wheelDeltaX && (event.deltaX = -1 / 40 * originalEvent.wheelDeltaX);
|
322
|
-
} else {
|
323
|
-
event.deltaY = originalEvent.detail;
|
324
|
-
}
|
325
|
-
|
326
|
-
// it's time to fire the callback
|
327
|
-
return callback(event);
|
328
|
-
|
329
|
-
}, useCapture || false);
|
330
|
-
}
|
331
|
-
|
332
|
-
})(window, document);
|
333
|
-
|
334
|
-
|
335
|
-
// shapes.js
|
336
|
-
|
337
|
-
/*
|
338
|
-
* Draw a triangle
|
339
|
-
*/
|
340
|
-
S2D.DrawTriangle = function(x1, y1, r1, g1, b1, a1,
|
341
|
-
x2, y2, r2, g2, b2, a2,
|
342
|
-
x3, y3, r3, g3, b3, a3) {
|
343
|
-
|
344
|
-
S2D.GL.DrawTriangle(x1, y1, r1, g1, b1, a1,
|
345
|
-
x2, y2, r2, g2, b2, a2,
|
346
|
-
x3, y3, r3, g3, b3, a3);
|
347
|
-
};
|
348
|
-
|
349
|
-
|
350
|
-
/*
|
351
|
-
* Draw a quad, using two triangles
|
352
|
-
*/
|
353
|
-
S2D.DrawQuad = function(x1, y1, r1, g1, b1, a1,
|
354
|
-
x2, y2, r2, g2, b2, a2,
|
355
|
-
x3, y3, r3, g3, b3, a3,
|
356
|
-
x4, y4, r4, g4, b4, a4) {
|
357
|
-
|
358
|
-
S2D.GL.DrawTriangle(x1, y1, r1, g1, b1, a1,
|
359
|
-
x2, y2, r2, g2, b2, a2,
|
360
|
-
x3, y3, r3, g3, b3, a3);
|
361
|
-
|
362
|
-
S2D.GL.DrawTriangle(x3, y3, r3, g3, b3, a3,
|
363
|
-
x4, y4, r4, g4, b4, a4,
|
364
|
-
x1, y1, r1, g1, b1, a1);
|
365
|
-
};
|
366
|
-
|
367
|
-
|
368
|
-
/*
|
369
|
-
* Draw a line from a quad
|
370
|
-
*/
|
371
|
-
S2D.DrawLine = function(x1, y1, x2, y2,
|
372
|
-
width,
|
373
|
-
r1, g1, b1, a1,
|
374
|
-
r2, g2, b2, a2,
|
375
|
-
r3, g3, b3, a3,
|
376
|
-
r4, g4, b4, a4) {
|
377
|
-
|
378
|
-
var length = Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
|
379
|
-
var x = ((x2 - x1) / length) * width / 2;
|
380
|
-
var y = ((y2 - y1) / length) * width / 2;
|
381
|
-
|
382
|
-
S2D.DrawQuad(
|
383
|
-
x1 - y, y1 + x, r1, g1, b1, a1,
|
384
|
-
x1 + y, y1 - x, r2, g2, b2, a2,
|
385
|
-
x2 + y, y2 - x, r3, g3, b3, a3,
|
386
|
-
x2 - y, y2 + x, r4, g4, b4, a4
|
387
|
-
);
|
388
|
-
};
|
389
|
-
|
390
|
-
|
391
|
-
// image.js
|
392
|
-
|
393
|
-
/*
|
394
|
-
* Create an image
|
395
|
-
* Params: path = image file path
|
396
|
-
*/
|
397
|
-
S2D.CreateImage = function(path, loadedCallback) {
|
398
|
-
|
399
|
-
// TODO: Check if image file exists
|
400
|
-
|
401
|
-
// Create image object
|
402
|
-
var img = Object.create(S2D.Image);
|
403
|
-
img.data = new Image();
|
404
|
-
img.color = Object.create(S2D.Color);
|
405
|
-
|
406
|
-
img.data.onload = function() {
|
407
|
-
img.texture = S2D.GL.CreateTexture(this);
|
408
|
-
if (!img.width ) img.width = this.width;
|
409
|
-
if (!img.height) img.height = this.height;
|
410
|
-
if (loadedCallback) loadedCallback();
|
411
|
-
};
|
412
|
-
|
413
|
-
// Causes image to be loaded
|
414
|
-
img.data.src = path;
|
415
|
-
|
416
|
-
return img;
|
417
|
-
};
|
418
|
-
|
419
|
-
|
420
|
-
/*
|
421
|
-
* Draw an image
|
422
|
-
*/
|
423
|
-
S2D.DrawImage = function(img) {
|
424
|
-
if (!img) return;
|
425
|
-
S2D.GL.DrawImage(img);
|
426
|
-
};
|
427
|
-
|
428
|
-
|
429
|
-
// sprite.js
|
430
|
-
|
431
|
-
/*
|
432
|
-
* Create a sprite, given an image file path
|
433
|
-
*/
|
434
|
-
S2D.CreateSprite = function(path) {
|
435
|
-
|
436
|
-
// TODO: Check if sprite image file exists
|
437
|
-
|
438
|
-
var spr = Object.create(S2D.Sprite);
