/**
* enchant.js v0.8.3
* http://enchantjs.com
*
* Copyright UEI Corporation
* Released under the MIT license.
*/
(function(window, undefined) {
// ECMA-262 5th edition Functions
if (typeof Object.defineProperty !== 'function') {
Object.defineProperty = function(obj, prop, desc) {
if ('value' in desc) {
obj[prop] = desc.value;
}
if ('get' in desc) {
obj.__defineGetter__(prop, desc.get);
}
if ('set' in desc) {
obj.__defineSetter__(prop, desc.set);
}
return obj;
};
}
if (typeof Object.defineProperties !== 'function') {
Object.defineProperties = function(obj, descs) {
for (var prop in descs) {
if (descs.hasOwnProperty(prop)) {
Object.defineProperty(obj, prop, descs[prop]);
}
}
return obj;
};
}
if (typeof Object.create !== 'function') {
Object.create = function(prototype, descs) {
function F() {
}
F.prototype = prototype;
var obj = new F();
if (descs != null) {
Object.defineProperties(obj, descs);
}
return obj;
};
}
if (typeof Object.getPrototypeOf !== 'function') {
Object.getPrototypeOf = function(obj) {
return obj.__proto__;
};
}
if (typeof Function.prototype.bind !== 'function') {
Function.prototype.bind = function(thisObject) {
var func = this;
var args = Array.prototype.slice.call(arguments, 1);
var Nop = function() {
};
var bound = function() {
var a = args.concat(Array.prototype.slice.call(arguments));
return func.apply(
this instanceof Nop ? this : thisObject || window, a);
};
Nop.prototype = func.prototype;
bound.prototype = new Nop();
return bound;
};
}
window.getTime = (function() {
var origin;
if (window.performance && window.performance.now) {
origin = Date.now();
return function() {
return origin + window.performance.now();
};
} else if (window.performance && window.performance.webkitNow) {
origin = Date.now();
return function() {
return origin + window.performance.webkitNow();
};
} else {
return Date.now;
}
}());
// define requestAnimationFrame
window.requestAnimationFrame =
window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame ||
(function() {
var lastTime = window.getTime();
var frame = 1000 / 60;
return function(func) {
var _id = setTimeout(function() {
lastTime = window.getTime();
func(lastTime);
}, Math.max(0, lastTime + frame - window.getTime()));
return _id;
};
}());
/**
* Export the library classes globally.
*
* When no arguments are given, all classes defined in enchant.js as well as all classes defined in
* plugins will be exported. When more than one argument is given, by default only classes defined
* in enchant.js will be exported. When you wish to export plugin classes you must explicitly deliver
* the plugin identifiers as arguments.
*
* @example
* enchant(); // All classes will be exported.
* enchant(''); // Only classes in enchant.js will be exported.
* enchant('ui'); // enchant.js classes and ui.enchant.js classes will be exported.
*
* @param {...String} [modules] Export module. Multiple designations possible.
* @function
* @global
* @name enchant
*/
var enchant = function(modules) {
if (modules != null) {
if (!(modules instanceof Array)) {
modules = Array.prototype.slice.call(arguments);
}
modules = modules.filter(function(module) {
return [module].join();
});
}
(function include(module, prefix) {
var submodules = [],
i, len;
for (var prop in module) {
if (module.hasOwnProperty(prop)) {
if (typeof module[prop] === 'function') {
window[prop] = module[prop];
} else if (typeof module[prop] === 'object' && module[prop] !== null && Object.getPrototypeOf(module[prop]) === Object.prototype) {
if (modules == null) {
submodules.push(prop);
} else {
i = modules.indexOf(prefix + prop);
if (i !== -1) {
submodules.push(prop);
modules.splice(i, 1);
}
}
}
}
}
for (i = 0, len = submodules.length; i < len; i++) {
include(module[submodules[i]], prefix + submodules[i] + '.');
}
}(enchant, ''));
// issue 185
if (enchant.Class.getInheritanceTree(window.Game).length <= enchant.Class.getInheritanceTree(window.Core).length) {
window.Game = window.Core;
}
if (modules != null && modules.length) {
throw new Error('Cannot load module: ' + modules.join(', '));
}
};
// export enchant
window.enchant = enchant;
window.addEventListener("message", function(msg, origin) {
try {
var data = JSON.parse(msg.data);
if (data.type === "event") {
enchant.Core.instance.dispatchEvent(new enchant.Event(data.value));
} else if (data.type === "debug") {
switch (data.value) {
case "start":
enchant.Core.instance.start();
break;
case "pause":
enchant.Core.instance.pause();
break;
case "resume":
enchant.Core.instance.resume();
break;
case "tick":
enchant.Core.instance._tick();
break;
default:
break;
}
}
} catch (e) {
// ignore
}
}, false);
/**
* @name enchant.Class
* @class
* A Class representing a class which supports inheritance.
* @param {Function} [superclass] The class from which the
* new class will inherit the class definition.
* @param {*} [definition] Class definition.
* @constructor
*/
enchant.Class = function(superclass, definition) {
return enchant.Class.create(superclass, definition);
};
/**
* Creates a class.
*
* When defining a class that extends from another class,
* the constructor of the other class will be used by default.
* Even if you override this constructor, you must still call it
* to ensure that the class is initialized correctly.
*
* @example
* // Creates a Ball class.
* var Ball = Class.create({
*
* // Ball's constructor
* initialize: function(radius) {
* // ... code ...
* },
*
* // Defines a fall method that doesn't take any arguments.
* fall: function() {
* // ... code ...
* }
* });
*
* // Creates a Ball class that extends from "Sprite"
* var Ball = Class.create(Sprite);
*
* // Creates a Ball class that extends from "Sprite"
* var Ball = Class.create(Sprite, {
*
* // Overwrite Sprite's constructor
* initialize: function(radius) {
*
* // Call Sprite's constructor.
* Sprite.call(this, radius * 2, radius * 2);
*
* this.image = core.assets['ball.gif'];
* }
* });
*
* @param {Function} [superclass] The class from which the
* new class will inherit the class definition.
* @param {*} [definition] Class definition.
* @static
*/
enchant.Class.create = function(superclass, definition) {
if (superclass == null && definition) {
throw new Error("superclass is undefined (enchant.Class.create)");
} else if (superclass == null) {
throw new Error("definition is undefined (enchant.Class.create)");
}
if (arguments.length === 0) {
return enchant.Class.create(Object, definition);
} else if (arguments.length === 1 && typeof arguments[0] !== 'function') {
return enchant.Class.create(Object, arguments[0]);
}
for (var prop in definition) {
if (definition.hasOwnProperty(prop)) {
if (typeof definition[prop] === 'object' && definition[prop] !== null && Object.getPrototypeOf(definition[prop]) === Object.prototype) {
if (!('enumerable' in definition[prop])) {
definition[prop].enumerable = true;
}
} else {
definition[prop] = { value: definition[prop], enumerable: true, writable: true };
}
}
}
var Constructor = function() {
if (this instanceof Constructor) {
Constructor.prototype.initialize.apply(this, arguments);
} else {
return new Constructor();
}
};
Constructor.prototype = Object.create(superclass.prototype, definition);
Constructor.prototype.constructor = Constructor;
if (Constructor.prototype.initialize == null) {
Constructor.prototype.initialize = function() {
superclass.apply(this, arguments);
};
}
var tree = this.getInheritanceTree(superclass);
for (var i = 0, l = tree.length; i < l; i++) {
if (typeof tree[i]._inherited === 'function') {
tree[i]._inherited(Constructor);
break;
}
}
return Constructor;
};
/**
* Get the inheritance tree of this class.
* @param {Function} Constructor
* @return {Function[]} Parent's constructor
*/
enchant.Class.getInheritanceTree = function(Constructor) {
var ret = [];
var C = Constructor;
var proto = C.prototype;
while (C !== Object) {
ret.push(C);
proto = Object.getPrototypeOf(proto);
C = proto.constructor;
}
return ret;
};
/**
* @namespace
* enchant.js environment variables.
* Execution settings can be changed by modifying these before calling new Core().
*/
enchant.ENV = {
/**
* Version of enchant.js
* @type String
*/
VERSION: '0.8.3',
/**
* Identifier of the current browser.
* @type String
*/
BROWSER: (function(ua) {
if (/Eagle/.test(ua)) {
return 'eagle';
} else if (/Opera/.test(ua)) {
return 'opera';
} else if (/MSIE|Trident/.test(ua)) {
return 'ie';
} else if (/Chrome/.test(ua)) {
return 'chrome';
} else if (/(?:Macintosh|Windows).*AppleWebKit/.test(ua)) {
return 'safari';
} else if (/(?:iPhone|iPad|iPod).*AppleWebKit/.test(ua)) {
return 'mobilesafari';
} else if (/Firefox/.test(ua)) {
return 'firefox';
} else if (/Android/.test(ua)) {
return 'android';
} else {
return '';
}
}(navigator.userAgent)),
/**
* The CSS vendor prefix of the current browser.
* @type String
*/
VENDOR_PREFIX: (function() {
var ua = navigator.userAgent;
if (ua.indexOf('Opera') !== -1) {
return 'O';
} else if (/MSIE|Trident/.test(ua)) {
return 'ms';
} else if (ua.indexOf('WebKit') !== -1) {
return 'webkit';
} else if (navigator.product === 'Gecko') {
return 'Moz';
} else {
return '';
}
}()),
/**
* Determines if the current browser supports touch.
* True, if touch is enabled.
* @type Boolean
*/
TOUCH_ENABLED: (function() {
var div = document.createElement('div');
div.setAttribute('ontouchstart', 'return');
return typeof div.ontouchstart === 'function';
}()),
/**
* Determines if the current browser is an iPhone with a retina display.
* True, if this display is a retina display.
* @type Boolean
*/
RETINA_DISPLAY: (function() {
if (navigator.userAgent.indexOf('iPhone') !== -1 && window.devicePixelRatio === 2) {
var viewport = document.querySelector('meta[name="viewport"]');
if (viewport == null) {
viewport = document.createElement('meta');
document.head.appendChild(viewport);
}
viewport.setAttribute('content', 'width=640');
return true;
} else {
return false;
}
}()),
/**
* Determines if for current browser Flash should be used to play
* sound instead of the native audio class.
* True, if flash should be used.
* @type Boolean
*/
USE_FLASH_SOUND: (function() {
var ua = navigator.userAgent;
var vendor = navigator.vendor || "";
// non-local access, not on mobile mobile device, not on safari
return (location.href.indexOf('http') === 0 && ua.indexOf('Mobile') === -1 && vendor.indexOf('Apple') !== -1);
}()),
/**
* If click/touch event occure for these tags the setPreventDefault() method will not be called.
* @type String[]
*/
USE_DEFAULT_EVENT_TAGS: ['input', 'textarea', 'select', 'area'],
/**
* Method names of CanvasRenderingContext2D that will be defined as Surface method.
* @type String[]
*/
CANVAS_DRAWING_METHODS: [
'putImageData', 'drawImage', 'drawFocusRing', 'fill', 'stroke',
'clearRect', 'fillRect', 'strokeRect', 'fillText', 'strokeText'
],
/**
* Keybind Table.
* You can use 'left', 'up', 'right', 'down' for preset event.
* @example
* enchant.ENV.KEY_BIND_TABLE = {
* 37: 'left',
* 38: 'up',
* 39: 'right',
* 40: 'down',
* 32: 'a', //-> use 'space' key as 'a button'
* };
* @type Object
*/
KEY_BIND_TABLE: {
37: 'left',
38: 'up',
39: 'right',
40: 'down'
},
/**
* If keydown event occure for these keycodes the setPreventDefault() method will be called.
* @type Number[]
*/
PREVENT_DEFAULT_KEY_CODES: [37, 38, 39, 40],
/**
* Determines if Sound is enabled on Mobile Safari.
* @type Boolean
*/
SOUND_ENABLED_ON_MOBILE_SAFARI: true,
/**
* Determines if "touch to start" scene is enabled.
* It is necessary on Mobile Safari because WebAudio Sound is
* muted by browser until play any sound in touch event handler.
* If set it to false, you should control this behavior manually.
* @type Boolean
*/
USE_TOUCH_TO_START_SCENE: true,
/**
* Determines if WebAudioAPI is enabled. (true: use WebAudioAPI instead of Audio element if possible)
* @type Boolean
*/
USE_WEBAUDIO: (function() {
return location.protocol !== 'file:';
}()),
/**
* Determines if animation feature is enabled. (true: Timeline instance will be generated in new Node)
* @type Boolean
*/
USE_ANIMATION: true,
/**
* Specifies range of the touch detection.
* The detection area will be (COLOR_DETECTION_LEVEL * 2 + 1)px square.
* @type Boolean
*/
COLOR_DETECTION_LEVEL: 2
};
/**
* @scope enchant.Event.prototype
*/
enchant.Event = enchant.Class.create({
/**
* @name enchant.Event
* @class
* A class for an independent implementation of events similar to DOM Events.
* Does not include phase concepts.
* @param {String} type Event type.
* @constructs
*/
initialize: function(type) {
/**
* The type of the event.
* @type String
*/
this.type = type;
/**
* The target of the event.
* @type *
*/
this.target = null;
/**
* The x-coordinate of the event's occurrence.
* @type Number
*/
this.x = 0;
/**
* The y-coordinate of the event's occurrence.
* @type Number
*/
this.y = 0;
/**
* The x-coordinate of the event's occurrence relative to the object
* which issued the event.
* @type Number
*/
this.localX = 0;
/**
* The y-coordinate of the event's occurrence relative to the object
* which issued the event.
* @type Number
*/
this.localY = 0;
},
_initPosition: function(pageX, pageY) {
var core = enchant.Core.instance;
this.x = this.localX = (pageX - core._pageX) / core.scale;
this.y = this.localY = (pageY - core._pageY) / core.scale;
}
});
/**
* An event dispatched once the core has finished loading.
*
* When preloading images, it is necessary to wait until preloading is complete
* before starting the game.
* Issued by: {@link enchant.Core}
*
* @example
* var core = new Core(320, 320);
* core.preload('player.gif');
* core.onload = function() {
* ... // Describes initial core processing
* };
* core.start();
* @type String
*/
enchant.Event.LOAD = 'load';
/**
* An event dispatched when an error occurs.
* Issued by: {@link enchant.Core}, {@link enchant.Surface}, {@link enchant.WebAudioSound}, {@link enchant.DOMSound}
*/
enchant.Event.ERROR = 'error';
/**
* An event dispatched when the display size is changed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
@type String
*/
enchant.Event.CORE_RESIZE = 'coreresize';
/**
* An event dispatched while the core is loading.
* Dispatched each time an image is preloaded.
* Issued by: {@link enchant.LoadingScene}
* @type String
*/
enchant.Event.PROGRESS = 'progress';
/**
* An event which is occurring when a new frame is beeing processed.
* Issued object: {@link enchant.Core}, {@link enchant.Node}
* @type String
*/
enchant.Event.ENTER_FRAME = 'enterframe';
/**
* An event dispatched at the end of processing a new frame.
* Issued by: {@link enchant.Core}, {@link enchant.Node}
* @type String
*/
enchant.Event.EXIT_FRAME = 'exitframe';
/**
* An event dispatched when a Scene begins.
* Issued by: {@link enchant.Scene}
* @type String
*/
enchant.Event.ENTER = 'enter';
/**
* An event dispatched when a Scene ends.
* Issued by: {@link enchant.Scene}
* @type String
*/
enchant.Event.EXIT = 'exit';
/**
* An event dispatched when a Child is added to a Node.
* Issued by: {@link enchant.Group}, {@link enchant.Scene}
* @type String
*/
enchant.Event.CHILD_ADDED = 'childadded';
/**
* An event dispatched when a Node is added to a Group.
* Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.ADDED = 'added';
/**
* An event dispatched when a Node is added to a Scene.
* Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.ADDED_TO_SCENE = 'addedtoscene';
/**
* An event dispatched when a Child is removed from a Node.
* Issued by: {@link enchant.Group}, {@link enchant.Scene}
* @type String
* @type String
*/
enchant.Event.CHILD_REMOVED = 'childremoved';
/**
* An event dispatched when a Node is deleted from a Group.
* Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.REMOVED = 'removed';
/**
* An event dispatched when a Node is deleted from a Scene.
* Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.REMOVED_FROM_SCENE = 'removedfromscene';
/**
* An event dispatched when a touch event intersecting a Node begins.
* A mouse event counts as a touch event. Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.TOUCH_START = 'touchstart';
/**
* An event dispatched when a touch event intersecting the Node has been moved.
* A mouse event counts as a touch event. Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.TOUCH_MOVE = 'touchmove';
/**
* An event dispatched when a touch event intersecting the Node ends.
* A mouse event counts as a touch event. Issued by: {@link enchant.Node}
* @type String
*/
enchant.Event.TOUCH_END = 'touchend';
/**
* An event dispatched when an Entity is rendered.
* Issued by: {@link enchant.Entity}
* @type String
*/
enchant.Event.RENDER = 'render';
/**
* An event dispatched when a button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.INPUT_START = 'inputstart';
/**
* An event dispatched when button inputs change.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.INPUT_CHANGE = 'inputchange';
/**
* An event dispatched when button input ends.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.INPUT_END = 'inputend';
/**
* An internal event which is occurring when a input changes.
* Issued object: {@link enchant.InputSource}
* @type String
*/
enchant.Event.INPUT_STATE_CHANGED = 'inputstatechanged';
/**
* An event dispatched when the 'left' button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.LEFT_BUTTON_DOWN = 'leftbuttondown';
/**
* An event dispatched when the 'left' button is released.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.LEFT_BUTTON_UP = 'leftbuttonup';
/**
* An event dispatched when the 'right' button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.RIGHT_BUTTON_DOWN = 'rightbuttondown';
/**
* An event dispatched when the 'right' button is released.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.RIGHT_BUTTON_UP = 'rightbuttonup';
/**
* An event dispatched when the 'up' button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.UP_BUTTON_DOWN = 'upbuttondown';
/**
* An event dispatched when the 'up' button is released.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.UP_BUTTON_UP = 'upbuttonup';
/**
* An event dispatched when the 'down' button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.DOWN_BUTTON_DOWN = 'downbuttondown';
/**
* An event dispatched when the 'down' button is released.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.DOWN_BUTTON_UP = 'downbuttonup';
/**
* An event dispatched when the 'a' button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.A_BUTTON_DOWN = 'abuttondown';
/**
* An event dispatched when the 'a' button is released.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.A_BUTTON_UP = 'abuttonup';
/**
* An event dispatched when the 'b' button is pressed.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.B_BUTTON_DOWN = 'bbuttondown';
/**
* An event dispatched when the 'b' button is released.
* Issued by: {@link enchant.Core}, {@link enchant.Scene}
* @type String
*/
enchant.Event.B_BUTTON_UP = 'bbuttonup';
/**
* An event dispatched when an Action is added to a Timeline.
* When looped, an Action is removed from the Timeline and added back into it.
* @type String
*/
enchant.Event.ADDED_TO_TIMELINE = "addedtotimeline";
/**
* An event dispatched when an Action is removed from a Timeline.
* When looped, an Action is removed from the timeline and added back into it.
* @type String
*/
enchant.Event.REMOVED_FROM_TIMELINE = "removedfromtimeline";
/**
* An event dispatched when an Action begins.
* @type String
*/
enchant.Event.ACTION_START = "actionstart";
/**
* An event dispatched when an Action finishes.
* @type String
*/
enchant.Event.ACTION_END = "actionend";
/**
* An event dispatched when an Action has gone through one frame.
* @type String
*/
enchant.Event.ACTION_TICK = "actiontick";
/**
* An event dispatched to the Timeline when an Action is added.
* @type String
*/
enchant.Event.ACTION_ADDED = "actionadded";
/**
* An event dispatched to the Timeline when an Action is removed.
* @type String
*/
enchant.Event.ACTION_REMOVED = "actionremoved";
/**
* An event dispatched when an animation finishes, meaning null element was encountered
* Issued by: {@link enchant.Sprite}
* @type String
*/
enchant.Event.ANIMATION_END = "animationend";
/**
* @scope enchant.EventTarget.prototype
*/
enchant.EventTarget = enchant.Class.create({
/**
* @name enchant.EventTarget
* @class
* A class for implementation of events similar to DOM Events.
* However, it does not include the concept of phases.
* @constructs
*/
initialize: function() {
this._listeners = {};
},
/**
* Add a new event listener which will be executed when the event
* is dispatched.
* @param {String} type Type of the events.
* @param {Function(e:enchant.Event)} listener Event listener to be added.
*/
addEventListener: function(type, listener) {
var listeners = this._listeners[type];
if (listeners == null) {
this._listeners[type] = [listener];
} else if (listeners.indexOf(listener) === -1) {
listeners.unshift(listener);
}
},
/**
* Synonym for addEventListener.
* @param {String} type Type of the events.
* @param {Function(e:enchant.Event)} listener Event listener to be added.
* @see enchant.EventTarget#addEventListener
*/
on: function() {
this.addEventListener.apply(this, arguments);
},
/**
* Delete an event listener.
* @param {String} [type] Type of the events.
* @param {Function(e:enchant.Event)} listener Event listener to be deleted.
*/
removeEventListener: function(type, listener) {
var listeners = this._listeners[type];
if (listeners != null) {
var i = listeners.indexOf(listener);
if (i !== -1) {
listeners.splice(i, 1);
}
}
},
/**
* Clear all defined event listeners of a given type.
* If no type is given, all listeners will be removed.
* @param {String} type Type of the events.
*/
clearEventListener: function(type) {
if (type != null) {
delete this._listeners[type];
} else {
this._listeners = {};
}
},
/**
* Issue an event.
* @param {enchant.Event} e Event to be issued.
