From: cassowarii <2374677+cassowarii@users.noreply.github.com>
Date: Sun, 5 Oct 2025 22:15:03 +0000 (-0700)
Subject: Initial commit
X-Git-Url: https://www.git.cassowary.me/gitweb.cgi?a=commitdiff_plain;h=e62900b3bf2372450405d1b1650bbde0be0abb9b;p=ld58.git
Initial commit
---
e62900b3bf2372450405d1b1650bbde0be0abb9b
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..fd75d88
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,7 @@
+*.xcf
+*.swp
+*.swo
+sfx_raw/*
+ase/*
+packaging.zip
+packaging/*
diff --git a/clicktostart-sheet.png b/clicktostart-sheet.png
new file mode 100644
index 0000000..0860cbd
Binary files /dev/null and b/clicktostart-sheet.png differ
diff --git a/clicktostart.png b/clicktostart.png
new file mode 100644
index 0000000..b42c06e
Binary files /dev/null and b/clicktostart.png differ
diff --git a/game.js b/game.js
new file mode 100644
index 0000000..06a88f1
--- /dev/null
+++ b/game.js
@@ -0,0 +1,1262 @@
+"use strict";
+
+let game;
+
+let level_number = 1;
+
+let continue_level = 1;
+
+let map;
+
+let buttons = {};
+
+/* --------- definitions ---------- */
+
+/* state:
+ * STAND: waiting for input
+ * EXTEND: extending arm
+ * RETRACT: retracting arm
+ * ALMOSTWIN: pulling offscreen to win
+ * WIN: won level
+ * CONTINUE: continuing after win
+ */
+let State = { STAND: 0, EXTEND: 1, RETRACT: 2, ALMOSTWIN: 3, WIN: 4, CONTINUE: 5 };
+
+let UIState = { MENU: 0 };
+
+let can_continue = false;
+
+let save_data = 1;
+const SAVE_KEY = "casso.stampcollector.save"
+
+zb.ready(function() {
+ game = zb.create_game({
+ canvas: 'canvas',
+ canvas_w: 720,
+ canvas_h: 576,
+ draw_scale: 3,
+ tile_size: 16,
+ level_w: 14,
+ level_h: 11,
+ background_color: '#e6dfc6',
+ run_in_background: true,
+ load_with_progress_bar: true,
+ save_key: SAVE_KEY,
+ state: State.STAND,
+ uistate: UIState.MENU,
+ events: {
+ keydown: handle_keydown,
+ keyup: handle_keyup,
+ mousemove: handle_mousemove,
+ mouseup: handle_mouseup,
+ mousedown: handle_mousedown,
+ },
+ modes: {
+ menu: {
+ draw: do_draw_menu,
+ update: do_update_menu,
+ },
+ youwon: {
+ draw: do_draw_youwon,
+ },
+ game: {
+ draw: do_draw,
+ draw_after_transition: do_draw_after_transition,
+ update: do_update,
+ },
+ },
+ mode: 'menu',
+ buttons: {},
+ });
+
+ game.register_images({
+ hand: 'img/hand.png',
+ arm: 'img/arm.png',
+ tiles: 'img/tiles.png',
+ indicator: 'img/indicator.png',
+ bars: 'img/bars.png',
+ stamp: 'img/stamp.png',
+ stamp_large: 'img/stamp-large.png',
+ instructions: 'img/instructions.png',
+ level_complete: 'img/level-complete.png',
+ press_space_to_continue: 'img/continue.png',
+ levelnums: 'img/levelnums.png',
+ title: 'img/title.png',
+ titlegraphic: 'img/titlegraphic.png',
+ youwin: 'img/youwin.png',
+ menubuttons: 'img/buttons.png',
+ });
+
+ game.register_sfx({
+ grab: {
+ path: 'sfx/grab.mp3',
+ volume: 1.0,
+ },
+ ungrab: {
+ path: 'sfx/ungrab.mp3',
+ volume: 1.0,
+ },
+ win: {
+ path: 'sfx/win.mp3',
+ volume: 1.0,
+ },
+ ouch: {
+ path: 'sfx/ouch.mp3',
+ volume: 1.0,
+ },
+ pull: {
+ path: 'sfx/pull.mp3',
+ volume: 0.3,
+ },
+ });
+
+ game.register_music({
+ retract: {
+ path: 'sfx/retract',
+ volume: 0.5,
+ },
+ bgm: {
+ path: 'music/in_the_garden',
+ volume: 0.7,
+ },
+ });
+
+ game.resources_ready();
+
+ continue_level = parseInt(game.load("continue_level") || "1");
+
+ game.buttons.menu = zb.buttons.create({
+ img: game.img.menubuttons,
+ button_w: 64,
+ button_h: 16,
+ buttons: [
+ {
+ /* New game */
+ x: game.screen_w / 2 - 32,
+ y: game.screen_h - 56,
+ id: 0,
+ callback: function() {
+ game.long_transition(zb.transition.type.fade, 1000, function() {
+ game.mode = 'game';
+ level_number = 1;
+ game.music.bgm.play();
+ load_level();
+ });
+ },
+ },
+ {
+ /* Continue */
+ x: game.screen_w / 2 - 32,
+ y: game.screen_h - 32,
+ id: 1,
+ callback: function() {
+ game.long_transition(zb.transition.type.fade, 1000, function() {
+ game.mode = 'game';
+ level_number = continue_level;
+ load_level();
+ });
+ },
+ disabled: continue_level === 1,
+ },
+ ],
+ });
+
+ game.transition.color = game.background_color;
+
+ level_number = 1;
+ load_level();
+});
+
+/* ------ relevant constant types --------- */
+
+const tileID = {
+ open: 0,
+ wall1: 1,
+ wall2: 2,
+ wall3: 3,
+ wall4: 4,
+ dec1: 5,
+ dec2: 6,
+ dec3: 7,
+ dec4: 8,
+};
+
+const solid = {
+ [tileID.wall1]: 1,
+ [tileID.wall2]: 1,
+ [tileID.wall3]: 1,
+ [tileID.wall4]: 1,
+};
+
+const decorative = {
+ [tileID.dec2]: 1,
+ [tileID.dec3]: 1,
+};
+
+const STAMP_W = 128;
+const STAMP_H = 128;
+
+/* ------ timers & static timer values --------- */
+
+const NTILEFRAMES = 4;
+let tile_frame = 0;
+const TILE_FRAME_LENGTH = 800;
+let tile_frame_timer = 0;
+
+const HAND_MOVE_LENGTH = 100;
+
+const WIN_LENGTH = 1000;
+
+let instructions_timer = 0;
+const INSTRUCTIONS_PAUSE = 5000;
+const INSTRUCTIONS_FADE_LENGTH = 1000;
+
+let undo_timer = 0;
+const UNDO_HOLD = 250;
+const UNDO_SPACING = 80;
+
+let hue_shift = 0;
+let target_hue_shift = 0;
+let hue_shift_timer = 0;
+const HUE_SHIFT_LENGTH = 800;
+
+let title_timer = 0;
+const TITLE_BOUNCE_LENGTH = 4000;
+const TITLE_BOUNCE_DISTANCE = 8;
+
+/* ------- game global state -------- */
+
+let arrows = [];
+
+let space_pressed = false;
+let x_pressed = false;
+let z_pressed = false;
+
+let hand = {
+ x: 0,
+ y: 6,
+ variant: 0,
+ direction: zb.dir.right,
+
+ move_fraction: 0,
+};
+
+let arm = [];
+
+let gripping = false;
+
+let bars = [];
+let held_bar = null;
+
+let stamps = [];
+
+let move_speed = HAND_MOVE_LENGTH;
+let move_will_fail = false;
+let move_will_ouch = false;
+let move_failed = false;
+
+let won_level = false;
+let win_progress = 0;
+let win_offset = 0;
+
+/* ------- game behavior functions -------- */
+
+function tile_at(x, y) {
+ if (x < 0 || x >= game.level_w) return tileID.wall;
+ if (y < 0 || y >= game.level_h) return tileID.wall;
+
+ let result = map[y * game.level_w + x];
+ return result;
+}
+
+function arm_at(x, y) {
+ return arm.filter(a => a.x === x && a.y === y).length > 0;
+}
+
+function bar_at(x, y) {
+ let mybars = bars.filter(b => b.components.some(c => c.x === x && c.y === y));
+ if (mybars.length > 0) {
+ return mybars[0];
+ } else {
+ return null;
+ }
+}
+
+function stamp_at(x, y) {
+ let mystamps = stamps.filter(s => s.x === x && s.y === y);
+ if (mystamps.length > 0) {
+ return mystamps[0];
+ } else {
+ return null;
+ }
+}
+
+function bar_can_move_direction(bar, direction) {
+ for (let c of bar.components) {
+ if (c.x === hand.x && c.y === hand.y) continue; /* skip the part being grabbed, because it can move to arm */
+ if (solid[tile_at(c.x + direction.x, c.y + direction.y)]) return false;
+ if (arm_at(c.x + direction.x, c.y + direction.y)) return false;
+
+ let b = bar_at(c.x + direction.x, c.y + direction.y)
+ if (b && b != bar) {
+ if (!bar_can_move_direction(b, direction)) return false;
+ }
+
+ let s = stamp_at(c.x + direction.x, c.y + direction.y)
+ if (s) {
+ if (!stamp_can_move_direction(s, direction)) return false;
+ }
+ }
