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var RB = { } ;
RB . Scene = function ( b , k ) { if ( ! b ) throw "RB.Scene(canvasObject): You must specify a canvas object" ; k || ( k = 24 ) ; this . timeInterval = k ; var n = document ; this . ctx = b . getContext ( "2d" ) ; var d = [ ] , m = null , u = ! 1 , z = ! 1 , s = ! 1 , p = ! 1 , v = ! 1 , t = null , A = 0 , l = 0 , q = [ ] , r = [ ] , w = ! 1 , x = 0 , a = 0 , y = 0 ; this . genID = function ( ) { return "RB_OBJECT" + y ++ } ; this . add = function ( c ) { if ( ! c ) throw "RB.Scene.add(o): the object you are trying to add to the scene doesn't exist." ; d . push ( c ) ; c . collidable && q . push ( c ) ; c . draggable && r . push ( c ) ; return c } ; this . addLots = function ( c ) { for ( var i = 0 ; i <
c . length ; i ++ ) this . add ( c [ i ] ) } ; this . remove = function ( c ) { for ( var c = c . getId ( ) , i = d . length , a = r . length , h = q . length , e = 0 ; e < i ; e ++ ) if ( c == d [ e ] . getId ( ) ) { d . splice ( e , 1 ) ; break } for ( e = 0 ; e < h ; e ++ ) if ( c == q [ e ] . getId ( ) ) { q . splice ( e , 1 ) ; break } for ( e = 0 ; e < a ; e ++ ) if ( c == r [ e ] . getId ( ) ) { r . splice ( e , 1 ) ; break } } ; this . removeLots = function ( c ) { for ( var i = 0 ; i < c . length ; i ++ ) this . remove ( c [ i ] ) } ; this . removeAll = function ( ) { var c = r . length , i = q . length ; d . splice ( 0 , d . length ) ; q . splice ( 0 , i ) ; r . splice ( 0 , c ) } ; this . zIndex = function ( c , i ) { var a = d . length , h = getIdByObject ( c ) ,
e = h + i ; e < 0 && ( e = 0 ) ; e >= a && ( e = a - 1 ) ; a = d [ h ] ; d [ h ] = d [ e ] ; d [ e ] = a } ; getObjectById = function ( c ) { for ( var a = d . length , f = 0 ; f < a ; f ++ ) if ( d [ f ] . getId ( ) == c ) return o ; return null } ; getIdByObject = function ( c ) { for ( var a = d . length , f = 0 ; f < a ; f ++ ) if ( d [ f ] . getId ( ) == c . getId ( ) ) return f ; return null } ; this . setMovableObject = function ( c ) { m = typeof c == "object" ? c . getId ( ) : c } ; this . getMovableObject = function ( ) { return getObjectById ( m ) } ; var B = function ( c , a ) { switch ( c . keyCode ) { case 37 : u = a ; break ; case 38 : s = a ; break ; case 39 : z = a ; break ; case 40 : p = a } } ; this . onmousemove =
function ( ) { } ; this . onmousedown = function ( ) { } ; this . onmouseup = function ( ) { } ; this . onkeydown = function ( ) { } ; this . onkeyup = function ( ) { } ; var j = this ; b . onmousemove = function ( c ) { if ( v && t ) t . x = RB . xPos ( c ) - A , t . y = RB . yPos ( c ) - l , w || j . update ( ) ; j . onmousemove ( c ) } ; b . onmousedown = function ( c ) { for ( var a = r . length - 1 ; a >= 0 ; a -- ) { var f = r [ a ] ; if ( f . checkRange ( RB . xPos ( c ) , RB . yPos ( c ) ) ) { f . onmousedown ( c ) ; t = f ; currentObjectIndex = a ; A = RB . xPos ( c ) - t . x ; l = RB . yPos ( c ) - t . y ; v = ! 0 ; break } } j . onmousedown ( c ) } ; b . onmouseup = function ( c ) { v = ! 1 ; j . onmouseup ( c ) } ; n . onkeydown =