*/
dispatchEvent: function(e) {
e.target = this;
e.localX = e.x - this._offsetX;
e.localY = e.y - this._offsetY;
if (this['on' + e.type] != null){
this['on' + e.type](e);
}
var listeners = this._listeners[e.type];
if (listeners != null) {
listeners = listeners.slice();
for (var i = 0, len = listeners.length; i < len; i++) {
listeners[i].call(this, e);
}
}
}
});
(function() {
var core;
/**
* @scope enchant.Core.prototype
*/
enchant.Core = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.Core
* @class
* A class for controlling the core’s main loop and scenes.
*
* There can be only one instance at a time. When the
* constructor is executed while an instance exists, the
* existing instance will be overwritten. The existing instance
* can be accessed from {@link enchant.Core.instance}.
*
* @param {Number} [width=320] The width of the core viewport.
* @param {Number} [height=320] The height of the core viewport.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function(width, height) {
if (window.document.body === null) {
// @TODO postpone initialization after window.onload
throw new Error("document.body is null. Please excute 'new Core()' in window.onload.");
}
enchant.EventTarget.call(this);
var initial = true;
if (core) {
initial = false;
core.stop();
}
core = enchant.Core.instance = this;
this._calledTime = 0;
this._mousedownID = 0;
this._surfaceID = 0;
this._soundID = 0;
this._scenes = [];
width = width || 320;
height = height || 320;
var stage = document.getElementById('enchant-stage');
var scale, sWidth, sHeight;
if (!stage) {
stage = document.createElement('div');
stage.id = 'enchant-stage';
stage.style.position = 'absolute';
if (document.body.firstChild) {
document.body.insertBefore(stage, document.body.firstChild);
} else {
document.body.appendChild(stage);
}
scale = Math.min(
window.innerWidth / width,
window.innerHeight / height
);
this._pageX = stage.getBoundingClientRect().left;
this._pageY = stage.getBoundingClientRect().top;
} else {
var style = window.getComputedStyle(stage);
sWidth = parseInt(style.width, 10);
sHeight = parseInt(style.height, 10);
if (sWidth && sHeight) {
scale = Math.min(
sWidth / width,
sHeight / height
);
} else {
scale = 1;
}
while (stage.firstChild) {
stage.removeChild(stage.firstChild);
}
stage.style.position = 'relative';
var bounding = stage.getBoundingClientRect();
this._pageX = Math.round(window.scrollX || window.pageXOffset + bounding.left);
this._pageY = Math.round(window.scrollY || window.pageYOffset + bounding.top);
}
stage.style.fontSize = '12px';
stage.style.webkitTextSizeAdjust = 'none';
stage.style.webkitTapHighlightColor = 'rgba(0, 0, 0, 0)';
this._element = stage;
this.addEventListener('coreresize', this._oncoreresize);
this._width = width;
this._height = height;
this.scale = scale;
/**
* The frame rate of the core.
* @type Number
*/
this.fps = 30;
/**
* The number of frames processed since the core was started.
* @type Number
*/
this.frame = 0;
/**
* Indicates whether or not the core can be executed.
* @type Boolean
*/
this.ready = false;
/**
* Indicates whether or not the core is currently running.
* @type Boolean
*/
this.running = false;
/**
* Object which stores loaded assets using their paths as keys.
* @type Object
*/
this.assets = {};
var assets = this._assets = [];
(function detectAssets(module) {
if (module.assets) {
enchant.Core.instance.preload(module.assets);
}
for (var prop in module) {
if (module.hasOwnProperty(prop)) {
if (typeof module[prop] === 'object' && module[prop] !== null && Object.getPrototypeOf(module[prop]) === Object.prototype) {
detectAssets(module[prop]);
}
}
}
}(enchant));
/**
* The Scene which is currently displayed. This Scene is on top of the Scene stack.
* @type enchant.Scene
*/
this.currentScene = null;
/**
* The root Scene. The Scene at the bottom of the Scene stack.
* @type enchant.Scene
*/
this.rootScene = new enchant.Scene();
this.pushScene(this.rootScene);
/**
* The Scene to be displayed during loading.
* @type enchant.Scene
*/
this.loadingScene = new enchant.LoadingScene();
/**
[/lang:ja]
* Indicates whether or not {@link enchant.Core#start} has been called.
[/lang]
* @type Boolean
* @private
*/
this._activated = false;
this._offsetX = 0;
this._offsetY = 0;
/**
* Object that saves the current input state for the core.
* @type Object
*/
this.input = {};
this.keyboardInputManager = new enchant.KeyboardInputManager(window.document, this.input);
this.keyboardInputManager.addBroadcastTarget(this);
this._keybind = this.keyboardInputManager._binds;
if (!enchant.ENV.KEY_BIND_TABLE) {
enchant.ENV.KEY_BIND_TABLE = {};
}
for (var prop in enchant.ENV.KEY_BIND_TABLE) {
this.keybind(prop, enchant.ENV.KEY_BIND_TABLE[prop]);
}
if (initial) {
stage = enchant.Core.instance._element;
var evt;
document.addEventListener('keydown', function(e) {
core.dispatchEvent(new enchant.Event('keydown'));
if (enchant.ENV.PREVENT_DEFAULT_KEY_CODES.indexOf(e.keyCode) !== -1) {
e.preventDefault();
e.stopPropagation();
}
}, true);
if (enchant.ENV.TOUCH_ENABLED) {
stage.addEventListener('touchstart', function(e) {
var tagName = (e.target.tagName).toLowerCase();
if (enchant.ENV.USE_DEFAULT_EVENT_TAGS.indexOf(tagName) === -1) {
e.preventDefault();
if (!core.running) {
e.stopPropagation();
}
}
}, true);
stage.addEventListener('touchmove', function(e) {
var tagName = (e.target.tagName).toLowerCase();
if (enchant.ENV.USE_DEFAULT_EVENT_TAGS.indexOf(tagName) === -1) {
e.preventDefault();
if (!core.running) {
e.stopPropagation();
}
}
}, true);
stage.addEventListener('touchend', function(e) {
var tagName = (e.target.tagName).toLowerCase();
if (enchant.ENV.USE_DEFAULT_EVENT_TAGS.indexOf(tagName) === -1) {
e.preventDefault();
if (!core.running) {
e.stopPropagation();
}
}
}, true);
}
stage.addEventListener('mousedown', function(e) {
var tagName = (e.target.tagName).toLowerCase();
if (enchant.ENV.USE_DEFAULT_EVENT_TAGS.indexOf(tagName) === -1) {
e.preventDefault();
core._mousedownID++;
if (!core.running) {
e.stopPropagation();
}
}
}, true);
stage.addEventListener('mousemove', function(e) {
var tagName = (e.target.tagName).toLowerCase();
if (enchant.ENV.USE_DEFAULT_EVENT_TAGS.indexOf(tagName) === -1) {
e.preventDefault();
if (!core.running) {
e.stopPropagation();
}
}
}, true);
stage.addEventListener('mouseup', function(e) {
var tagName = (e.target.tagName).toLowerCase();
if (enchant.ENV.USE_DEFAULT_EVENT_TAGS.indexOf(tagName) === -1) {
e.preventDefault();
if (!core.running) {
e.stopPropagation();
}
}
}, true);
core._touchEventTarget = {};
if (enchant.ENV.TOUCH_ENABLED) {
stage.addEventListener('touchstart', function(e) {
var core = enchant.Core.instance;
var evt = new enchant.Event(enchant.Event.TOUCH_START);
var touches = e.changedTouches;
var touch, target;
for (var i = 0, l = touches.length; i < l; i++) {
touch = touches[i];
evt._initPosition(touch.pageX, touch.pageY);
target = core.currentScene._determineEventTarget(evt);
core._touchEventTarget[touch.identifier] = target;
target.dispatchEvent(evt);
}
}, false);
stage.addEventListener('touchmove', function(e) {
var core = enchant.Core.instance;
var evt = new enchant.Event(enchant.Event.TOUCH_MOVE);
var touches = e.changedTouches;
var touch, target;
for (var i = 0, l = touches.length; i < l; i++) {
touch = touches[i];
target = core._touchEventTarget[touch.identifier];
if (target) {
evt._initPosition(touch.pageX, touch.pageY);
target.dispatchEvent(evt);
}
}
}, false);
stage.addEventListener('touchend', function(e) {
var core = enchant.Core.instance;
var evt = new enchant.Event(enchant.Event.TOUCH_END);
var touches = e.changedTouches;
var touch, target;
for (var i = 0, l = touches.length; i < l; i++) {
touch = touches[i];
target = core._touchEventTarget[touch.identifier];
if (target) {
evt._initPosition(touch.pageX, touch.pageY);
target.dispatchEvent(evt);
delete core._touchEventTarget[touch.identifier];
}
}
}, false);
}
stage.addEventListener('mousedown', function(e) {
var core = enchant.Core.instance;
var evt = new enchant.Event(enchant.Event.TOUCH_START);
evt._initPosition(e.pageX, e.pageY);
var target = core.currentScene._determineEventTarget(evt);
core._touchEventTarget[core._mousedownID] = target;
target.dispatchEvent(evt);
}, false);
stage.addEventListener('mousemove', function(e) {
var core = enchant.Core.instance;
var evt = new enchant.Event(enchant.Event.TOUCH_MOVE);
evt._initPosition(e.pageX, e.pageY);
var target = core._touchEventTarget[core._mousedownID];
if (target) {
target.dispatchEvent(evt);
}
}, false);
stage.addEventListener('mouseup', function(e) {
var core = enchant.Core.instance;
var evt = new enchant.Event(enchant.Event.TOUCH_END);
evt._initPosition(e.pageX, e.pageY);
var target = core._touchEventTarget[core._mousedownID];
if (target) {
target.dispatchEvent(evt);
}
delete core._touchEventTarget[core._mousedownID];
}, false);
}
},
/**
* The width of the core screen.
* @type Number
*/
width: {
get: function() {
return this._width;
},
set: function(w) {
this._width = w;
this._dispatchCoreResizeEvent();
}
},
/**
* The height of the core screen.
* @type Number
*/
height: {
get: function() {
return this._height;
},
set: function(h) {
this._height = h;
this._dispatchCoreResizeEvent();
}
},
/**
* The scaling of the core rendering.
* @type Number
*/
scale: {
get: function() {
return this._scale;
},
set: function(s) {
this._scale = s;
this._dispatchCoreResizeEvent();
}
},
_dispatchCoreResizeEvent: function() {
var e = new enchant.Event('coreresize');
e.width = this._width;
e.height = this._height;
e.scale = this._scale;
this.dispatchEvent(e);
},
_oncoreresize: function(e) {
this._element.style.width = Math.floor(this._width * this._scale) + 'px';
this._element.style.height = Math.floor(this._height * this._scale) + 'px';
var scene;
for (var i = 0, l = this._scenes.length; i < l; i++) {
scene = this._scenes[i];
scene.dispatchEvent(e);
}
},
/**
* File preloader.
*
* Loads the files specified in the parameters when
* {@link enchant.Core#start} is called.
* When all files are loaded, a {@link enchant.Event.LOAD}
* event is dispatched from the Core object. Depending on the
* type of each file, different objects will be created and
* stored in {@link enchant.Core#assets} Variable.
*
* When an image file is loaded, a {@link enchant.Surface} is
* created. If a sound file is loaded, an {@link enchant.Sound}
* object is created. Any other file type will be accessible
* as a string.
*
* In addition, because this Surface object is created with
* {@link enchant.Surface.load}, it is not possible to
* manipulate the image directly.
* Refer to the {@link enchant.Surface.load} documentation.
*
* @example
* core.preload('player.gif');
* core.onload = function() {
* var sprite = new Sprite(32, 32);
* sprite.image = core.assets['player.gif']; // Access via path
* ...
* };
* core.start();
*
* @param {...String|String[]} assets Path of images to be preloaded.
* Multiple settings possible.
* @return {enchant.Core} this
*/
preload: function(assets) {
var a;
if (!(assets instanceof Array)) {
if (typeof assets === 'object') {
a = [];
for (var name in assets) {
if (assets.hasOwnProperty(name)) {
a.push([ assets[name], name ]);
}
}
assets = a;
} else {
assets = Array.prototype.slice.call(arguments);
}
}
Array.prototype.push.apply(this._assets, assets);
return this;
},
/**
* Loads a file.
*
* @param {String} src File path of the resource to be loaded.
* @param {String} [alias] Name you want to designate for the resource to be loaded.
* @param {Function} [callback] Function to be called if the file loads successfully.
* @param {Function} [onerror] Function to be called if the file fails to load.
* @return {enchant.Deferred}
*/
load: function(src, alias, callback, onerror) {
var assetName;
if (typeof arguments[1] === 'string') {
assetName = alias;
callback = callback || function() {};
onerror = onerror || function() {};
} else {
assetName = src;
var tempCallback = callback;
callback = arguments[1] || function() {};
onerror = tempCallback || function() {};
}
var ext = enchant.Core.findExt(src);
return enchant.Deferred.next(function() {
var d = new enchant.Deferred();
var _callback = function(e) {
d.call(e);
callback.call(this, e);
};
var _onerror = function(e) {
d.fail(e);
onerror.call(this, e);
};
if (enchant.Core._loadFuncs[ext]) {
enchant.Core.instance.assets[assetName] = enchant.Core._loadFuncs[ext](src, ext, _callback, _onerror);
} else {
var req = new XMLHttpRequest();
req.open('GET', src, true);
req.onreadystatechange = function() {
if (req.readyState === 4) {
if (req.status !== 200 && req.status !== 0) {
// throw new Error(req.status + ': ' + 'Cannot load an asset: ' + src);
var e = new enchant.Event('error');
e.message = req.status + ': ' + 'Cannot load an asset: ' + src;
_onerror.call(enchant.Core.instance, e);
}
var type = req.getResponseHeader('Content-Type') || '';
if (type.match(/^image/)) {
core.assets[assetName] = enchant.Surface.load(src, _callback, _onerror);
} else if (type.match(/^audio/)) {
core.assets[assetName] = enchant.Sound.load(src, type, _callback, _onerror);
} else {
core.assets[assetName] = req.responseText;
_callback.call(enchant.Core.instance, new enchant.Event('load'));
}
}
};
req.send(null);
}
return d;
});
},
/**
* Start the core.
*
* Sets the framerate of the {@link enchant.Core#currentScene}
* according to the value stored in {@link enchant.core#fps}. If
* there are images to preload, loading will begin and the
* loading screen will be displayed.
* @return {enchant.Deferred}
*/
start: function(deferred) {
var onloadTimeSetter = function() {
this.frame = 0;
this.removeEventListener('load', onloadTimeSetter);
};
this.addEventListener('load', onloadTimeSetter);
this.currentTime = window.getTime();
this.running = true;
this.ready = true;
if (!this._activated) {
this._activated = true;
if (enchant.ENV.BROWSER === 'mobilesafari' &&
enchant.ENV.USE_WEBAUDIO &&
enchant.ENV.USE_TOUCH_TO_START_SCENE) {
var d = new enchant.Deferred();
var scene = this._createTouchToStartScene();
scene.addEventListener(enchant.Event.TOUCH_START, function waitTouch() {
this.removeEventListener(enchant.Event.TOUCH_START, waitTouch);
var a = new enchant.WebAudioSound();
a.buffer = enchant.WebAudioSound.audioContext.createBuffer(1, 1, 48000);
a.play();
core.removeScene(scene);
core.start(d);
}, false);
core.pushScene(scene);
return d;
}
}
this._requestNextFrame(0);
var ret = this._requestPreload()
.next(function() {
enchant.Core.instance.loadingScene.dispatchEvent(new enchant.Event(enchant.Event.LOAD));
});
if (deferred) {
ret.next(function(arg) {
deferred.call(arg);
})
.error(function(arg) {
deferred.fail(arg);
});
}
return ret;
},
_requestPreload: function() {
var o = {};
var loaded = 0,
len = 0,
loadFunc = function() {
var e = new enchant.Event('progress');
e.loaded = ++loaded;
e.total = len;
core.loadingScene.dispatchEvent(e);
};
this._assets
.reverse()
.forEach(function(asset) {
var src, name;
if (asset instanceof Array) {
src = asset[0];
name = asset[1];
} else {
src = name = asset;
}
if (!o[name]) {
o[name] = this.load(src, name, loadFunc);
len++;
}
}, this);
this.pushScene(this.loadingScene);
return enchant.Deferred.parallel(o);
},
_createTouchToStartScene: function() {
var label = new enchant.Label('Touch to Start'),
size = Math.round(core.width / 10),
scene = new enchant.Scene();
label.color = '#fff';
label.font = (size - 1) + 'px bold Helvetica,Arial,sans-serif';
label.textAlign = 'center';
label.width = core.width;
label.height = label._boundHeight;
label.y = (core.height - label.height) / 2;
scene.backgroundColor = '#000';
scene.addChild(label);
return scene;
},
/**
* Start application in debug mode.
*
* Core debug mode can be turned on even if the
* {@link enchant.Core#_debug} flag is already set to true.
* @return {enchant.Deferred}
*/
debug: function() {
this._debug = true;
return this.start();
},
actualFps: {
get: function() {
return this._actualFps || this.fps;
}
},
/**
* Requests the next frame.
* @param {Number} delay Amount of time to delay before calling requestAnimationFrame.
* @private
*/
_requestNextFrame: function(delay) {
if (!this.ready) {
return;
}
if (this.fps >= 60 || delay <= 16) {
this._calledTime = window.getTime();
window.requestAnimationFrame(this._callTick);
} else {
setTimeout(function() {
var core = enchant.Core.instance;
core._calledTime = window.getTime();
window.requestAnimationFrame(core._callTick);
}, Math.max(0, delay));
}
},
/**
* Calls {@link enchant.Core#_tick}.
* @param {Number} time
* @private
*/
_callTick: function(time) {
enchant.Core.instance._tick(time);
},
_tick: function(time) {
var e = new enchant.Event('enterframe');
var now = window.getTime();
var elapsed = e.elapsed = now - this.currentTime;
this.currentTime = now;
this._actualFps = elapsed > 0 ? (1000 / elapsed) : 0;
var nodes = this.currentScene.childNodes.slice();
var push = Array.prototype.push;
while (nodes.length) {
var node = nodes.pop();
node.age++;
node.dispatchEvent(e);
if (node.childNodes) {
push.apply(nodes, node.childNodes);
}
}
this.currentScene.age++;
this.currentScene.dispatchEvent(e);
this.dispatchEvent(e);
this.dispatchEvent(new enchant.Event('exitframe'));
this.frame++;
now = window.getTime();
this._requestNextFrame(1000 / this.fps - (now - this._calledTime));
},
getTime: function() {
return window.getTime();
},
/**
* Stops the core.
*
* The frame will not be updated, and player input will not be accepted anymore.
* Core can be restarted using {@link enchant.Core#resume}.
*/
stop: function() {
this.ready = false;
this.running = false;
},
/**
* Stops the core.
*
* The frame will not be updated, and player input will not be accepted anymore.
* Core can be started again using {@link enchant.Core#resume}.
*/
pause: function() {
this.ready = false;
},
/**
* Resumes core operations.
*/
resume: function() {
if (this.ready) {
return;
}
this.currentTime = window.getTime();
this.ready = true;
this.running = true;
this._requestNextFrame(0);
},
/**
* Switches to a new Scene.
*
* Scenes are controlled using a stack, with the top scene on
* the stack being the one displayed.
* When {@link enchant.Core#pushScene} is executed, the Scene is
* placed top of the stack. Frames will be only updated for the
* Scene which is on the top of the stack.
*
* @param {enchant.Scene} scene The new scene to display.
* @return {enchant.Scene} The new Scene.
*/
pushScene: function(scene) {
this._element.appendChild(scene._element);
if (this.currentScene) {
this.currentScene.dispatchEvent(new enchant.Event('exit'));
}
this.currentScene = scene;
this.currentScene.dispatchEvent(new enchant.Event('enter'));
return this._scenes.push(scene);
},
/**
* Ends the current Scene and returns to the previous Scene.
*
* Scenes are controlled using a stack, with the top scene on
* the stack being the one displayed.
* When {@link enchant.Core#popScene} is executed, the Scene at
* the top of the stack is removed and returned.
*
* @return {enchant.Scene} Removed Scene.
*/
popScene: function() {
if (this.currentScene === this.rootScene) {
return this.currentScene;
}
this._element.removeChild(this.currentScene._element);
this.currentScene.dispatchEvent(new enchant.Event('exit'));
this.currentScene = this._scenes[this._scenes.length - 2];
this.currentScene.dispatchEvent(new enchant.Event('enter'));
return this._scenes.pop();
},
/**
* Overwrites the current Scene with a new Scene.
*
* Executes {@link enchant.Core#popScene} and {@link enchant.Core#pushScene}
* one after another to replace the current scene with the new scene.
*
* @param {enchant.Scene} scene The new scene with which to replace the current scene.
* @return {enchant.Scene} The new Scene.
*/
replaceScene: function(scene) {
this.popScene();
return this.pushScene(scene);
},
/**
* Removes a Scene from the Scene stack.
*
* If the scene passed in as a parameter is not the current
* scene, the stack will be searched for the given scene.
* If the given scene does not exist anywhere in the stack,
* this method returns null.
*
* @param {enchant.Scene} scene Scene to be removed.
* @return {enchant.Scene} The deleted Scene.
*/
removeScene: function(scene) {
if (this.currentScene === scene) {
return this.popScene();
} else {
var i = this._scenes.indexOf(scene);
if (i !== -1) {
this._scenes.splice(i, 1);
this._element.removeChild(scene._element);
return scene;
} else {
return null;
}
}
},
_buttonListener: function(e) {
this.currentScene.dispatchEvent(e);
},
/**
* Bind a key code to an enchant.js button.
*
* Binds the given key code to the given enchant.js button
* ('left', 'right', 'up', 'down', 'a', 'b').
*
* @param {Number} key Key code for the button to be bound.
* @param {String} button An enchant.js button.
* @return {enchant.Core} this
*/
keybind: function(key, button) {
this.keyboardInputManager.keybind(key, button);
this.addEventListener(button + 'buttondown', this._buttonListener);
this.addEventListener(button + 'buttonup', this._buttonListener);
return this;
},
/**
* Delete the key binding for the given key.