|
439
|
-
spr.color = Object.create(S2D.Color);
|
440
|
-
spr.img = S2D.CreateImage(path, function() {
|
441
|
-
if (!spr.width ) spr.width = spr.img.width;
|
442
|
-
if (!spr.height) spr.height = spr.img.height;
|
443
|
-
spr.clip_width = spr.img.width;
|
444
|
-
spr.clip_height = spr.img.height;
|
445
|
-
});
|
446
|
-
|
447
|
-
spr.tx1 = 0.0;
|
448
|
-
spr.ty1 = 0.0;
|
449
|
-
spr.tx2 = 1.0;
|
450
|
-
spr.ty2 = 0.0;
|
451
|
-
spr.tx3 = 1.0;
|
452
|
-
spr.ty3 = 1.0;
|
453
|
-
spr.tx4 = 0.0;
|
454
|
-
spr.ty4 = 1.0;
|
455
|
-
|
456
|
-
return spr;
|
457
|
-
};
|
458
|
-
|
459
|
-
|
460
|
-
/*
|
461
|
-
* Clip a sprite
|
462
|
-
*/
|
463
|
-
S2D.ClipSprite = function(spr, x, y, w, h) {
|
464
|
-
if (!spr) return;
|
465
|
-
|
466
|
-
// Calculate ratios
|
467
|
-
// rw = ratio width; rh = ratio height
|
468
|
-
var rw = w / spr.img.width;
|
469
|
-
var rh = h / spr.img.height;
|
470
|
-
|
471
|
-
// Apply ratios to x, y coordinates
|
472
|
-
// cx = crop x coord; cy = crop y coord
|
473
|
-
var cx = x * rw;
|
474
|
-
var cy = y * rh;
|
475
|
-
|
476
|
-
// Convert given width, height to doubles
|
477
|
-
// cw = crop width; ch = crop height
|
478
|
-
var cw = w;
|
479
|
-
var ch = h;
|
480
|
-
|
481
|
-
// Apply ratio to texture width and height
|
482
|
-
// tw = texture width; th = texture height
|
483
|
-
var tw = rw * w;
|
484
|
-
var th = rh * h;
|
485
|
-
|
486
|
-
// Calculate and store sprite texture values
|
487
|
-
|
488
|
-
spr.tx1 = cx / cw;
|
489
|
-
spr.ty1 = cy / ch;
|
490
|
-
|
491
|
-
spr.tx2 = (cx + tw) / cw;
|
492
|
-
spr.ty2 = cy / ch;
|
493
|
-
|
494
|
-
spr.tx3 = (cx + tw) / cw;
|
495
|
-
spr.ty3 = (cy + th) / ch;
|
496
|
-
|
497
|
-
spr.tx4 = cx / cw;
|
498
|
-
spr.ty4 = (cy + th) / ch;
|
499
|
-
|
500
|
-
// Store the sprite dimensions
|
501
|
-
spr.width = (spr.width / spr.clip_width ) * w;
|
502
|
-
spr.height = (spr.height / spr.clip_height) * h;
|
503
|
-
spr.clip_width = w;
|
504
|
-
spr.clip_height = h;
|
505
|
-
};
|
506
|
-
|
507
|
-
|
508
|
-
/*
|
509
|
-
* Draw a sprite
|
510
|
-
*/
|
511
|
-
S2D.DrawSprite = function(spr) {
|
512
|
-
if (!spr) return;
|
513
|
-
S2D.GL.DrawSprite(spr);
|
514
|
-
};
|
515
|
-
|
516
|
-
|
517
|
-
// text.js
|
518
|
-
|
519
|
-
/*
|
520
|
-
* Create text, given a font file path, the message, and size
|
521
|
-
*/
|
522
|
-
S2D.CreateText = function(font, msg, size) {
|
523
|
-
|
524
|
-
// Create image object
|
525
|
-
var txt = Object.create(S2D.Text);
|
526
|
-
txt.color = Object.create(S2D.Color);
|
527
|
-
txt.font = font ? font : null;
|
528
|
-
txt.msg = msg;
|
529
|
-
txt.size = size;
|
530
|
-
|
531
|
-
S2D.SetText(txt, txt.msg);
|
532
|
-
|
533
|
-
return txt;
|
534
|
-
};
|
535
|
-
|
536
|
-
|
537
|
-
/*
|
538
|
-
* Sets the text message
|
539
|
-
*/
|
540
|
-
S2D.SetText = function(txt, msg) {
|
541
|
-
if (msg == "") return; // no need to create a texture
|
542
|
-
|
543
|
-
if (txt.texture) S2D.GL.FreeTexture(txt.texture);
|
544
|
-
|
545
|
-
// Create a canvas element to make a texture
|
546
|
-
var ctx = document.createElement("canvas").getContext("2d");
|
547
|
-
|
548
|
-
// TODO: Width and height should probably be variable, based on
|
549
|
-
// `ctx.measureText(msg).width` or something.