function ( c ) { B ( c , ! 0 ) ; j . onkeydown ( c ) } ; n . onkeyup = function ( c ) { B ( c , ! 1 ) ; j . onkeyup ( c ) } ; this . getObjectSize = function ( ) { return d . length } ; this . getObj = function ( c ) { return d [ c ] } ; this . rect = function ( c , a , f , h , e ) { var h = h || this . genID ( ) , h = RB . createCanvas ( c , a , h ) , g = h . getContext ( "2d" ) ; if ( f ) g . fillStyle = RB . getFS ( f , g , a ) , g . fillRect ( 0 , 0 , c , a ) ; if ( e ) f = e . lineWidth || 1 , g . lineWidth = e . lineWidth , g . strokeStyle = e . strokeStyle , g . rect ( 0 + f , 0 + f , c - f - f , a - f - f ) , g . stroke ( ) ; return rectObj = new RB . Obj ( h , this . ctx ) } ; this . image = function ( c , i , f ) { var h = new Image ,
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e = this , g = null ; h . onload = function ( ) { f = f || e . genID ( ) ; g = RB . createCanvas ( h . width , h . height , f ) ; g . getContext ( "2d" ) . drawImage ( this , 0 , 0 ) ; a ++ ; var c = new RB . Obj ( g , e . ctx ) ; i ( c ) } ; h . src = c ; x ++ } ; this . loadImage = function ( c , i , f ) { var h = new Image , e = this , g = null ; h . onload = function ( ) { i = i || e . genID ( ) ; g = RB . createCanvas ( h . width , h . height , i ) ; g . getContext ( "2d" ) . drawImage ( this , 0 , 0 ) ; a ++ ; f ( g ) } ; h . src = c ; x ++ } ; this . imagePattern = function ( c , i , f , h , e ) { var g = new Image , b = this ; g . onload = function ( ) { e = e || b . genID ( ) ; var c = RB . createCanvas ( i , f , e ) . getContext ( "2d" ) ,
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d = c . createPattern ( g , h ) ; c . fillStyle = d ; c . fillRect ( 0 , 0 , i , f ) ; a ++ ; a == x && b . doAfterLoad ( ) } ; g . src = c ; x ++ } ; this . roundRect = function ( c , a , f , h , e , g ) { var e = e || this . genID ( ) , e = RB . createCanvas ( c , a , e ) , b = e . getContext ( "2d" ) ; b . beginPath ( ) ; b . moveTo ( 0 + f , 0 ) ; b . lineTo ( c + 0 - f , 0 ) ; b . quadraticCurveTo ( c + 0 , 0 , c + 0 , 0 + f ) ; b . lineTo ( c + 0 , a + 0 - f ) ; b . quadraticCurveTo ( c + 0 , 0 + a , c + 0 - f , 0 + a ) ; b . lineTo ( 0 + f , 0 + a ) ; b . quadraticCurveTo ( 0 , 0 + a , 0 , 0 + a - f ) ; b . lineTo ( 0 , 0 + f ) ; b . quadraticCurveTo ( 0 , 0 , 0 + f , 0 ) ; b . closePath ( ) ; if ( h ) b . fillStyle = RB . getFS ( h , b , a ) , b . fill ( ) ; if ( g ) b . lineWidth =
g . lineWidth , b . strokeStyle = g . strokeStyle , b . stroke ( ) ; return new RB . Obj ( e , this . ctx ) } ; this . text = function ( a , b , f , h , e ) { var g = RB . getTextBuffer ( ) , e = e || this . genID ( ) ; g . innerHTML = a ; g . style . fontFamily = b ; g . style . fontSize = f + "px" ; var d = RB . el ( e ) ; d ? ( e = d . getContext ( "2d" ) , d . width = g . offsetWidth , d . height = g . offsetHeight + 15 , e . clearRect ( 0 , 0 , g . offsetWidth , g . offsetHeight + 15 ) ) : ( d = RB . createCanvas ( g . offsetWidth , g . offsetHeight + 15 , e ) , e = d . getContext ( "2d" ) ) ; e . fillStyle = RB . getFS ( h , e , g . offsetHeight + 25 ) ; e . font = "normal " + f + "px " + b ; e . fillText ( a ,
0 , g . offsetHeight + 5 ) ; return new RB . Obj ( d , this . ctx ) } ; this . start = function ( ) { w = ! 0 ; this . animate ( ) } ; this . stop = function ( ) { w = ! 1 } ; this . toggleStart = function ( ) { w ? this . stop ( ) : this . start ( ) } ; this . onLoop = function ( ) { } ; this . runOnce = function ( ) { this . ctx . restore ( ) ; for ( var a = d . length , b = q . length , f = 0 ; f < a ; f ++ ) { var h = d [ f ] ; if ( h . visible ) { h . run ( ) ; if ( h . collidable && ! h . obstacle ) for ( var e = 0 ; e < b ; e ++ ) { var g = q [ e ] ; if ( h . getId ( ) != g . getId ( ) ) if ( g = h . checkCollision ( g , ! 0 ) , g . top || g . bottom || g . left || g . right ) { h . colliding = ! 0 ; h . collidingCoords =