*
* @param {Number} key Key code whose binding is to be deleted.
* @return {enchant.Core} this
*/
keyunbind: function(key) {
var button = this._keybind[key];
this.keyboardInputManager.keyunbind(key);
this.removeEventListener(button + 'buttondown', this._buttonListener);
this.removeEventListener(button + 'buttonup', this._buttonListener);
return this;
},
changeButtonState: function(button, bool) {
this.keyboardInputManager.changeState(button, bool);
},
/**
* Get the core time (not actual) elapsed since {@link enchant.Core#start} was called.
* @return {Number} Time elapsed (in seconds).
*/
getElapsedTime: function() {
return this.frame / this.fps;
}
});
/**
* Functions for loading assets of the corresponding file type.
* The loading functions must take the file path, extension and
* callback function as arguments, then return the appropriate
* class instance.
* @static
* @private
* @type Object
*/
enchant.Core._loadFuncs = {};
enchant.Core._loadFuncs['jpg'] =
enchant.Core._loadFuncs['jpeg'] =
enchant.Core._loadFuncs['gif'] =
enchant.Core._loadFuncs['png'] =
enchant.Core._loadFuncs['bmp'] = function(src, ext, callback, onerror) {
return enchant.Surface.load(src, callback, onerror);
};
enchant.Core._loadFuncs['mp3'] =
enchant.Core._loadFuncs['aac'] =
enchant.Core._loadFuncs['m4a'] =
enchant.Core._loadFuncs['wav'] =
enchant.Core._loadFuncs['ogg'] = function(src, ext, callback, onerror) {
return enchant.Sound.load(src, 'audio/' + ext, callback, onerror);
};
/**
* Get the file extension from a path.
* @param {String} path file path.
* @return {*}
*/
enchant.Core.findExt = function(path) {
var matched = path.match(/\.\w+$/);
if (matched && matched.length > 0) {
return matched[0].slice(1).toLowerCase();
}
// for data URI
if (path.indexOf('data:') === 0) {
return path.split(/[\/;]/)[1].toLowerCase();
}
return null;
};
/**
* The current Core instance.
* @type enchant.Core
* @static
*/
enchant.Core.instance = null;
}());
/**
* @name enchant.Game
* @class
* enchant.Game is moved to {@link enchant.Core} from v0.6
* @deprecated
*/
enchant.Game = enchant.Core;
/**
* @scope enchant.InputManager.prototype
*/
enchant.InputManager = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.InputManager
* @class
* Class for managing input.
* @param {*} valueStore object that store input state.
* @param {*} [source=this] source that will be added to event object.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function(valueStore, source) {
enchant.EventTarget.call(this);
/**
* Array that store event target.
* @type enchant.EventTarget[]
*/
this.broadcastTarget = [];
/**
* Object that store input state.
* @type Object
*/
this.valueStore = valueStore;
/**
* source that will be added to event object.
* @type Object
*/
this.source = source || this;
this._binds = {};
this._stateHandler = function(e) {
var id = e.source.identifier;
var name = this._binds[id];
this.changeState(name, e.data);
}.bind(this);
},
/**
* Name specified input.
* Input can be watched by flag or event.
* @param {enchant.InputSource} inputSource input source.
* @param {String} name input name.
*/
bind: function(inputSource, name) {
inputSource.addEventListener(enchant.Event.INPUT_STATE_CHANGED, this._stateHandler);
this._binds[inputSource.identifier] = name;
},
/**
* Remove binded name.
* @param {enchant.InputSource} inputSource input source.
*/
unbind: function(inputSource) {
inputSource.removeEventListener(enchant.Event.INPUT_STATE_CHANGED, this._stateHandler);
delete this._binds[inputSource.identifier];
},
/**
* Add event target.
* @param {enchant.EventTarget} eventTarget broadcast target.
*/
addBroadcastTarget: function(eventTarget) {
var i = this.broadcastTarget.indexOf(eventTarget);
if (i === -1) {
this.broadcastTarget.push(eventTarget);
}
},
/**
* Remove event target.
* @param {enchant.EventTarget} eventTarget broadcast target.
*/
removeBroadcastTarget: function(eventTarget) {
var i = this.broadcastTarget.indexOf(eventTarget);
if (i !== -1) {
this.broadcastTarget.splice(i, 1);
}
},
/**
* Dispatch event to {@link enchant.InputManager#broadcastTarget}.
* @param {enchant.Event} e event.
*/
broadcastEvent: function(e) {
var target = this.broadcastTarget;
for (var i = 0, l = target.length; i < l; i++) {
target[i].dispatchEvent(e);
}
},
/**
* Change state of input.
* @param {String} name input name.
* @param {*} data input state.
*/
changeState: function(name, data) {
}
});
/**
* @scope enchant.InputSource.prototype
*/
enchant.InputSource = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.InputSource
* @class
* Class that wrap input.
* @param {String} identifier identifier of InputSource.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function(identifier) {
enchant.EventTarget.call(this);
/**
* identifier of InputSource.
* @type String
*/
this.identifier = identifier;
},
/**
* Notify state change by event.
* @param {*} data state.
*/
notifyStateChange: function(data) {
var e = new enchant.Event(enchant.Event.INPUT_STATE_CHANGED);
e.data = data;
e.source = this;
this.dispatchEvent(e);
}
});
/**
* @scope enchant.BinaryInputManager.prototype
*/
enchant.BinaryInputManager = enchant.Class.create(enchant.InputManager, {
/**
* @name enchant.BinaryInputManager
* @class
* Class for managing input.
* @param {*} flagStore object that store input flag.
* @param {String} activeEventNameSuffix event name suffix.
* @param {String} inactiveEventNameSuffix event name suffix.
* @param {*} [source=this] source that will be added to event object.
* @constructs
* @extends enchant.InputManager
*/
initialize: function(flagStore, activeEventNameSuffix, inactiveEventNameSuffix, source) {
enchant.InputManager.call(this, flagStore, source);
/**
* The number of active inputs.
* @type Number
*/
this.activeInputsNum = 0;
/**
* event name suffix that dispatched by BinaryInputManager.
* @type String
*/
this.activeEventNameSuffix = activeEventNameSuffix;
/**
* event name suffix that dispatched by BinaryInputManager.
* @type String
*/
this.inactiveEventNameSuffix = inactiveEventNameSuffix;
},
/**
* Name specified input.
* @param {enchant.BinaryInputSource} inputSource input source.
* @param {String} name input name.
* @see enchant.InputManager#bind
*/
bind: function(binaryInputSource, name) {
enchant.InputManager.prototype.bind.call(this, binaryInputSource, name);
this.valueStore[name] = false;
},
/**
* Remove binded name.
* @param {enchant.BinaryInputSource} inputSource input source.
* @see enchant.InputManager#unbind
*/
unbind: function(binaryInputSource) {
var name = this._binds[binaryInputSource.identifier];
enchant.InputManager.prototype.unbind.call(this, binaryInputSource);
delete this.valueStore[name];
},
/**
* Change state of input.
* @param {String} name input name.
* @param {Boolean} bool input state.
*/
changeState: function(name, bool) {
if (bool) {
this._down(name);
} else {
this._up(name);
}
},
_down: function(name) {
var inputEvent;
if (!this.valueStore[name]) {
this.valueStore[name] = true;
inputEvent = new enchant.Event((this.activeInputsNum++) ? 'inputchange' : 'inputstart');
inputEvent.source = this.source;
this.broadcastEvent(inputEvent);
}
var downEvent = new enchant.Event(name + this.activeEventNameSuffix);
downEvent.source = this.source;
this.broadcastEvent(downEvent);
},
_up: function(name) {
var inputEvent;
if (this.valueStore[name]) {
this.valueStore[name] = false;
inputEvent = new enchant.Event((--this.activeInputsNum) ? 'inputchange' : 'inputend');
inputEvent.source = this.source;
this.broadcastEvent(inputEvent);
}
var upEvent = new enchant.Event(name + this.inactiveEventNameSuffix);
upEvent.source = this.source;
this.broadcastEvent(upEvent);
}
});
/**
* @scope enchant.BinaryInputSource.prototype
*/
enchant.BinaryInputSource = enchant.Class.create(enchant.InputSource, {
/**
* @name enchant.BinaryInputSource
* @class
* Class that wrap binary input.
* @param {String} identifier identifier of BinaryInputSource.
* @constructs
* @extends enchant.InputSource
*/
initialize: function(identifier) {
enchant.InputSource.call(this, identifier);
}
});
/**
* @scope enchant.KeyboardInputManager.prototype
*/
enchant.KeyboardInputManager = enchant.Class.create(enchant.BinaryInputManager, {
/**
* @name enchant.KeyboardInputManager
* @class
* Class that manage keyboard input.
* @param {HTMLElement} dom element that will be watched.
* @param {*} flagStore object that store input flag.
* @constructs
* @extends enchant.BinaryInputManager
*/
initialize: function(domElement, flagStore) {
enchant.BinaryInputManager.call(this, flagStore, 'buttondown', 'buttonup');
this._attachDOMEvent(domElement, 'keydown', true);
this._attachDOMEvent(domElement, 'keyup', false);
},
/**
* Call {@link enchant.BinaryInputManager#bind} with BinaryInputSource equivalent of key code.
* @param {Number} keyCode key code.
* @param {String} name input name.
*/
keybind: function(keyCode, name) {
this.bind(enchant.KeyboardInputSource.getByKeyCode('' + keyCode), name);
},
/**
* Call {@link enchant.BinaryInputManager#unbind} with BinaryInputSource equivalent of key code.
* @param {Number} keyCode key code.
*/
keyunbind: function(keyCode) {
this.unbind(enchant.KeyboardInputSource.getByKeyCode('' + keyCode));
},
_attachDOMEvent: function(domElement, eventType, state) {
domElement.addEventListener(eventType, function(e) {
var core = enchant.Core.instance;
if (!core || !core.running) {
return;
}
var code = e.keyCode;
var source = enchant.KeyboardInputSource._instances[code];
if (source) {
source.notifyStateChange(state);
}
}, true);
}
});
/**
* @scope enchant.KeyboardInputSource.prototype
*/
enchant.KeyboardInputSource = enchant.Class.create(enchant.BinaryInputSource, {
/**
* @name enchant.KeyboardInputSource
* @class
* @param {String} keyCode key code of BinaryInputSource.
* @constructs
* @extends enchant.BinaryInputSource
*/
initialize: function(keyCode) {
enchant.BinaryInputSource.call(this, keyCode);
}
});
/**
* @private
*/
enchant.KeyboardInputSource._instances = {};
/**
* @static
* Get the instance by key code.
* @param {Number} keyCode key code.
* @return {enchant.KeyboardInputSource} instance.
*/
enchant.KeyboardInputSource.getByKeyCode = function(keyCode) {
if (!this._instances[keyCode]) {
this._instances[keyCode] = new enchant.KeyboardInputSource(keyCode);
}
return this._instances[keyCode];
};
/**
* @scope enchant.Node.prototype
*/
enchant.Node = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.Node
* @class
* Base class for objects in the display tree which is rooted at a Scene.
* Not to be used directly.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function() {
enchant.EventTarget.call(this);
this._dirty = false;
this._matrix = [ 1, 0, 0, 1, 0, 0 ];
this._x = 0;
this._y = 0;
this._offsetX = 0;
this._offsetY = 0;
/**
* The age (frames) of this node which will be increased before this node receives {@link enchant.Event.ENTER_FRAME} event.
* @type Number
*/
this.age = 0;
/**
* Parent Node of this Node.
* @type enchant.Group
*/
this.parentNode = null;
/**
* Scene to which Node belongs.
* @type enchant.Scene
*/
this.scene = null;
this.addEventListener('touchstart', function(e) {
if (this.parentNode) {
this.parentNode.dispatchEvent(e);
}
});
this.addEventListener('touchmove', function(e) {
if (this.parentNode) {
this.parentNode.dispatchEvent(e);
}
});
this.addEventListener('touchend', function(e) {
if (this.parentNode) {
this.parentNode.dispatchEvent(e);
}
});
// Nodeが生成される際に, tl プロパティに Timeline オブジェクトを追加している.
if (enchant.ENV.USE_ANIMATION) {
this.tl = new enchant.Timeline(this);
}
},
/**
* Move the Node to the given target location.
* @param {Number} x Target x coordinates.
* @param {Number} y Target y coordinates.
*/
moveTo: function(x, y) {
this.x = x;
this.y = y;
},
/**
* Move the Node relative to its current position.
* @param {Number} x x axis movement distance.
* @param {Number} y y axis movement distance.
*/
moveBy: function(x, y) {
this.x += x;
this.y += y;
},
/**
* x coordinates of the Node.
* @type Number
*/
x: {
get: function() {
return this._x;
},
set: function(x) {
if(this._x !== x) {
this._x = x;
this._dirty = true;
}
}
},
/**
* y coordinates of the Node.
* @type Number
*/
y: {
get: function() {
return this._y;
},
set: function(y) {
if(this._y !== y) {
this._y = y;
this._dirty = true;
}
}
},
_updateCoordinate: function() {
var node = this;
var tree = [ node ];
var parent = node.parentNode;
var scene = this.scene;
while (parent && node._dirty) {
tree.unshift(parent);
node = node.parentNode;
parent = node.parentNode;
}
var matrix = enchant.Matrix.instance;
var stack = matrix.stack;
var mat = [];
var newmat, ox, oy;
stack.push(tree[0]._matrix);
for (var i = 1, l = tree.length; i < l; i++) {
node = tree[i];
newmat = [];
matrix.makeTransformMatrix(node, mat);
matrix.multiply(stack[stack.length - 1], mat, newmat);
node._matrix = newmat;
stack.push(newmat);
ox = (typeof node._originX === 'number') ? node._originX : node._width / 2 || 0;
oy = (typeof node._originY === 'number') ? node._originY : node._height / 2 || 0;
var vec = [ ox, oy ];
matrix.multiplyVec(newmat, vec, vec);
node._offsetX = vec[0] - ox;
node._offsetY = vec[1] - oy;
node._dirty = false;
}
matrix.reset();
},
remove: function() {
if (this.parentNode) {
this.parentNode.removeChild(this);
}
if (this.childNodes) {
var childNodes = this.childNodes.slice();
for(var i = childNodes.length-1; i >= 0; i--) {
childNodes[i].remove();
}
}
this.clearEventListener();
}
});
var _intersectBetweenClassAndInstance = function(Class, instance) {
var ret = [];
var c;
for (var i = 0, l = Class.collection.length; i < l; i++) {
c = Class.collection[i];
if (instance._intersectOne(c)) {
ret.push(c);
}
}
return ret;
};
var _intersectBetweenClassAndClass = function(Class1, Class2) {
var ret = [];
var c1, c2;
for (var i = 0, l = Class1.collection.length; i < l; i++) {
c1 = Class1.collection[i];
for (var j = 0, ll = Class2.collection.length; j < ll; j++) {
c2 = Class2.collection[j];
if (c1._intersectOne(c2)) {
ret.push([ c1, c2 ]);
}
}
}
return ret;
};
var _intersectStrictBetweenClassAndInstance = function(Class, instance) {
var ret = [];
var c;
for (var i = 0, l = Class.collection.length; i < l; i++) {
c = Class.collection[i];
if (instance._intersectStrictOne(c)) {
ret.push(c);
}
}
return ret;
};
var _intersectStrictBetweenClassAndClass = function(Class1, Class2) {
var ret = [];
var c1, c2;
for (var i = 0, l = Class1.collection.length; i < l; i++) {
c1 = Class1.collection[i];
for (var j = 0, ll = Class2.collection.length; j < ll; j++) {
c2 = Class2.collection[j];
if (c1._intersectStrictOne(c2)) {
ret.push([ c1, c2 ]);
}
}
}
return ret;
};
var _staticIntersect = function(other) {
if (other instanceof enchant.Entity) {
return _intersectBetweenClassAndInstance(this, other);
} else if (typeof other === 'function' && other.collection) {
return _intersectBetweenClassAndClass(this, other);
}
return false;
};
var _staticIntersectStrict = function(other) {
if (other instanceof enchant.Entity) {
return _intersectStrictBetweenClassAndInstance(this, other);
} else if (typeof other === 'function' && other.collection) {
return _intersectStrictBetweenClassAndClass(this, other);
}
return false;
};
var _nodePrototypeClearEventListener = enchant.Node.prototype.clearEventListener;
/**
* @scope enchant.Entity.prototype
*/
enchant.Entity = enchant.Class.create(enchant.Node, {
/**
* @name enchant.Entity
* @class
* A class with objects displayed as DOM elements. Not to be used directly.
* @constructs
* @extends enchant.Node
*/
initialize: function() {
var core = enchant.Core.instance;
enchant.Node.call(this);
this._rotation = 0;
this._scaleX = 1;
this._scaleY = 1;
this._touchEnabled = true;
this._clipping = false;
this._originX = null;
this._originY = null;
this._width = 0;
this._height = 0;
this._backgroundColor = null;
this._debugColor = '#0000ff';
this._opacity = 1;
this._visible = true;
this._buttonMode = null;
this._style = {};
this.__styleStatus = {};
this._isContainedInCollection = false;
/**
* @type String
*/
this.compositeOperation = null;
/**
* Defines this Entity as a button.
* When touched or clicked the corresponding button event is dispatched.
* Valid buttonModes are: left, right, up, down, a, b.
* @type String
*/
this.buttonMode = null;
/**
* Indicates if this Entity is being clicked.
* Only works when {@link enchant.Entity.buttonMode} is set.
* @type Boolean
*/
this.buttonPressed = false;
this.addEventListener('touchstart', function() {
if (!this.buttonMode) {
return;
}
this.buttonPressed = true;
this.dispatchEvent(new enchant.Event(this.buttonMode + 'buttondown'));
core.changeButtonState(this.buttonMode, true);
});
this.addEventListener('touchend', function() {
if (!this.buttonMode) {
return;
}
this.buttonPressed = false;
this.dispatchEvent(new enchant.Event(this.buttonMode + 'buttonup'));
core.changeButtonState(this.buttonMode, false);
});
this.enableCollection();
},
/**
* The width of the Entity.
* @type Number
*/
width: {
get: function() {
return this._width;
},
set: function(width) {
if(this._width !== width) {
this._width = width;
this._dirty = true;
}
}
},
/**
* The height of the Entity.
* @type Number
*/
height: {
get: function() {
return this._height;
},
set: function(height) {
if(this._height !== height) {
this._height = height;
this._dirty = true;
}
}
},
/**
* The Entity background color.
* Must be provided in the same format as the CSS 'color' property.
* @type String
*/
backgroundColor: {
get: function() {
return this._backgroundColor;
},
set: function(color) {
this._backgroundColor = color;
}
},
/**
* The Entity debug color.
* Must be provided in the same format as the CSS 'color' property.
* @type String
*/
debugColor: {
get: function() {
return this._debugColor;
},
set: function(color) {
this._debugColor = color;
}
},
/**
* The transparency of this entity.
* Defines the transparency level from 0 to 1
* (0 is completely transparent, 1 is completely opaque).
* @type Number
*/
opacity: {
get: function() {
return this._opacity;
},
set: function(opacity) {
this._opacity = parseFloat(opacity);
}
},
/**
* Indicates whether or not to display this Entity.
* @type Boolean
*/
visible: {
get: function() {
return this._visible;
},
set: function(visible) {
this._visible = visible;
}
},
/**
* Indicates whether or not this Entity can be touched.
* @type Boolean
*/
touchEnabled: {
get: function() {
return this._touchEnabled;
},
set: function(enabled) {
this._touchEnabled = enabled;
if (enabled) {
this._style.pointerEvents = 'all';
} else {
this._style.pointerEvents = 'none';
}
}
},
/**
* Performs a collision detection based on whether or not the bounding rectangles are intersecting.
* @param {*} other An object like Entity, with the properties x, y, width, height, which are used for the
* collision detection.
* @return {Boolean} True, if a collision was detected.