|
550
|
-
var w = 1000;
|
551
|
-
var h = 1000;
|
552
|
-
|
553
|
-
// Double size of font for high DPI
|
554
|
-
var size = txt.size * 2;
|
555
|
-
|
556
|
-
// Set context attributes and draw text
|
557
|
-
ctx.canvas.width = w;
|
558
|
-
ctx.canvas.height = h;
|
559
|
-
ctx.font = `${size}px ${txt.font}`;
|
560
|
-
ctx.textAlign = "right";
|
561
|
-
ctx.textBaseline = "bottom";
|
562
|
-
ctx.fillStyle = "white";
|
563
|
-
ctx.fillText(msg, w, h);
|
564
|
-
|
565
|
-
txt.data = S2D.TrimCanvas(ctx.canvas); // trim the transparent pixels
|
566
|
-
txt.texture = S2D.GL.CreateTexture(txt.data);
|
567
|
-
txt.width = txt.data.width / 2; // half size of texture for high DPI
|
568
|
-
txt.height = txt.data.height / 2;
|
569
|
-
};
|
570
|
-
|
571
|
-
|
572
|
-
/*
|
573
|
-
* Draw text
|
574
|
-
*/
|
575
|
-
S2D.DrawText = function(txt) {
|
576
|
-
if (!txt) return;
|
577
|
-
if (!txt.texture) S2D.SetText(txt, txt.msg);
|
578
|
-
S2D.GL.DrawText(txt);
|
579
|
-
};
|
580
|
-
|
581
|
-
|
582
|
-
// sound.js
|
583
|
-
|
584
|
-
/*
|
585
|
-
* Create a sound, given an audio file path
|
586
|
-
*/
|
587
|
-
S2D.CreateSound = function(path) {
|
588
|
-
|
589
|
-
// TODO: Check if audio file exists
|
590
|
-
|
591
|
-
var sound = Object.create(S2D.Sound);
|
592
|
-
sound.data = new Audio(path);
|
593
|
-
|
594
|
-
return sound;
|
595
|
-
};
|
596
|
-
|
597
|
-
|
598
|
-
/*
|
599
|
-
* Play the sound
|
600
|
-
*/
|
601
|
-
S2D.PlaySound = function(sound) {
|
602
|
-
// Clone sound and play so audio can overlap
|
603
|
-
sound.data.cloneNode(true).play();
|
604
|
-
};
|
605
|
-
|
606
|
-
|
607
|
-
// music.js
|
608
|
-
|
609
|
-
/*
|
610
|
-
* Create the music, given an audio file path
|
611
|
-
*/
|
612
|
-
S2D.CreateMusic = function(path) {
|
613
|
-
|
614
|
-
// TODO: Check if audio file exists
|
615
|
-
|
616
|
-
var music = Object.create(S2D.Music);
|
617
|
-
music.data = new Audio(path);
|
618
|
-
|
619
|
-
return music;
|
620
|
-
};
|
621
|
-
|
622
|
-
|
623
|
-
/*
|
624
|
-
* Play the music
|
625
|
-
*/
|
626
|
-
S2D.PlayMusic = function(music, loop) {
|
627
|
-
S2D.StopMusic();
|
628
|
-
music.data.loop = loop;
|
629
|
-
S2D.current_music = music.data;
|
630
|
-
S2D.current_music.play();
|
631
|
-
};
|
632
|
-
|
633
|
-
|
634
|
-
/*
|
635
|
-
* Pause the playing music
|
636
|
-
*/
|
637
|
-
S2D.PauseMusic = function() {
|
638
|
-
if (!S2D.current_music) return;
|
639
|
-
S2D.current_music.pause();
|
640
|
-
};
|
641
|
-
|
642
|
-
|
643
|
-
/*
|
644
|
-
* Resume the current music
|
645
|
-
*/
|
646
|
-
S2D.ResumeMusic = function() {
|
647
|
-
if (!S2D.current_music) return;
|
648
|
-
S2D.current_music.play();
|
649
|
-
};
|
650
|
-
|
651
|
-
|
652
|
-
/*
|
653
|
-
* Stops the playing music; interrupts fader effects
|
654
|
-
*/
|
655
|
-
S2D.StopMusic = function() {
|
656
|
-
if (!S2D.current_music) return;
|
657
|
-
S2D.current_music.pause();
|
658
|
-
S2D.current_music.currentTime = 0;
|
659
|
-
};
|
660
|
-
|
661
|
-
|
662
|
-
/*
|
663
|
-
* Fade out the playing music
|
664
|
-
*/
|
665
|
-
S2D.FadeOutMusic = function(ms) {
|
666
|
-
if (!S2D.current_music) return;
|
667
|
-
|
668
|
-
if (S2D.current_music.paused) {
|
669
|
-
S2D.StopMusic();
|
670
|
-
return;
|
671
|
-
}
|
672
|
-
|
673
|
-
var fadeAudio = setInterval(function () {
|
674
|
-
if (S2D.current_music.volume >= 0.05) {
|
675
|
-
S2D.current_music.volume -= 0.05;
|
676
|
-
} else {
|
677
|
-
S2D.StopMusic();
|
678
|
-
S2D.current_music.volume = 1.0;
|
679
|
-
clearInterval(fadeAudio);
|
680
|
-
}
|
681
|
-
|
682
|
-
}, ms / 20);
|
683
|
-
};
|
684
|
-
|
685
|
-
|
686
|
-
// input.js
|
687
|
-
|
688
|
-
/*
|
689
|
-
* Get the mouse coordinates relative to the viewport
|
690
|
-
*/
|
691
|
-
S2D.GetMouseOnViewport = function(win, wx, wy) {
|
692
|
-
|
693
|
-
var scale; // viewport scale factor
|
694
|
-
var w, h; // width and height of scaled viewport
|
695
|
-
var x, y; // mouse positions to be returned
|
696
|
-
|
697
|
-
switch (win.viewport.mode) {
|
698
|
-
|
699
|
-
case S2D.FIXED:
|
700
|
-
x = wx / (win.orig_width / win.viewport.width);
|
701
|
-
y = wy / (win.orig_height / win.viewport.height);
|
702
|
-
break;
|
703
|
-
|
704
|
-
case S2D.SCALE:
|
705
|
-
var o = S2D.GL.GetViewportScale(win);
|
706
|
-
x = wx * 1 / o.scale - (win.width - o.w) / (2.0 * o.scale);
|
707
|
-
y = wy * 1 / o.scale - (win.height - o.h) / (2.0 * o.scale);
|
708
|
-
break;
|
709
|
-
