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crafty.js
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crafty.js
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/*!
* Crafty v0.5.3
* http://craftyjs.com
*
* Copyright 2010, Louis Stowasser
* Dual licensed under the MIT or GPL licenses.
*/
(function (window, initComponents, undefined) {
/**@
* #Crafty
* @category Core
* Select a set of or single entities by components or an entity's ID.
*
* Crafty uses syntax similar to jQuery by having a selector engine to select entities by their components.
*
* @example
* ~~~
* Crafty("MyComponent")
* Crafty("Hello 2D Component")
* Crafty("Hello, 2D, Component")
* ~~~
*
* The first selector will return all entities that have the component `MyComponent`. The second will return all entities that have `Hello` and `2D` and `Component` whereas the last will return all entities that have at least one of those components (or).
*
* ~~~
* Crafty("*")
* ~~~
* Passing `*` will select all entities.
*
* ~~~
* Crafty(1)
* ~~~
* Passing an integer will select the entity with that `ID`.
*
* Finding out the `ID` of an entity can be done by returning the property `0`.
* ~~~
* var ent = Crafty.e("2D");
* ent[0]; //ID
* ~~~
*/
var Crafty = function (selector) {
return new Crafty.fn.init(selector);
},
GUID, FPS, frame, components, entities, handlers, onloads, tick, requestID,
noSetter, loops, milliSecPerFrame, nextGameTick, slice, rlist, rspace,
initState = function () {
GUID = 1; //GUID for entity IDs
FPS = 50;
frame = 1;
components = {}; //map of components and their functions
entities = {}; //map of entities and their data
entityFactories = {}; //templates of entities
handlers = {}; //global event handlers
onloads = []; //temporary storage of onload handlers
tick;
/*
* `window.requestAnimationFrame` or its variants is called for animation.
* `.requestID` keeps a record of the return value previous `window.requestAnimationFrame` call.
* This is an internal variable. Used to stop frame.
*/
requestID;
noSetter;
loops = 0;
milliSecPerFrame = 1000 / FPS;
nextGameTick = (new Date).getTime();
slice = Array.prototype.slice;
rlist = /\s*,\s*/;
rspace = /\s+/;
};
initState();
/**@
* #Crafty Core
* @category Core
* @trigger NewEntityName - After setting new name for entity - String - entity name
* @trigger NewComponent - when a new component is added to the entity - String - Component
* @trigger RemoveComponent - when a component is removed from the entity - String - Component
* @trigger Remove - when the entity is removed by calling .destroy()
*
* Set of methods added to every single entity.
*/
Crafty.fn = Crafty.prototype = {
init: function (selector) {
//select entities by component
if (typeof selector === "string") {
var elem = 0, //index elements
e, //entity forEach
current,
and = false, //flags for multiple
or = false,
del,
comps,
score,
i, l;
if (selector === '*') {
for (e in entities) {
this[+e] = entities[e];
elem++;
}
this.length = elem;
return this;
}
//multiple components OR
if (selector.indexOf(',') !== -1) {
or = true;
del = rlist;
//deal with multiple components AND
} else if (selector.indexOf(' ') !== -1) {
and = true;
del = rspace;
}
//loop over entities
for (e in entities) {
if (!entities.hasOwnProperty(e)) continue; //skip
current = entities[e];
if (and || or) { //multiple components
comps = selector.split(del);
i = 0;
l = comps.length;
score = 0;
for (; i < l; i++) //loop over components
if (current.__c[comps[i]]) score++; //if component exists add to score
//if anded comps and has all OR ored comps and at least 1
if (and && score === l || or && score > 0) this[elem++] = +e;
} else if (current.__c[selector]) this[elem++] = +e; //convert to int
}
//extend all common components
if (elem > 0 && !and && !or) this.extend(components[selector]);
if (comps && and) for (i = 0; i < l; i++) this.extend(components[comps[i]]);
this.length = elem; //length is the last index (already incremented)
// if there's only one entity, return the actual entity
if (elem === 1) {
return entities[this[elem-1]];
}
} else { //Select a specific entity
if (!selector) { //nothin passed creates God entity
selector = 0;
if (!(selector in entities)) entities[selector] = this;
}
//if not exists, return undefined
if (!(selector in entities)) {
this.length = 0;
return this;
}
this[0] = selector;
this.length = 1;
//update from the cache
if (!this.__c) this.__c = {};
//update to the cache if NULL
if (!entities[selector]) entities[selector] = this;
return entities[selector]; //return the cached selector
}
return this;
},
/**@
* #.setName
* @comp Crafty Core
* @sign public this .setName(String name)
* @param name - A human readable name for debugging purposes.