*/
intersect: function(other) {
if (other instanceof enchant.Entity) {
return this._intersectOne(other);
} else if (typeof other === 'function' && other.collection) {
return _intersectBetweenClassAndInstance(other, this);
}
return false;
},
_intersectOne: function(other) {
if (this._dirty) {
this._updateCoordinate();
} if (other._dirty) {
other._updateCoordinate();
}
return this._offsetX < other._offsetX + other.width && other._offsetX < this._offsetX + this.width &&
this._offsetY < other._offsetY + other.height && other._offsetY < this._offsetY + this.height;
},
intersectStrict: function(other) {
if (other instanceof enchant.Entity) {
return this._intersectStrictOne(other);
} else if (typeof other === 'function' && other.collection) {
return _intersectStrictBetweenClassAndInstance(other, this);
}
return false;
},
_intersectStrictOne: function(other) {
if (this._dirty) {
this._updateCoordinate();
} if (other._dirty) {
other._updateCoordinate();
}
var rect1 = this.getOrientedBoundingRect(),
rect2 = other.getOrientedBoundingRect(),
lt1 = rect1.leftTop, rt1 = rect1.rightTop,
lb1 = rect1.leftBottom, rb1 = rect1.rightBottom,
lt2 = rect2.leftTop, rt2 = rect2.rightTop,
lb2 = rect2.leftBottom, rb2 = rect2.rightBottom,
ltx1 = lt1[0], lty1 = lt1[1], rtx1 = rt1[0], rty1 = rt1[1],
lbx1 = lb1[0], lby1 = lb1[1], rbx1 = rb1[0], rby1 = rb1[1],
ltx2 = lt2[0], lty2 = lt2[1], rtx2 = rt2[0], rty2 = rt2[1],
lbx2 = lb2[0], lby2 = lb2[1], rbx2 = rb2[0], rby2 = rb2[1],
t1 = [ rtx1 - ltx1, rty1 - lty1 ],
r1 = [ rbx1 - rtx1, rby1 - rty1 ],
b1 = [ lbx1 - rbx1, lby1 - rby1 ],
l1 = [ ltx1 - lbx1, lty1 - lby1 ],
t2 = [ rtx2 - ltx2, rty2 - lty2 ],
r2 = [ rbx2 - rtx2, rby2 - rty2 ],
b2 = [ lbx2 - rbx2, lby2 - rby2 ],
l2 = [ ltx2 - lbx2, lty2 - lby2 ],
cx1 = (ltx1 + rtx1 + lbx1 + rbx1) >> 2,
cy1 = (lty1 + rty1 + lby1 + rby1) >> 2,
cx2 = (ltx2 + rtx2 + lbx2 + rbx2) >> 2,
cy2 = (lty2 + rty2 + lby2 + rby2) >> 2,
i, j, poss1, poss2, dirs1, dirs2, pos1, pos2, dir1, dir2,
px1, py1, px2, py2, dx1, dy1, dx2, dy2, vx, vy, c, c1, c2;
if (t1[0] * (cy2 - lty1) - t1[1] * (cx2 - ltx1) > 0 &&
r1[0] * (cy2 - rty1) - r1[1] * (cx2 - rtx1) > 0 &&
b1[0] * (cy2 - rby1) - b1[1] * (cx2 - rbx1) > 0 &&
l1[0] * (cy2 - lby1) - l1[1] * (cx2 - lbx1) > 0) {
return true;
} else if (t2[0] * (cy1 - lty2) - t2[1] * (cx1 - ltx2) > 0 &&
r2[0] * (cy1 - rty2) - r2[1] * (cx1 - rtx2) > 0 &&
b2[0] * (cy1 - rby2) - b2[1] * (cx1 - rbx2) > 0 &&
l2[0] * (cy1 - lby2) - l2[1] * (cx1 - lbx2) > 0) {
return true;
} else {
poss1 = [ lt1, rt1, rb1, lb1 ];
poss2 = [ lt2, rt2, rb2, lb2 ];
dirs1 = [ t1, r1, b1, l1 ];
dirs2 = [ t2, r2, b2, l2 ];
for (i = 0; i < 4; i++) {
pos1 = poss1[i];
px1 = pos1[0]; py1 = pos1[1];
dir1 = dirs1[i];
dx1 = dir1[0]; dy1 = dir1[1];
for (j = 0; j < 4; j++) {
pos2 = poss2[j];
px2 = pos2[0]; py2 = pos2[1];
dir2 = dirs2[j];
dx2 = dir2[0]; dy2 = dir2[1];
c = dx1 * dy2 - dy1 * dx2;
if (c !== 0) {
vx = px2 - px1;
vy = py2 - py1;
c1 = (vx * dy1 - vy * dx1) / c;
c2 = (vx * dy2 - vy * dx2) / c;
if (0 < c1 && c1 < 1 && 0 < c2 && c2 < 1) {
return true;
}
}
}
}
return false;
}
},
/**
* Performs a collision detection based on distance from the Entity's central point.
* @param {*} other An object like Entity, with properties x, y, width, height, which are used for the
* collision detection.
* @param {Number} [distance] The greatest distance to be considered for a collision.
* The default distance is the average of both objects width and height.
* @return {Boolean} True, if a collision was detected.
*/
within: function(other, distance) {
if (this._dirty) {
this._updateCoordinate();
} if (other._dirty) {
other._updateCoordinate();
}
if (distance == null) {
distance = (this.width + this.height + other.width + other.height) / 4;
}
var _;
return (_ = this._offsetX - other._offsetX + (this.width - other.width) / 2) * _ +
(_ = this._offsetY - other._offsetY + (this.height - other.height) / 2) * _ < distance * distance;
},
/**
* Enlarges or shrinks this Entity.
* @param {Number} x Scaling factor on the x axis.
* @param {Number} [y] Scaling factor on the y axis.
*/
scale: function(x, y) {
this._scaleX *= x;
this._scaleY *= (y != null) ? y : x;
this._dirty = true;
},
/**
* Rotate this Entity.
* @param {Number} deg Rotation angle (degree).
*/
rotate: function(deg) {
this.rotation += deg;
},
/**
* Scaling factor on the x axis of this Entity.
* @type Number
*/
scaleX: {
get: function() {
return this._scaleX;
},
set: function(scaleX) {
if(this._scaleX !== scaleX) {
this._scaleX = scaleX;
this._dirty = true;
}
}
},
/**
* Scaling factor on the y axis of this Entity.
* @type Number
*/
scaleY: {
get: function() {
return this._scaleY;
},
set: function(scaleY) {
if(this._scaleY !== scaleY) {
this._scaleY = scaleY;
this._dirty = true;
}
}
},
/**
* Entity rotation angle (degree).
* @type Number
*/
rotation: {
get: function() {
return this._rotation;
},
set: function(rotation) {
if(this._rotation !== rotation) {
this._rotation = rotation;
this._dirty = true;
}
}
},
/**
* The point of origin used for rotation and scaling.
* @type Number
*/
originX: {
get: function() {
return this._originX;
},
set: function(originX) {
if(this._originX !== originX) {
this._originX = originX;
this._dirty = true;
}
}
},
/**
* The point of origin used for rotation and scaling.
* @type Number
*/
originY: {
get: function() {
return this._originY;
},
set: function(originY) {
if(this._originY !== originY) {
this._originY = originY;
this._dirty = true;
}
}
},
/**
*/
enableCollection: function() {
this.addEventListener('addedtoscene', this._addSelfToCollection);
this.addEventListener('removedfromscene', this._removeSelfFromCollection);
if (this.scene) {
this._addSelfToCollection();
}
},
/**
*/
disableCollection: function() {
this.removeEventListener('addedtoscene', this._addSelfToCollection);
this.removeEventListener('removedfromscene', this._removeSelfFromCollection);
if (this.scene) {
this._removeSelfFromCollection();
}
},
/**#nocode+*/
clearEventListener: function() {
_nodePrototypeClearEventListener.apply(this,arguments);
if (this.scene) {
this._removeSelfFromCollection();
}
},
/**#nocode-*/
_addSelfToCollection: function() {
if (this._isContainedInCollection) {
return;
}
var Constructor = this.getConstructor();
Constructor._collectionTarget.forEach(function(C) {
C.collection.push(this);
}, this);
this._isContainedInCollection = true;
},
_removeSelfFromCollection: function() {
if (!this._isContainedInCollection) {
return;
}
var Constructor = this.getConstructor();
Constructor._collectionTarget.forEach(function(C) {
var i = C.collection.indexOf(this);
if (i !== -1) {
C.collection.splice(i, 1);
}
}, this);
this._isContainedInCollection = false;
},
getBoundingRect: function() {
var w = this.width || 0;
var h = this.height || 0;
var mat = this._matrix;
var m11w = mat[0] * w, m12w = mat[1] * w,
m21h = mat[2] * h, m22h = mat[3] * h,
mdx = mat[4], mdy = mat[5];
var xw = [ mdx, m11w + mdx, m21h + mdx, m11w + m21h + mdx ].sort(function(a, b) { return a - b; });
var yh = [ mdy, m12w + mdy, m22h + mdy, m12w + m22h + mdy ].sort(function(a, b) { return a - b; });
return {
left: xw[0],
top: yh[0],
width: xw[3] - xw[0],
height: yh[3] - yh[0]
};
},
getOrientedBoundingRect: function() {
var w = this.width || 0;
var h = this.height || 0;
var mat = this._matrix;
var m11w = mat[0] * w, m12w = mat[1] * w,
m21h = mat[2] * h, m22h = mat[3] * h,
mdx = mat[4], mdy = mat[5];
return {
leftTop: [ mdx, mdy ],
rightTop: [ m11w + mdx, m12w + mdy ],
leftBottom: [ m21h + mdx, m22h + mdy ],
rightBottom: [ m11w + m21h + mdx, m12w + m22h + mdy ]
};
},
getConstructor: function() {
return Object.getPrototypeOf(this).constructor;
}
});
var _collectizeConstructor = function(Constructor) {
if (Constructor._collective) {
return;
}
var rel = enchant.Class.getInheritanceTree(Constructor);
var i = rel.indexOf(enchant.Entity);
if (i !== -1) {
Constructor._collectionTarget = rel.splice(0, i + 1);
} else {
Constructor._collectionTarget = [];
}
Constructor.intersect = _staticIntersect;
Constructor.intersectStrict = _staticIntersectStrict;
Constructor.collection = [];
Constructor._collective = true;
};
_collectizeConstructor(enchant.Entity);
enchant.Entity._inherited = function(subclass) {
_collectizeConstructor(subclass);
};
/**
* @scope enchant.Sprite.prototype
*/
enchant.Sprite = enchant.Class.create(enchant.Entity, {
/**
* @name enchant.Sprite
* @class
* Class which can display images.
* @param {Number} width Sprite width.
* @param {Number} height Sprite height.
*
* @example
* var bear = new Sprite(32, 32);
* bear.image = core.assets['chara1.gif'];
*
* @constructs
* @extends enchant.Entity
*/
initialize: function(width, height) {
enchant.Entity.call(this);
this.width = width;
this.height = height;
this._image = null;
this._debugColor = '#ff0000';
this._frameLeft = 0;
this._frameTop = 0;
this._frame = 0;
this._frameSequence = null;
},
/**
* Image displayed in the Sprite.
* @type enchant.Surface
*/
image: {
get: function() {
return this._image;
},
set: function(image) {
if (image === undefined) {
throw new Error('Assigned value on Sprite.image is undefined. Please double-check image path, and check if the image you want to use is preload before use.');
}
if (image === this._image) {
return;
}
this._image = image;
this._computeFramePosition();
}
},
/**
* Index of the frame to be displayed.
* Frames with the same width and height as Sprite will be arrayed from upper left corner of the
* {@link enchant.Sprite#image} image. When a sequence of numbers is provided, the displayed frame
* will switch automatically. At the end of the array the sequence will restart. By setting
* a value within the sequence to null, the frame switching is stopped.
*
* @example
* var sprite = new Sprite(32, 32);
* sprite.frame = [0, 1, 0, 2]
* //-> 0, 1, 0, 2, 0, 1, 0, 2,..
* sprite.frame = [0, 1, 0, 2, null]
* //-> 0, 1, 0, 2, (2, 2,.. :stop)
*
* @type Number|Array
*/
frame: {
get: function() {
return this._frame;
},
set: function(frame) {
if (((this._frameSequence == null) && (this._frame === frame)) || (this._deepCompareToPreviousFrame(frame))) {
return;
}
if (frame instanceof Array) {
this._frameSequence = frame;
} else {
this._frameSequence = null;
this._frame = frame;
this._computeFramePosition();
}
}
},
_frameSequence: {
get: function() {
return this.__frameSequence;
},
set: function(frameSequence) {
if(frameSequence && !this.__frameSequence) {
this.addEventListener(enchant.Event.ENTER_FRAME, this._rotateFrameSequence);
} else if(!frameSequence && this.__frameSequence) {
this.removeEventListener(enchant.Event.ENTER_FRAME, this._rotateFrameSequence);
}
if(frameSequence) {
this.__frameSequence = frameSequence.slice();
this._originalFrameSequence = frameSequence.slice();
this._rotateFrameSequence();
} else {
this.__frameSequence = null;
this._originalFrameSequence = null;
}
}
},
/**
* If we are setting the same frame Array as animation,
* just continue animating.
* @private
*/
_deepCompareToPreviousFrame: function(frameArray) {
if (frameArray === this._originalFrameSequence) {
return true;
}
if (frameArray == null || this._originalFrameSequence == null) {
return false;
}
if (!(frameArray instanceof Array)) {
return false;
}
if (frameArray.length !== this._originalFrameSequence.length) {
return false;
}
for (var i = 0; i < frameArray.length; ++i) {
if (frameArray[i] !== this._originalFrameSequence[i]){
return false;
}
}
return true;
},
/**
* 0 <= frame
* @private
*/
_computeFramePosition: function() {
var image = this._image;
var row;
if (image != null) {
row = image.width / this._width | 0;
this._frameLeft = (this._frame % row | 0) * this._width;
this._frameTop = (this._frame / row | 0) * this._height % image.height;
}
},
_rotateFrameSequence: function() {
var frameSequence = this._frameSequence;
if (frameSequence && frameSequence.length !== 0) {
var nextFrame = frameSequence.shift();
if (nextFrame === null) {
this._frameSequence = null;
this.dispatchEvent(new enchant.Event(enchant.Event.ANIMATION_END));
} else {
this._frame = nextFrame;
this._computeFramePosition();
frameSequence.push(nextFrame);
}
}
},
/**#nocode+*/
width: {
get: function() {
return this._width;
},
set: function(width) {
this._width = width;
this._computeFramePosition();
this._dirty = true;
}
},
height: {
get: function() {
return this._height;
},
set: function(height) {
this._height = height;
this._computeFramePosition();
this._dirty = true;
}
},
/**#nocode-*/
cvsRender: function(ctx) {
var image = this._image,
w = this._width, h = this._height,
iw, ih, elem, sx, sy, sw, sh;
if (image && w !== 0 && h !== 0) {
iw = image.width;
ih = image.height;
if (iw < w || ih < h) {
ctx.fillStyle = enchant.Surface._getPattern(image);
ctx.fillRect(0, 0, w, h);
} else {
elem = image._element;
sx = this._frameLeft;
sy = Math.min(this._frameTop, ih - h);
// IE9 doesn't allow for negative or 0 widths/heights when drawing on the CANVAS element
sw = Math.max(0.01, Math.min(iw - sx, w));
sh = Math.max(0.01, Math.min(ih - sy, h));
ctx.drawImage(elem, sx, sy, sw, sh, 0, 0, w, h);
}
}
},
domRender: (function() {
if (enchant.ENV.VENDOR_PREFIX === 'ms') {
return function(element) {
if (this._image) {
if (this._image._css) {
this._style['background-image'] = this._image._css;
this._style['background-position'] =
-this._frameLeft + 'px ' +
-this._frameTop + 'px';
} else if (this._image._element) {
}
}
};
} else {
return function(element) {
if (this._image) {
if (this._image._css) {
this._style['background-image'] = this._image._css;
this._style['background-position'] =
-this._frameLeft + 'px ' +
-this._frameTop + 'px';
} else if (this._image._element) {
}
}
};
}
}())
});
/**
* @scope enchant.Label.prototype
*/
enchant.Label = enchant.Class.create(enchant.Entity, {
/**
* @name enchant.Label
* @class
* A class for Label object.
* @constructs
* @extends enchant.Entity
*/
initialize: function(text) {
enchant.Entity.call(this);
this.text = text || '';
this.width = 300;
this.font = '14px serif';
this.textAlign = 'left';
this._debugColor = '#ff0000';
},
/**#nocode+*/
width: {
get: function() {
return this._width;
},
set: function(width) {
this._width = width;
this._dirty = true;
// issue #164
this.updateBoundArea();
}
},
/**#nocode-*/
/**
* Text to be displayed.
* @type String
*/
text: {
get: function() {
return this._text;
},
set: function(text) {
text = '' + text;
if(this._text === text) {
return;
}
this._text = text;
text = text.replace(/
/gi, '
');
this._splitText = text.split('
');
this.updateBoundArea();
for (var i = 0, l = this._splitText.length; i < l; i++) {
text = this._splitText[i];
var metrics = this.getMetrics(text);
this._splitText[i] = {};
this._splitText[i].text = text;
this._splitText[i].height = metrics.height;
this._splitText[i].width = metrics.width;
}
}
},
/**
* Specifies horizontal alignment of text.
* Can be set according to the format of the CSS 'text-align' property.
* @type String
*/
textAlign: {
get: function() {
return this._style['text-align'];
},
set: function(textAlign) {
this._style['text-align'] = textAlign;
this.updateBoundArea();
}
},
/**
* Font settings.
* Can be set according to the format of the CSS 'font' property.
* @type String
*/
font: {
get: function() {
return this._style.font;
},
set: function(font) {
this._style.font = font;
this.updateBoundArea();
}
},
/**
* Text color settings.
* Can be set according to the format of the CSS 'color' property.
* @type String
*/
color: {
get: function() {
return this._style.color;
},
set: function(color) {
this._style.color = color;
}
},
cvsRender: function(ctx) {
var x, y = 0;
var labelWidth = this.width;
var charWidth, amount, line, text, c, buf, increase, length;
var bufWidth;
if (this._splitText) {
ctx.textBaseline = 'top';
ctx.font = this.font;
ctx.fillStyle = this.color || '#000000';
charWidth = ctx.measureText(' ').width;
amount = labelWidth / charWidth;
for (var i = 0, l = this._splitText.length; i < l; i++) {
line = this._splitText[i];
text = line.text;
c = 0;
while (text.length > c + amount || ctx.measureText(text.slice(c, c + amount)).width > labelWidth) {
buf = '';
increase = amount;
length = 0;
while (increase > 0) {
if (ctx.measureText(buf).width < labelWidth) {
length += increase;
buf = text.slice(c, c + length);
} else {
length -= increase;
buf = text.slice(c, c + length);
}
increase = increase / 2 | 0;
}
ctx.fillText(buf, 0, y);
y += line.height - 1;
c += length;
}
buf = text.slice(c, c + text.length);
if (this.textAlign === 'right') {
x = labelWidth - ctx.measureText(buf).width;
} else if (this.textAlign === 'center') {
x = (labelWidth - ctx.measureText(buf).width) / 2;
} else {
x = 0;
}
ctx.fillText(buf, x, y);
y += line.height - 1;
}
}
},
domRender: function(element) {
if (element.innerHTML !== this._text) {
element.innerHTML = this._text;
}
},
detectRender: function(ctx) {
ctx.fillRect(this._boundOffset, 0, this._boundWidth, this._boundHeight);
},
updateBoundArea: function() {
var metrics = this.getMetrics();
this._boundWidth = metrics.width;
this._boundHeight = metrics.height;
if (this.textAlign === 'right') {
this._boundOffset = this.width - this._boundWidth;
} else if (this.textAlign === 'center') {
this._boundOffset = (this.width - this._boundWidth) / 2;
} else {
this._boundOffset = 0;
}
},
getMetrics: function(text) {
var ret = {};
var div, width, height;
if (document.body) {
div = document.createElement('div');
for (var prop in this._style) {
if(prop !== 'width' && prop !== 'height') {
div.style[prop] = this._style[prop];
}
}
text = text || this._text;
div.innerHTML = text.replace(/ /g, ' ');
div.style.whiteSpace = 'noWrap';
div.style.lineHeight = 1;
document.body.appendChild(div);
var computedStyle = getComputedStyle(div);
ret.height = parseInt(computedStyle.height, 10) + 1;
div.style.position = 'absolute';
ret.width = parseInt(computedStyle.width, 10) + 1;
document.body.removeChild(div);
} else {
ret.width = this.width;
ret.height = this.height;
}
return ret;
}
});
/**
* @scope enchant.Map.prototype
*/
enchant.Map = enchant.Class.create(enchant.Entity, {
/**
* @name enchant.Map
* @class
* A class to create and display maps from a tile set.
* @param {Number} tileWidth Tile width.
* @param {Number} tileHeight Tile height.
* @constructs
* @extends enchant.Entity
*/
initialize: function(tileWidth, tileHeight) {
var core = enchant.Core.instance;
enchant.Entity.call(this);
var surface = new enchant.Surface(core.width, core.height);
this._surface = surface;
var canvas = surface._element;
canvas.style.position = 'absolute';
if (enchant.ENV.RETINA_DISPLAY && core.scale === 2) {
canvas.width = core.width * 2;
canvas.height = core.height * 2;
this._style.webkitTransformOrigin = '0 0';
this._style.webkitTransform = 'scale(0.5)';
} else {
canvas.width = core.width;
canvas.height = core.height;
}
this._context = canvas.getContext('2d');
this._tileWidth = tileWidth || 0;
this._tileHeight = tileHeight || 0;
this._image = null;
this._data = [
[
[]
]
];
this._dirty = false;
this._tight = false;
this.touchEnabled = false;
/**
* Two dimensional array to store if collision detection should be performed for a tile.
* @type Number[][]
*/
this.collisionData = null;
this._listeners['render'] = null;
this.addEventListener('render', function() {
if(this._dirty) {
this._previousOffsetX = this._previousOffsetY = null;
}
});
},
/**
* Set map data.
* Sets the tile data, whereas the data (two-dimensional array with indizes starting from 0)
* is mapped on the image starting from the upper left corner.
* When more than one map data array is set, they are displayed in reverse order.
* @param {...Number[][]} data Two-dimensional array of tile indizes. Multiple designations possible.
*/
loadData: function(data) {
this._data = Array.prototype.slice.apply(arguments);
this._dirty = true;
this._tight = false;
for (var i = 0, len = this._data.length; i < len; i++) {
var c = 0;
data = this._data[i];
for (var y = 0, l = data.length; y < l; y++) {
for (var x = 0, ll = data[y].length; x < ll; x++) {
if (data[y][x] >= 0) {
c++;
}
}
}
if (c / (data.length * data[0].length) > 0.2) {
this._tight = true;
break;
}
}
},
/**
* Checks what tile is present at the given position.
* @param {Number} x x coordinates of the point on the map.
* @param {Number} y y coordinates of the point on the map.
* @return {*} The tile data for the given position.
*/
checkTile: function(x, y) {
if (x < 0 || this.width <= x || y < 0 || this.height <= y) {
return false;
}
var width = this._image.width;
var height = this._image.height;
var tileWidth = this._tileWidth || width;
var tileHeight = this._tileHeight || height;
x = x / tileWidth | 0;
y = y / tileHeight | 0;
// return this._data[y][x];
var data = this._data[0];
return data[y][x];
},
/**
* Judges whether or not obstacles are on top of Map.
* @param {Number} x x coordinates of detection spot on map.
* @param {Number} y y coordinates of detection spot on map.
* @return {Boolean} True, if there are obstacles.