+ return true;
+}
+
+function stamp_can_move_direction(stamp, direction) {
+ if (solid[tile_at(stamp.x + direction.x, stamp.y + direction.y)]) return false;
+ if (arm_at(stamp.x + direction.x, stamp.y + direction.y)) return false;
+
+ let b = bar_at(stamp.x + direction.x, stamp.y + direction.y)
+ if (b) {
+ if (!bar_can_move_direction(b, direction)) return false;
+ }
+
+ let s = stamp_at(stamp.x + direction.x, stamp.y + direction.y)
+ if (s) {
+ if (!stamp_can_move_direction(s, direction)) return false;
+ }
+
+ return true;
+}
+
+function move_bar_in_direction(bar, direction, play_sfx) {
+ for (let c of bar.components) {
+ c.target_x = c.x + direction.x;
+ c.target_y = c.y + direction.y;
+
+ let b = bar_at(c.target_x, c.target_y);
+ if (b && b != bar) {
+ move_bar_in_direction(b, direction, false);
+ }
+
+ let s = stamp_at(c.target_x, c.target_y);
+ if (s) {
+ move_stamp_in_direction(s, direction, false);
+ }
+ }
+
+ if (play_sfx) {
+ game.sfx.pull.play();
+ }
+}
+
+function move_stamp_in_direction(stamp, direction, play_sfx) {
+ stamp.target_x = stamp.x + direction.x;
+ stamp.target_y = stamp.y + direction.y;
+
+ let b = bar_at(stamp.target_x, stamp.target_y);
+ if (b) {
+ move_bar_in_direction(b, direction, false);
+ }
+
+ let s = stamp_at(stamp.target_x, stamp.target_y);
+ if (s && s != stamp) {
+ move_stamp_in_direction(s, direction, false);
+ }
+
+ if (play_sfx) {
+ game.sfx.pull.play();
+ }
+}
+
+function retract(speed) {
+ hand.direction = arm[arm.length - 1].end_dir;
+ hand.target_x = arm[arm.length - 1].x;
+ hand.target_y = arm[arm.length - 1].y;
+ hand.move_fraction = 0;
+ game.state = State.RETRACT;
+ move_speed = speed;
+}
+
+function fail_move() {
+ for (let b of bars) {
+ for (let c of b.components) {
+ if (c.target_x === undefined) c.target_x = c.x;
+ if (c.target_y === undefined) c.target_y = c.y;
+ [c.x, c.target_x, c.y, c.target_y] = [c.target_x, c.x, c.target_y, c.y];
+ }
+ }
+
+ for (let s of stamps) {
+ if (s.target_x === undefined) s.target_x = s.x;
+ if (s.target_y === undefined) s.target_y = s.y;
+ [s.x, s.target_x, s.y, s.target_y] = [s.target_x, s.x, s.target_y, s.y];
+ }
+
+ [hand.x, hand.target_x, hand.y, hand.target_y] = [hand.target_x, hand.x, hand.target_y, hand.y];
+ if (game.state === State.EXTEND) {
+ game.state = State.RETRACT;
+ } else {
+ game.state = State.EXTEND;
+ }
+
+ hand.move_fraction = 1 - hand.move_fraction;
+
+ if (move_will_ouch) {
+ move_speed *= 2;
+ hand.variant = 2;
+ if (gripping) game.sfx.ungrab.play();
+ gripping = false;
+ space_pressed = false;
+ game.sfx.ouch.play();
+ }
+ move_will_ouch = false;
+
+ move_will_fail = false;
+ move_failed = true;
+}
+
+function finish_move() {
+ if (move_failed) {
+ if (game.state === State.RETRACT) {
+ arrows = arrows.filter(a => a.x !== hand.direction.x && a.y !== hand.direction.y);
+ } else {
+ arrows = arrows.filter(a => a.x !== hand.direction.opposite.x && a.y !== hand.direction.opposite.y);
+ }
+ }
+
+ for (let b of bars) {
+ for (let c of b.components) {
+ if (c.target_x !== undefined) c.x = c.target_x;
+ if (c.target_y !== undefined) c.y = c.target_y;
+ }
+ }
+
+ for (let s of stamps) {
+ if (s.target_x !== undefined) s.x = s.target_x;
+ if (s.target_y !== undefined) s.y = s.target_y;
+ }
+
+ hand.x = hand.target_x;
+ hand.y = hand.target_y;
+ hand.move_fraction = 0;
+
+ if (hand.variant == 2) hand.variant = 0;
+
+ hand.direction = arm[arm.length - 1].end_dir;
+
+ move_failed = false;
+}
+
+/* -------- standard puzzle game stuff ------------ */
+
+let undo_stack = [];
+
+function create_undo_point() {
+ let new_undo_point = {
+ bars: [],
+ stamps: zb.copy_flat_objlist(stamps),
+ arm: zb.copy_flat_objlist(arm),
+ hand: { ...hand },
+ };
+
+ for (let b of bars) {
+ let copied_bar = { ...b };
+ copied_bar.components = [];
+ for (let c of b.components) {
+ copied_bar.components.push({ ...c });
+ }
+ new_undo_point.bars.push(copied_bar);
+ }
+
+ undo_stack.push(new_undo_point);
+}
+
+function undo() {
+ console.log("undo")
+ instructions_timer = 0;
+ if (undo_stack.length > 0) {
+ let point = undo_stack.pop();
+
+ bars = point.bars;
+ stamps = point.stamps;
+ arm = point.arm;
+ hand = point.hand;
+
+ game.state = State.STAND;
+ win_progress = 0;
+ }
+}
+
+function reset() {
+ console.log("reset");
+ instructions_timer = 0;
+ create_undo_point();
+ game.start_transition(zb.transition.type.fade, 300, function() {
+ load_level();
+ });
+}
+
+function advance_level() {
+ if (!can_continue) return;
+
+ undo_stack = [];
+
+ if (level_number + 1 > Math.max(...Object.keys(levels).map(a => parseInt(a, 10) || 0))) {
+ console.log("hi");
+ reset_save();
+ game.mode = 'youwon';
+ } else {
+ level_number ++;
+ load_level();
+ }
+}
+
+function skip_to(num) {
+ level_number = num;
+ load_level();
+}
+
+function check_victory() {
+ if (arm.length === 0) {
+ win();
+ } else {
+ for (let s of stamps) {
+ if (s.x <= 0 || s.y <= 0 || s.x >= game.level_w - 1 || s.y >= game.level_h - 1) {
+ if (held_bar && held_bar.components.every(c => c.x <= 1 || c.y <= 1 || c.x >= game.level_w - 1 || c.y >= game.level_h - 1)) {
+ if (bar_can_move_direction(held_bar, hand.direction.opposite)) {
+ if (arm.every(a => a.start_dir === a.end_dir)) {
+ move_bar_in_direction(held_bar, hand.direction.opposite, true);
+ retract(HAND_MOVE_LENGTH);
+ game.state = State.ALMOSTWIN;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+function win_everything() {
+ console.log("WIN!!");
+}
+
+function load_level() {
+ load_level_data(levels[level_number]);
+}
+
+function load_level_data(lvl) {
+ map = lvl.map;
+
+ hand.x = lvl.start_x;
+ hand.y = lvl.start_y;
+
+ win_progress = 0;
+
+ instructions_timer = 0;
+
+ arm = [];
+ bars = [];
+ stamps = [];
+
+ for (let b of lvl.bars) {
+ let vertical = false;
+ if (b[0][0] === b[1][0]) {
+ vertical = true;
+ }
+
+ let new_bar = {
+ vertical: vertical,
+ components: [],
+ };
+
+ for (let i = 0; i < b.length; i++) {
+ let new_component = {
+ x: b[i][0],
+ y: b[i][1],
+ };
+
+ if (i === 0) {
+ new_component.variant = 0;
+ } else if (i != b.length - 1) {
+ new_component.variant = 1;
+ } else {
+ new_component.variant = 2;
+ }
+
+ if (vertical) {
+ new_component.variant += 3;
+ }
+
+ new_bar.components.push(new_component);
+ }
+
+ bars.push(new_bar);
+ }
+
+ if (gripping) game.sfx.ungrab.play();
+ gripping = false;
+ hand.variant = 0;
+ space_pressed = false;
+
+ for (let s of lvl.stamps) {
+ stamps.push({
+ x: s[0],
+ y: s[1],
+ });
+ }
+
+ /* extend two square to start level */
+ if (hand.y <= 0) {
+ hand.direction = zb.dir.down;
+ hand.y = -1;
+ arm.push({
+ start_dir: hand.direction,
+ end_dir: hand.direction,
+ x: hand.x,
+ y: hand.y - 1,
+ });
+ hand.target_x = hand.x;
+ hand.target_y = hand.y + 1;
+ } else if (hand.x <= 0) {
+ hand.direction = zb.dir.right;
+ hand.x = -1;
+ arm.push({
+ start_dir: hand.direction,
+ end_dir: hand.direction,
+ x: hand.x - 1,
+ y: hand.y,
+ });
+ hand.target_x = hand.x + 1;
+ hand.target_y = hand.y;