*
* @example
* ~~~
* this.setName("Player");
* ~~~
*/
setName: function (name) {
var entityName = String(name);
this._entityName = entityName;
this.trigger("NewEntityName", entityName);
return this;
},
/**@
* #.addComponent
* @comp Crafty Core
* @sign public this .addComponent(String componentList)
* @param componentList - A string of components to add separated by a comma `,`
* @sign public this .addComponent(String Component1[, .., String ComponentN])
* @param Component# - Component ID to add.
* Adds a component to the selected entities or entity.
*
* Components are used to extend the functionality of entities.
* This means it will copy properties and assign methods to
* augment the functionality of the entity.
*
* There are multiple methods of adding components. Passing a
* string with a list of component names or passing multiple
* arguments with the component names.
*
* If the component has a function named `init` it will be called.
*
* @example
* ~~~
* this.addComponent("2D, Canvas");
* this.addComponent("2D", "Canvas");
* ~~~
*/
addComponent: function (id) {
var uninit = [], c = 0, ul, //array of components to init
i = 0, l, comps;
//add multiple arguments
if (arguments.length > 1) {
l = arguments.length;
for (; i < l; i++) {
this.__c[arguments[i]] = true;
uninit.push(arguments[i]);
}
//split components if contains comma
} else if (id.indexOf(',') !== -1) {
comps = id.split(rlist);
l = comps.length;
for (; i < l; i++) {
this.__c[comps[i]] = true;
uninit.push(comps[i]);
}
//single component passed
} else {
this.__c[id] = true;
uninit.push(id);
}
//extend the components
ul = uninit.length;
for (; c < ul; c++) {
comp = components[uninit[c]];
this.extend(comp);
//if constructor, call it
if (comp && "init" in comp) {
comp.init.call(this);
}
}
this.trigger("NewComponent", ul);
return this;
},
/**@
* #.toggleComponent
* @comp Crafty Core
* @sign public this .toggleComponent(String ComponentList)
* @param ComponentList - A string of components to add or remove separated by a comma `,`
* @sign public this .toggleComponent(String Component1[, .., String componentN])
* @param Component# - Component ID to add or remove.
* Add or Remove Components from an entity.
*
* @example
* ~~~
* var e = Crafty.e("2D,DOM,Test");
* e.toggleComponent("Test,Test2"); //Remove Test, add Test2
* e.toggleComponent("Test,Test2"); //Add Test, remove Test2
* ~~~
*
* ~~~
* var e = Crafty.e("2D,DOM,Test");
* e.toggleComponent("Test","Test2"); //Remove Test, add Test2
* e.toggleComponent("Test","Test2"); //Add Test, remove Test2
* e.toggleComponent("Test"); //Remove Test
* ~~~
*/
toggleComponent:function(toggle){
var i = 0, l, comps;
if (arguments.length > 1) {
l = arguments.length;
for (; i < l; i++) {
if(this.has(arguments[i])){
this.removeComponent(arguments[i]);
}else{
this.addComponent(arguments[i]);
}
}
//split components if contains comma
} else if (toggle.indexOf(',') !== -1) {
comps = toggle.split(rlist);
l = comps.length;
for (; i < l; i++) {
if(this.has(comps[i])){
this.removeComponent(comps[i]);
}else{
this.addComponent(comps[i]);
}
}
//single component passed
} else {
if(this.has(toggle)){
this.removeComponent(toggle);
}else{
this.addComponent(toggle);
}
}
return this;
},
/**@
* #.requires
* @comp Crafty Core
* @sign public this .requires(String componentList)
* @param componentList - List of components that must be added
*
* Makes sure the entity has the components listed. If the entity does not
* have the component, it will add it.