*/
hitTest: function(x, y) {
if (x < 0 || this.width <= x || y < 0 || this.height <= y) {
return false;
}
var width = this._image.width;
var height = this._image.height;
var tileWidth = this._tileWidth || width;
var tileHeight = this._tileHeight || height;
x = x / tileWidth | 0;
y = y / tileHeight | 0;
if (this.collisionData != null) {
return this.collisionData[y] && !!this.collisionData[y][x];
} else {
for (var i = 0, len = this._data.length; i < len; i++) {
var data = this._data[i];
var n;
if (data[y] != null && (n = data[y][x]) != null &&
0 <= n && n < (width / tileWidth | 0) * (height / tileHeight | 0)) {
return true;
}
}
return false;
}
},
/**
* Image with which the tile set is displayed on the map.
* @type enchant.Surface
*/
image: {
get: function() {
return this._image;
},
set: function(image) {
var core = enchant.Core.instance;
this._image = image;
if (enchant.ENV.RETINA_DISPLAY && core.scale === 2) {
var img = new enchant.Surface(image.width * 2, image.height * 2);
var tileWidth = this._tileWidth || image.width;
var tileHeight = this._tileHeight || image.height;
var row = image.width / tileWidth | 0;
var col = image.height / tileHeight | 0;
for (var y = 0; y < col; y++) {
for (var x = 0; x < row; x++) {
img.draw(image, x * tileWidth, y * tileHeight, tileWidth, tileHeight,
x * tileWidth * 2, y * tileHeight * 2, tileWidth * 2, tileHeight * 2);
}
}
this._doubledImage = img;
}
this._dirty = true;
}
},
/**
* Map tile width.
* @type Number
*/
tileWidth: {
get: function() {
return this._tileWidth;
},
set: function(tileWidth) {
if(this._tileWidth !== tileWidth) {
this._tileWidth = tileWidth;
this._dirty = true;
}
}
},
/**
* Map tile height.
* @type Number
*/
tileHeight: {
get: function() {
return this._tileHeight;
},
set: function(tileHeight) {
if(this._tileHeight !== tileHeight) {
this._tileHeight = tileHeight;
this._dirty = true;
}
}
},
/**
* @private
*/
width: {
get: function() {
return this._tileWidth * this._data[0][0].length;
}
},
/**
* @private
*/
height: {
get: function() {
return this._tileHeight * this._data[0].length;
}
},
/**
* @private
*/
redraw: function(x, y, width, height) {
if (this._image == null) {
return;
}
var image, tileWidth, tileHeight, dx, dy;
if (this._doubledImage) {
image = this._doubledImage;
tileWidth = this._tileWidth * 2;
tileHeight = this._tileHeight * 2;
dx = -this._offsetX * 2;
dy = -this._offsetY * 2;
x *= 2;
y *= 2;
width *= 2;
height *= 2;
} else {
image = this._image;
tileWidth = this._tileWidth;
tileHeight = this._tileHeight;
dx = -this._offsetX;
dy = -this._offsetY;
}
var row = image.width / tileWidth | 0;
var col = image.height / tileHeight | 0;
var left = Math.max((x + dx) / tileWidth | 0, 0);
var top = Math.max((y + dy) / tileHeight | 0, 0);
var right = Math.ceil((x + dx + width) / tileWidth);
var bottom = Math.ceil((y + dy + height) / tileHeight);
var source = image._element;
var context = this._context;
var canvas = context.canvas;
context.clearRect(x, y, width, height);
for (var i = 0, len = this._data.length; i < len; i++) {
var data = this._data[i];
var r = Math.min(right, data[0].length);
var b = Math.min(bottom, data.length);
for (y = top; y < b; y++) {
for (x = left; x < r; x++) {
var n = data[y][x];
if (0 <= n && n < row * col) {
var sx = (n % row) * tileWidth;
var sy = (n / row | 0) * tileHeight;
context.drawImage(source, sx, sy, tileWidth, tileHeight,
x * tileWidth - dx, y * tileHeight - dy, tileWidth, tileHeight);
}
}
}
}
},
/**
* @private
*/
updateBuffer: function() {
if (this._visible === undefined || this._visible) {
var core = enchant.Core.instance;
if (this._dirty || this._previousOffsetX == null) {
this.redraw(0, 0, core.width, core.height);
} else if (this._offsetX !== this._previousOffsetX ||
this._offsetY !== this._previousOffsetY) {
if (this._tight) {
var x = -this._offsetX;
var y = -this._offsetY;
var px = -this._previousOffsetX;
var py = -this._previousOffsetY;
var w1 = x - px + core.width;
var w2 = px - x + core.width;
var h1 = y - py + core.height;
var h2 = py - y + core.height;
if (w1 > this._tileWidth && w2 > this._tileWidth &&
h1 > this._tileHeight && h2 > this._tileHeight) {
var sx, sy, dx, dy, sw, sh;
if (w1 < w2) {
sx = 0;
dx = px - x;
sw = w1;
} else {
sx = x - px;
dx = 0;
sw = w2;
}
if (h1 < h2) {
sy = 0;
dy = py - y;
sh = h1;
} else {
sy = y - py;
dy = 0;
sh = h2;
}
if (core._buffer == null) {
core._buffer = document.createElement('canvas');
core._buffer.width = this._context.canvas.width;
core._buffer.height = this._context.canvas.height;
}
var context = core._buffer.getContext('2d');
if (this._doubledImage) {
context.clearRect(0, 0, sw * 2, sh * 2);
context.drawImage(this._context.canvas,
sx * 2, sy * 2, sw * 2, sh * 2, 0, 0, sw * 2, sh * 2);
context = this._context;
context.clearRect(dx * 2, dy * 2, sw * 2, sh * 2);
context.drawImage(core._buffer,
0, 0, sw * 2, sh * 2, dx * 2, dy * 2, sw * 2, sh * 2);
} else {
context.clearRect(0, 0, sw, sh);
context.drawImage(this._context.canvas,
sx, sy, sw, sh, 0, 0, sw, sh);
context = this._context;
context.clearRect(dx, dy, sw, sh);
context.drawImage(core._buffer,
0, 0, sw, sh, dx, dy, sw, sh);
}
if (dx === 0) {
this.redraw(sw, 0, core.width - sw, core.height);
} else {
this.redraw(0, 0, core.width - sw, core.height);
}
if (dy === 0) {
this.redraw(0, sh, core.width, core.height - sh);
} else {
this.redraw(0, 0, core.width, core.height - sh);
}
} else {
this.redraw(0, 0, core.width, core.height);
}
} else {
this.redraw(0, 0, core.width, core.height);
}
}
this._previousOffsetX = this._offsetX;
this._previousOffsetY = this._offsetY;
}
},
cvsRender: function(ctx) {
if (this.width !== 0 && this.height !== 0) {
var core = enchant.Core.instance;
this.updateBuffer();
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
var cvs = this._context.canvas;
ctx.drawImage(cvs, 0, 0, core.width, core.height);
ctx.restore();
}
},
domRender: function(element) {
if (this._image) {
this.updateBuffer();
this._style['background-image'] = this._surface._css;
// bad performance
this._style[enchant.ENV.VENDOR_PREFIX + 'Transform'] = 'matrix(1, 0, 0, 1, 0, 0)';
}
}
});
/**
* @scope enchant.Group.prototype
*/
enchant.Group = enchant.Class.create(enchant.Node, {
/**
* @name enchant.Group
* @class
* A class that can hold multiple {@link enchant.Node}.
*
* @example
* var stage = new Group();
* stage.addChild(player);
* stage.addChild(enemy);
* stage.addChild(map);
* stage.addEventListener('enterframe', function() {
* // Moves the entire frame in according to the player's coordinates.
* if (this.x > 64 - player.x) {
* this.x = 64 - player.x;
* }
* });
* @constructs
* @extends enchant.Node
*/
initialize: function() {
/**
* Child Nodes.
* @type enchant.Node[]
*/
this.childNodes = [];
enchant.Node.call(this);
this._rotation = 0;
this._scaleX = 1;
this._scaleY = 1;
this._originX = null;
this._originY = null;
this.__dirty = false;
[enchant.Event.ADDED_TO_SCENE, enchant.Event.REMOVED_FROM_SCENE]
.forEach(function(event) {
this.addEventListener(event, function(e) {
this.childNodes.forEach(function(child) {
child.scene = this.scene;
child.dispatchEvent(e);
}, this);
});
}, this);
},
/**
* Adds a Node to the Group.
* @param {enchant.Node} node Node to be added.
*/
addChild: function(node) {
if (node.parentNode) {
node.parentNode.removeChild(node);
}
this.childNodes.push(node);
node.parentNode = this;
var childAdded = new enchant.Event('childadded');
childAdded.node = node;
childAdded.next = null;
this.dispatchEvent(childAdded);
node.dispatchEvent(new enchant.Event('added'));
if (this.scene) {
node.scene = this.scene;
var addedToScene = new enchant.Event('addedtoscene');
node.dispatchEvent(addedToScene);
}
},
/**
* Incorporates Node into Group.
* @param {enchant.Node} node Node to be incorporated.
* @param {enchant.Node} reference Node in position before insertion.
*/
insertBefore: function(node, reference) {
if (node.parentNode) {
node.parentNode.removeChild(node);
}
var i = this.childNodes.indexOf(reference);
if (i !== -1) {
this.childNodes.splice(i, 0, node);
node.parentNode = this;
var childAdded = new enchant.Event('childadded');
childAdded.node = node;
childAdded.next = reference;
this.dispatchEvent(childAdded);
node.dispatchEvent(new enchant.Event('added'));
if (this.scene) {
node.scene = this.scene;
var addedToScene = new enchant.Event('addedtoscene');
node.dispatchEvent(addedToScene);
}
} else {
this.addChild(node);
}
},
/**
* Remove a Node from the Group.
* @param {enchant.Node} node Node to be deleted.
*/
removeChild: function(node) {
var i;
if ((i = this.childNodes.indexOf(node)) !== -1) {
this.childNodes.splice(i, 1);
node.parentNode = null;
var childRemoved = new enchant.Event('childremoved');
childRemoved.node = node;
this.dispatchEvent(childRemoved);
node.dispatchEvent(new enchant.Event('removed'));
if (this.scene) {
node.scene = null;
var removedFromScene = new enchant.Event('removedfromscene');
node.dispatchEvent(removedFromScene);
}
}
},
/**
* The Node which is the first child.
* @type enchant.Node
*/
firstChild: {
get: function() {
return this.childNodes[0];
}
},
/**
* The Node which is the last child.
* @type enchant.Node
*/
lastChild: {
get: function() {
return this.childNodes[this.childNodes.length - 1];
}
},
/**
* Group rotation angle (degree).
* @type Number
*/
rotation: {
get: function() {
return this._rotation;
},
set: function(rotation) {
if(this._rotation !== rotation) {
this._rotation = rotation;
this._dirty = true;
}
}
},
/**
* Scaling factor on the x axis of the Group.
* @type Number
* @see enchant.Group#originX
* @see enchant.Group#originY
*/
scaleX: {
get: function() {
return this._scaleX;
},
set: function(scale) {
if(this._scaleX !== scale) {
this._scaleX = scale;
this._dirty = true;
}
}
},
/**
* Scaling factor on the y axis of the Group.
* @type Number
* @see enchant.Group#originX
* @see enchant.Group#originY
*/
scaleY: {
get: function() {
return this._scaleY;
},
set: function(scale) {
if(this._scaleY !== scale) {
this._scaleY = scale;
this._dirty = true;
}
}
},
/**
* origin point of rotation, scaling
* @type Number
*/
originX: {
get: function() {
return this._originX;
},
set: function(originX) {
if(this._originX !== originX) {
this._originX = originX;
this._dirty = true;
}
}
},
/**
* origin point of rotation, scaling
* @type Number
*/
originY: {
get: function() {
return this._originY;
},
set: function(originY) {
if(this._originY !== originY) {
this._originY = originY;
this._dirty = true;
}
}
},
/**#nocode+*/
_dirty: {
get: function() {
return this.__dirty;
},
set: function(dirty) {
dirty = !!dirty;
this.__dirty = dirty;
if (dirty) {
for (var i = 0, l = this.childNodes.length; i < l; i++) {
this.childNodes[i]._dirty = true;
}
}
}
}
/**#nocode-*/
});
enchant.Matrix = enchant.Class.create({
initialize: function() {
this.reset();
},
reset: function() {
this.stack = [];
this.stack.push([ 1, 0, 0, 1, 0, 0 ]);
},
makeTransformMatrix: function(node, dest) {
var x = node._x;
var y = node._y;
var width = node.width || 0;
var height = node.height || 0;
var rotation = node._rotation || 0;
var scaleX = (typeof node._scaleX === 'number') ? node._scaleX : 1;
var scaleY = (typeof node._scaleY === 'number') ? node._scaleY : 1;
var theta = rotation * Math.PI / 180;
var tmpcos = Math.cos(theta);
var tmpsin = Math.sin(theta);
var w = (typeof node._originX === 'number') ? node._originX : width / 2;
var h = (typeof node._originY === 'number') ? node._originY : height / 2;
var a = scaleX * tmpcos;
var b = scaleX * tmpsin;
var c = scaleY * tmpsin;
var d = scaleY * tmpcos;
dest[0] = a;
dest[1] = b;
dest[2] = -c;
dest[3] = d;
dest[4] = (-a * w + c * h + x + w);
dest[5] = (-b * w - d * h + y + h);
},
multiply: function(m1, m2, dest) {
var a11 = m1[0], a21 = m1[2], adx = m1[4],
a12 = m1[1], a22 = m1[3], ady = m1[5];
var b11 = m2[0], b21 = m2[2], bdx = m2[4],
b12 = m2[1], b22 = m2[3], bdy = m2[5];
dest[0] = a11 * b11 + a21 * b12;
dest[1] = a12 * b11 + a22 * b12;
dest[2] = a11 * b21 + a21 * b22;
dest[3] = a12 * b21 + a22 * b22;
dest[4] = a11 * bdx + a21 * bdy + adx;
dest[5] = a12 * bdx + a22 * bdy + ady;
},
multiplyVec: function(mat, vec, dest) {
var x = vec[0], y = vec[1];
var m11 = mat[0], m21 = mat[2], mdx = mat[4],
m12 = mat[1], m22 = mat[3], mdy = mat[5];
dest[0] = m11 * x + m21 * y + mdx;
dest[1] = m12 * x + m22 * y + mdy;
}
});
enchant.Matrix.instance = new enchant.Matrix();
enchant.DetectColorManager = enchant.Class.create({
initialize: function(reso, max) {
this.reference = [];
this.colorResolution = reso || 16;
this.max = max || 1;
this.capacity = Math.pow(this.colorResolution, 3);
for (var i = 1, l = this.capacity; i < l; i++) {
this.reference[i] = null;
}
},
attachDetectColor: function(sprite) {
var i = this.reference.indexOf(null);
if (i === -1) {
i = 1;
}
this.reference[i] = sprite;
return this._getColor(i);
},
detachDetectColor: function(sprite) {
var i = this.reference.indexOf(sprite);
if (i !== -1) {
this.reference[i] = null;
}
},
_getColor: function(n) {
var C = this.colorResolution;
var d = C / this.max;
return [
parseInt((n / C / C) % C, 10) / d,
parseInt((n / C) % C, 10) / d,
parseInt(n % C, 10) / d,
1.0
];
},
_decodeDetectColor: function(color, i) {
i = i || 0;
var C = this.colorResolution;
return ~~(color[i] * C * C * C / 256) +
~~(color[i + 1] * C * C / 256) +
~~(color[i + 2] * C / 256);
},
getSpriteByColor: function(color) {
return this.reference[this._decodeDetectColor(color)];
},
getSpriteByColors: function(rgba) {
var i, l, id, result,
score = 0,
found = {};
for (i = 0, l = rgba.length; i < l; i+= 4) {
id = this._decodeDetectColor(rgba, i);
found[id] = (found[id] || 0) + 1;
}
for (id in found) {
if (found[id] > score) {
score = found[id];
result = id;
}
}
return this.reference[result];
}
});
enchant.DomManager = enchant.Class.create({
initialize: function(node, elementDefinition) {
var core = enchant.Core.instance;
this.layer = null;
this.targetNode = node;
if (typeof elementDefinition === 'string') {
this.element = document.createElement(elementDefinition);
} else if (elementDefinition instanceof HTMLElement) {
this.element = elementDefinition;
}
this.style = this.element.style;
this.style.position = 'absolute';
this.style[enchant.ENV.VENDOR_PREFIX + 'TransformOrigin'] = '0px 0px';
if (core._debug) {
this.style.border = '1px solid blue';
this.style.margin = '-1px';
}
var manager = this;
this._setDomTarget = function() {
manager.layer._touchEventTarget = manager.targetNode;
};
this._attachEvent();
},
getDomElement: function() {
return this.element;
},
getDomElementAsNext: function() {
return this.element;
},
getNextManager: function(manager) {
var i = this.targetNode.parentNode.childNodes.indexOf(manager.targetNode);
if (i !== this.targetNode.parentNode.childNodes.length - 1) {
return this.targetNode.parentNode.childNodes[i + 1]._domManager;
} else {
return null;
}
},
addManager: function(childManager, nextManager) {
var nextElement;
if (nextManager) {
nextElement = nextManager.getDomElementAsNext();
}
var element = childManager.getDomElement();
if (element instanceof Array) {
element.forEach(function(child) {
if (nextElement) {
this.element.insertBefore(child, nextElement);
} else {
this.element.appendChild(child);
}
}, this);
} else {
if (nextElement) {
this.element.insertBefore(element, nextElement);
} else {
this.element.appendChild(element);
}
}
this.setLayer(this.layer);
},
removeManager: function(childManager) {
if (childManager instanceof enchant.DomlessManager) {
childManager._domRef.forEach(function(element) {
this.element.removeChild(element);
}, this);
} else {
this.element.removeChild(childManager.element);
}
this.setLayer(this.layer);
},
setLayer: function(layer) {
this.layer = layer;
var node = this.targetNode;
var manager;
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
manager = node.childNodes[i]._domManager;
if (manager) {
manager.setLayer(layer);
}
}
}
},
render: function(inheritMat) {
var node = this.targetNode;
var matrix = enchant.Matrix.instance;
var stack = matrix.stack;
var dest = [];
matrix.makeTransformMatrix(node, dest);
matrix.multiply(stack[stack.length - 1], dest, dest);
matrix.multiply(inheritMat, dest, inheritMat);
node._matrix = inheritMat;
var ox = (typeof node._originX === 'number') ? node._originX : node.width / 2 || 0;
var oy = (typeof node._originY === 'number') ? node._originY : node.height / 2 || 0;
var vec = [ ox, oy ];
matrix.multiplyVec(dest, vec, vec);
node._offsetX = vec[0] - ox;
node._offsetY = vec[1] - oy;
if(node.parentNode && !(node.parentNode instanceof enchant.Group)) {
node._offsetX += node.parentNode._offsetX;
node._offsetY += node.parentNode._offsetY;
}
if (node._dirty) {
this.style[enchant.ENV.VENDOR_PREFIX + 'Transform'] = 'matrix(' +
dest[0].toFixed(10) + ',' +
dest[1].toFixed(10) + ',' +
dest[2].toFixed(10) + ',' +
dest[3].toFixed(10) + ',' +
dest[4].toFixed(10) + ',' +
dest[5].toFixed(10) +
')';
}
this.domRender();
},
domRender: function() {
var node = this.targetNode;
if(!node._style) {
node._style = {};
}
if(!node.__styleStatus) {
node.__styleStatus = {};
}
if (node.width !== null) {
node._style.width = node.width + 'px';
}
if (node.height !== null) {
node._style.height = node.height + 'px';
}
node._style.opacity = node._opacity;
node._style['background-color'] = node._backgroundColor;
if (typeof node._visible !== 'undefined') {
node._style.display = node._visible ? 'block' : 'none';
}
if (typeof node.domRender === 'function') {
node.domRender(this.element);
}
var value;
for (var prop in node._style) {
value = node._style[prop];
if(node.__styleStatus[prop] !== value && value != null) {
this.style.setProperty(prop, '' + value);
node.__styleStatus[prop] = value;
}
}
},
_attachEvent: function() {
if (enchant.ENV.TOUCH_ENABLED) {
this.element.addEventListener('touchstart', this._setDomTarget, true);
}
this.element.addEventListener('mousedown', this._setDomTarget, true);
},
_detachEvent: function() {
if (enchant.ENV.TOUCH_ENABLED) {
this.element.removeEventListener('touchstart', this._setDomTarget, true);
}
this.element.removeEventListener('mousedown', this._setDomTarget, true);
},
remove: function() {
this._detachEvent();
this.element = this.style = this.targetNode = null;
}
});
enchant.DomlessManager = enchant.Class.create({
initialize: function(node) {
this._domRef = [];
this.targetNode = node;
},
_register: function(element, nextElement) {
var i = this._domRef.indexOf(nextElement);
if (element instanceof Array) {
if (i === -1) {
Array.prototype.push.apply(this._domRef, element);
} else {
Array.prototype.splice.apply(this._domRef, [i, 0].concat(element));
}
} else {
if (i === -1) {
this._domRef.push(element);
} else {
this._domRef.splice(i, 0, element);
}
}
},
getNextManager: function(manager) {
var i = this.targetNode.parentNode.childNodes.indexOf(manager.targetNode);
if (i !== this.targetNode.parentNode.childNodes.length - 1) {
return this.targetNode.parentNode.childNodes[i + 1]._domManager;
} else {
return null;
}
},
getDomElement: function() {
var ret = [];
this.targetNode.childNodes.forEach(function(child) {
ret = ret.concat(child._domManager.getDomElement());
});
return ret;
},
getDomElementAsNext: function() {
if (this._domRef.length) {
return this._domRef[0];
} else {
var nextManager = this.getNextManager(this);
if (nextManager) {
return nextManager.element;
} else {
return null;
}
}
},
addManager: function(childManager, nextManager) {
var parentNode = this.targetNode.parentNode;
if (parentNode) {
if (nextManager === null) {
nextManager = this.getNextManager(this);
}
if (parentNode instanceof enchant.Scene) {
parentNode._layers.Dom._domManager.addManager(childManager, nextManager);
} else {
parentNode._domManager.addManager(childManager, nextManager);
}
}