|
710
|
-
case S2D.STRETCH:
|
711
|
-
x = wx * win.viewport.width / win.width;
|
712
|
-
y = wy * win.viewport.height / win.height;
|
713
|
-
break;
|
714
|
-
}
|
715
|
-
|
716
|
-
return {
|
717
|
-
x: x,
|
718
|
-
y: y
|
719
|
-
};
|
720
|
-
};
|
721
|
-
|
722
|
-
|
723
|
-
/*
|
724
|
-
* Get the mouse button name from its code
|
725
|
-
*/
|
726
|
-
S2D.GetMouseButtonName = function(code) {
|
727
|
-
switch (code) {
|
728
|
-
case 0:
|
729
|
-
return S2D.MOUSE_LEFT;
|
730
|
-
case 1:
|
731
|
-
return S2D.MOUSE_MIDDLE;
|
732
|
-
case 2:
|
733
|
-
return S2D.MOUSE_RIGHT;
|
734
|
-
case 3:
|
735
|
-
return S2D.MOUSE_X1;
|
736
|
-
case 4:
|
737
|
-
return S2D.MOUSE_X2;
|
738
|
-
}
|
739
|
-
};
|
740
|
-
|
741
|
-
|
742
|
-
// window.js
|
743
|
-
|
744
|
-
/*
|
745
|
-
* Create a window
|
746
|
-
*/
|
747
|
-
S2D.CreateWindow = function(title, width, height, update, render, element, opts) {
|
748
|
-
|
749
|
-
var win = Object.create(S2D.Window);
|
750
|
-
|
751
|
-
win.title = title;
|
752
|
-
win.width = width;
|
753
|
-
win.height = height;
|
754
|
-
win.orig_width = width;
|
755
|
-
win.orig_height = height;
|
756
|
-
win.viewport.width = width;
|
757
|
-
win.viewport.height = height;
|
758
|
-
win.viewport.mode = S2D.SCALE;
|
759
|
-
win.update = update;
|
760
|
-
win.render = render;
|
761
|
-
win.background = Object.create(S2D.Color);
|
762
|
-
win.background.r = 0;
|
763
|
-
win.background.g = 0;
|
764
|
-
win.background.b = 0;
|
765
|
-
win.background.a = 1;
|
766
|
-
|
767
|
-
// `element` can be an ID string (e.g. "#game") or an actual DOM element
|
768
|
-
if (typeof(element) == 'string') {
|
769
|
-
win.element = document.getElementById(element);
|
770
|
-
} else {
|
771
|
-
win.element = element;
|
772
|
-
}
|
773
|
-
|
774
|
-
return win;
|
775
|
-
};
|
776
|
-
|
777
|
-
|
778
|
-
/*
|
779
|
-
* Show the window
|
780
|
-
*/
|
781
|
-
S2D.Show = function(win) {
|
782
|
-
|
783
|
-
// Create the canvas element
|
784
|
-
|
785
|
-
var el = document.createElement('canvas');
|
786
|
-
win.element.appendChild(el);
|
787
|
-
|
788
|
-
el.setAttribute('width', win.width);
|
789
|
-
el.setAttribute('height', win.height);
|
790
|
-
el.innerHTML = "Your browser doesn't appear to support" +
|
791
|
-
"the <code><canvas></code> element.";
|
792
|
-
|
793
|
-
win.canvas = el;
|
794
|
-
|
795
|
-
// Prevent right clicking in canvas
|
796
|
-
win.canvas.addEventListener("contextmenu", function(e) { e.preventDefault(); });
|
797
|
-
|
798
|
-
// Detect and set up canvas for high DPI
|
799
|
-
|
800
|
-
win.canvas.style.width = win.width + "px";
|
801
|
-
win.canvas.style.height = win.height + "px";
|
802
|
-
|
803
|
-
var ratio = window.devicePixelRatio ||
|
804
|
-
window.webkitDevicePixelRatio ||
|
805
|
-
window.mozDevicePixelRatio ||
|
806
|
-
window.opDevicePixelRatio || 1;
|
807
|
-
|
808
|
-
win.canvas.width = win.width * devicePixelRatio;
|
809
|
-
win.canvas.height = win.height * devicePixelRatio;
|
810
|
-
win.pixel_ratio = ratio;
|
811
|
-
|
812
|
-
// Initialize WebGL
|
813
|
-
S2D.GL.Init(win);
|
814
|
-
|
815
|
-
S2D.onkeydown = function(e) {
|
816
|
-
if (win.on_key) {
|
817
|
-
var key = S2D.GetKey(e.keyCode);
|
818
|
-
if (!S2D.keys_down.includes(key)) {
|
819
|
-
S2D.keys_down.push(key);
|
820
|
-
var event = Object.create(S2D.Event);
|
821
|
-
event.type = S2D.KEY_DOWN; event.key = key;
|
822
|
-
win.on_key(event);
|
823
|
-
}
|
824
|
-
}
|
825
|
-
};
|
826
|
-
document.addEventListener("keydown", S2D.onkeydown);
|
827
|
-
|
828
|
-
S2D.onkeyup = function(e) {
|
829
|
-
if (win.on_key) {
|
830
|
-
var key = S2D.GetKey(e.keyCode);
|
831
|
-
var i = S2D.keys_down.indexOf(key);
|
832
|
-
if (i > -1) S2D.keys_down.splice(i, 1);
|
833
|
-
var event = Object.create(S2D.Event);
|
834
|
-
event.type = S2D.KEY_UP; event.key = key;
|
835
|
-
win.on_key(event);
|
836
|
-
}
|
837
|
-
};
|
838
|
-
document.addEventListener("keyup", S2D.onkeyup);
|
839
|
-
|
840
|
-
// Clear keys down list when focus is lost
|
841
|
-
window.addEventListener("blur", function functionName() {
|
842
|
-
var e = {};
|
843
|
-
S2D.keys_down.slice().forEach(function(key) {
|
844
|
-
e.keyCode = key;
|
845
|
-
S2D.onkeyup(e);
|
846
|
-
});
|
847
|
-
});
|
848
|
-
|
849
|
-
S2D.onmousedown = function(e) {
|
850
|
-
if (win.on_mouse) {
|
851
|
-
var o = S2D.GetMouseOnViewport(win,
|
852
|
-
e.pageX - win.canvas.offsetLeft, e.pageY - win.canvas.offsetTop