*
* @see .addComponent
*/
requires: function (list) {
var comps = list.split(rlist),
i = 0, l = comps.length,
comp;
//loop over the list of components and add if needed
for (; i < l; ++i) {
comp = comps[i];
if (!this.has(comp)) this.addComponent(comp);
}
return this;
},
/**@
* #.removeComponent
* @comp Crafty Core
* @sign public this .removeComponent(String Component[, soft])
* @param component - Component to remove
* @param soft - Whether to soft remove it (defaults to `true`)
*
* Removes a component from an entity. A soft remove (the default) will only
* refrain `.has()` from returning true. Hard will remove all
* associated properties and methods.
*
* @example
* ~~~
* var e = Crafty.e("2D,DOM,Test");
* e.removeComponent("Test"); //Soft remove Test component
* e.removeComponent("Test", false); //Hard remove Test component
* ~~~
*/
removeComponent: function (id, soft) {
if (soft === false) {
var props = components[id], prop;
for (prop in props) {
delete this[prop];
}
}
delete this.__c[id];
this.trigger("RemoveComponent", id);
return this;
},
/**@
* #.has
* @comp Crafty Core
* @sign public Boolean .has(String component)
* Returns `true` or `false` depending on if the
* entity has the given component.
*
* For better performance, simply use the `.__c` object
* which will be `true` if the entity has the component or
* will not exist (or be `false`).
*/
has: function (id) {
return !!this.__c[id];
},
/**@
* #.attr
* @comp Crafty Core
* @sign public this .attr(String property, * value)
* @param property - Property of the entity to modify
* @param value - Value to set the property to
* @sign public this .attr(Object map)
* @param map - Object where the key is the property to modify and the value as the property value
* @trigger Change - when properties change - {key: value}
*
* Use this method to set any property of the entity.
*
* @example
* ~~~
* this.attr({key: "value", prop: 5});
* this.key; //value
* this.prop; //5
*
* this.attr("key", "newvalue");
* this.key; //newvalue
* ~~~
*/
attr: function (key, value) {
if (arguments.length === 1) {
//if just the key, return the value
if (typeof key === "string") {
return this[key];
}
//extend if object
this.extend(key);
this.trigger("Change", key); //trigger change event
return this;
}
//if key value pair
this[key] = value;
var change = {};
change[key] = value;
this.trigger("Change", change); //trigger change event
return this;
},
/**@
* #.toArray
* @comp Crafty Core
* @sign public this .toArray(void)
*
* This method will simply return the found entities as an array.
*/
toArray: function () {
return slice.call(this, 0);
},
/**@
* #.timeout
* @comp Crafty Core
* @sign public this .timeout(Function callback, Number delay)
* @param callback - Method to execute after given amount of milliseconds
* @param delay - Amount of milliseconds to execute the method
*
* The delay method will execute a function after a given amount of time in milliseconds.
*
* Essentially a wrapper for `setTimeout`.
*
* @example
* Destroy itself after 100 milliseconds
* ~~~
* this.timeout(function() {
this.destroy();
* }, 100);
* ~~~
*/
timeout: function (callback, duration) {
this.each(function () {
var self = this;
setTimeout(function () {
callback.call(self);
}, duration);
});
return this;
},
/**@
* #.bind
* @comp Crafty Core
* @sign public this .bind(String eventName, Function callback)
* @param eventName - Name of the event to bind to
* @param callback - Method to execute when the event is triggered
* Attach the current entity (or entities) to listen for an event.
*
* Callback will be invoked when an event with the event name passed
* is triggered. Depending on the event, some data may be passed
* via an argument to the callback function.
*
* The first argument is the event name (can be anything) whilst the
* second argument is the callback. If the event has data, the
* callback should have an argument.
*
* Events are arbitrary and provide communication between components.
* You can trigger or bind an event even if it doesn't exist yet.
