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enchant.js
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enchant.js
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/**
* enchant.js v0.8.1
* http://enchantjs.com
*
* Copyright Ubiquitous Entertainment Inc.
* 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);
};
/**
* Create a class.
*
* When defining classes that inherit from other classes, the previous class is used as a base with
* the superclass's constructor as default. When overriding the default constructor, it is necessary
* to explicitly call the previous constructor to ensure a correct class initialization.
*
* @example
* var Ball = Class.create({ // Creates independent class.
* initialize: function(radius) { ... }, // Method definition.
* fall: function() { ... }
* });
*
* var Ball = Class.create(Sprite); // Creates a class inheriting from "Sprite"
* var Ball = Class.create(Sprite, { // Creates a class inheriting "Sprite"
* initialize: function(radius) { // Overwrites constructor
* Sprite.call(this, radius * 2, radius * 2); // Applies previous constructor.
* 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}
* @return {Function[]}
*/
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: '0.8.1',
/**
* 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, 32],
/**
* Determines if Sound is enabled on Mobile Safari.
* @type Boolean
*/
SOUND_ENABLED_ON_MOBILE_SAFARI: 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
};
/**
* @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";
/**
* @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.