|
853
|
-
);
|
854
|
-
var event = Object.create(S2D.Event);
|
855
|
-
event.type = S2D.MOUSE_DOWN;
|
856
|
-
event.button = S2D.GetMouseButtonName(e.button);
|
857
|
-
event.x = o.x; event.y = o.y;
|
858
|
-
win.on_mouse(event);
|
859
|
-
}
|
860
|
-
};
|
861
|
-
document.addEventListener("mousedown", S2D.onmousedown);
|
862
|
-
|
863
|
-
S2D.onmouseup = function(e) {
|
864
|
-
if (win.on_mouse) {
|
865
|
-
var o = S2D.GetMouseOnViewport(win,
|
866
|
-
e.pageX - win.canvas.offsetLeft, e.pageY - win.canvas.offsetTop
|
867
|
-
);
|
868
|
-
var event = Object.create(S2D.Event);
|
869
|
-
event.type = S2D.MOUSE_UP;
|
870
|
-
event.button = S2D.GetMouseButtonName(e.button);
|
871
|
-
event.x = o.x; event.y = o.y;
|
872
|
-
win.on_mouse(event);
|
873
|
-
}
|
874
|
-
};
|
875
|
-
document.addEventListener("mouseup", S2D.onmouseup);
|
876
|
-
|
877
|
-
// Get and store mouse position, call mouse move
|
878
|
-
S2D.onmousemove = function(e) {
|
879
|
-
var o = S2D.GetMouseOnViewport(win,
|
880
|
-
e.pageX - win.canvas.offsetLeft, e.pageY - win.canvas.offsetTop
|
881
|
-
);
|
882
|
-
win.mouse.x = o.x;
|
883
|
-
win.mouse.y = o.y;
|
884
|
-
if (win.on_mouse) {
|
885
|
-
var event = Object.create(S2D.Event);
|
886
|
-
event.type = S2D.MOUSE_MOVE;
|
887
|
-
event.x = o.x; event.y = o.y;
|
888
|
-
event.delta_x = o.x - win.mouse.last_x; event.delta_y = o.y - win.mouse.last_y;
|
889
|
-
win.on_mouse(event);
|
890
|
-
win.mouse.last_x = o.x; win.mouse.last_y = o.y;
|
891
|
-
}
|
892
|
-
};
|
893
|
-
document.addEventListener("mousemove", S2D.onmousemove);
|
894
|
-
|
895
|
-
// Get and store mouse wheel scrolling
|
896
|
-
S2D.onmousewheel = function(e) {
|
897
|
-
if (win.on_mouse) {
|
898
|
-
var event = Object.create(S2D.Event);
|
899
|
-
event.type = S2D.MOUSE_SCROLL;
|
900
|
-
event.direction = e.webkitDirectionInvertedFromDevice ?
|
901
|
-
S2D.MOUSE_SCROLL_INVERTED : S2D.MOUSE_SCROLL_NORMAL;
|
902
|
-
event.delta_x = e.deltaX;
|
903
|
-
event.delta_y = e.deltaY;
|
904
|
-
win.on_mouse(event);
|
905
|
-
}
|
906
|
-
e.preventDefault();
|
907
|
-
};
|
908
|
-
window.addWheelListener(document, S2D.onmousewheel);
|
909
|
-
|
910
|
-
// Main loop
|
911
|
-
|
912
|
-
var req; // the animation frame request
|
913
|
-
var start_ms = new Date();
|
914
|
-
var end_ms = new Date();
|
915
|
-
var elapsed_ms;
|
916
|
-
|
917
|
-
function mainLoop(win) {
|
918
|
-
|
919
|
-
if (win.close) {
|
920
|
-
cancelAnimationFrame(req);
|
921
|
-
return;
|
922
|
-
}
|
923
|
-
|
924
|
-
S2D.GL.Clear(win.background);
|
925
|
-
|
926
|
-
// Update frame counter
|
927
|
-
win.frames++;
|
928
|
-
|
929
|
-
// Calculate and store FPS
|
930
|
-
end_ms = new Date();
|
931
|
-
elapsed_ms = end_ms.getTime() - start_ms.getTime();
|
932
|
-
win.fps = win.frames / (elapsed_ms / 1000.0);
|
933
|
-
|
934
|
-
// Detect keys held down
|
935
|
-
S2D.keys_down.forEach(function(key) {
|
936
|
-
if (win.on_key) {
|
937
|
-
var event = Object.create(S2D.Event);
|
938
|
-
event.type = S2D.KEY_HELD; event.key = key;
|
939
|
-
win.on_key(event);
|
940
|
-
}
|
941
|
-
});
|
942
|
-
|
943
|
-
if (win.update) win.update();
|
944
|
-
if (win.render) win.render();
|
945
|
-
|
946
|
-
requestAnimationFrame(function() { mainLoop(win); });
|
947
|
-
}
|
948
|
-
|
949
|
-
req = requestAnimationFrame(function() { mainLoop(win); });
|
950
|
-
};
|
951
|
-
|
952
|
-
|
953
|
-
/*
|
954
|
-
* Close the window
|
955
|
-
*/
|
956
|
-
S2D.Close = function(win) {
|
957
|
-
win.close = true;
|
958
|
-
// win.canvas.remove();
|
959
|
-
};
|
960
|
-
|
961
|
-
|
962
|
-
// gl.js
|
963
|
-
|
964
|
-
var gl = null, // The WebGL context
|
965
|
-
canvas, // The HTML canvas element
|
966
|
-
indices = [0, 1, 2, 2, 3, 0],
|
967
|
-
// Triangle shader
|
968
|
-
shaderProgram,
|
969
|
-
positionLocation,
|
970
|
-
colorLocation,
|
971
|
-
// Texture shader
|
972
|
-
texShaderProgram,
|
973
|
-
texPositionLocation,
|
974
|
-
texColorLocation,
|
975
|
-
texCoordLocation,
|
976
|
-
samplerLocation;
|
977
|
-
|
978
|
-
var orthoMatrix = [
|
979
|
-
0, 0, 0, 0,
|
980
|
-
0, 0, 0, 0,
|
981
|
-
0, 0, 0, 0,
|
982
|
-
-1.0, 1.0, -1.0, 1.0
|
983
|
-
];
|
984
|
-
|
985
|
-
|
986
|
-
/*
|
987
|
-
* Initialize WebGL
|
988
|
-
*/
|
989
|
-
S2D.GL.Init = function(win) {
|
990
|
-
|
991
|
-
// Initialize the GL context
|
992
|
-
try {
|
993
|
-
// Try to grab the standard context. If it fails, fallback to experimental.