var nextElement = nextManager ? nextManager.getDomElementAsNext() : null;
this._register(childManager.getDomElement(), nextElement);
this.setLayer(this.layer);
},
removeManager: function(childManager) {
var dom;
var i = this._domRef.indexOf(childManager.element);
if (i !== -1) {
dom = this._domRef[i];
dom.parentNode.removeChild(dom);
this._domRef.splice(i, 1);
}
this.setLayer(this.layer);
},
setLayer: function(layer) {
this.layer = layer;
var node = this.targetNode;
var manager;
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
manager = node.childNodes[i]._domManager;
if (manager) {
manager.setLayer(layer);
}
}
}
},
render: function(inheritMat) {
var matrix = enchant.Matrix.instance;
var stack = matrix.stack;
var node = this.targetNode;
var dest = [];
matrix.makeTransformMatrix(node, dest);
matrix.multiply(stack[stack.length - 1], dest, dest);
matrix.multiply(inheritMat, dest, inheritMat);
node._matrix = inheritMat;
var ox = (typeof node._originX === 'number') ? node._originX : node.width / 2 || 0;
var oy = (typeof node._originY === 'number') ? node._originY : node.height / 2 || 0;
var vec = [ ox, oy ];
matrix.multiplyVec(dest, vec, vec);
node._offsetX = vec[0] - ox;
node._offsetY = vec[1] - oy;
stack.push(dest);
},
remove: function() {
this._domRef = [];
this.targetNode = null;
}
});
enchant.DomLayer = enchant.Class.create(enchant.Group, {
initialize: function() {
var core = enchant.Core.instance;
enchant.Group.call(this);
this._touchEventTarget = null;
this._element = document.createElement('div');
this._element.style.position = 'absolute';
this._domManager = new enchant.DomManager(this, this._element);
this._domManager.layer = this;
this.width = core.width;
this.height = core.height;
var touch = [
enchant.Event.TOUCH_START,
enchant.Event.TOUCH_MOVE,
enchant.Event.TOUCH_END
];
touch.forEach(function(type) {
this.addEventListener(type, function(e) {
if (this._scene) {
this._scene.dispatchEvent(e);
}
});
}, this);
var __onchildadded = function(e) {
var child = e.node;
var next = e.next;
var self = e.target;
var nextManager = next ? next._domManager : null;
enchant.DomLayer._attachDomManager(child, __onchildadded, __onchildremoved);
self._domManager.addManager(child._domManager, nextManager);
var render = new enchant.Event(enchant.Event.RENDER);
child._dirty = true;
self._domManager.layer._rendering(child, render);
};
var __onchildremoved = function(e) {
var child = e.node;
var self = e.target;
self._domManager.removeManager(child._domManager);
enchant.DomLayer._detachDomManager(child, __onchildadded, __onchildremoved);
};
this.addEventListener('childremoved', __onchildremoved);
this.addEventListener('childadded', __onchildadded);
},
width: {
get: function() {
return this._width;
},
set: function(width) {
this._width = width;
this._element.style.width = width + 'px';
}
},
height: {
get: function() {
return this._height;
},
set: function(height) {
this._height = height;
this._element.style.height = height + 'px';
}
},
addChild: function(node) {
this.childNodes.push(node);
node.parentNode = this;
var childAdded = new enchant.Event('childadded');
childAdded.node = node;
childAdded.next = null;
this.dispatchEvent(childAdded);
node.dispatchEvent(new enchant.Event('added'));
if (this.scene) {
node.scene = this.scene;
var addedToScene = new enchant.Event('addedtoscene');
node.dispatchEvent(addedToScene);
}
},
insertBefore: function(node, reference) {
var i = this.childNodes.indexOf(reference);
if (i !== -1) {
this.childNodes.splice(i, 0, node);
node.parentNode = this;
var childAdded = new enchant.Event('childadded');
childAdded.node = node;
childAdded.next = reference;
this.dispatchEvent(childAdded);
node.dispatchEvent(new enchant.Event('added'));
if (this.scene) {
node.scene = this.scene;
var addedToScene = new enchant.Event('addedtoscene');
node.dispatchEvent(addedToScene);
}
} else {
this.addChild(node);
}
},
_startRendering: function() {
this.addEventListener('exitframe', this._onexitframe);
this._onexitframe();
},
_stopRendering: function() {
this.removeEventListener('exitframe', this._onexitframe);
this._onexitframe();
},
_onexitframe: function() {
this._rendering(this, new enchant.Event(enchant.Event.RENDER));
},
_rendering: function(node, e, inheritMat) {
var child;
if (!inheritMat) {
inheritMat = [ 1, 0, 0, 1, 0, 0 ];
}
node.dispatchEvent(e);
node._domManager.render(inheritMat);
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
this._rendering(child, e, inheritMat.slice());
}
}
if (node._domManager instanceof enchant.DomlessManager) {
enchant.Matrix.instance.stack.pop();
}
node._dirty = false;
},
_determineEventTarget: function() {
var target = this._touchEventTarget;
this._touchEventTarget = null;
return (target === this) ? null : target;
}
});
enchant.DomLayer._attachDomManager = function(node, onchildadded, onchildremoved) {
var child;
if (!node._domManager) {
node.addEventListener('childadded', onchildadded);
node.addEventListener('childremoved', onchildremoved);
if (node instanceof enchant.Group) {
node._domManager = new enchant.DomlessManager(node);
} else {
if (node._element) {
node._domManager = new enchant.DomManager(node, node._element);
} else {
node._domManager = new enchant.DomManager(node, 'div');
}
}
}
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
enchant.DomLayer._attachDomManager(child, onchildadded, onchildremoved);
node._domManager.addManager(child._domManager, null);
}
}
};
enchant.DomLayer._detachDomManager = function(node, onchildadded, onchildremoved) {
var child;
node.removeEventListener('childadded', onchildadded);
node.removeEventListener('childremoved', onchildremoved);
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
node._domManager.removeManager(child._domManager, null);
enchant.DomLayer._detachDomManager(child, onchildadded, onchildremoved);
}
}
node._domManager.remove();
delete node._domManager;
};
/**
* @scope enchant.CanvasLayer.prototype
*/
enchant.CanvasLayer = enchant.Class.create(enchant.Group, {
/**
* @name enchant.CanvasLayer
* @class
* Class that uses the HTML Canvas for rendering.
* The rendering of children will be replaced by the Canvas rendering.
* @constructs
* @extends enchant.Group
*/
initialize: function() {
var core = enchant.Core.instance;
enchant.Group.call(this);
this._cvsCache = {
matrix: [1, 0, 0, 1, 0, 0],
detectColor: '#000000'
};
this._cvsCache.layer = this;
this._element = document.createElement('canvas');
this._element.style.position = 'absolute';
// issue 179
this._element.style.left = this._element.style.top = '0px';
this._detect = document.createElement('canvas');
this._detect.style.position = 'absolute';
this._lastDetected = 0;
this.context = this._element.getContext('2d');
this._dctx = this._detect.getContext('2d');
this._setImageSmoothingEnable();
this._colorManager = new enchant.DetectColorManager(16, 256);
this.width = core.width;
this.height = core.height;
var touch = [
enchant.Event.TOUCH_START,
enchant.Event.TOUCH_MOVE,
enchant.Event.TOUCH_END
];
touch.forEach(function(type) {
this.addEventListener(type, function(e) {
if (this._scene) {
this._scene.dispatchEvent(e);
}
});
}, this);
var __onchildadded = function(e) {
var child = e.node;
var self = e.target;
var layer;
if (self instanceof enchant.CanvasLayer) {
layer = self._scene._layers.Canvas;
} else {
layer = self.scene._layers.Canvas;
}
enchant.CanvasLayer._attachCache(child, layer, __onchildadded, __onchildremoved);
var render = new enchant.Event(enchant.Event.RENDER);
if (self._dirty) {
self._updateCoordinate();
}
child._dirty = true;
enchant.Matrix.instance.stack.push(self._matrix);
enchant.CanvasRenderer.instance.render(layer.context, child, render);
enchant.Matrix.instance.stack.pop(self._matrix);
};
var __onchildremoved = function(e) {
var child = e.node;
var self = e.target;
var layer;
if (self instanceof enchant.CanvasLayer) {
layer = self._scene._layers.Canvas;
} else {
layer = self.scene._layers.Canvas;
}
enchant.CanvasLayer._detachCache(child, layer, __onchildadded, __onchildremoved);
};
this.addEventListener('childremoved', __onchildremoved);
this.addEventListener('childadded', __onchildadded);
},
/**
* The width of the CanvasLayer.
* @type Number
*/
width: {
get: function() {
return this._width;
},
set: function(width) {
this._width = width;
this._element.width = this._detect.width = width;
this._setImageSmoothingEnable();
}
},
/**
* The height of the CanvasLayer.
* @type Number
*/
height: {
get: function() {
return this._height;
},
set: function(height) {
this._height = height;
this._element.height = this._detect.height = height;
this._setImageSmoothingEnable();
}
},
addChild: function(node) {
this.childNodes.push(node);
node.parentNode = this;
var childAdded = new enchant.Event('childadded');
childAdded.node = node;
childAdded.next = null;
this.dispatchEvent(childAdded);
node.dispatchEvent(new enchant.Event('added'));
},
insertBefore: function(node, reference) {
var i = this.childNodes.indexOf(reference);
if (i !== -1) {
this.childNodes.splice(i, 0, node);
node.parentNode = this;
var childAdded = new enchant.Event('childadded');
childAdded.node = node;
childAdded.next = reference;
this.dispatchEvent(childAdded);
node.dispatchEvent(new enchant.Event('added'));
} else {
this.addChild(node);
}
},
/**
* @private
*/
_startRendering: function() {
this.addEventListener('exitframe', this._onexitframe);
this._onexitframe();
},
/**
* @private
*/
_stopRendering: function() {
this.removeEventListener('exitframe', this._onexitframe);
this._onexitframe();
},
_onexitframe: function() {
var core = enchant.Core.instance;
var ctx = this.context;
ctx.clearRect(0, 0, core.width, core.height);
var render = new enchant.Event(enchant.Event.RENDER);
enchant.CanvasRenderer.instance.render(ctx, this, render);
},
_determineEventTarget: function(e) {
return this._getEntityByPosition(e.x, e.y);
},
_getEntityByPosition: function(x, y) {
var core = enchant.Core.instance;
var ctx = this._dctx;
if (this._lastDetected < core.frame) {
ctx.clearRect(0, 0, this.width, this.height);
enchant.CanvasRenderer.instance.detectRender(ctx, this);
this._lastDetected = core.frame;
}
var extra = enchant.ENV.COLOR_DETECTION_LEVEL - 1;
var rgba = ctx.getImageData(x - extra, y - extra, 1 + extra * 2, 1 + extra * 2).data;
return this._colorManager.getSpriteByColors(rgba);
},
_setImageSmoothingEnable: function() {
this._dctx.imageSmoothingEnabled =
this._dctx.msImageSmoothingEnabled =
this._dctx.mozImageSmoothingEnabled =
this._dctx.webkitImageSmoothingEnabled = false;
}
});
enchant.CanvasLayer._attachCache = function(node, layer, onchildadded, onchildremoved) {
var child;
if (!node._cvsCache) {
node._cvsCache = {};
node._cvsCache.matrix = [ 1, 0, 0, 1, 0, 0 ];
node._cvsCache.detectColor = 'rgba(' + layer._colorManager.attachDetectColor(node) + ')';
node.addEventListener('childadded', onchildadded);
node.addEventListener('childremoved', onchildremoved);
}
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
enchant.CanvasLayer._attachCache(child, layer, onchildadded, onchildremoved);
}
}
};
enchant.CanvasLayer._detachCache = function(node, layer, onchildadded, onchildremoved) {
var child;
if (node._cvsCache) {
layer._colorManager.detachDetectColor(node);
node.removeEventListener('childadded', onchildadded);
node.removeEventListener('childremoved', onchildremoved);
delete node._cvsCache;
}
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
enchant.CanvasLayer._detachCache(child, layer, onchildadded, onchildremoved);
}
}
};
enchant.CanvasRenderer = enchant.Class.create({
render: function(ctx, node, e) {
var width, height, child;
ctx.save();
node.dispatchEvent(e);
// transform
this.transform(ctx, node);
if (typeof node._visible === 'undefined' || node._visible) {
width = node.width;
height = node.height;
// composite
if (node.compositeOperation) {
ctx.globalCompositeOperation = node.compositeOperation;
}
ctx.globalAlpha = (typeof node._opacity === 'number') ? node._opacity : 1.0;
// render
if (node._backgroundColor) {
ctx.fillStyle = node._backgroundColor;
ctx.fillRect(0, 0, width, height);
}
if (node.cvsRender) {
node.cvsRender(ctx);
}
if (enchant.Core.instance._debug && node._debugColor) {
ctx.strokeStyle = node._debugColor;
ctx.strokeRect(0, 0, width, height);
}
if (node._clipping) {
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.clip();
}
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
this.render(ctx, child, e);
}
}
}
ctx.restore();
enchant.Matrix.instance.stack.pop();
},
detectRender: function(ctx, node) {
var width, height, child;
if (typeof node._visible === 'undefined' || node._visible) {
width = node.width;
height = node.height;
ctx.save();
this.transform(ctx, node);
ctx.fillStyle = node._cvsCache.detectColor;
if (node._touchEnabled) {
if (node.detectRender) {
node.detectRender(ctx);
} else {
ctx.fillRect(0, 0, width, height);
}
}
if (node._clipping) {
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.clip();
}
if (node.childNodes) {
for (var i = 0, l = node.childNodes.length; i < l; i++) {
child = node.childNodes[i];
this.detectRender(ctx, child);
}
}
ctx.restore();
enchant.Matrix.instance.stack.pop();
}
},
transform: function(ctx, node) {
var matrix = enchant.Matrix.instance;
var stack = matrix.stack;
var newmat, ox, oy, vec;
if (node._dirty) {
matrix.makeTransformMatrix(node, node._cvsCache.matrix);
newmat = [];
matrix.multiply(stack[stack.length - 1], node._cvsCache.matrix, newmat);
node._matrix = newmat;
ox = (typeof node._originX === 'number') ? node._originX : node._width / 2 || 0;
oy = (typeof node._originY === 'number') ? node._originY : node._height / 2 || 0;
vec = [ ox, oy ];
matrix.multiplyVec(newmat, vec, vec);
node._offsetX = vec[0] - ox;
node._offsetY = vec[1] - oy;
node._dirty = false;
} else {
newmat = node._matrix;
}
stack.push(newmat);
ctx.setTransform.apply(ctx, newmat);
}
});
enchant.CanvasRenderer.instance = new enchant.CanvasRenderer();
/**
* @scope enchant.Scene.prototype
*/
enchant.Scene = enchant.Class.create(enchant.Group, {
/**
* @name enchant.Scene
* @class
* Class that becomes the root of the display object tree.
* Child {@link Entity} objects are distributed to the Scene layer according to the drawing method.
* The DOM of each Scene layer has a ({@link enchant.DOMLayer} and {@link enchant.CanvasLayer}) and is drawn using the Canvas.
* Scenes are drawn in the order that they are added.
*
* @example
* var scene = new Scene();
* scene.addChild(player);
* scene.addChild(enemy);
* core.pushScene(scene);
*
* @constructs
* @extends enchant.Group
*/
initialize: function() {
var core = enchant.Core.instance;
// Call initialize method of enchant.Group
enchant.Group.call(this);
// All nodes (entities, groups, scenes) have reference to the scene that it belongs to.
this.scene = this;
this._backgroundColor = null;
// Create div tag which possesses its layers
this._element = document.createElement('div');
this._element.style.position = 'absolute';
this._element.style.overflow = 'hidden';
this._element.style[enchant.ENV.VENDOR_PREFIX + 'TransformOrigin'] = '0 0';
this._layers = {};
this._layerPriority = [];
this.addEventListener(enchant.Event.CHILD_ADDED, this._onchildadded);
this.addEventListener(enchant.Event.CHILD_REMOVED, this._onchildremoved);
this.addEventListener(enchant.Event.ENTER, this._onenter);
this.addEventListener(enchant.Event.EXIT, this._onexit);
var that = this;
this._dispatchExitframe = function() {
var layer;
for (var prop in that._layers) {
layer = that._layers[prop];
layer.dispatchEvent(new enchant.Event(enchant.Event.EXIT_FRAME));
}
};
this.addEventListener(enchant.Event.CORE_RESIZE, this._oncoreresize);
this._oncoreresize(core);
},
/**#nocode+*/
x: {
get: function() {
return this._x;
},
set: function(x) {
this._x = x;
for (var type in this._layers) {
this._layers[type].x = x;
}
}
},
y: {
get: function() {
return this._y;
},
set: function(y) {
this._y = y;
for (var type in this._layers) {
this._layers[type].y = y;
}
}
},
width: {
get: function() {
return this._width;
},
set: function(width) {
this._width = width;
for (var type in this._layers) {
this._layers[type].width = width;
}
}
},
height: {
get: function() {
return this._height;
},
set: function(height) {
this._height = height;
for (var type in this._layers) {
this._layers[type].height = height;
}
}
},
rotation: {
get: function() {
return this._rotation;
},
set: function(rotation) {
this._rotation = rotation;
for (var type in this._layers) {
this._layers[type].rotation = rotation;
}
}
},
scaleX: {
get: function() {
return this._scaleX;
},
set: function(scaleX) {
this._scaleX = scaleX;
for (var type in this._layers) {
this._layers[type].scaleX = scaleX;
}
}
},
scaleY: {
get: function() {
return this._scaleY;
},
set: function(scaleY) {
this._scaleY = scaleY;
for (var type in this._layers) {
this._layers[type].scaleY = scaleY;
}
}
},
backgroundColor: {
get: function() {
return this._backgroundColor;
},
set: function(color) {
this._backgroundColor = this._element.style.backgroundColor = color;
}
},
remove: function() {
this.clearEventListener();
while (this.childNodes.length > 0) {
this.childNodes[0].remove();
}
return enchant.Core.instance.removeScene(this);
},
/**#nocode-*/
_oncoreresize: function(e) {
this._element.style.width = e.width + 'px';
this.width = e.width;
this._element.style.height = e.height + 'px';
this.height = e.height;
this._element.style[enchant.ENV.VENDOR_PREFIX + 'Transform'] = 'scale(' + e.scale + ')';
for (var type in this._layers) {
this._layers[type].dispatchEvent(e);
}
},
addLayer: function(type, i) {
var core = enchant.Core.instance;
if (this._layers[type]) {
return;
}
var layer = new enchant[type + 'Layer']();
if (core.currentScene === this) {
layer._startRendering();
}
this._layers[type] = layer;
var element = layer._element;
if (typeof i === 'number') {
var nextSibling = this._element.childNodes[i];
if (nextSibling) {
this._element.insertBefore(element, nextSibling);
} else {
this._element.appendChild(element);
}
this._layerPriority.splice(i, 0, type);
} else {
this._element.appendChild(element);
this._layerPriority.push(type);
}
layer._scene = this;
},
_determineEventTarget: function(e) {
var layer, target;
for (var i = this._layerPriority.length - 1; i >= 0; i--) {
layer = this._layers[this._layerPriority[i]];
target = layer._determineEventTarget(e);
if (target) {
break;
}
}
if (!target) {
target = this;
}
return target;
},
_onchildadded: function(e) {
var child = e.node;
var next = e.next;
var target, i;
if (child._element) {
target = 'Dom';
i = 1;
} else {
target = 'Canvas';
i = 0;
}
if (!this._layers[target]) {
this.addLayer(target, i);
}
child._layer = this._layers[target];
this._layers[target].insertBefore(child, next);
child.parentNode = this;
},
_onchildremoved: function(e) {
var child = e.node;
child._layer.removeChild(child);
child._layer = null;
},
_onenter: function() {
for (var type in this._layers) {
this._layers[type]._startRendering();
}
enchant.Core.instance.addEventListener('exitframe', this._dispatchExitframe);
},
_onexit: function() {
for (var type in this._layers) {
this._layers[type]._stopRendering();
}
enchant.Core.instance.removeEventListener('exitframe', this._dispatchExitframe);
}
});
/**
* @scope enchant.LoadingScene.prototype
*/
enchant.LoadingScene = enchant.Class.create(enchant.Scene, {
/**
* @name enchant.LoadingScene
* @class
* Default loading scene. If you want to use your own loading animation, overwrite (don't inherit) this class.
* Referred from enchant.Core in default, as `new enchant.LoadingScene` etc.
*
* @example
* enchant.LoadingScene = enchant.Class.create(enchant.Scene, {
* initialize: function() {
* enchant.Scene.call(this);
* this.backgroundColor = 'red';
* // ...