+ } else if (hand.x >= game.level_w - 1) {
+ hand.direction = zb.dir.left;
+ hand.x = game.level_w;
+ arm.push({
+ start_dir: hand.direction,
+ end_dir: hand.direction,
+ x: hand.x + 1,
+ y: hand.y,
+ });
+ hand.target_x = hand.x - 1;
+ hand.target_y = hand.y;
+ } else if (hand.y >= game.level_h - 1) {
+ hand.direction = zb.dir.up;
+ hand.y = game.level_h;
+ arm.push({
+ start_dir: hand.direction,
+ end_dir: hand.direction,
+ x: hand.x,
+ y: hand.y + 1,
+ });
+ hand.target_x = hand.x;
+ hand.target_y = hand.y - 1;
+ }
+ arm.push({
+ start_dir: hand.direction,
+ end_dir: hand.direction,
+ x: hand.x,
+ y: hand.y,
+ });
+
+ game.state = State.EXTEND;
+}
+
+function save() {
+ console.log("Saving");
+ let save_data = level_number;
+ if (game.state === State.WIN) {
+ save_data = level_number + 1;
+ }
+ game.save('continue_level', save_data);
+}
+
+function reset_save() {
+ game.save('continue_level', 1);
+}
+
+function win() {
+ console.log("You won!");
+ game.state = State.WIN;
+ game.sfx.win.play();
+
+ save();
+
+ console.log("SWEET VICTORY!");
+ game.state = State.WIN;
+ win_progress = 0;
+ win_offset = game.screen_h;
+ space_pressed = false;
+ if (gripping) game.sfx.ungrab.play();
+ gripping = false;
+
+ window.setTimeout(function() {
+ can_continue = true;
+ }, 350);
+}
+
+/* ---------- update functions ------------ */
+
+/* MAIN UPDATE FUNCTION */
+function do_update(delta) {
+ tile_frame_timer += delta;
+
+ update_canvas_hue_filter(delta);
+
+ if (game.state === State.STAND && arrows.length === 0 && !space_pressed && !x_pressed) {
+ instructions_timer += delta;
+ } else {
+ instructions_timer = 0;
+ }
+
+ if (z_pressed && game.state === State.STAND) {
+ if (undo_timer === 0) {
+ undo();
+ }
+ undo_timer += delta;
+ if (undo_timer > UNDO_HOLD) {
+ if (undo_timer - UNDO_HOLD > UNDO_SPACING) {
+ undo();
+ undo_timer = UNDO_HOLD;
+ }
+ }
+ }
+
+ while (tile_frame_timer > TILE_FRAME_LENGTH) {
+ tile_frame_timer -= TILE_FRAME_LENGTH;
+ tile_frame ++;
+ tile_frame %= NTILEFRAMES;
+ }
+
+ if (game.state === State.WIN || game.state === State.CONTINUE) {
+ win_progress += delta / WIN_LENGTH;
+ if (win_progress > 1 && game.state === State.WIN) win_progress = 1;
+ win_offset = 1 - Math.pow(1 - win_progress, 3);
+ if (game.state === State.WIN && space_pressed) {
+ game.state = State.CONTINUE;
+ }
+ if (game.state === State.CONTINUE && win_progress > 1.2) {
+ game.long_transition(zb.transition.type.fade, 700, function() {
+ advance_level();
+ });
+ }
+ }
+
+ if (game.state === State.STAND) {
+ if (space_pressed) {
+ if (!gripping) {
+ game.sfx.grab.play();
+ }
+ gripping = true;
+ hand.variant = 1;
+ } else {
+ if (gripping) {
+ game.sfx.ungrab.play();
+ }
+ gripping = false;
+ hand.variant = 0;
+ }
+
+ if (arrows.length === 0) {
+ if (x_pressed && arm.length > 2) {
+ gripping = false;
+ hand.variant = 0;
+ space_pressed = false;
+ game.music.retract.play();
+ retract(HAND_MOVE_LENGTH/2);
+ }
+ }
+ }
+
+ if ((!x_pressed || arm.length < 3) && !game.music.retract.paused) {
+ game.music.retract.pause();
+ }
+
+ if (game.state === State.STAND && arrows.length > 0) {
+ let direction = arrows[arrows.length-1];
+ let next_x = hand.x + direction.x;
+ let next_y = hand.y + direction.y
+ if (arm.length > 0 && direction === arm[arm.length - 1].end_dir.opposite) {
+ let can_go = true;
+ move_will_fail = false;
+
+ if (!gripping) {
+ held_bar = null;
+ } else {
+ held_bar = bar_at(hand.x, hand.y);
+ }
+
+ if (gripping && held_bar) {
+ if (arm[arm.length - 1].start_dir !== arm[arm.length - 1].end_dir) move_will_fail = true;
+ if (held_bar.vertical === direction.vertical) can_go = false;
+ if (!bar_can_move_direction(held_bar, direction)) move_will_fail = true;
+ }
+
+ if (arm.length <= 2) can_go = false;
+
+ if (can_go) {
+ if (!move_will_fail) {
+ create_undo_point();
+ }
+
+ if (move_will_fail) {
+ retract(HAND_MOVE_LENGTH * 2);
+ } else {
+ retract(HAND_MOVE_LENGTH);
+ }
+
+ if (gripping && held_bar) {
+ move_bar_in_direction(held_bar, direction, true);
+ }
+ }
+ } else {
+ let can_go = true;
+ move_will_fail = false;
+
+ let current_bar = bar_at(hand.x, hand.y);
+ if (current_bar) can_go = false;
+
+ if (solid[tile_at(next_x, next_y)]) can_go = false;
+ if (arm_at(next_x, next_y)) move_will_fail = true;
+
+ let next_bar = bar_at(next_x, next_y);
+ if (next_bar) {
+ if (next_bar.vertical === direction.vertical) can_go = false;
+ if (gripping) can_go = false;
+ }
+
+ if (stamp_at(next_x, next_y) && can_go) {
+ move_will_fail = true;
+ move_will_ouch = true;
+ } else {
+ move_will_ouch = false;
+ }
+
+ if (next_x <= -2 || next_y <= -2 || next_x >= game.level_w + 1 || next_y >= game.level_h + 1) can_go = false;
+
+ if (can_go) {
+ if (!move_will_fail) {
+ create_undo_point();
+ }
+
+ arm.push({
+ start_dir: hand.direction,
+ end_dir: direction,
+ x: hand.x,
+ y: hand.y,
+ });
+ hand.target_x = next_x;
+ hand.target_y = next_y;
+ if (hand.direction === direction) {
+ hand.move_fraction = 0;
+ } else {
+ hand.move_fraction = 0.3;
+ }
+ hand.direction = direction;
+ game.state = State.EXTEND;
+
+ if (next_bar) {
+ held_bar = next_bar;
+ } else {
+ held_bar = null;
+ }
+
+ if (move_will_fail) {
+ move_speed = HAND_MOVE_LENGTH * 2;
+ } else {
+ move_speed = HAND_MOVE_LENGTH;
+ }
+ }
+ }
+ } else if (game.state === State.EXTEND) {
+ hand.move_fraction += delta / move_speed;
+ if (move_will_fail && hand.move_fraction >= 0.6) {
+ fail_move();
+ } else if (hand.move_fraction >= 1) {
+ game.state = State.STAND;
+
+ finish_move();
+ }
+ } else if (game.state === State.RETRACT || game.state === State.ALMOSTWIN) {
+ hand.move_fraction += delta / move_speed;
+ let threshold = 1;
+ if (arm[arm.length - 1].end_dir != arm[arm.length - 1].start_dir) {
+ /* reversing bend in arm */
+ threshold = 0.7;
+ }
+ if (move_will_fail && hand.move_fraction >= 0.4) {
+ fail_move();
+ } else if (hand.move_fraction >= threshold) {
+ hand.x = hand.target_x;
+ hand.y = hand.target_y;
+ hand.move_fraction = 0;
+ if (game.state !== State.ALMOSTWIN) game.state = State.STAND;
+
+ finish_move();
+
+ hand.direction = arm[arm.length - 1].start_dir;
+ arm.pop();
+
+ check_victory();
+ }
+ }
+}
+
+function update_canvas_hue_filter(delta) {
+ if (hue_shift !== target_hue_shift) {
+ hue_shift_timer += delta / HUE_SHIFT_LENGTH;
+
+ let actual_hue_shift = (1 - hue_shift_timer) * hue_shift + hue_shift_timer * target_hue_shift;
+
+ if (hue_shift_timer >= 1) {
+ hue_shift = zb.mod(target_hue_shift, 360);
+ target_hue_shift = hue_shift;
+ actual_hue_shift = target_hue_shift;
+ }
+
+ game.canvas.style.filter = `hue-rotate(${actual_hue_shift}deg)`;
+ }
+}
+
+function do_update_menu(delta) {
+ title_timer += delta;
+}
+
+/* ---------- draw functions ----------- */
+
+/* DRAW */
+function do_draw(ctx) {
+ ctx.save();
+ ctx.translate(game.tile_size/2, game.tile_size/2);
+
+ draw_map(ctx);
+
+ draw_levelnum(ctx);
+
+ draw_help(ctx);
+
+ draw_arm(ctx, 0);
+
+ draw_stamps(ctx);
+
+ draw_hand(ctx, 0);
+
+ draw_bars(ctx);
+