*
* @example
* ~~~
* this.attr("triggers", 0); //set a trigger count
* this.bind("myevent", function() {
* this.triggers++; //whenever myevent is triggered, increment
* });
* this.bind("EnterFrame", function() {
* this.trigger("myevent"); //trigger myevent on every frame
* });
* ~~~
*
* @see .trigger, .unbind
*/
bind: function (event, callback) {
//optimization for 1 entity
if (this.length === 1) {
if (!handlers[event]) handlers[event] = {};
var h = handlers[event];
if (!h[this[0]]) h[this[0]] = []; //init handler array for entity
h[this[0]].push(callback); //add current callback
return this;
}
this.each(function () {
//init event collection
if (!handlers[event]) handlers[event] = {};
var h = handlers[event];
if (!h[this[0]]) h[this[0]] = []; //init handler array for entity
h[this[0]].push(callback); //add current callback
});
return this;
},
/**@
* #.unbind
* @comp Crafty Core
* @sign public this .unbind(String eventName[, Function callback])
* @param eventName - Name of the event to unbind
* @param callback - Function to unbind
* Removes binding with an event from current entity.
*
* Passing an event name will remove all events bound to
* that event. Passing a reference to the callback will
* unbind only that callback.
* @see .bind, .trigger
*/
unbind: function (event, callback) {
this.each(function () {
var hdl = handlers[event], i = 0, l, current;
//if no events, cancel
if (hdl && hdl[this[0]]) l = hdl[this[0]].length;
else return this;
//if no function, delete all
if (!callback) {
delete hdl[this[0]];
return this;
}
//look for a match if the function is passed
for (; i < l; i++) {
current = hdl[this[0]];
if (current[i] == callback) {
current.splice(i, 1);
i--;
}
}
});
return this;
},
/**@
* #.trigger
* @comp Crafty Core
* @sign public this .trigger(String eventName[, Object data])
* @param eventName - Event to trigger
* @param data - Arbitrary data that will be passed into every callback as an argument
* Trigger an event with arbitrary data. Will invoke all callbacks with
* the context (value of `this`) of the current entity object.
*
* *Note: This will only execute callbacks within the current entity, no other entity.*
*
* The first argument is the event name to trigger and the optional
* second argument is the arbitrary event data. This can be absolutely anything.
*/
trigger: function (event, data) {
if (this.length === 1) {
//find the handlers assigned to the event and entity
if (handlers[event] && handlers[event][this[0]]) {
var callbacks = handlers[event][this[0]], i = 0, l = callbacks.length;
for (; i < l; i++) {
callbacks[i].call(this, data);
}
}
return this;
}
this.each(function () {
//find the handlers assigned to the event and entity
if (handlers[event] && handlers[event][this[0]]) {
var callbacks = handlers[event][this[0]], i = 0, l = callbacks.length;
for (; i < l; i++) {
callbacks[i].call(this, data);
}
}
});
return this;
},
/**@
* #.each
* @sign public this .each(Function method)
* @param method - Method to call on each iteration
* Iterates over found entities, calling a function for every entity.
*
* The function will be called for every entity and will pass the index
* in the iteration as an argument. The context (value of `this`) of the
* function will be the current entity in the iteration.
*
* @example
* Destroy every second 2D entity
* ~~~
* Crafty("2D").each(function(i) {
* if(i % 2 === 0) {
* this.destroy();
* }
* });
* ~~~
*/
each: function (func) {
var i = 0, l = this.length;
for (; i < l; i++) {
//skip if not exists
if (!entities[this[i]]) continue;
func.call(entities[this[i]], i);
}
return this;
},
/**@
* #.clone
* @comp Crafty Core
* @sign public Entity .clone(void)
* @returns Cloned entity of the current entity
*
* Method will create another entity with the exact same
* properties, components and methods as the current entity.
*/
clone: function () {
var comps = this.__c,
comp,
prop,
clone = Crafty.e();
for (comp in comps) {
clone.addComponent(comp);
}
for (prop in this) {
if (prop != "0" && prop != "_global" && prop != "_changed" && typeof this[prop] != "function" && typeof this[prop] != "object") {
clone[prop] = this[prop];
}
}
return clone;
},
/**@
* #.setter
* @comp Crafty Core
* @sign public this .setter(String property, Function callback)
* @param property - Property to watch for modification
* @param callback - Method to execute if the property is modified
* Will watch a property waiting for modification and will then invoke the
* given callback when attempting to modify.