|
994
|
-
gl = win.canvas.getContext("webgl") || win.canvas.getContext("experimental-webgl");
|
995
|
-
} catch(e) {
|
996
|
-
console.log("GL error caught");
|
997
|
-
}
|
998
|
-
|
999
|
-
// If we don't have a GL context, give up now
|
1000
|
-
if (!gl) {
|
1001
|
-
console.error("Unable to initialize WebGL. Your browser may not support it.");
|
1002
|
-
return null;
|
1003
|
-
}
|
1004
|
-
|
1005
|
-
S2D.GL.WebGLInit();
|
1006
|
-
S2D.GL.SetViewport(win);
|
1007
|
-
};
|
1008
|
-
|
1009
|
-
|
1010
|
-
/*
|
1011
|
-
* Initialize WebGL
|
1012
|
-
*/
|
1013
|
-
S2D.GL.WebGLInit = function() {
|
1014
|
-
|
1015
|
-
// Enable transparency
|
1016
|
-
gl.enable(gl.BLEND);
|
1017
|
-
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
1018
|
-
|
1019
|
-
// Vertex shader source string
|
1020
|
-
var vertexSource = `
|
1021
|
-
uniform mat4 u_matrix;
|
1022
|
-
attribute vec4 a_position;
|
1023
|
-
attribute vec4 a_color;
|
1024
|
-
attribute vec2 a_texcoord;
|
1025
|
-
varying vec4 v_color;
|
1026
|
-
varying vec2 v_texcoord;
|
1027
|
-
void main(void) {
|
1028
|
-
v_color = a_color;
|
1029
|
-
v_texcoord = a_texcoord;
|
1030
|
-
gl_Position = u_matrix * a_position;
|
1031
|
-
}`;
|
1032
|
-
|
1033
|
-
// Fragment shader source string
|
1034
|
-
var fragmentSource = `
|
1035
|
-
precision mediump float;
|
1036
|
-
varying vec4 v_color;
|
1037
|
-
void main(void) {
|
1038
|
-
gl_FragColor = v_color;
|
1039
|
-
}`;
|
1040
|
-
|
1041
|
-
// Fragment shader source string for textures
|
1042
|
-
var texFragmentSource = `
|
1043
|
-
precision mediump float;
|
1044
|
-
varying vec4 v_color;
|
1045
|
-
varying vec2 v_texcoord;
|
1046
|
-
uniform sampler2D s_texture;
|
1047
|
-
void main(void) {
|
1048
|
-
gl_FragColor = texture2D(s_texture, v_texcoord) * v_color;
|
1049
|
-
}`;
|
1050
|
-
|
1051
|
-
// Load the vertex and fragment shaders
|
1052
|
-
var vertexShader = S2D.GL.LoadShader( gl.VERTEX_SHADER, vertexSource, "Vertex");
|
1053
|
-
var fragmentShader = S2D.GL.LoadShader(gl.FRAGMENT_SHADER, fragmentSource, "Fragment");
|
1054
|
-
var texFragmentShader = S2D.GL.LoadShader(gl.FRAGMENT_SHADER, texFragmentSource, "Texture Fragment");
|
1055
|
-
|
1056
|
-
// Triangle Shader //
|
1057
|
-
|
1058
|
-
// Create the texture shader program object
|
1059
|
-
shaderProgram = gl.createProgram();
|
1060
|
-
|
1061
|
-
// Attach the shader objects to the program object
|
1062
|
-
gl.attachShader(shaderProgram, vertexShader);
|
1063
|
-
gl.attachShader(shaderProgram, fragmentShader);
|
1064
|
-
|
1065
|
-
// Link the shader program
|
1066
|
-
gl.linkProgram(shaderProgram);
|
1067
|
-
|
1068
|
-
// Check if linked
|
1069
|
-
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
1070
|
-
console.error("Unable to initialize the shader program.");
|
1071
|
-
}
|
1072
|
-
|
1073
|
-
// Get the attribute locations
|
1074
|
-
positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
|
1075
|
-
colorLocation = gl.getAttribLocation(shaderProgram, "a_color");
|
1076
|
-
|
1077
|
-
// Texture Shader //
|
1078
|
-
|
1079
|
-
// Create the texture shader program object
|
1080
|
-
texShaderProgram = gl.createProgram();
|
1081
|
-
|
1082
|
-
// Attach the shader objects to the program object
|
1083
|
-
gl.attachShader(texShaderProgram, vertexShader);
|
1084
|
-
gl.attachShader(texShaderProgram, texFragmentShader);
|
1085
|
-
|
1086
|
-
// Link the shader program
|
1087
|
-
gl.linkProgram(texShaderProgram);
|
1088
|
-
|
1089
|
-
// Check if linked
|
1090
|
-
if (!gl.getProgramParameter(texShaderProgram, gl.LINK_STATUS)) {
|
1091
|
-
console.error("Unable to initialize the texture shader program.");
|
1092
|
-
}
|
1093
|
-
|
1094
|
-
// Get the attribute locations
|
1095
|
-
texPositionLocation = gl.getAttribLocation(texShaderProgram, "a_position");
|
1096
|
-
texColorLocation = gl.getAttribLocation(texShaderProgram, "a_color");
|
1097
|
-
texCoordLocation = gl.getAttribLocation(texShaderProgram, "a_texcoord");
|
1098
|
-
|
1099
|
-
// Get the sampler location
|
1100
|
-
samplerLocation = gl.getUniformLocation(texShaderProgram, "s_texture");
|
1101
|
-
};
|
1102
|
-
|
1103
|
-
|
1104
|
-
/*
|
1105
|
-
* Creates a shader object, loads shader string, and compiles.