g ; break } else h . colliding = ! 1 , h . collidingCoords = null } e = u || z || p || s ; if ( h . getId ( ) == m && e ) { var B = g = e = ! 1 , j = ! 1 , y = h . collidingCoords ; if ( y ) e = y . left , g = y . right , B = y . top , j = y . bottom ; u && ! e && h . left ( ) ; z && ! g && h . right ( ) ; s && ! B && h . up ( ) ; p && ! j && h . down ( ) } } } this . ctx . save ( ) } ; this . animate = function ( ) { this . runOnce ( ) ; this . onLoop ( ) ; if ( w ) { var a = this ; setTimeout ( function ( ) { a . animate ( ) } , this . timeInterval ) } } ; this . update = function ( ) { for ( var a = d . length , b = 0 ; b < a ; b ++ ) d [ b ] . run ( ) } ; this . doAfterLoad = function ( ) { } } ;
RB . Obj = function ( b , k , n , d ) { if ( ! k ) throw "RB.Obj(c, sceneContext, _x, _y): You must specify a scene context" ; var m = Math . random ( ) , u = k , z = null , s = null ; this . h = this . w = this . y = this . x = 0 ; if ( n ) this . x = n ; if ( d ) this . y = d ; this . w = b . width ; this . h = b . height ; this . onmousedown = function ( ) { } ; this . visible = ! 0 ; this . colliding = this . obstacle = this . collidable = ! 1 ; var p = this . collidingCoords = null ; this . draggable = ! 1 ; this . speedY = this . speedX = 1 ; var v = null ; this . spriteChangeInterval = 1 ; var t = 0 , A = 0 ; this . setCanvas = function ( a ) { s = typeof a == "object" ? a :
RB . el ( a ) ; this . w = s . width ; this . h = s . height } ; this . setCoords = function ( a , b ) { this . x = a ; this . y = b } ; this . setDimension = function ( a , b ) { this . w = a ; this . h = b } ; this . setCanvas ( b ) ; this . getCanvas = function ( ) { return s } ; this . getId = function ( ) { return m } ; this . setSCtx = function ( a ) { u = a } ; this . getSCtx = function ( ) { return u } ; this . setCtx = function ( a ) { z = a } ; this . getCtx = function ( ) { return z } ; this . setXY = function ( a , b ) { this . x = a ; this . y = b } ; this . setSpeed = function ( a ) { this . speedY = this . speedX = a } ; this . getX2 = function ( ) { return this . x + this . w } ; this . getY2 =
function ( ) { return this . y + this . h } ; this . fn = function ( ) { this . draw ( ) } ; this . run = function ( ) { this . fn ( ) } ; this . clone = function ( ) { var a = new RB . Obj ( b , u ) ; a . x = this . x ; a . y = this . y ; a . w = this . w ; a . h = this . h ; a . collidable = this . collidable ; a . obstacle = this . obstacle ; a . fn = this . fn ; a . speedX = this . speedX ; a . speedY = this . speedY ; a . setSprites ( v , this . spriteChangeInterval ) ; a . draggable = this . draggable ; a . visible = this . visible ; return a } ; this . draw = function ( a , b ) { try { a && b ? u . drawImage ( s , this . x , this . y , a , b ) : u . drawImage ( s , this . x , this . y , this . w , this . h ) } catch ( d ) { throw d ;
} } ; this . up = function ( a ) { this . y -= a || this . speedY ; p = "up" } ; this . down = function ( a ) { this . y += a || this . speedY ; p = "down" } ; this . left = function ( a ) { this . x -= a || this . speedX ; p = "left" } ; this . right = function ( a ) { this . x += a || this . speedX ; p = "right" } ; this . setSprites = function ( a , b ) { v = a ; spriteChangeInterval = b } ; this . animateSprite = function ( ) { t == spriteChangeInterval ? ( s = v [ ++ A ] ? v [ A ] : v [ A = 0 ] , t = 0 ) : t ++ } ; this . checkCollision = function ( a , b ) { var d = a . x , j = a . y , c = a . getX2 ( ) , i = a . getY2 ( ) ; b && ( d -= this . speedX , j -= this . speedY , c += this . speedX , i += this . speedY ) ;