+ draw_hand(ctx, 1);
+
+ ctx.restore();
+}
+
+function do_draw_after_transition(ctx) {
+ draw_win(ctx);
+}
+
+function draw_map(ctx) {
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ let tile = map[y * game.level_w + x];
+ let frame = tile_frame;
+ if ((x + y) % 2 == 1 && decorative[tile]) {
+ frame = zb.mod(tile_frame + 2, NTILEFRAMES);
+ }
+ zb.sprite_draw(ctx, game.img.tiles, game.tile_size, game.tile_size, tile, frame, x * game.tile_size, y * game.tile_size);
+ }
+ }
+
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if (map[y * game.level_w + x] === 0
+ && map[(y + 1) * game.level_w + x] === 0
+ && map[y * game.level_w + (x + 1)] === 0
+ && map[(y + 1) * game.level_w + (x + 1)] === 0
+ && x < game.level_w - 1 && y < game.level_h - 1) {
+ ctx.drawImage(game.img.indicator,
+ (x + 1) * game.tile_size - game.img.indicator.width / 2,
+ (y + 1) * game.tile_size - game.img.indicator.height / 2);
+ }
+ }
+ }
+}
+
+function draw_hand(ctx, column) {
+ let mf = hand.move_fraction || 0;
+ let x = hand.x;
+ let y = hand.y;
+ let tx = hand.target_x != undefined ? hand.target_x : x;
+ let ty = hand.target_y != undefined ? hand.target_y : y;
+ let px = (tx * mf + x * (1 - mf)) * game.tile_size;
+ let py = (ty * mf + y * (1 - mf)) * game.tile_size;
+
+ ctx.save();
+ ctx.translate(px + game.tile_size / 2, py + game.tile_size / 2);
+ zb.sprite_draw(ctx, game.img.hand,
+ game.tile_size + 2, game.tile_size + 2,
+ hand.direction.index * 2 + column, hand.variant,
+ -game.tile_size / 2 - 1, -game.tile_size / 2 - 1);
+ ctx.restore();
+}
+
+function draw_arm(ctx) {
+ for (let a of arm) {
+ let arm_id;
+ if (a.start_dir === a.end_dir) {
+ if (a.start_dir === zb.dir.up || a.start_dir === zb.dir.down) {
+ arm_id = 0;
+ } else {
+ arm_id = 1;
+ }
+ } else {
+ if (a.start_dir === zb.dir.right && a.end_dir === zb.dir.up
+ || a.start_dir === zb.dir.down && a.end_dir === zb.dir.left) {
+ arm_id = 2;
+ } else if (a.start_dir === zb.dir.left && a.end_dir === zb.dir.up
+ || a.start_dir === zb.dir.down && a.end_dir === zb.dir.right) {
+ arm_id = 3;
+ } else if (a.start_dir === zb.dir.left && a.end_dir === zb.dir.down
+ || a.start_dir === zb.dir.up && a.end_dir === zb.dir.right) {
+ arm_id = 4;
+ } else if (a.start_dir === zb.dir.right && a.end_dir === zb.dir.down
+ || a.start_dir === zb.dir.up && a.end_dir === zb.dir.left) {
+ arm_id = 5;
+ }
+ }
+ zb.sprite_draw(ctx, game.img.arm, game.tile_size, game.tile_size, arm_id, 0, a.x * game.tile_size, a.y * game.tile_size);
+ }
+}
+
+function draw_bars(ctx) {
+ for (let b of bars) {
+ for (let c of b.components) {
+ let mf = hand.move_fraction || 0; /* move in sync with hand */
+ let x = c.x;
+ let y = c.y;
+ let tx = c.target_x != undefined ? c.target_x : x;
+ let ty = c.target_y != undefined ? c.target_y : y;
+ let px = (tx * mf + x * (1 - mf)) * game.tile_size;
+ let py = (ty * mf + y * (1 - mf)) * game.tile_size;
+
+ zb.sprite_draw(ctx, game.img.bars, game.tile_size, game.tile_size, c.variant, 0, px, py);
+ }
+ }
+}
+
+function draw_stamps(ctx) {
+ for (let s of stamps) {
+ let mf = hand.move_fraction || 0; /* move in sync with hand */
+ let x = s.x;
+ let y = s.y;
+ let tx = s.target_x != undefined ? s.target_x : x;
+ let ty = s.target_y != undefined ? s.target_y : y;
+ let px = (tx * mf + x * (1 - mf)) * game.tile_size;
+ let py = (ty * mf + y * (1 - mf)) * game.tile_size;
+
+ zb.sprite_draw(ctx, game.img.stamp, game.tile_size, game.tile_size, 0, level_number - 1, px, py);
+ }
+}
+
+function draw_win(ctx) {
+ if (game.state === State.WIN || game.state === State.CONTINUE) {
+ let title_x = game.screen_w - win_offset * game.screen_w;
+ ctx.save();
+ ctx.translate(title_x, 0);
+ zb.screen_draw(ctx, game.img.level_complete);
+ ctx.restore();
+
+ let pstc_x = -game.screen_w + win_offset * game.screen_w;
+ ctx.save();
+ ctx.translate(pstc_x, 0);
+ zb.screen_draw(ctx, game.img.press_space_to_continue);
+ ctx.restore();
+
+ let stamp_y = game.screen_h - (win_offset * game.screen_h) + (game.screen_h - STAMP_H) / 2;
+ zb.sprite_draw(ctx, game.img.stamp_large, STAMP_W, STAMP_H, 0, level_number - 1, (game.screen_w - STAMP_W) / 2, stamp_y);
+ }
+}
+
+function draw_levelnum(ctx) {
+ ctx.save();
+ ctx.translate(-game.tile_size / 2, -game.tile_size / 2);
+
+ if (levels[level_number].start_y > game.level_h / 2) {
+ if (levels[level_number].start_x > game.level_w / 2) {
+ zb.sprite_draw(ctx, game.img.levelnums,
+ game.img.levelnums.width, 8,
+ 0, level_number - 1,
+ 0, game.screen_h - game.tile_size / 2);
+ } else {
+ zb.sprite_draw(ctx, game.img.levelnums,
+ game.img.levelnums.width, 8,
+ 0, level_number - 1,
+ game.screen_w - game.img.levelnums.width, game.screen_h - game.tile_size / 2);
+ }
+ } else {
+ if (levels[level_number].start_x > game.level_w / 2) {
+ zb.sprite_draw(ctx, game.img.levelnums,
+ game.img.levelnums.width, 8,
+ 0, level_number - 1,
+ 0, -1);
+ } else {
+ zb.sprite_draw(ctx, game.img.levelnums,
+ game.img.levelnums.width, 8,
+ 0, level_number - 1,
+ game.screen_w - game.img.levelnums.width, -1);
+ }
+ }
+
+ ctx.restore();
+}
+
+function draw_help(ctx) {
+ if (level_number === 1 || instructions_timer > INSTRUCTIONS_PAUSE) {
+ ctx.save();
+ ctx.globalAlpha = Math.min((instructions_timer - INSTRUCTIONS_PAUSE) / INSTRUCTIONS_FADE_LENGTH, 1);
+ if (level_number === 1) ctx.globalAlpha = 1;
+ ctx.translate(-game.tile_size / 2, -game.tile_size / 2);
+
+ if (level_number !== 1 && arm[0].y > game.level_h / 2) {
+ ctx.drawImage(game.img.instructions,
+ 0, 0, game.screen_w, game.screen_h / 2,
+ 0, -1, game.screen_w, game.screen_h / 2);
+ } else {
+ ctx.drawImage(game.img.instructions,
+ 0, game.screen_h / 2, game.screen_w, game.screen_h / 2,
+ 0, game.screen_h / 2, game.screen_w, game.screen_h / 2);
+ }
+
+ ctx.restore();
+ }
+}
+
+function do_draw_menu(ctx) {
+ ctx.save();
+ ctx.translate(0, Math.sin(title_timer / TITLE_BOUNCE_LENGTH * 2 * Math.PI) * TITLE_BOUNCE_DISTANCE);
+ zb.screen_draw(ctx, game.img.title);
+ ctx.restore();
+
+ zb.screen_draw(ctx, game.img.titlegraphic);
+ zb.buttons.draw(ctx, game.buttons.menu);
+}
+
+function do_draw_youwon(ctx) {
+ zb.screen_draw(ctx, game.img.youwin);
+}
+
+/* ---------- event handlers ------------ */
+
+function handle_gamestart(game) {
+ console.log("Game start!");
+
+ //game.music.bgm_menu.play();
+}
+
+function toggle_mute_button() {
+ /*if (game.buttons.ingame.buttons[2].id === 2) {
+ game.buttons.ingame.buttons[2].id = 3;
+ } else {
+ game.buttons.ingame.buttons[2].id = 2;
+ }*/
+ game.toggle_mute();
+}
+
+function handle_keydown(game, e) {
+ if (game.transition.is_transitioning) return;
+ if (e.repeat) return;
+
+ switch (e.key) {
+ case 'ArrowRight':
+ arrows.push(zb.dir.right);
+ instructions_timer = 0;
+ break;
+ case 'ArrowDown':
+ arrows.push(zb.dir.down);
+ instructions_timer = 0;
+ break;
+ case 'ArrowLeft':
+ arrows.push(zb.dir.left);
+ instructions_timer = 0;
+ break;
+ case 'ArrowUp':
+ arrows.push(zb.dir.up);
+ instructions_timer = 0;
+ break;
+ case ' ':