* this.addEventListener('progress', function(e) {
* progress = e.loaded / e.total;
* });
* this.addEventListener('enterframe', function() {
* // animation
* });
* }
* });
* @constructs
* @extends enchant.Scene
*/
initialize: function() {
enchant.Scene.call(this);
this.backgroundColor = '#000';
var barWidth = this.width * 0.4 | 0;
var barHeight = this.width * 0.05 | 0;
var border = barWidth * 0.03 | 0;
var bar = new enchant.Sprite(barWidth, barHeight);
bar.disableCollection();
bar.x = (this.width - barWidth) / 2;
bar.y = (this.height - barHeight) / 2;
var image = new enchant.Surface(barWidth, barHeight);
image.context.fillStyle = '#fff';
image.context.fillRect(0, 0, barWidth, barHeight);
image.context.fillStyle = '#000';
image.context.fillRect(border, border, barWidth - border * 2, barHeight - border * 2);
bar.image = image;
var progress = 0, _progress = 0;
this.addEventListener('progress', function(e) {
// avoid #167 https://github.com/wise9/enchant.js/issues/177
progress = e.loaded / e.total * 1.0;
});
bar.addEventListener('enterframe', function() {
_progress *= 0.9;
_progress += progress * 0.1;
image.context.fillStyle = '#fff';
image.context.fillRect(border, 0, (barWidth - border * 2) * _progress, barHeight);
});
this.addChild(bar);
this.addEventListener('load', function(e) {
var core = enchant.Core.instance;
core.removeScene(core.loadingScene);
core.dispatchEvent(e);
});
}
});
/**
* @scope enchant.CanvasScene.prototype
*/
enchant.CanvasScene = enchant.Class.create(enchant.Scene, {
/**
* @name enchant.CanvasScene
* @class
* Scene to draw by the Canvas all of the children.
* @constructs
* @extends enchant.Scene
*/
initialize: function() {
enchant.Scene.call(this);
this.addLayer('Canvas');
},
_determineEventTarget: function(e) {
var target = this._layers.Canvas._determineEventTarget(e);
if (!target) {
target = this;
}
return target;
},
_onchildadded: function(e) {
var child = e.node;
var next = e.next;
child._layer = this._layers.Canvas;
this._layers.Canvas.insertBefore(child, next);
},
_onenter: function() {
this._layers.Canvas._startRendering();
enchant.Core.instance.addEventListener('exitframe', this._dispatchExitframe);
},
_onexit: function() {
this._layers.Canvas._stopRendering();
enchant.Core.instance.removeEventListener('exitframe', this._dispatchExitframe);
}
});
/**
* @scope enchant.DOMScene.prototype
*/
enchant.DOMScene = enchant.Class.create(enchant.Scene, {
/**
* @name enchant.DOMScene
* @class
* Scene to draw by the DOM all of the children.
* @constructs
* @extends enchant.Scene
*/
initialize: function() {
enchant.Scene.call(this);
this.addLayer('Dom');
},
_determineEventTarget: function(e) {
var target = this._layers.Dom._determineEventTarget(e);
if (!target) {
target = this;
}
return target;
},
_onchildadded: function(e) {
var child = e.node;
var next = e.next;
child._layer = this._layers.Dom;
this._layers.Dom.insertBefore(child, next);
},
_onenter: function() {
this._layers.Dom._startRendering();
enchant.Core.instance.addEventListener('exitframe', this._dispatchExitframe);
},
_onexit: function() {
this._layers.Dom._stopRendering();
enchant.Core.instance.removeEventListener('exitframe', this._dispatchExitframe);
}
});
/**
* @scope enchant.Surface.prototype
*/
enchant.Surface = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.Surface
* @class
* Class that wraps canvas elements.
*
* Can be used to set the {@link enchant.Sprite} and {@link enchant.Map}'s image properties to be displayed.
* If you wish to access Canvas API use the {@link enchant.Surface#context} property.
*
* @example
* // Creates Sprite that displays a circle.
* var ball = new Sprite(50, 50);
* var surface = new Surface(50, 50);
* surface.context.beginPath();
* surface.context.arc(25, 25, 25, 0, Math.PI*2, true);
* surface.context.fill();
* ball.image = surface;
*
* @param {Number} width Surface width.
* @param {Number} height Surface height.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function(width, height) {
enchant.EventTarget.call(this);
var core = enchant.Core.instance;
/**
* Surface width.
* @type Number
*/
this.width = Math.ceil(width);
/**
* Surface height.
* @type Number
*/
this.height = Math.ceil(height);
/**
* Surface drawing context.
* @type CanvasRenderingContext2D
*/
this.context = null;
var id = 'enchant-surface' + core._surfaceID++;
if (document.getCSSCanvasContext) {
this.context = document.getCSSCanvasContext('2d', id, width, height);
this._element = this.context.canvas;
this._css = '-webkit-canvas(' + id + ')';
var context = this.context;
} else if (document.mozSetImageElement) {
this._element = document.createElement('canvas');
this._element.width = width;
this._element.height = height;
this._css = '-moz-element(#' + id + ')';
this.context = this._element.getContext('2d');
document.mozSetImageElement(id, this._element);
} else {
this._element = document.createElement('canvas');
this._element.width = width;
this._element.height = height;
this._element.style.position = 'absolute';
this.context = this._element.getContext('2d');
enchant.ENV.CANVAS_DRAWING_METHODS.forEach(function(name) {
var method = this.context[name];
this.context[name] = function() {
method.apply(this, arguments);
this._dirty = true;
};
}, this);
}
},
/**
* Returns 1 pixel from the Surface.
* @param {Number} x The pixel's x coordinates.
* @param {Number} y The pixel's y coordinates.
* @return {Number[]} An array that holds pixel information in [r, g, b, a] format.
*/
getPixel: function(x, y) {
return this.context.getImageData(x, y, 1, 1).data;
},
/**
* Sets one pixel within the surface.
* @param {Number} x The pixel's x coordinates.
* @param {Number} y The pixel's y coordinates.
* @param {Number} r The pixel's red level.
* @param {Number} g The pixel's green level.
* @param {Number} b The pixel's blue level.
* @param {Number} a The pixel's transparency.
*/
setPixel: function(x, y, r, g, b, a) {
var pixel = this.context.createImageData(1, 1);
pixel.data[0] = r;
pixel.data[1] = g;
pixel.data[2] = b;
pixel.data[3] = a;
this.context.putImageData(pixel, x, y);
},
/**
* Clears all Surface pixels and makes the pixels transparent.
*/
clear: function() {
this.context.clearRect(0, 0, this.width, this.height);
},
/**
* Draws the content of the given Surface onto this surface.
*
* Wraps Canvas API drawImage and if multiple arguments are given,
* these are getting applied to the Canvas drawImage method.
*
* @example
* var src = core.assets['src.gif'];
* var dst = new Surface(100, 100);
* dst.draw(src); // Draws source at (0, 0)
* dst.draw(src, 50, 50); // Draws source at (50, 50)
* // Draws just 30 horizontal and vertical pixels of source at (50, 50)
* dst.draw(src, 50, 50, 30, 30);
* // Takes the image content in src starting at (10,10) with a (Width, Height) of (40,40),
* // scales it and draws it in this surface at (50, 50) with a (Width, Height) of (30,30).
* dst.draw(src, 10, 10, 40, 40, 50, 50, 30, 30);
*
* @param {enchant.Surface} image Surface used in drawing.
*/
draw: function(image) {
image = image._element;
if (arguments.length === 1) {
this.context.drawImage(image, 0, 0);
} else {
var args = arguments;
args[0] = image;
this.context.drawImage.apply(this.context, args);
}
},
/**
* Copies Surface.
* @return {enchant.Surface} The copied Surface.
*/
clone: function() {
var clone = new enchant.Surface(this.width, this.height);
clone.draw(this);
return clone;
},
/**
* Creates a data URI scheme from this Surface.
* @return {String} The data URI scheme that identifies this Surface and
* can be used to include this Surface into a dom tree.
*/
toDataURL: function() {
var src = this._element.src;
if (src) {
if (src.slice(0, 5) === 'data:') {
return src;
} else {
return this.clone().toDataURL();
}
} else {
return this._element.toDataURL();
}
}
});
/**
* Loads an image and creates a Surface object out of it.
*
* It is not possible to access properties or methods of the {@link enchant.Surface#context}, or to call methods using the Canvas API -
* like {@link enchant.Surface#draw}, {@link enchant.Surface#clear}, {@link enchant.Surface#getPixel}, {@link enchant.Surface#setPixel}.. -
* of the wrapped image created with this method.
* However, it is possible to use this surface to draw it to another surface using the {@link enchant.Surface#draw} method.
* The resulting surface can then be manipulated. (when loading images in a cross-origin resource sharing environment,
* pixel acquisition and other image manipulation might be limited).
*
* @param {String} src The file path of the image to be loaded.
* @param {Function} callback on load callback.
* @param {Function} [onerror] on error callback.
* @static
* @return {enchant.Surface} Surface
*/
enchant.Surface.load = function(src, callback, onerror) {
var image = new Image();
var surface = Object.create(enchant.Surface.prototype, {
context: { value: null },
_css: { value: 'url(' + src + ')' },
_element: { value: image }
});
enchant.EventTarget.call(surface);
onerror = onerror || function() {};
surface.addEventListener('load', callback);
surface.addEventListener('error', onerror);
image.onerror = function() {
var e = new enchant.Event(enchant.Event.ERROR);
e.message = 'Cannot load an asset: ' + image.src;
enchant.Core.instance.dispatchEvent(e);
surface.dispatchEvent(e);
};
image.onload = function() {
surface.width = image.width;
surface.height = image.height;
surface.dispatchEvent(new enchant.Event('load'));
};
image.src = src;
return surface;
};
enchant.Surface._staticCanvas2DContext = document.createElement('canvas').getContext('2d');
enchant.Surface._getPattern = function(surface, force) {
if (!surface._pattern || force) {
surface._pattern = this._staticCanvas2DContext.createPattern(surface._element, 'repeat');
}
return surface._pattern;
};
if (window.Deferred) {
enchant.Deferred = window.Deferred;
} else {
/**
* @scope enchant.Deferred.prototype
*/
enchant.Deferred = enchant.Class.create({
/**
* @name enchant.Deferred
* @class
*
* See:
* http://cho45.stfuawsc.com/jsdeferred/
*
* @example
* enchant.Deferred
* .next(function() {
* return 42;
* })
* .next(function(n) {
* console.log(n); // 42
* })
* .next(function() {
* return core.load('img.png'); // wait loading
* })
* .next(function() {
* var img = core.assets['img.png'];
* console.log(img instanceof enchant.Surface); // true
* throw new Error('!!!');
* })
* .next(function() {
* // skip
* })
* .error(function(err) {
* console.log(err.message); // !!!
* });
*
* @constructs
*/
initialize: function() {
this._succ = this._fail = this._next = this._id = null;
this._tail = this;
},
/**
* @param {Function} func
*/
next: function(func) {
var q = new enchant.Deferred();
q._succ = func;
return this._add(q);
},
/**
* @param {Function} func
*/
error: function(func) {
var q = new enchant.Deferred();
q._fail = func;
return this._add(q);
},
_add: function(queue) {
this._tail._next = queue;
this._tail = queue;
return this;
},
/**
* @param {*} arg
*/
call: function(arg) {
var received;
var queue = this;
while (queue && !queue._succ) {
queue = queue._next;
}
if (!(queue instanceof enchant.Deferred)) {
return;
}
try {
received = queue._succ(arg);
} catch (e) {
return queue.fail(e);
}
if (received instanceof enchant.Deferred) {
enchant.Deferred._insert(queue, received);
} else if (queue._next instanceof enchant.Deferred) {
queue._next.call(received);
}
},
/**
* @param {*} arg
*/
fail: function(arg) {
var result, err,
queue = this;
while (queue && !queue._fail) {
queue = queue._next;
}
if (queue instanceof enchant.Deferred) {
result = queue._fail(arg);
queue.call(result);
} else if (arg instanceof Error) {
throw arg;
} else {
err = new Error('failed in Deferred');
err.arg = arg;
throw err;
}
}
});
enchant.Deferred._insert = function(queue, ins) {
if (queue._next instanceof enchant.Deferred) {
ins._tail._next = queue._next;
}
queue._next = ins;
};
/**
* @param {Function} func
* @return {enchant.Deferred}
* @static
*/
enchant.Deferred.next = function(func) {
var q = new enchant.Deferred().next(func);
q._id = setTimeout(function() { q.call(); }, 0);
return q;
};
/**
* @param {Object|enchant.Deferred[]} arg
* @return {enchant.Deferred}
*
* @example
* // array
* enchant.Deferred
* .parallel([
* enchant.Deferred.next(function() {
* return 24;
* }),
* enchant.Deferred.next(function() {
* return 42;
* })
* ])
* .next(function(arg) {
* console.log(arg); // [ 24, 42 ]
* });
* // object
* enchant.Deferred
* .parallel({
* foo: enchant.Deferred.next(function() {
* return 24;
* }),
* bar: enchant.Deferred.next(function() {
* return 42;
* })
* })
* .next(function(arg) {
* console.log(arg.foo); // 24
* console.log(arg.bar); // 42
* });
*
* @static
*/
enchant.Deferred.parallel = function(arg) {
var q = new enchant.Deferred();
q._id = setTimeout(function() { q.call(); }, 0);
var progress = 0;
var ret = (arg instanceof Array) ? [] : {};
var p = new enchant.Deferred();
for (var prop in arg) {
if (arg.hasOwnProperty(prop)) {
progress++;
/*jshint loopfunc:true */
(function(queue, name) {
queue.next(function(arg) {
progress--;
ret[name] = arg;
if (progress <= 0) {
p.call(ret);
}
})
.error(function(err) { p.fail(err); });
if (typeof queue._id === 'number') {
clearTimeout(queue._id);
}
queue._id = setTimeout(function() { queue.call(); }, 0);
}(arg[prop], prop));
}
}
if (!progress) {
p._id = setTimeout(function() { p.call(ret); }, 0);
}
return q.next(function() { return p; });
};
}
/**
* @scope enchant.DOMSound.prototype
*/
enchant.DOMSound = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.DOMSound
* @class
* Class to wrap audio elements.
*
* Safari, Chrome, Firefox, Opera, and IE all play MP3 files
* (Firefox and Opera play via Flash). WAVE files can be played on
* Safari, Chrome, Firefox, and Opera. When the browser is not compatible with
* the used codec the file will not play.
*
* Instances are created not via constructor but via {@link enchant.DOMSound.load}.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function() {
enchant.EventTarget.call(this);
/**
* Sound file duration (seconds).
* @type Number
*/
this.duration = 0;
throw new Error("Illegal Constructor");
},
/**
* Begin playing.
*/
play: function() {
if (this._element) {
this._element.play();
}
},
/**
* Pause playback.
*/
pause: function() {
if (this._element) {
this._element.pause();
}
},
/**
* Stop playing.
*/
stop: function() {
this.pause();
this.currentTime = 0;
},
/**
* Create a copy of this Sound object.
* @return {enchant.DOMSound} Copied Sound.
*/
clone: function() {
var clone;
if (this._element instanceof Audio) {
clone = Object.create(enchant.DOMSound.prototype, {
_element: { value: this._element.cloneNode(false) },
duration: { value: this.duration }
});
} else if (enchant.ENV.USE_FLASH_SOUND) {
return this;
} else {
clone = Object.create(enchant.DOMSound.prototype);
}
enchant.EventTarget.call(clone);
return clone;
},
/**
* Current playback position (seconds).
* @type Number
*/
currentTime: {
get: function() {
return this._element ? this._element.currentTime : 0;
},
set: function(time) {
if (this._element) {
this._element.currentTime = time;
}
}
},
/**
* Volume. 0 (muted) ~ 1 (full volume).
* @type Number
*/
volume: {
get: function() {
return this._element ? this._element.volume : 1;
},
set: function(volume) {
if (this._element) {
this._element.volume = volume;
}
}
}
});
/**
* Loads an audio file and creates DOMSound object.
* @param {String} src Path of the audio file to be loaded.
* @param {String} [type] MIME Type of the audio file.
* @param {Function} [callback] on load callback.
* @param {Function} [onerror] on error callback.
* @return {enchant.DOMSound} DOMSound
* @static
*/
enchant.DOMSound.load = function(src, type, callback, onerror) {
if (type == null) {
var ext = enchant.Core.findExt(src);
if (ext) {
type = 'audio/' + ext;
} else {
type = '';
}
}
type = type.replace('mp3', 'mpeg').replace('m4a', 'mp4');
callback = callback || function() {};
onerror = onerror || function() {};
var sound = Object.create(enchant.DOMSound.prototype);
enchant.EventTarget.call(sound);
sound.addEventListener('load', callback);
sound.addEventListener('error', onerror);
var audio = new Audio();
if (!enchant.ENV.SOUND_ENABLED_ON_MOBILE_SAFARI &&
enchant.ENV.VENDOR_PREFIX === 'webkit' && enchant.ENV.TOUCH_ENABLED) {
window.setTimeout(function() {
sound.dispatchEvent(new enchant.Event('load'));
}, 0);
} else {
if (!enchant.ENV.USE_FLASH_SOUND && audio.canPlayType(type)) {
audio.addEventListener('canplaythrough', function canplay() {
sound.duration = audio.duration;
sound.dispatchEvent(new enchant.Event('load'));
audio.removeEventListener('canplaythrough', canplay);
}, false);
audio.src = src;
audio.load();
audio.autoplay = false;
audio.onerror = function() {
var e = new enchant.Event(enchant.Event.ERROR);
e.message = 'Cannot load an asset: ' + audio.src;
enchant.Core.instance.dispatchEvent(e);
sound.dispatchEvent(e);
};
sound._element = audio;
} else if (type === 'audio/mpeg') {
var embed = document.createElement('embed');
var id = 'enchant-audio' + enchant.Core.instance._soundID++;
embed.width = embed.height = 1;
embed.name = id;
embed.src = 'sound.swf?id=' + id + '&src=' + src;
embed.allowscriptaccess = 'always';
embed.style.position = 'absolute';
embed.style.left = '-1px';
sound.addEventListener('load', function() {
Object.defineProperties(embed, {
currentTime: {
get: function() {
return embed.getCurrentTime();
},
set: function(time) {
embed.setCurrentTime(time);
}
},
volume: {
get: function() {
return embed.getVolume();
},
set: function(volume) {
embed.setVolume(volume);
}
}
});
sound._element = embed;
sound.duration = embed.getDuration();
});
enchant.Core.instance._element.appendChild(embed);
enchant.DOMSound[id] = sound;
} else {
window.setTimeout(function() {
sound.dispatchEvent(new enchant.Event('load'));
}, 0);
}
}
return sound;
};
window.AudioContext = window.AudioContext || window.webkitAudioContext || window.mozAudioContext || window.msAudioContext || window.oAudioContext;
/**
* @scope enchant.WebAudioSound.prototype
*/
enchant.WebAudioSound = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.WebAudioSound
* @class
* Sound wrapper class for Web Audio API (supported on some webkit-based browsers)
* @constructs
* @extends enchant.EventTarget
*/
initialize: function() {
if (!window.AudioContext) {
throw new Error("This browser does not support WebAudio API.");
}
enchant.EventTarget.call(this);
if (!enchant.WebAudioSound.audioContext) {
enchant.WebAudioSound.audioContext = new window.AudioContext();
enchant.WebAudioSound.destination = enchant.WebAudioSound.audioContext.destination;
}
this.context = enchant.WebAudioSound.audioContext;
this.src = this.context.createBufferSource();
this.buffer = null;
this._volume = 1;
this._currentTime = 0;
this._state = 0;
this.connectTarget = enchant.WebAudioSound.destination;
},
/**
* Begin playing.
* @param {Boolean} [dup=false] If true, Object plays new sound while keeps last sound.
*/
play: function(dup) {
if (this._state === 1 && !dup) {
this.src.disconnect();
}
if (this._state !== 2) {
this._currentTime = 0;
}
var offset = this._currentTime;
var actx = this.context;
this.src = actx.createBufferSource();
if (actx.createGain != null) {
this._gain = actx.createGain();
} else {
this._gain = actx.createGainNode();
}
this.src.buffer = this.buffer;
this._gain.gain.value = this._volume;
this.src.connect(this._gain);
this._gain.connect(this.connectTarget);
if (this.src.start != null) {
this.src.start(0, offset, this.buffer.duration - offset - 1.192e-7);
} else {
this.src.noteGrainOn(0, offset, this.buffer.duration - offset - 1.192e-7);
}
this._startTime = actx.currentTime - this._currentTime;
this._state = 1;
},
/**
* Pause playback.
*/
pause: function() {
var currentTime = this.currentTime;
if (currentTime === this.duration) {
return;
}
if (this.src.stop != null) {
this.src.stop(0);
} else {
this.src.noteOff(0);
}
this._currentTime = currentTime;
this._state = 2;
},
/**
* Stop playing.
*/
stop: function() {
if (this.src.stop != null) {
this.src.stop(0);
} else {
this.src.noteOff(0);
}
this._state = 0;
},
/**
* Create a copy of this Sound object.
* @return {enchant.WebAudioSound} Copied Sound.
*/
clone: function() {
var sound = new enchant.WebAudioSound();
sound.buffer = this.buffer;
return sound;
},
/**
* Sound file duration (seconds).
* @type Number
*/
duration: {
get: function() {
if (this.buffer) {
return this.buffer.duration;
} else {
return 0;
}
}
},
/**
* Volume. 0 (muted) ~ 1 (full volume).
* @type Number
*/
volume: {
get: function() {
return this._volume;
},
set: function(volume) {
volume = Math.max(0, Math.min(1, volume));
this._volume = volume;
if (this.src) {
this._gain.gain.value = volume;
}
}
},
/**
* Current playback position (seconds).
* @type Number
*/
currentTime: {
get: function() {
return Math.max(0, Math.min(this.duration, this.src.context.currentTime - this._startTime));
},
set: function(time) {
this._currentTime = time;
if (this._state !== 2) {
this.play(false);
}
}
}
});
/**
* Loads an audio file and creates WebAudioSound object.
* @param {String} src Path of the audio file to be loaded.
* @param {String} [type] MIME Type of the audio file.
* @param {Function} [callback] on load callback.
* @param {Function} [onerror] on error callback.