*
* *Note: Support in IE<9 is slightly different. The method will be executed
* after the property has been set*
*/
setter: function (prop, callback) {
if (Crafty.support.setter) {
this.__defineSetter__(prop, callback);
} else if (Crafty.support.defineProperty) {
Object.defineProperty(this, prop, {
set: callback,
configurable: true
});
} else {
noSetter.push({
prop: prop,
obj: this,
fn: callback
});
}
return this;
},
/**@
* #.destroy
* @comp Crafty Core
* @sign public this .destroy(void)
* Will remove all event listeners and delete all properties as well as removing from the stage
*/
destroy: function () {
//remove all event handlers, delete from entities
this.each(function () {
this.trigger("Remove");
for (var e in handlers) {
this.unbind(e);
}
delete entities[this[0]];
});
}
};
//give the init instances the Crafty prototype
Crafty.fn.init.prototype = Crafty.fn;
/**
* Extension method to extend the namespace and
* selector instances
*/
Crafty.extend = Crafty.fn.extend = function (obj) {
var target = this, key;
//don't bother with nulls
if (!obj) return target;
for (key in obj) {
if (target === obj[key]) continue; //handle circular reference
target[key] = obj[key];
}
return target;
};
/**@
* #Crafty.extend
* @category Core
* Used to extend the Crafty namespace.
*/
Crafty.extend({
/**@
* #Crafty.init
* @category Core
* @trigger EnterFrame - on each frame - { frame: Number }
* @trigger Load - Just after the viewport is initialised. Before the EnterFrame loops is started
* @sign public this Crafty.init([Number width, Number height])
* @param width - Width of the stage
* @param height - Height of the stage
*
* Create a div with id `cr-stage`, if there is not already an HTMLElement with id `cr-stage` (by `Crafty.viewport.init`).
*
* Starts the `EnterFrame` interval. This will call the `EnterFrame` event for every frame.
*
* Can pass width and height values for the stage otherwise will default to window size (see `Crafty.DOM.window`).
*
* All `Load` events will be executed.
*
* Uses `requestAnimationFrame` to sync the drawing with the browser but will default to `setInterval` if the browser does not support it.
* @see Crafty.stop, Crafty.viewport
*/
init: function (w, h) {
Crafty.viewport.init(w, h);
//call all arbitrary functions attached to onload
this.trigger("Load");
this.timer.init();
return this;
},
/**@
* #.getVersion
* @comp Crafty Core
* @sign public this .getVersion()
* @returns Actually crafty version
*
* @example
* ~~~
* Crafty.getVersion(); //'0.5.2'
* ~~~
*/
getVersion: function () {
return '0.5.3';
},
/**@
* #Crafty.stop
* @category Core
* @trigger CraftyStop - when the game is stopped
* @sign public this Crafty.stop([bool clearState])
* @param clearState - if true the stage and all game state is cleared.
*
* Stops the EnterFrame interval and removes the stage element.
*
* To restart, use `Crafty.init()`.
* @see Crafty.init
*/
stop: function (clearState) {
this.timer.stop();
if (clearState) {
if (Crafty.stage && Crafty.stage.elem.parentNode) {
var newCrStage = document.createElement('div');
newCrStage.id = "cr-stage";
Crafty.stage.elem.parentNode.replaceChild(newCrStage, Crafty.stage.elem);
}
initState();
initComponents(Crafty, window, window.document);
}
Crafty.trigger("CraftyStop");
return this;
},
/**@
* #Crafty.pause
* @category Core
* @trigger Pause - when the game is paused
* @trigger Unpause - when the game is unpaused
* @sign public this Crafty.pause(void)
*
* Pauses the game by stopping the EnterFrame event from firing. If the game is already paused it is unpaused.
* You can pass a boolean parameter if you want to pause or unpause mo matter what the current state is.
* Modern browsers pauses the game when the page is not visible to the user. If you want the Pause event
* to be triggered when that happens you can enable autoPause in `Crafty.settings`.