+ space_pressed = true;
+ instructions_timer = 0;
+ break;
+ case 'x':
+ x_pressed = true;
+ instructions_timer = 0;
+ break;
+ case 'z':
+ z_pressed = true;
+ undo_timer = 0;
+ break;
+ }
+}
+
+function handle_keyup(game, e) {
+ if (game.transition.is_transitioning) return;
+
+ switch (e.key) {
+ case 'ArrowRight':
+ arrows = arrows.filter(a => a !== zb.dir.right);
+ instructions_timer = 0;
+ break;
+ case 'ArrowDown':
+ arrows = arrows.filter(a => a !== zb.dir.down);
+ instructions_timer = 0;
+ break;
+ case 'ArrowLeft':
+ arrows = arrows.filter(a => a !== zb.dir.left);
+ instructions_timer = 0;
+ break;
+ case 'ArrowUp':
+ arrows = arrows.filter(a => a !== zb.dir.up);
+ instructions_timer = 0;
+ break;
+ case ' ':
+ space_pressed = false;
+ instructions_timer = 0;
+ break;
+ case 'x':
+ x_pressed = false;
+ instructions_timer = 0;
+ break;
+ case 'm':
+ toggle_mute_button();
+ e.preventDefault();
+ break;
+ case 'r':
+ reset();
+ e.preventDefault();
+ instructions_timer = 0;
+ break;
+ case 'z':
+ z_pressed = false;
+ e.preventDefault();
+ instructions_timer = 0;
+ break;
+ }
+}
+
+function handle_mousedown(game, e, x, y) {
+ if (game.mode === 'menu') {
+ if (zb.buttons.click(game.buttons.menu, x, y)) return;
+ }
+}
+
+function handle_mousemove(game, e, x, y) {
+ if (game.mode === 'menu') {
+ zb.buttons.update(game.buttons.menu, x, y);
+ }
+}
+
+function handle_mouseup(game, e, x, y) {
+ if (game.mode === 'menu') {
+ zb.buttons.update(game.buttons.menu, x, y);
+ } else if (game.mode === 'youwon') {
+ game.long_transition(zb.transition.type.fade, 1000, function() {
+ game.mode = 'menu';
+ continue_level = 1;
+ });
+ }
+}
diff --git a/img/arm.png b/img/arm.png
new file mode 100644
index 0000000..1d88b7d
Binary files /dev/null and b/img/arm.png differ
diff --git a/img/bars.png b/img/bars.png
new file mode 100644
index 0000000..9179fbc
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diff --git a/img/buttons.png b/img/buttons.png
new file mode 100644
index 0000000..b089897
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diff --git a/img/continue.png b/img/continue.png
new file mode 100644
index 0000000..3bb7f3d
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diff --git a/img/hand.png b/img/hand.png
new file mode 100644
index 0000000..80cf96d
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diff --git a/img/indicator.png b/img/indicator.png
new file mode 100644
index 0000000..e414ba3
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diff --git a/img/instructions.png b/img/instructions.png
new file mode 100644
index 0000000..841f5a0
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diff --git a/img/level-complete.png b/img/level-complete.png
new file mode 100644
index 0000000..cae66ef
Binary files /dev/null and b/img/level-complete.png differ
diff --git a/img/levelnums.png b/img/levelnums.png
new file mode 100644
index 0000000..d2d5379
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diff --git a/img/stamp-large.png b/img/stamp-large.png
new file mode 100644
index 0000000..2bb11d6
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diff --git a/img/stamp.png b/img/stamp.png
new file mode 100644
index 0000000..1b8c3e0
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diff --git a/img/tiles.png b/img/tiles.png
new file mode 100644
index 0000000..36a782c
Binary files /dev/null and b/img/tiles.png differ
diff --git a/img/title.png b/img/title.png
new file mode 100644
index 0000000..e64703e
Binary files /dev/null and b/img/title.png differ
diff --git a/img/titlegraphic.png b/img/titlegraphic.png
new file mode 100644
index 0000000..1ddfac7
Binary files /dev/null and b/img/titlegraphic.png differ
diff --git a/img/youwin.png b/img/youwin.png
new file mode 100644
index 0000000..a7a1e70
Binary files /dev/null and b/img/youwin.png differ
diff --git a/index.html b/index.html
new file mode 100644
index 0000000..fc31109
--- /dev/null
+++ b/index.html
@@ -0,0 +1,19 @@
+
+
+
+ alien postage stamp game
+
+
+
+
+
+
+
+
+
+
+
diff --git a/levels.js b/levels.js
new file mode 100644
index 0000000..5418779
--- /dev/null
+++ b/levels.js
@@ -0,0 +1,14 @@
+var levels={
+ 10: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,3,3,0,6,6,6,3,0,0,0,0,0,0,0,0,3,0,6,6,6,3,0,0,0,0,0,0,0,0,3,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,8,0,8,3,1,1,1,1,0,0,0,0,3,0,0,8,0,0,0,0,0,0,0,0,0,1,3,0,8,0,8,0,0,0,0,0,0,0,0,0,3,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,6,6,6,3,3,3,3,3,3,3,3,3,3,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,], bars: [[[5,2],[6,2],[7,2],],[[1,3],[1,4],],], stamps: [[6,5],], start_x: 0, start_y: 6 },
+ 11: { map: [1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,7,7,7,0,0,0,0,0,0,0,0,0,1,0,5,5,5,1,0,2,2,2,0,0,0,2,1,0,8,8,8,1,0,0,0,0,0,0,0,0,1,0,6,6,6,1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,6,6,6,1,0,0,0,0,0,0,0,0,1,0,8,8,8,1,0,0,0,0,0,0,0,0,1,0,5,5,5,1,0,0,0,0,0,0,0,0,1,0,7,7,7,1,1,1,1,1,1,1,1,1,1,0,0,0,0,], bars: [[[3,4],[4,4],],[[5,4],[6,4],[7,4],],[[5,5],[5,6],],], stamps: [[4,5],], start_x: 0, start_y: 2 },
+ 12: { map: [7,0,2,2,2,2,2,2,2,2,2,2,0,5,6,0,2,0,0,0,0,0,0,0,0,2,0,8,5,0,2,0,0,0,0,0,0,0,0,2,0,7,8,0,2,0,0,0,0,0,0,0,0,2,0,6,7,0,2,4,0,0,0,0,0,0,0,2,0,5,6,0,2,0,0,0,0,0,0,4,4,2,0,8,5,0,2,0,0,0,0,0,0,0,0,2,0,7,8,0,2,0,4,0,4,0,0,0,0,2,0,6,7,0,2,0,0,0,0,0,0,0,0,2,0,5,6,0,2,0,0,0,0,0,0,0,0,2,0,8,5,0,2,2,2,2,2,2,0,0,2,2,0,7,], bars: [[[8,2],[9,2],],[[10,3],[10,4],],[[3,8],[3,9],],], stamps: [[5,8],], start_x: 8, start_y: 10 },
+ 1: { map: [0,7,0,0,1,1,0,0,1,1,0,0,7,0,7,0,7,0,1,0,0,0,0,1,0,7,0,7,0,7,0,0,1,0,0,0,0,1,0,0,7,0,7,0,7,0,1,0,0,0,0,1,0,7,0,7,0,7,0,0,1,0,0,0,0,1,0,0,7,0,7,0,7,0,1,0,0,0,0,1,0,7,0,7,0,7,0,0,1,0,0,0,0,1,0,0,7,0,7,0,7,0,1,0,0,0,0,1,0,7,0,7,0,7,0,0,1,0,0,0,0,1,0,0,7,0,7,0,7,0,1,0,0,0,0,1,0,7,0,7,0,7,0,0,1,1,1,1,1,1,0,0,7,0,], bars: [[[6,8],[7,8],],], stamps: [[7,7],], start_x: 6, start_y: 0 },
+ 2: { map: [6,0,0,6,0,4,4,4,4,4,0,0,4,4,6,0,0,6,0,4,0,0,0,0,0,0,0,4,6,0,0,6,0,4,0,0,0,0,0,0,0,4,6,0,0,6,0,4,0,0,0,0,0,0,0,4,6,0,0,6,0,4,0,0,0,0,0,0,0,4,6,0,0,6,0,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,5,0,6,6,6,6,6,6,6,6,6,5,0,5,0,0,0,0,0,0,0,0,0,0,0,0,5,0,5,0,0,0,0,0,0,0,0,0,0,5,0,5,0,0,6,6,6,6,6,6,6,6,6,], bars: [[[7,1],[7,2],[7,3],],[[8,3],[9,3],],], stamps: [[9,2],], start_x: 11, start_y: 0 },
+ 3: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,5,0,2,2,2,2,2,2,2,2,2,5,0,5,0,0,2,0,0,0,0,0,0,0,0,0,5,0,5,0,2,0,0,0,1,0,0,0,0,5,0,5,0,0,2,0,0,0,0,0,0,0,2,0,5,0,5,0,2,0,0,0,0,0,0,0,2,5,0,5,0,0,2,0,0,0,0,0,0,0,2,0,5,0,5,0,2,0,0,0,0,0,0,0,2,5,0,5,0,0,2,0,0,0,0,0,0,0,2,0,5,0,5,0,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,], bars: [[[7,5],[7,6],],[[8,7],[9,7],[10,7],[11,7],],], stamps: [[8,6],], start_x: 13, start_y: 2 },