|
1106
|
-
*/
|
1107
|
-
S2D.GL.LoadShader = function(type, shaderSrc, shaderName) {
|
1108
|
-
|
1109
|
-
var shader = gl.createShader(type);
|
1110
|
-
|
1111
|
-
gl.shaderSource(shader, shaderSrc);
|
1112
|
-
gl.compileShader(shader);
|
1113
|
-
|
1114
|
-
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
1115
|
-
console.error("Error compiling shader \"" + shaderName + "\":\n" + gl.getShaderInfoLog(shader));
|
1116
|
-
return null;
|
1117
|
-
}
|
1118
|
-
|
1119
|
-
return shader;
|
1120
|
-
};
|
1121
|
-
|
1122
|
-
|
1123
|
-
/*
|
1124
|
-
* Calculate the viewport's scaled width and height
|
1125
|
-
*/
|
1126
|
-
S2D.GL.GetViewportScale = function(win) {
|
1127
|
-
|
1128
|
-
var s = Math.min(
|
1129
|
-
win.width / win.viewport.width,
|
1130
|
-
win.height / win.viewport.height
|
1131
|
-
);
|
1132
|
-
|
1133
|
-
var w = win.viewport.width * s;
|
1134
|
-
var h = win.viewport.height * s;
|
1135
|
-
|
1136
|
-
return {
|
1137
|
-
w: w,
|
1138
|
-
h: h,
|
1139
|
-
scale: s
|
1140
|
-
};
|
1141
|
-
};
|
1142
|
-
|
1143
|
-
|
1144
|
-
/*
|
1145
|
-
* Sets the viewport and matrix projection
|
1146
|
-
*/
|
1147
|
-
S2D.GL.SetViewport = function(win) {
|
1148
|
-
|
1149
|
-
var ortho_w = win.viewport.width;
|
1150
|
-
var ortho_h = win.viewport.height;
|
1151
|
-
var x, y, w, h; // calculated GL viewport values
|
1152
|
-
|
1153
|
-
x = 0; y = 0; w = win.width; h = win.height;
|
1154
|
-
|
1155
|
-
switch (win.viewport.mode) {
|
1156
|
-
|
1157
|
-
case S2D.FIXED:
|
1158
|
-
w = win.orig_width;
|
1159
|
-
h = win.orig_height;
|
1160
|
-
y = win.height - h;
|
1161
|
-
break;
|
1162
|
-
|
1163
|
-
case S2D.SCALE:
|
1164
|
-
var o = S2D.GL.GetViewportScale(win);
|
1165
|
-
// Center the viewport
|
1166
|
-
x = win.width / 2.0 - o.w/2.0;
|
1167
|
-
y = win.height / 2.0 - o.h/2.0;
|
1168
|
-
break;
|
1169
|
-
|
1170
|
-
case S2D.STRETCH:
|
1171
|
-
break;
|
1172
|
-
}
|
1173
|
-
|
1174
|
-
gl.viewport(
|
1175
|
-
x * win.pixel_ratio,
|
1176
|
-
y * win.pixel_ratio,
|
1177
|
-
w * win.pixel_ratio,
|
1178
|
-
h * win.pixel_ratio
|
1179
|
-
);
|
1180
|
-
|
1181
|
-
orthoMatrix[0] = 2.0 / ortho_w;
|
1182
|
-
orthoMatrix[5] = -2.0 / ortho_h;
|
1183
|
-
|
1184
|
-
gl.useProgram(shaderProgram);
|
1185
|
-
|
1186
|
-
gl.uniformMatrix4fv(
|
1187
|
-
gl.getUniformLocation(shaderProgram, "u_matrix"),
|
1188
|
-
false, new Float32Array(orthoMatrix)
|
1189
|
-
);
|
1190
|
-
|
1191
|
-
gl.useProgram(texShaderProgram);
|
1192
|
-
|
1193
|
-
gl.uniformMatrix4fv(
|
1194
|
-
gl.getUniformLocation(texShaderProgram, "u_matrix"),
|
1195
|
-
false, new Float32Array(orthoMatrix)
|
1196
|
-
);
|
1197
|
-
};
|
1198
|
-
|
1199
|
-
|
1200
|
-
/*
|
1201
|
-
* Clear buffers to given color values
|
1202
|
-
*/
|
1203
|
-
S2D.GL.Clear = function(clr) {
|
1204
|
-
gl.clearColor(clr.r, clr.g, clr.b, clr.a);
|
1205
|
-
gl.clear(gl.COLOR_BUFFER_BIT);
|
1206
|
-
};
|
1207
|
-
|
1208
|
-
|
1209
|
-
/*
|
1210
|
-
* Creates a texture for rendering
|
1211
|
-
*/
|
1212
|
-
S2D.GL.CreateTexture = function(data) {
|
1213
|
-
if (!gl) return;
|
1214
|
-
|
1215
|
-
var texture = gl.createTexture();
|
1216
|
-
|
1217
|
-
// Bind the named texture to a texturing target
|
1218
|
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1219
|
-
|
1220
|
-
// Specifies the 2D texture image
|
1221
|
-
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
|
1222
|
-
|
1223
|
-
// Set the filtering mode
|
1224
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
1225
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
1226
|
-
|
1227
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
1228
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
1229
|
-
|
1230
|
-
gl.bindTexture(gl.TEXTURE_2D, null);
|
1231
|
-
|
1232
|
-
return texture;
|
1233
|
-
};
|
1234
|
-
|
1235
|
-
|
1236
|
-
/*
|
1237
|
-
* Free a texture
|
1238
|
-
*/
|
1239
|
-
S2D.GL.FreeTexture = function(texture) {
|
1240
|
-
gl.deleteTexture(texture);
|
1241
|
-
};
|
1242
|
-
|
1243
|
-
|
1244
|
-
/*
|
1245
|
-
* Draw triangle
|
1246
|
-
*/
|
1247
|
-
S2D.GL.DrawTriangle = function(x1, y1, r1, g1, b1, a1,
|
1248
|
-
x2, y2, r2, g2, b2, a2,
|
1249
|
-
x3, y3, r3, g3, b3, a3) {
|
1250
|
