270 lines
6.5 KiB
JavaScript
270 lines
6.5 KiB
JavaScript
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// -- Build Background Scene
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var Layout = function(opts) {
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// -- Default settings
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var settings = {
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el: [],
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dom: null
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} ;
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$.extend(settings, opts) ;
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// -- Set running or not
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this.running = true ;
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// -- Store settings
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this.settings = settings ;
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// -- Declare Scene here
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this.dom = this.settings.dom.get(0) ;
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// -- Set width and height shortcuts
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this.width = this.settings.dom.width() ;
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this.height = this.settings.dom.height() ;
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// -- Create objects in scene
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this.els = [] ;
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if ( typeof settings.el == 'object' ) {
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for ( var i in settings.el ) {
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this.els.push(this.createObj(settings.el[i])) ;
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}
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}
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return this;
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};
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// -- Update elements into layout
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Layout.prototype.update = function() {
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for ( var j in this.els ) {
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var _el = this.els[j] ;
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if ( _el ) {
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if( ! _el.deleteAfter ) {
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_el.animate() ;
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}
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else {
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_el.box.addClass('removed').remove() ;
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delete this.els[j] ;
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}
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}
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}
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}
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// -- Create an object
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Layout.prototype.createObj = function(opts) {
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var self = this ;
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// -- Init and build Framebuffer object
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var Obj = function (optsObj) {
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// -- Parse options
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var settingsObj = {
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origin: { x: 0, y: 0},
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imageSrc: false,
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backgroundColor: 'transparent',
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backgroundRepeat: 'no-repeat',
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backgroundPosition: '0 0',
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imageOrigin: { x:0, y:0 }
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} ;
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$.extend(true, settingsObj, optsObj) ;
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// -- Store options
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this.parent = self ;
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this.name = settingsObj.name || 'default' ;
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this.id = settingsObj.id || 'element_'+Game.uniqId++ ;
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this.width = settingsObj.width ? settingsObj.width : self.width ;
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this.height = settingsObj.height ? settingsObj.height : self.height ;
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this.settings = settingsObj ;
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// -- Find backgroundImage in CSS if specified
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if ( ! settingsObj.imageSrc ) {
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var bgImg = self.settings.dom.css('backgroundImage') ;
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if ( bgImg != 'none' ) {
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settingsObj.imageSrc = bgImg ;
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}
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}
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// -- Init position
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this.init() ;
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// -- Create a DOM object
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this.box = $('#'+this.id) ;
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this.dynamic = false ;
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this.cssObj = {} ;
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if ( ! this.box.length ) {
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this.box = $('<div>', {
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'class':'sprite '+this.name,
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'id': this.id
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}) ;
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this.cssObj = {
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position: 'absolute',
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top: 0,
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left: 0,
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display: 'block',
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backgroundColor: settingsObj.backgroundColor,
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backgroundRepeat: settingsObj.backgroundRepeat,
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backgroundPosition: settingsObj.backgroundPosition,
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backgroundImage: settingsObj.imageSrc ? 'url('+settingsObj.imageSrc+')' : ''
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} ;
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this.dynamic = true ;
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}
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// -- Apply CSS
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this.cssObj.width = this.width ;
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this.cssObj.height = this.height ;
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// -- Move
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if ( ! this.settings.nomove ) {
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this.cssObj.translate = this.x+'px, '+this.y+'px' ;
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}
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// -- Apply CSS Append and display
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this.box.css(this.cssObj) ;
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if ( this.dynamic ) this.box.appendTo(self.dom) ;
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} ;
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// -- Init
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Obj.prototype.init = function() {
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this.x = this.settings.origin.x ;
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this.y = this.settings.origin.y ;
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} ;
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// -- Return instance
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Obj.prototype.getInstance = function() {
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return this;
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} ;
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// -- Draw object into scene
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Obj.prototype.draw = function() {
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if ( (this.y >= -2*this.height) && (this.y <= (Game.height+this.height)) && this.x >= -this.width && this.x <= (Game.width+this.width) ) {
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Game.activeElements++ ;
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// -- Set sprite to display
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if ( this.settings.sprites ) {
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this.lastSprite = this.lastSprite || 0 ;
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if ( (Game.loops%(this.settings.spriteMod||1)) == 0 ) this.lastSprite++ ;
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if ( typeof this.settings.sprites[this.lastSprite] == 'undefined' ) this.lastSprite = 0 ;
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this.box.css({'backgroundPosition': -1*this.settings.sprites[this.lastSprite]*this.settings.width+'px 0'}) ;
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}
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// -- Move div
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if ( ! this.settings.nomove ) {
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if ( this.settings.moveParent ) {
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this.box.parent().css({'translate': this.x+'px, '+this.y+'px'}) ;
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} else {
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this.box.css({'translate': this.x+'px, '+this.y+'px', display:'block'}) ;
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}
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}
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}
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} ;
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// -- Animate the Framebuffer into the scene
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Obj.prototype.animate = function() {
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// -- Execute custom animate function if specified
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if ( $.isFunction(this.settings.animate) ) {
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this.parent = self ;
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this.settings.animate(this) ;
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}
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// -- Detect collision
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this.detectCollision() ;
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// -- Apply effects
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if ( ! this.nodraw ) this.draw() ;
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} ;
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// -- Detect collision
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Obj.prototype.detectCollision = function() {
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var obj = self ;
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// -- Detect collisions
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for ( var i in Layouts ) {
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var _layout = Layouts[i] ;
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if ( _layout && _layout.running ) {
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for ( var j in _layout.els ) {
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var el = _layout.els[j],
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type = el.name ;
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// -- Detect only defined types
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if (! el.deleteAfter && ! el.explosing && type != 'neutral' ) {
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if ( (type == 'ennemy' || type == 'bullet' || type == 'ship') ) {
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var A = {
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x: this.x,
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y: this.y,
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xX: this.x+this.width,
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yY: this.y+this.height
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} ;
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var B = {
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x: el.x,
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y: el.y,
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xX: el.x + el.width,
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yY: el.y + el.height
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} ;
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// -- Test if in viewport
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if ( (type != this.name) && (this.name != 'default' && this.name != 'explosion') && (el.settings.type != this.settings.type) ) {
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var touchTopRight = (
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( B.x <= A.xX && B.x >= A.x )
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&&
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( B.yY >= A.y) && ( B.yY <= A.yY )
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) ? true : false ;
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var touchTopLeft = (
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( B.x >= A.x && B.x <= A.xX )
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&&
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( B.yY >= A.y) && ( B.yY <= A.yY )
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) ? true : false ;
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var touchBottomRight = (
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( B.x >= A.x && B.x <= A.xX )
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&&
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( B.y >= A.yY) && ( B.y <= A.y )
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) ? true : false ;
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var touchBottomLeft = (
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( B.xX >= A.x && B.xX <= A.xX )
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&&
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( B.y >= A.yY) && ( B.y <= A.y )
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) ? true : false ;
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if ( touchTopRight || touchTopLeft || touchBottomRight || touchBottomLeft ) {
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if ( typeof el.settings.explode == 'function' ) {
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el.settings.explode(el) ;
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}
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if ( typeof this.settings.explode == 'function' ) {
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this.settings.explode(this) ;
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}
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Game.log('█▬█ █ ▀█▀') ;
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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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} ;
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// -- Remove object
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Obj.prototype.deleteObj = function() {
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this.deleteAfter = true ;
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}
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return new Obj(opts) ;
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};
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