+ 4: { map: [0,0,0,0,0,3,3,3,3,3,3,0,0,3,0,8,8,8,0,3,0,0,0,0,0,0,0,3,0,8,8,8,0,3,0,0,0,4,0,0,0,3,0,0,0,0,0,3,0,0,0,4,0,0,0,3,0,0,6,0,0,3,0,0,0,4,0,0,0,3,0,6,0,6,0,3,0,0,0,0,0,0,0,3,0,0,6,0,0,3,0,0,0,0,0,0,0,3,0,0,0,0,0,3,0,4,4,4,0,0,0,3,0,8,8,8,0,3,0,0,0,0,0,0,0,3,0,8,8,8,0,3,0,0,0,4,0,0,0,3,0,0,0,0,0,3,3,3,3,3,3,3,3,3,], bars: [[[7,1],[8,1],],[[7,4],[7,5],],[[11,5],[12,5],],], stamps: [[10,6],], start_x: 11, start_y: 0 },
+ 5: { map: [1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,6,6,6,0,1,0,0,0,0,0,4,0,1,0,6,0,6,0,1,0,0,0,0,0,0,0,1,0,6,6,6,0,1,4,0,0,0,4,4,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,5,0,5,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,4,4,0,0,0,1,0,6,6,6,0,1,0,0,0,0,0,0,0,1,0,6,0,6,0,1,0,0,0,0,0,0,0,1,0,6,6,6,0,1,0,0,1,1,1,1,1,1,0,0,0,0,0,], bars: [[[2,1],[3,1],[4,1],[5,1],],[[1,2],[1,3],],[[2,6],[3,6],],], stamps: [[2,7],], start_x: 1, start_y: 10 },
+ 6: { map: [6,6,6,0,6,6,6,0,6,6,6,0,0,7,6,0,6,0,6,0,6,0,6,0,6,0,0,7,6,6,6,0,6,6,6,0,6,6,6,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,7,4,4,4,4,4,4,4,4,4,4,4,0,0,7,4,0,0,0,0,0,0,0,0,0,4,0,0,7,4,0,2,2,2,0,0,0,0,0,4,0,0,7,4,0,0,0,0,0,0,0,0,0,4,0,0,7,4,0,0,0,0,0,0,0,0,0,4,0,0,7,4,0,0,0,0,0,0,0,0,0,4,0,0,7,4,4,4,4,4,4,4,0,0,0,4,0,0,7,], bars: [[[1,7],[1,8],],[[6,8],[7,8],[8,8],],], stamps: [[7,7],], start_x: 7, start_y: 10 },
+ 7: { map: [6,0,3,0,0,3,3,3,3,3,3,3,0,6,6,0,3,0,0,0,0,0,0,0,0,3,0,6,6,0,3,0,0,2,2,2,2,2,0,3,0,6,6,0,3,0,0,0,0,0,0,2,0,3,0,6,6,0,3,0,0,0,0,0,0,2,0,3,0,6,6,0,3,0,0,0,0,0,0,2,0,3,0,6,6,0,3,0,0,0,0,0,0,2,0,3,0,6,6,0,3,0,0,0,0,0,0,0,0,3,0,6,6,0,3,0,0,0,0,0,0,0,0,3,0,6,6,0,3,0,0,0,0,0,0,0,0,3,0,6,6,0,3,3,3,3,3,3,3,3,3,3,0,6,], bars: [[[7,3],[8,3],],[[7,4],[7,5],[7,6],],], stamps: [[6,7],], start_x: 3, start_y: 0 },
+ 8: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,2,2,2,2,2,2,2,2,2,2,2,7,7,0,2,0,0,0,0,0,0,0,0,0,0,7,7,0,2,0,0,0,0,0,0,0,0,0,0,7,7,0,2,0,0,0,3,0,0,0,0,0,2,7,7,0,2,0,0,0,3,0,0,0,0,0,2,7,7,0,2,0,0,0,0,0,0,0,0,0,2,7,7,0,2,0,0,0,0,0,0,0,0,0,2,7,7,0,2,0,0,0,0,0,0,0,0,0,2,7,7,0,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,], bars: [[[8,2],[9,2],],[[6,4],[6,5],],[[12,6],[12,7],[12,8],],], stamps: [[10,5],], start_x: 13, start_y: 3 },
+ 9: { map: [7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,4,4,4,4,4,4,4,4,4,4,0,5,5,0,4,0,0,0,0,0,0,0,0,4,0,5,5,0,4,0,0,0,0,0,0,0,0,4,0,5,5,0,4,0,0,0,0,0,0,0,0,4,0,5,5,0,4,0,0,0,0,0,0,0,0,4,0,5,5,0,4,0,0,0,0,1,1,1,0,4,0,5,5,0,4,0,0,0,0,0,0,0,0,4,0,5,5,0,4,0,0,0,0,0,0,0,0,4,0,5,5,0,4,4,4,4,0,0,4,4,4,4,0,5,], bars: [[[6,3],[7,3],],[[10,5],[10,6],],], stamps: [[6,8],], start_x: 7, start_y: 10 },
+}
diff --git a/levels/1.tmx b/levels/1.tmx
new file mode 100644
index 0000000..3b5efde
--- /dev/null
+++ b/levels/1.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/10.tmx b/levels/10.tmx
new file mode 100644
index 0000000..bfa0ef6
--- /dev/null
+++ b/levels/10.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/11.tmx b/levels/11.tmx
new file mode 100644
index 0000000..a9a4c6f
--- /dev/null
+++ b/levels/11.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/12.tmx b/levels/12.tmx
new file mode 100644
index 0000000..1d6a445
--- /dev/null
+++ b/levels/12.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/2.tmx b/levels/2.tmx
new file mode 100644
index 0000000..39789d2
--- /dev/null
+++ b/levels/2.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/3.tmx b/levels/3.tmx
new file mode 100644
index 0000000..7f04def
--- /dev/null
+++ b/levels/3.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/4.tmx b/levels/4.tmx
new file mode 100644
index 0000000..5c5a078
--- /dev/null
+++ b/levels/4.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/5.tmx b/levels/5.tmx
new file mode 100644
index 0000000..e1aed5a
--- /dev/null
+++ b/levels/5.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/6.tmx b/levels/6.tmx
new file mode 100644
index 0000000..2777bd8
--- /dev/null
+++ b/levels/6.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/7.tmx b/levels/7.tmx
new file mode 100644
index 0000000..44b317f
--- /dev/null
+++ b/levels/7.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/8.tmx b/levels/8.tmx
new file mode 100644
index 0000000..c1b6e45
--- /dev/null
+++ b/levels/8.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/9.tmx b/levels/9.tmx
new file mode 100644
index 0000000..4a970dc
--- /dev/null
+++ b/levels/9.tmx
@@ -0,0 +1,19 @@
+
+
diff --git a/levels/mapcompile.py b/levels/mapcompile.py
new file mode 100755
index 0000000..3047320
--- /dev/null
+++ b/levels/mapcompile.py
@@ -0,0 +1,79 @@
+#!/usr/bin/python3
+
+import ulvl
+import sys
+
+if len(sys.argv) < 2:
+ print("usage:", sys.argv[0], "")
+ sys.exit(1)
+
+screenwidth, screenheight = 14, 11
+
+tilemapping = { 5: 0, 6: 0, 7: 0, 8: 0, 9: 0, 10: 0, 11: 0, 12: 0, 13: 5, 14: 6, 15: 7, 16: 8 }
+
+decomapping = { }
+
+print("var levels={")
+for filename in sys.argv[1:]:
+ m = ulvl.TMX.load(filename)
+
+ w = m.meta['width']
+ h = m.meta['height']
+
+ start_x = 0
+ start_y = 0
+
+ bars = []
+ stamps = []
+
+ print('\t', filename.replace('.tmx', '').replace('levels/', ''), end=': { ')
+
+ print('map: [', end='')
+ for y in range(screenheight):
+ for x in range(screenwidth):
+ thing = m.layers[0].tiles[y * w + x] - 1
+
+ if thing == 5:
+ start_x = x
+ start_y = y
+
+ if thing == 6: # left side
+ look_x, look_y = x, y
+ bar = [[look_x, look_y]]
+ while m.layers[0].tiles[look_y * w + look_x] - 1 != 8: # right side
+ look_x += 1
+ bar.append([ look_x, look_y ])
+ bars.append(bar)
+
+ if thing == 9: # top side
+ look_x, look_y = x, y
+ bar = [(look_x, look_y)]
+ while m.layers[0].tiles[look_y * w + look_x] - 1 != 11: # bottom side
+ look_y += 1
+ bar.append((look_x, look_y))
+ bars.append(bar)
+
+ if thing == 12: # stamp
+ stamps.append((x, y))
+
+ print(tilemapping.get(thing, thing), end='')
+ print(',', end='')
+ print('], bars: [', end='')
+ for bar in bars:
+ print('[', end='')
+ for coords in bar:
+ print('[', end='')
+ print(coords[0], end=',')
+ print(coords[1], end='],')
+ print('],', end='')
+ print('], stamps: [', end='')
+ for stamp in stamps:
+ print('[', end='')
+ print(stamp[0], end=',')
+ print(stamp[1], end='],')
+ print('], start_x: ', end='')
+ print(start_x, end='')
+ print(', start_y: ', end='')
+ print(start_y, end='')
+ print(' },');
+print("}")
diff --git a/levels/tmptile.png b/levels/tmptile.png
new file mode 100644
index 0000000..d5ba5d9
Binary files /dev/null and b/levels/tmptile.png differ
diff --git a/levels/tmptile.tsx b/levels/tmptile.tsx
new file mode 100644
index 0000000..2c39c67
--- /dev/null
+++ b/levels/tmptile.tsx
@@ -0,0 +1,4 @@
+
+
+
+
diff --git a/loading.png b/loading.png
new file mode 100644
index 0000000..a4b9d58
Binary files /dev/null and b/loading.png differ
diff --git a/music/in_the_garden.mp3 b/music/in_the_garden.mp3
new file mode 100755
index 0000000..3e351f4
Binary files /dev/null and b/music/in_the_garden.mp3 differ
diff --git a/pause.png b/pause.png
new file mode 100644
index 0000000..7479e89
Binary files /dev/null and b/pause.png differ
diff --git a/progressbar.png b/progressbar.png
new file mode 100644
index 0000000..24a6aba
Binary files /dev/null and b/progressbar.png differ