-
|
1251
|
-
var vertices = [
|
1252
|
-
x1, y1, 0.0,
|
1253
|
-
x2, y2, 0.0,
|
1254
|
-
x3, y3, 0.0
|
1255
|
-
];
|
1256
|
-
|
1257
|
-
var colors = [
|
1258
|
-
r1, g1, b1, a1,
|
1259
|
-
r2, g2, b2, a2,
|
1260
|
-
r3, g3, b3, a3
|
1261
|
-
];
|
1262
|
-
|
1263
|
-
gl.useProgram(shaderProgram);
|
1264
|
-
|
1265
|
-
// Vertex
|
1266
|
-
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1267
|
-
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
1268
|
-
|
1269
|
-
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
|
1270
|
-
gl.enableVertexAttribArray(positionLocation);
|
1271
|
-
|
1272
|
-
// Colors
|
1273
|
-
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1274
|
-
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
|
1275
|
-
|
1276
|
-
gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
|
1277
|
-
gl.enableVertexAttribArray(colorLocation);
|
1278
|
-
|
1279
|
-
// Draw
|
1280
|
-
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
1281
|
-
};
|
1282
|
-
|
1283
|
-
|
1284
|
-
/*
|
1285
|
-
* Draw a texture
|
1286
|
-
*/
|
1287
|
-
S2D.GL.DrawTexture = function(x, y, w, h,
|
1288
|
-
r, g, b, a,
|
1289
|
-
tx1, ty1, tx2, ty2, tx3, ty3, tx4, ty4,
|
1290
|
-
texture) {
|
1291
|
-
|
1292
|
-
var vertices =
|
1293
|
-
// x, y coords | x, y texture coords
|
1294
|
-
[ x, y, 0.0, tx1, ty1,
|
1295
|
-
x + w, y, 0.0, tx2, ty2,
|
1296
|
-
x + w, y + h, 0.0, tx3, ty3,
|
1297
|
-
x, y + h, 0.0, tx4, ty4 ];
|
1298
|
-
|
1299
|
-
var colors = [
|
1300
|
-
r, g, b, a,
|
1301
|
-
r, g, b, a,
|
1302
|
-
r, g, b, a,
|
1303
|
-
r, g, b, a
|
1304
|
-
];
|
1305
|
-
|
1306
|
-
gl.useProgram(texShaderProgram);
|
1307
|
-
|
1308
|
-
// Vertex
|
1309
|
-
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1310
|
-
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
1311
|
-
|
1312
|
-
gl.vertexAttribPointer(texPositionLocation, 3, gl.FLOAT, false, 5*4, 0);
|
1313
|
-
gl.enableVertexAttribArray(texPositionLocation);
|
1314
|
-
|
1315
|
-
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 5*4, 3*4);
|
1316
|
-
gl.enableVertexAttribArray(texCoordLocation);
|
1317
|
-
|
1318
|
-
// Colors
|
1319
|
-
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
1320
|
-
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
|
1321
|
-
|
1322
|
-
gl.vertexAttribPointer(texColorLocation, 4, gl.FLOAT, false, 0, 0);
|
1323
|
-
gl.enableVertexAttribArray(texColorLocation);
|
1324
|
-
|
1325
|
-
gl.activeTexture(gl.TEXTURE0);
|
1326
|
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
1327
|
-
|
1328
|
-
gl.uniform1i(samplerLocation, 0);
|
1329
|
-
|
1330
|
-
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
1331
|
-
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
|
1332
|
-
|
1333
|
-
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
|
1334
|
-
};
|
1335
|
-
|
1336
|
-
|
1337
|
-
/*
|
1338
|
-
* Draw image
|
1339
|
-
*/
|
1340
|
-
S2D.GL.DrawImage = function(img) {
|
1341
|
-
S2D.GL.DrawTexture(
|
1342
|
-
img.x, img.y, img.width, img.height,
|
1343
|
-
img.color.r, img.color.g, img.color.b, img.color.a,
|
1344
|
-
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
|
1345
|
-
img.texture
|
1346
|
-
);
|
1347
|
-
};
|
1348
|
-
|
1349
|
-
|
1350
|
-
/*
|
1351
|
-
* Draw sprite
|
1352
|
-
*/
|
1353
|
-
S2D.GL.DrawSprite = function(spr) {
|
1354
|
-
S2D.GL.DrawTexture(
|
1355
|
-
spr.x, spr.y, spr.width, spr.height,
|
1356
|
-
spr.color.r, spr.color.g, spr.color.b, spr.color.a,
|
1357
|
-
spr.tx1, spr.ty1, spr.tx2, spr.ty2, spr.tx3, spr.ty3, spr.tx4, spr.ty4,
|
1358
|
-
spr.img.texture
|
1359
|
-
);
|
1360
|
-
};
|
1361
|
-
|
1362
|
-
|
1363
|
-
/*
|
1364
|
-
* Draw text
|
1365
|
-
*/
|
1366
|
-
S2D.GL.DrawText = function(txt) {
|
1367
|
-
S2D.GL.DrawTexture(
|
1368
|
-
txt.x, txt.y, txt.width, txt.height,
|
1369
|
-
txt.color.r, txt.color.g, txt.color.b, txt.color.a,
|
1370
|
-
0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
|
1371
|
-
txt.texture
|
1372
|
-
);
|
1373
|
-
};
|
1374
|
-
|
1375
|
-
|
1376
|
-
// end.js - Close the anonymous function defining the Simple 2D module
|
1377
|
-
|
1378
|
-
// Call anonymous and the Simple 2D module to the global scope
|
1379
|
-
}).call(this);
|