*
* @example
* Have an entity pause the game when it is clicked.
* ~~~
* button.bind("click", function() {
* Crafty.pause();
* });
* ~~~
*/
pause: function (toggle) {
if (arguments.length == 1 ? toggle : !this._paused) {
this.trigger('Pause');
this._paused = true;
setTimeout(function(){ Crafty.timer.stop(); }, 0);
Crafty.keydown = {};
} else {
this.trigger('Unpause');
this._paused = false;
setTimeout(function(){ Crafty.timer.init(); }, 0);
}
return this;
},
/**@
* #Crafty.isPaused
* @category Core
* @sign public this Crafty.isPaused()
*
* Check whether the game is already paused or not.
*
* @example
* ~~~
* Crafty.isPaused();
* ~~~
*/
isPaused: function () {
return this._paused;
},
/**@
* #Crafty.timer
* @category Internal
* Handles game ticks
*/
timer: {
prev: (+new Date),
current: (+new Date),
currentTime: +new Date(),
frames:0,
frameTime:0,
init: function () {
var onFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
null;
if (onFrame) {
tick = function () {
Crafty.timer.step();
requestID = onFrame(tick);
//console.log(requestID + ', ' + frame)
}
tick();
} else {
tick = setInterval(function () { Crafty.timer.step(); }, 1000 / FPS);
}
},
stop: function () {
Crafty.trigger("CraftyStopTimer");
if (typeof tick === "number") clearInterval(tick);
var onFrame = window.cancelRequestAnimationFrame ||
window.webkitCancelRequestAnimationFrame ||
window.mozCancelRequestAnimationFrame ||
window.oCancelRequestAnimationFrame ||
window.msCancelRequestAnimationFrame ||
null;
if (onFrame) onFrame(requestID);
tick = null;
},
/**@
* #Crafty.timer.step
* @comp Crafty.timer
* @sign public void Crafty.timer.step()
* Advances the game by triggering `EnterFrame` and calls `Crafty.DrawManager.draw` to update the stage.
*/
step: function () {
loops = 0;
this.currentTime = +new Date();
if (this.currentTime - nextGameTick > 60 * milliSecPerFrame) {
nextGameTick = this.currentTime - milliSecPerFrame;
}
while (this.currentTime > nextGameTick) {
Crafty.trigger("EnterFrame", { frame: frame++ });
nextGameTick += milliSecPerFrame;
loops++;
}
if (loops) {
Crafty.DrawManager.draw();
}
if(this.currentTime > this.frameTime){
Crafty.trigger("MessureFPS",{value:this.frame});
this.frame = 0;
this.frameTime = this.currentTime + 1000;
}else{
this.frame++;
}
},
/**@
* #Crafty.timer.getFPS
* @comp Crafty.timer
* @sign public void Crafty.timer.getFPS()
* Returns the target frames per second. This is not an actual frame rate.
*/
getFPS: function () {
return FPS;
},
/**@
* #Crafty.timer.simulateFrames
* @comp Crafty.timer
* Advances the game state by a number of frames and draws the resulting stage at the end. Useful for tests and debugging.
* @sign public this Crafty.timer.simulateFrames(Number frames)
* @param frames - number of frames to simulate
*/
simulateFrames: function (frames) {
while (frames-- > 0) {
Crafty.trigger("EnterFrame", { frame: frame++ });
}
Crafty.DrawManager.draw();
}
},
/**@
* #Crafty.addEntityFactory
* @category Core
* @param name - Name of the entity factory.
* @param callback - Function containing the entity creation procedure.
*
* Registers an Entity Factory. An Entity Factory allows for the repeatable creation of an Entity.
*
* @example
* ~~~
* Crafty.addEntityFactory('Projectile', function() {
* var entity = Crafty.e('2D, Canvas, Color, Physics, Collision')
* .color("red")
* .attr({
* w: 3,
* h: 3,
* x: this.x,
* y: this.y
* })
* .addComponent('Gravity').gravity("Floor");
*
* return entity;
* });
* ~~~
*
* @see Crafty.e
*/
addEntityFactory: function(name, callback) {
this.entityFactories[name] = callback;