diff --git a/saveerror.png b/saveerror.png
new file mode 100644
index 0000000..fd1f8e7
Binary files /dev/null and b/saveerror.png differ
diff --git a/sfx/grab.mp3 b/sfx/grab.mp3
new file mode 100644
index 0000000..8d191fd
Binary files /dev/null and b/sfx/grab.mp3 differ
diff --git a/sfx/ouch.mp3 b/sfx/ouch.mp3
new file mode 100644
index 0000000..9681aea
Binary files /dev/null and b/sfx/ouch.mp3 differ
diff --git a/sfx/pull.mp3 b/sfx/pull.mp3
new file mode 100644
index 0000000..0707008
Binary files /dev/null and b/sfx/pull.mp3 differ
diff --git a/sfx/retract.mp3 b/sfx/retract.mp3
new file mode 100644
index 0000000..acfadbe
Binary files /dev/null and b/sfx/retract.mp3 differ
diff --git a/sfx/ungrab.mp3 b/sfx/ungrab.mp3
new file mode 100644
index 0000000..fe905a7
Binary files /dev/null and b/sfx/ungrab.mp3 differ
diff --git a/sfx/win.mp3 b/sfx/win.mp3
new file mode 100644
index 0000000..7b077c5
Binary files /dev/null and b/sfx/win.mp3 differ
diff --git a/zucchinibread.js b/zucchinibread.js
new file mode 100644
index 0000000..df44235
--- /dev/null
+++ b/zucchinibread.js
@@ -0,0 +1,1339 @@
+"use strict";
+
+/* Please forgive my strictly procedural/functional style here.
+ * Thanks for reading though! */
+
+let zb = (function() {
+ /* ---- Util ---- */
+
+ function mod(x, n) {
+ return ((x%n)+n)%n;
+ }
+
+ function sgn(x) {
+ if (x === 0) {
+ return 0;
+ } else {
+ return x / Math.abs(x);
+ }
+ }
+
+ function as_hex(num, length) {
+ let result = Math.round(num).toString(16);
+
+ if (length) {
+ while (result.length < length) {
+ result = "0" + result;
+ }
+ }
+
+ return result;
+ }
+
+ function copy_list(list) {
+ let newlist = [];
+ for (let x of list) {
+ newlist.push(x);
+ }
+ return newlist;
+ }
+
+ function copy_flat_objlist(list) {
+ let newlist = [];
+ for (let x of list) {
+ newlist.push({ ...x });
+ }
+ return newlist;
+ }
+
+ function rand_int(a, b) {
+ }
+
+ /* ---- Resource loading / loading screen ---- */
+
+ let _audiocheck = document.createElement('audio');
+
+ let _SFX_ARRAY_SIZE = 10;
+
+ /* Returns a callback that should be called when a resource finishes loading. */
+ function _register_resource(name, game, callback) {
+ game._total_things_to_load ++;
+ console.log("Loading", name + ". Things to load:", game._total_things_to_load);
+ return function() {
+ if (!game.ready_to_go) {
+ game._things_loaded ++;
+ console.log("Loaded", name + ". Things loaded:", game._things_loaded, "/", game._total_things_to_load);
+ if (game.load_with_progress_bar) {
+ if (game._progressbar_img_loaded) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(
+ game.img._progressbar,
+ 0,
+ 0,
+ Math.round(game._things_loaded / game._total_things_to_load * game.img._progressbar.width),
+ game.img._progressbar.height,
+ Math.round(game.canvas_w / 2 / game.draw_scale - game.img._progressbar.width / 2),
+ Math.round(game.canvas_h / 2 / game.draw_scale - game.img._progressbar.height / 2),
+ Math.round(game._things_loaded / game._total_things_to_load * game.img._progressbar.width),
+ game.img._progressbar.height,
+ );
+ game.ctx.global.restore();
+ }
+ }
+ _check_if_loaded(game);
+ if (callback) {
+ callback();
+ }
+ }
+ }
+ }
+
+ /* Check if audio failed to load bc file doesn't exist and print error message. */
+ /* TODO add the same thing for an image */
+ function _sound_resource_error(name, game, audio) {
+ return function(e) {
+ if (audio === undefined) {
+ console.error("Error loading resource, skipping:", name);
+ game._things_loaded ++;
+ _check_if_loaded(game);
+ }
+ }
+ }
+
+ /* Check if the game has loaded everything and if so show the 'click to start' image */
+ function _check_if_loaded(game) {
+ if (game.ready_to_go) return;
+
+ if (game._things_loaded >= game._total_things_to_load) {
+ console.log("Ready");
+ game.ready_to_go = true;
+ game._on_ready();
+ }
+ }
+
+ function _register_sfx(sfxdata, game) {
+ for (let key in sfxdata) {
+ let sfx_size = sfxdata[key].copies || _SFX_ARRAY_SIZE;
+ let sfx_array = new Array(sfx_size);
+ for (let i = 0; i < sfx_size; i++) {
+ sfx_array[i] = new Audio(sfxdata[key].path);
+ sfx_array[i].addEventListener('canplaythrough',
+ _register_resource(sfxdata[key].path + '#' + (i+1), game), false);
+ sfx_array[i].addEventListener('error',
+ _sound_resource_error(sfxdata[key].path + '#' + (i+1), game), false, sfx_array[i]);
+ if (sfxdata[key].hasOwnProperty('volume')) {
+ sfx_array[i].volume = sfxdata[key].volume;
+ }
+ }
+ game.sfx[key] = {
+ _array: sfx_array,
+ _index: 0,
+ play: function() {
+ if (!game.muted) {
+ this._array[this._index].currentTime = 0;
+ this._array[this._index].play();
+ this._index ++;
+ this._index = mod(this._index, _SFX_ARRAY_SIZE);
+ }
+ }
+ }
+ }
+ }
+
+ function _register_music(musicdata, game) {
+ for (let key in musicdata) {
+ let musicpath;
+ if (musicdata[key].path.match(/\.[a-z]{3}$/)) {
+ musicpath = musicdata[key].path;
+ } else if (_audiocheck.canPlayType('audio/mpeg')) {
+ musicpath = musicdata[key].path + '.mp3';
+ } else if (_audiocheck.canPlayType('audio/ogg')) {
+ musicpath = musicdata[key].path + '.ogg';
+ } else {
+ console.log("No supported music type known :(");
+ return;
+ }
+ let music = new Audio(musicpath);
+ if (musicdata[key].hasOwnProperty('volume')) {
+ music.volume = musicdata[key].volume;
+ }
+
+ if (!musicdata[key].hasOwnProperty('loop') || musicdata[key].loop) {
+ /* We loop by default unless 'loop: false' is specified. */
+ music.loop = true;
+ }
+ music.addEventListener('canplaythrough', _register_resource(musicpath, game), false);
+ music.addEventListener('error', _sound_resource_error(musicpath, game, music), false);
+
+ /* Handle music changes when muted, so when we unmute,
+ * the correct music will be playing. */
+ music._og_play = music.play;
+ music.play = function() {
+ if (game.muted) {
+ music.was_playing = true;
+ } else {
+ music._og_play();
+ }
+ }
+
+ music._og_pause = music.pause;
+ music.pause = function() {
+ if (game.muted) {
+ music.was_playing = false;
+ } else {
+ music._og_pause();
+ }
+ }
+
+ game.music[key] = music;
+ }
+ }
+
+ function _register_images(imgdata, game) {
+ function _recursive_load_images(pathmap) {
+ let result = {};
+ for (let key in pathmap) {
+ if (typeof pathmap[key] === 'object') {
+ result[key] = _recursive_load_images(pathmap[key]);
+ } else {
+ result[key] = new Image();
+ result[key].onload = _register_resource(pathmap[key], game);
+ result[key].src = pathmap[key];
+ }
+ }
+ return result;
+ }
+
+ let loaded_imgs = _recursive_load_images(imgdata);
+ for (let k in loaded_imgs) {
+ game.img[k] = loaded_imgs[k];
+ }
+ }
+
+ function _create_canvas_context(canvas) {
+ let new_canvas = document.createElement('canvas');
+ new_canvas.width = canvas.width;
+ new_canvas.height = canvas.height;
+
+ let new_ctx = new_canvas.getContext('2d');
+ new_ctx.imageSmoothingEnabled = false;
+ new_ctx.webkitImageSmoothingEnabled = false;
+ new_ctx.mozImageSmoothingEnabled = false;
+
+ return new_ctx;
+ }
+