var f = { top : ! 1 , bottom : ! 1 , left : ! 1 , right : ! 1 } ; if ( p == "up" ) f . top = w ( d , j , c , i ) , f . left = q ( d , j , c , i ) , f . right = r ( d , j , c , i ) ; if ( p == "down" ) f . bottom = x ( d , j , c , i ) , f . left = q ( d , j , c , i ) , f . right = r ( d , j , c , i ) ; if ( p == "right" ) f . right = r ( d , j , c , i ) , f . top = w ( d , j , c , i ) , f . bottom = x ( d , j , c , i ) ; if ( p == "left" ) f . left = q ( d , j , c , i ) , f . top = w ( d , j , c , i ) , f . bottom = x ( d , j , c , i ) ; return f } ; var l = this , q = function ( a , b , d , j ) { a = l . y < j && l . getY2 ( ) > b ; d = l . x < d && l . getX2 ( ) > d ; return a && d } , r = function ( a , b , d , j ) { b = l . y < j && l . getY2 ( ) > b ; a = l . getX2 ( ) > a && l . getX2 ( ) < d ; return b && a } , w = function ( a ,
b , d , j ) { b = l . y < j && l . getY2 ( ) > j ; a = l . x < d && l . getX2 ( ) > a ; return b && a } , x = function ( a , b , d , j ) { b = l . getY2 ( ) > b && l . getY2 ( ) < j ; a = l . x < d && l . getX2 ( ) > a ; return b && a } ; this . checkRange = function ( a , b ) { var d = a >= this . x && a <= this . getX2 ( ) , j = b >= this . y && b <= this . getY2 ( ) ; return d && j } } ; RB . createTextBuffer = function ( ) { var b = document , k = b . createElement ( "div" ) ; k . id = "txtBuffer" ; k . style . position = "absolute" ; k . style . width = "auto" ; k . style . height = "auto" ; k . style . padding = "0px" ; k . style . visibility = "hidden" ; b . body . appendChild ( k ) } ;
RB . getTextBuffer = function ( ) { RB . el ( "txtBuffer" ) || RB . createTextBuffer ( ) ; return RB . el ( "txtBuffer" ) } ; RB . createCanvasLocation = null ; RB . createCanvas = function ( b , k , n ) { var d = document , m = d . createElement ( "canvas" ) ; m . width = b ; m . height = k ; m . id = n ; m . style . display = "none" ; RB . createCanvasLocation ? RB . createCanvasLocation . appendChild ( m ) : d . body . appendChild ( m ) ; return m } ; RB . destroyCanvas = function ( b ) { var k = document , b = k . getElementById ( b ) ; k . body . removeChild ( b ) } ; RB . el = function ( b ) { return document . getElementById ( b ) } ;
RB . linearGradient = function ( b , k ) { var n = k . createLinearGradient ( 0 , 5 , 0 , b . h ) ; csLen = b . colors . length ; for ( var d = 0 ; d < csLen ; d ++ ) { var m = b . colors [ d ] ; n . addColorStop ( m . stopPoint , m . name ) } return n } ; RB . getFS = function ( b , k , n ) { if ( typeof b == "object" ) return b . h = n , RB . linearGradient ( b , k ) ; return b } ; RB . rtImage = function ( b , k , n ) { var d = new Image ; d . onload = function ( ) { var b = RB . createCanvas ( d . width , d . height , k ) ; b . getContext ( "2d" ) . drawImage ( this , 0 , 0 ) ; n && n ( b ) } ; d . src = b } ;
RB . canvasSupport = function ( b ) { if ( b ) try { return b . getContext ( "2d" ) , ! 0 } catch ( k ) { return ! 1 } else return ! 1 } ; RB . xPos = function ( b ) { return b . pageX - b . target . offsetLeft } ; RB . yPos = function ( b ) { return b . pageY - b . target . offsetTop } ;