* @return {enchant.WebAudioSound} WebAudioSound
* @static
*/
enchant.WebAudioSound.load = function(src, type, callback, onerror) {
var canPlay = (new Audio()).canPlayType(type);
var sound = new enchant.WebAudioSound();
callback = callback || function() {};
onerror = onerror || function() {};
sound.addEventListener(enchant.Event.LOAD, callback);
sound.addEventListener(enchant.Event.ERROR, onerror);
function dispatchErrorEvent() {
var e = new enchant.Event(enchant.Event.ERROR);
e.message = 'Cannot load an asset: ' + src;
enchant.Core.instance.dispatchEvent(e);
sound.dispatchEvent(e);
}
var actx, xhr;
if (canPlay === 'maybe' || canPlay === 'probably') {
actx = enchant.WebAudioSound.audioContext;
xhr = new XMLHttpRequest();
xhr.open('GET', src, true);
xhr.responseType = 'arraybuffer';
xhr.onload = function() {
actx.decodeAudioData(xhr.response, function(buffer) {
sound.buffer = buffer;
sound.dispatchEvent(new enchant.Event(enchant.Event.LOAD));
}, dispatchErrorEvent);
};
xhr.onerror = dispatchErrorEvent;
xhr.send(null);
} else {
setTimeout(dispatchErrorEvent, 50);
}
return sound;
};
enchant.Sound = window.AudioContext && enchant.ENV.USE_WEBAUDIO ? enchant.WebAudioSound : enchant.DOMSound;
/*
* ============================================================================================
* Easing Equations v2.0
* September 1, 2003
* (c) 2003 Robert Penner, all rights reserved.
* This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html.
* ============================================================================================
*/
/**
* @namespace
* JavaScript translation of Robert Penner's "Easing Equations" library which is widely used in ActionScript.
*
* @param [t] the current time
* @param [b] the property's initial value
* @param [c] how much the value should change
* @param [d] how much time should elapse before value is changed
*
* @return {Number}
*
* See:
* http://www.robertpenner.com/easing/
*
* See:
* http://www.robertpenner.com/easing/penner_chapter7_tweening.pdf
*/
enchant.Easing = {
LINEAR: function(t, b, c, d) {
return c * t / d + b;
},
SWING: function(t, b, c, d) {
return c * (0.5 - Math.cos(((t / d) * Math.PI)) / 2) + b;
},
// *** quad
QUAD_EASEIN: function(t, b, c, d) {
return c * (t /= d) * t + b;
},
QUAD_EASEOUT: function(t, b, c, d) {
return -c * (t /= d) * (t - 2) + b;
},
QUAD_EASEINOUT: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return c / 2 * t * t + b;
}
return -c / 2 * ((--t) * (t - 2) - 1) + b;
},
// *** cubic
CUBIC_EASEIN: function(t, b, c, d) {
return c * (t /= d) * t * t + b;
},
CUBIC_EASEOUT: function(t, b, c, d) {
return c * ((t = t / d - 1) * t * t + 1) + b;
},
CUBIC_EASEINOUT: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return c / 2 * t * t * t + b;
}
return c / 2 * ((t -= 2) * t * t + 2) + b;
},
// *** quart
QUART_EASEIN: function(t, b, c, d) {
return c * (t /= d) * t * t * t + b;
},
QUART_EASEOUT: function(t, b, c, d) {
return -c * ((t = t / d - 1) * t * t * t - 1) + b;
},
QUART_EASEINOUT: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return c / 2 * t * t * t * t + b;
}
return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
},
// *** quint
QUINT_EASEIN: function(t, b, c, d) {
return c * (t /= d) * t * t * t * t + b;
},
QUINT_EASEOUT: function(t, b, c, d) {
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
},
QUINT_EASEINOUT: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return c / 2 * t * t * t * t * t + b;
}
return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
},
// *** sin
SIN_EASEIN: function(t, b, c, d) {
return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
},
SIN_EASEOUT: function(t, b, c, d) {
return c * Math.sin(t / d * (Math.PI / 2)) + b;
},
SIN_EASEINOUT: function(t, b, c, d) {
return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
},
// *** circ
CIRC_EASEIN: function(t, b, c, d) {
return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
},
CIRC_EASEOUT: function(t, b, c, d) {
return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
},
CIRC_EASEINOUT: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
}
return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
},
// *** elastic
ELASTIC_EASEIN: function(t, b, c, d, a, p) {
if (t === 0) {
return b;
}
if ((t /= d) === 1) {
return b + c;
}
if (!p) {
p = d * 0.3;
}
var s;
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
} else {
s = p / (2 * Math.PI) * Math.asin(c / a);
}
return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
},
ELASTIC_EASEOUT: function(t, b, c, d, a, p) {
if (t === 0) {
return b;
}
if ((t /= d) === 1) {
return b + c;
}
if (!p) {
p = d * 0.3;
}
var s;
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
} else {
s = p / (2 * Math.PI) * Math.asin(c / a);
}
return (a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b);
},
ELASTIC_EASEINOUT: function(t, b, c, d, a, p) {
if (t === 0) {
return b;
}
if ((t /= d / 2) === 2) {
return b + c;
}
if (!p) {
p = d * (0.3 * 1.5);
}
var s;
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
} else {
s = p / (2 * Math.PI) * Math.asin(c / a);
}
if (t < 1) {
return -0.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
}
return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * 0.5 + c + b;
},
// *** bounce
BOUNCE_EASEOUT: function(t, b, c, d) {
if ((t /= d) < (1 / 2.75)) {
return c * (7.5625 * t * t) + b;
} else if (t < (2 / 2.75)) {
return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b;
} else if (t < (2.5 / 2.75)) {
return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b;
} else {
return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b;
}
},
BOUNCE_EASEIN: function(t, b, c, d) {
return c - enchant.Easing.BOUNCE_EASEOUT(d - t, 0, c, d) + b;
},
BOUNCE_EASEINOUT: function(t, b, c, d) {
if (t < d / 2) {
return enchant.Easing.BOUNCE_EASEIN(t * 2, 0, c, d) * 0.5 + b;
} else {
return enchant.Easing.BOUNCE_EASEOUT(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;
}
},
// *** back
BACK_EASEIN: function(t, b, c, d, s) {
if (s === undefined) {
s = 1.70158;
}
return c * (t /= d) * t * ((s + 1) * t - s) + b;
},
BACK_EASEOUT: function(t, b, c, d, s) {
if (s === undefined) {
s = 1.70158;
}
return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
},
BACK_EASEINOUT: function(t, b, c, d, s) {
if (s === undefined) {
s = 1.70158;
}
if ((t /= d / 2) < 1) {
return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
}
return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
},
// *** expo
EXPO_EASEIN: function(t, b, c, d) {
return (t === 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
},
EXPO_EASEOUT: function(t, b, c, d) {
return (t === d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
},
EXPO_EASEINOUT: function(t, b, c, d) {
if (t === 0) {
return b;
}
if (t === d) {
return b + c;
}
if ((t /= d / 2) < 1) {
return c / 2 * Math.pow(2, 10 * (t - 1)) + b;
}
return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
}
};
/**
* @scope enchant.ActionEventTarget.prototype
*/
enchant.ActionEventTarget = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.ActionEventTarget
* @class
* EventTarget which can change the context of event listeners.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function() {
enchant.EventTarget.apply(this, arguments);
},
dispatchEvent: function(e) {
var target = this.node ? this.node : this;
e.target = target;
e.localX = e.x - target._offsetX;
e.localY = e.y - target._offsetY;
if (this['on' + e.type] != null) {
this['on' + e.type].call(target, e);
}
var listeners = this._listeners[e.type];
if (listeners != null) {
listeners = listeners.slice();
for (var i = 0, len = listeners.length; i < len; i++) {
listeners[i].call(target, e);
}
}
}
});
/**
* @scope enchant.Timeline.prototype
*/
enchant.Timeline = enchant.Class.create(enchant.EventTarget, {
/**
* @name enchant.Timeline
* @class
* Time-line class.
* Class for managing the action.
*
* For one node to manipulate the timeline of one must correspond.
* Time-line class has a method to add a variety of actions to himself,
* entities can be animated and various operations by using these briefly.
* You can choose time based and frame based(default) animation.
* @param {enchant.Node} node target node.
* @constructs
* @extends enchant.EventTarget
*/
initialize: function(node) {
enchant.EventTarget.call(this);
this.node = node;
this.queue = [];
this.paused = false;
this.looped = false;
this.isFrameBased = true;
this._parallel = null;
this._activated = false;
this.addEventListener(enchant.Event.ENTER_FRAME, this._onenterframe);
var tl = this;
this._nodeEventListener = function(e) {
tl.dispatchEvent(e);
};
},
/**
* @private
*/
_deactivateTimeline: function() {
if (this._activated) {
this._activated = false;
this.node.removeEventListener('enterframe', this._nodeEventListener);
}
},
/**
* @private
*/
_activateTimeline: function() {
if (!this._activated && !this.paused) {
this.node.addEventListener("enterframe", this._nodeEventListener);
this._activated = true;
}
},
/**
* @private
*/
_onenterframe: function(evt) {
if (this.paused) {
return;
}
this.tick(this.isFrameBased ? 1 : evt.elapsed);
},
/**
*/
setFrameBased: function() {
this.isFrameBased = true;
},
/**
*/
setTimeBased: function() {
this.isFrameBased = false;
},
/**
*/
next: function(remainingTime) {
var e, action = this.queue.shift();
if (action) {
e = new enchant.Event("actionend");
e.timeline = this;
action.dispatchEvent(e);
e = new enchant.Event("removedfromtimeline");
e.timeline = this;
action.dispatchEvent(e);
if (this.looped) {
this.add(action);
}
}
if (this.queue.length === 0) {
this._deactivateTimeline();
return;
}
if (remainingTime > 0 || (this.queue[0] && this.queue[0].time === 0)) {
var event = new enchant.Event("actiontick");
event.elapsed = remainingTime;
event.timeline = this;
this.queue[0].dispatchEvent(event);
}
},
/**
* @param {Number} elapsed
*/
tick: function(elapsed) {
if (this.queue.length > 0) {
var action = this.queue[0];
if (action.frame === 0) {
var f;
f = new enchant.Event("actionstart");
f.timeline = this;
action.dispatchEvent(f);
}
var e = new enchant.Event("actiontick");
e.timeline = this;
e.elapsed = elapsed;
action.dispatchEvent(e);
}
},
/**
* @param {enchant.Action} action
* @return {enchant.Timeline}
*/
add: function(action) {
this._activateTimeline();
if (this._parallel) {
this._parallel.actions.push(action);
this._parallel = null;
} else {
this.queue.push(action);
}
action.frame = 0;
var e = new enchant.Event("addedtotimeline");
e.timeline = this;
action.dispatchEvent(e);
e = new enchant.Event("actionadded");
e.action = action;
this.dispatchEvent(e);
return this;
},
/**
* @param {Object} params
* @return {enchant.Timeline}
*/
action: function(params) {
return this.add(new enchant.Action(params));
},
/**
* @param {Object} params
* @return {enchant.Timeline}
*/
tween: function(params) {
return this.add(new enchant.Tween(params));
},
/**
* @return {enchant.Timeline}
*/
clear: function() {
var e = new enchant.Event("removedfromtimeline");
e.timeline = this;
for (var i = 0, len = this.queue.length; i < len; i++) {
this.queue[i].dispatchEvent(e);
}
this.queue = [];
this._deactivateTimeline();
return this;
},
/**
* @param {Number} frames
* @return {enchant.Timeline}
*/
skip: function(frames) {
var event = new enchant.Event("enterframe");
if (this.isFrameBased) {
event.elapsed = 1;
} else {
event.elapsed = frames;
frames = 1;
}
while (frames--) {
this.dispatchEvent(event);
}
return this;
},
/**
* @return {enchant.Timeline}
*/
pause: function() {
if (!this.paused) {
this.paused = true;
this._deactivateTimeline();
}
return this;
},
/**
* @return {enchant.Timeline}
*/
resume: function() {
if (this.paused) {
this.paused = false;
this._activateTimeline();
}
return this;
},
/**
* @return {enchant.Timeline}
*/
loop: function() {
this.looped = true;
return this;
},
/**
* @return {enchant.Timeline}
*/
unloop: function() {
this.looped = false;
return this;
},
/**
* @param {Number} time
* @return {enchant.Timeline}
*/
delay: function(time) {
return this.action({
time: time
});
},
/**
* @ignore
* @param {Number} time
*/
wait: function(time) {
// reserved
return this;
},
/**
* @param {Function} func
* @return {enchant.Timeline}
*/
then: function(func) {
return this.action({
onactiontick: function(evt) {
func.call(this);
},
// if time is 0, next action will be immediately executed
time: 0
});
},
/**
* @param {Function} func
* @return {enchant.Timeline}
*/
exec: function(func) {
return this.then(func);
},
/**
* @param {Object} cue
* @return {enchant.Timeline}
*/
cue: function(cue) {
var ptr = 0;
for (var frame in cue) {
if (cue.hasOwnProperty(frame)) {
this.delay(frame - ptr);
this.then(cue[frame]);
ptr = frame;
}
}
return this;
},
/**
* @param {Function} func
* @param {Number} time
* @return {enchant.Timeline}
*/
repeat: function(func, time) {
return this.action({
onactiontick: function(evt) {
func.call(this);
},
time: time
});
},
/**
* @return {enchant.Timeline}
*/
and: function() {
var last = this.queue.pop();
if (last instanceof enchant.ParallelAction) {
this._parallel = last;
this.queue.push(last);
} else {
var parallel = new enchant.ParallelAction();
parallel.actions.push(last);
this.queue.push(parallel);
this._parallel = parallel;
}
return this;
},
/**
* @ignore
*/
or: function() {
return this;
},
/**
* @ignore
*/
doAll: function(children) {
return this;
},
/**
* @ignore
*/
waitAll: function() {
return this;
},
/**
* @param {Function} func
* @return {enchant.Timeline}
*/
waitUntil: function(func) {
return this.action({
onactiontick: function(evt) {
if (func.call(this)) {
evt.timeline.next();
}
}
});
},
/**
* @param {Number} opacity
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
fadeTo: function(opacity, time, easing) {
return this.tween({
opacity: opacity,
time: time,
easing: easing
});
},
/**
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
fadeIn: function(time, easing) {
return this.fadeTo(1, time, easing);
},
/**
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
fadeOut: function(time, easing) {
return this.fadeTo(0, time, easing);
},
/**
* @param {Number} x
* @param {Number} y
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
moveTo: function(x, y, time, easing) {
return this.tween({
x: x,
y: y,
time: time,
easing: easing
});
},
/**
* @param {Number} x
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
moveX: function(x, time, easing) {
return this.tween({
x: x,
time: time,
easing: easing
});
},
/**
* @param {Number} y
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
moveY: function(y, time, easing) {
return this.tween({
y: y,
time: time,
easing: easing
});
},
/**
* @param {Number} x
* @param {Number} y
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
moveBy: function(x, y, time, easing) {
return this.tween({
x: function() {
return this.x + x;
},
y: function() {
return this.y + y;
},
time: time,
easing: easing
});
},
/**
* @return {enchant.Timeline}
*/
hide: function() {
return this.then(function() {
this.opacity = 0;
});
},
/**
* @return {enchant.Timeline}
*/
show: function() {
return this.then(function() {
this.opacity = 1;
});
},
/**
* @return {enchant.Timeline}
*/
removeFromScene: function() {
return this.then(function() {
this.parentNode.removeChild(this);
});
},
/**
* @param {Number} scaleX
* @param {Number} [scaleY]
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
scaleTo: function(scale, time, easing) {
var scaleX, scaleY;
if (typeof easing === "number") {
scaleX = arguments[0];
scaleY = arguments[1];
time = arguments[2];
easing = arguments[3];
} else {
scaleX = scaleY = scale;
}
return this.tween({
scaleX: scaleX,
scaleY: scaleY,
time: time,
easing: easing
});
},
/**
* @param {Number} scaleX
* @param {Number} [scaleY]
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
scaleBy: function(scale, time, easing) {
var scaleX, scaleY;
if (typeof easing === "number") {
scaleX = arguments[0];
scaleY = arguments[1];
time = arguments[2];
easing = arguments[3];
} else {
scaleX = scaleY = scale;
}
return this.tween({
scaleX: function() {
return this.scaleX * scaleX;
},
scaleY: function() {
return this.scaleY * scaleY;
},
time: time,
easing: easing
});
},
/**
* @param {Number} deg
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
rotateTo: function(deg, time, easing) {
return this.tween({
rotation: deg,
time: time,
easing: easing
});
},
/**
* @param {Number} deg
* @param {Number} time
* @param {Function} [easing=enchant.Easing.LINEAR]
* @return {enchant.Timeline}
*/
rotateBy: function(deg, time, easing) {
return this.tween({
rotation: function() {
return this.rotation + deg;
},
time: time,
easing: easing
});
}
});
/**
* @scope enchant.Action.prototype
*/
enchant.Action = enchant.Class.create(enchant.ActionEventTarget, {
/**
* @name enchant.Action
* @class
* Actions are units that make up the timeline.
* It is a unit used to specify the action you want to perform.
*
* Actions that have been added to the timeline are performed in sequential order.
* The transition from one action to the next occurs automatically
* after the number of frames specified by the time parameter have elapsed.
*
* An actionstart event is fired when the action has started.
* An actionend event is fired when the action has stopped.
* For each frame that elapses, an actiontick event is fired.
*
* You can specify a listener for these events to perform specific events when they occur.
*
* @param {Object} param
* @param {Number} [param.time] The number of frames that the action will persist. For an infinite number set this to null.
* @param {Function} [param.onactionstart] Event listener for when the action is initiated.
* @param {Function} [param.onactiontick] Event listener for when the action has passed one frame.
* @param {Function} [param.onactionend] Event listener for when the action is finished.
* @constructs
* @extends enchant.ActionEventTarget
*/
initialize: function(param) {
enchant.ActionEventTarget.call(this);
this.time = null;
this.frame = 0;
for (var key in param) {
if (param.hasOwnProperty(key)) {
if (param[key] != null) {
this[key] = param[key];
}
}
}
var action = this;
this.timeline = null;
this.node = null;
this.addEventListener(enchant.Event.ADDED_TO_TIMELINE, function(evt) {
action.timeline = evt.timeline;
action.node = evt.timeline.node;
action.frame = 0;
});
this.addEventListener(enchant.Event.REMOVED_FROM_TIMELINE, function() {
action.timeline = null;
action.node = null;
action.frame = 0;
});
this.addEventListener(enchant.Event.ACTION_TICK, function(evt) {
var remaining = action.time - (action.frame + evt.elapsed);
if (action.time != null && remaining <= 0) {
action.frame = action.time;
evt.timeline.next(-remaining);
} else {
action.frame += evt.elapsed;
}
});
}
});
/**
* @scope enchant.ParallelAction.prototype
*/
enchant.ParallelAction = enchant.Class.create(enchant.Action, {
/**
* @name enchant.ParallelAction
* @class
* Actions to be executed in parallel.
* It's possible to have more than one child action.
* @constructs
* @extends enchant.Action
*/
initialize: function(param) {
enchant.Action.call(this, param);
/**
* Children Actions.
* @type enchant.Action[]
*/
this.actions = [];
/**
* Removed actions.
* @type enchant.Action[]
*/
this.endedActions = [];
var that = this;
this.addEventListener(enchant.Event.ACTION_START, function(evt) {
for (var i = 0, len = that.actions.length; i < len; i++) {
that.actions[i].dispatchEvent(evt);
}
});
this.addEventListener(enchant.Event.ACTION_TICK, function(evt) {
var i, len, timeline = {
next: function(remaining) {
var action = that.actions[i];
that.actions.splice(i--, 1);
len = that.actions.length;
that.endedActions.push(action);
var e = new enchant.Event("actionend");
e.timeline = this;
action.dispatchEvent(e);
e = new enchant.Event("removedfromtimeline");
e.timeline = this;
action.dispatchEvent(e);
}
};
var e = new enchant.Event("actiontick");
e.timeline = timeline;
e.elapsed = evt.elapsed;
for (i = 0, len = that.actions.length; i < len; i++) {
that.actions[i].dispatchEvent(e);
}
if (that.actions.length === 0) {
evt.timeline.next();
}
});
this.addEventListener(enchant.Event.ADDED_TO_TIMELINE, function(evt) {
for (var i = 0, len = that.actions.length; i < len; i++) {
that.actions[i].dispatchEvent(evt);
}
});
this.addEventListener(enchant.Event.REMOVED_FROM_TIMELINE, function() {
that.actions = that.endedActions;
that.endedActions = [];
});
}
});
/**
* @scope enchant.Tween.prototype
*/
enchant.Tween = enchant.Class.create(enchant.Action, {
/**
* @name enchant.Tween
* @class
* @param {Object} params
* @param {Number} params.time
* @param {Function} [params.easing=enchant.Easing.LINEAR]
* @constructs
* @extends enchant.Action
*/
initialize: function(params) {
var origin = {};
var target = {};
enchant.Action.call(this, params);
if (this.easing == null) {
this.easing = enchant.Easing.LINEAR;
}
var tween = this;
this.addEventListener(enchant.Event.ACTION_START, function() {
// excepted property
var excepted = ["frame", "time", "callback", "onactiontick", "onactionstart", "onactionend"];
for (var prop in params) {
if (params.hasOwnProperty(prop)) {
// if function is used instead of numerical value, evaluate it
var target_val;
if (typeof params[prop] === "function") {
target_val = params[prop].call(tween.node);
} else {
target_val = params[prop];
}
if (excepted.indexOf(prop) === -1) {
origin[prop] = tween.node[prop];
target[prop] = target_val;
}
}
}
});
this.addEventListener(enchant.Event.ACTION_TICK, function(evt) {
// if time is 0, set property to target value immediately
var ratio = tween.time === 0 ? 1 : tween.easing(Math.min(tween.time,tween.frame + evt.elapsed), 0, 1, tween.time) - tween.easing(tween.frame, 0, 1, tween.time);
for (var prop in target){
if (target.hasOwnProperty(prop)) {
if (typeof this[prop] === "undefined"){
continue;
}
tween.node[prop] += (target[prop] - origin[prop]) * ratio;
if (Math.abs(tween.node[prop]) < 10e-8){
tween.node[prop] = 0;
}
}
}
});
}
});
}(window));