+ function create_game(params) {
+ let game_props = {...params};
+
+ game_props.frame_rate = params.frame_rate || 60;
+
+ game_props.canvas_w = params.canvas_w || 640;
+ game_props.canvas_h = params.canvas_h || 480;
+ game_props.draw_scale = params.draw_scale || 4;
+ game_props.top_border = params.top_border || 0;
+ game_props.bottom_border = params.bottom_border || 8;
+ game_props.left_border = params.left_border || 0;
+ game_props.right_border = params.right_border || 0;
+
+ game_props.tile_size = params.tile_size || 16;
+ game_props.level_w = params.level_w || 10;
+ game_props.level_h = params.level_h || 7;
+
+ game_props.screen_w = game_props.canvas_w / game_props.draw_scale;
+ game_props.screen_h = game_props.canvas_h / game_props.draw_scale;
+
+ game_props.background_color = params.background_color || '#000000';
+
+ let canvas = document.getElementById(game_props.canvas);
+
+ let global_ctx = canvas.getContext('2d');
+ global_ctx.imageSmoothingEnabled = false;
+ global_ctx.webkitImageSmoothingEnabled = false;
+ global_ctx.mozImageSmoothingEnabled = false;
+
+ let mask_canvas = document.createElement('canvas');
+ mask_canvas.width = canvas.width;
+ mask_canvas.height = canvas.height;
+ let mask_ctx = mask_canvas.getContext('2d');
+ mask_ctx.imageSmoothingEnabled = false;
+ mask_ctx.webkitImageSmoothingEnabled = false;
+ mask_ctx.mozImageSmoothingEnabled = false;
+
+ let copy_canvas = document.createElement('canvas');
+ copy_canvas.width = canvas.width;
+ copy_canvas.height = canvas.height;
+ let copy_ctx = copy_canvas.getContext('2d');
+ copy_ctx.imageSmoothingEnabled = false;
+ copy_ctx.webkitImageSmoothingEnabled = false;
+ copy_ctx.mozImageSmoothingEnabled = false;
+
+ let draw_canvas = document.createElement('canvas');
+ draw_canvas.width = canvas.width;
+ draw_canvas.height = canvas.height;
+ let draw_ctx = draw_canvas.getContext('2d');
+ draw_ctx.imageSmoothingEnabled = false;
+ draw_ctx.webkitImageSmoothingEnabled = false;
+ draw_ctx.mozImageSmoothingEnabled = false;
+
+ let game = {
+ /* General properties */
+ ...game_props,
+
+ canvas: canvas,
+
+ /* Loading */
+ ready_to_go: false,
+ _total_things_to_load: 1,
+ _things_loaded: 0,
+ resources_ready: function() {
+ this._things_loaded ++;
+ console.log("Finished enumerating resources to load. Things loaded:",
+ this._things_loaded, "/", this._total_things_to_load);
+ _check_if_loaded(this);
+ },
+ _on_ready: function() {
+ this.ready_to_go = true;
+ if (game.img._clicktostart && game.img._clicktostart.complete) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(game.img._clicktostart, 0, 0);
+ game.ctx.global.restore();
+ }
+ },
+ playing: false,
+ play: function() {
+ this.playing = true;
+ if (this.events.gamestart) {
+ this.events.gamestart(this);
+ }
+ _loop(this);
+ },
+ _norun: false,
+
+ /* Audio */
+ sfx: {},
+ music: {},
+ muted: false,
+ mute: function() {
+ _mute(this);
+ },
+ unmute: function() {
+ _unmute(this);
+ },
+ toggle_mute: function() {
+ if (this.muted) {
+ _unmute(this);
+ } else {
+ _mute(this);
+ }
+ },
+ register_sfx: function(sfxdata) {
+ _register_sfx(sfxdata, this);
+ },
+ register_music: function(musicdata) {
+ _register_music(musicdata, this);
+ },
+
+ /* Drawing */
+ ctx: {
+ global: global_ctx, /* context for the actual real canvas */
+ mask: mask_ctx, /* context for drawing the transition mask, gets scaled up */
+ copy: copy_ctx, /* context for copying the old screen on transition */
+ draw: draw_ctx, /* context for drawing the real level */
+ },
+ create_canvas_context: function() {
+ /* Function to return a fresh screen-sized canvas context, if we need it. */
+ return _create_canvas_context(this.canvas);
+ },
+ img: {},
+ register_images: function(imgdata) {
+ _register_images(imgdata, this);
+ },
+
+ /* Save */
+ save: function(key, data) {
+ _save(game, key, data);
+ },
+ load: function(key) {
+ return _load(game, key);
+ },
+
+ /* Transition system */
+ transition: _transition,
+ start_transition: function(type, length, callback, on_done) {
+ _start_transition(this, type, length, callback, on_done);
+ },
+ long_transition: function(type, length, callback, on_done) {
+ _long_transition(this, type, length, callback, on_done);
+ },
+
+ /* Input */
+ touchmode: false,
+
+ /* Mode */
+ change_mode: function(newmode) {
+ _change_mode(game, newmode);
+ }
+ };
+
+ window.requestAnimFrame = (function() {
+ return window.requestAnimationFrame ||
+ window.webkitRequestAnimationFrame ||
+ window.mozRequestAnimationFrame ||
+ window.oRequestAnimationFrame ||
+ window.msRequestAnimationFrame ||
+ function(callback, element) {
+ window.setTimeout(callback, 1000/game.frame_rate);
+ };
+ })();
+
+ /* Register event listeners */
+ for (let ev in params.events) {
+ /* Register any other events I guess */
+ canvas['on' + ev] = function(e) {
+ if (game.playing && !game._norun) {
+ params.events[ev](game, e);
+ }
+ }
+ }
+
+ /* Override with special events */
+ canvas.onmousedown = function(e) {
+ if (!game._norun) {
+ _handle_mousedown(game, e);
+ }
+ }
+
+ canvas.onmousemove = function(e) {
+ if (!game._norun) {
+ _handle_mousemove(game, e);
+ }
+ }
+
+ canvas.onmouseup = function(e) {
+ if (!game._norun) {
+ _handle_mouseup(game, e);
+ }
+ }
+
+ canvas.ontouchstart = function(e) {
+ if (!game._norun) {
+ game.touchmode = true;
+ _handle_touchstart(game, e);
+ }
+ e.preventDefault();
+ }
+
+ canvas.ontouchmove = function(e) {
+ if (!game._norun) {
+ game.touchmode = true;
+ _handle_touchmove(game, e);
+ }
+ e.preventDefault();
+ }
+
+ canvas.ontouchend = function(e) {
+ if (!game._norun) {
+ game.touchmode = true;
+ _handle_touchend(game, e);
+ }
+ e.preventDefault();
+ }
+
+ canvas.onkeydown = function(e) {
+ if (!game._norun && game.events.keydown) {
+ game.events.keydown(game, e);
+ e.preventDefault();
+ }
+ }
+
+ canvas.onkeyup = function(e) {
+ if (!game._norun && game.events.keyup) {
+ game.events.keyup(game, e);
+ e.preventDefault();
+ }
+ }
+
+ canvas.onblur = function(e) {
+ if (game.playing && !game.run_in_background) {
+ game._norun = true;
+ _stop_music(game);
+ }
+ }
+
+ canvas.onfocus = function(e) {
+ if (game.playing && !game.run_in_background) {
+ game._norun = false;
+ if (!game.muted) {
+ _start_music(game);
+ }
+ _loop(game);
+ }
+ }
+
+ /* Set loading stuff */
+ let loading_img = new Image();
+ loading_img.onload = _register_resource('loading.png', game, function() {
+ if (!game.ready_to_go) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(loading_img, 0, 0);
+ game.ctx.global.restore();
+ }
+ });
+ loading_img.src = 'loading.png';
+
+ if (game.load_with_progress_bar) {
+ game._progressbar_img_loaded = false;
+ game._progressbar_width = 0;
+ game._progressbar_height = 0;
+
+ let progressbar_img = new Image();
+ progressbar_img.onload = _register_resource('progressbar.png', game, function() {
+ game._progressbar_img_loaded = true;
+ game._progressbar_width = progressbar_img.width;
+ game._progressbar_height = progressbar_img.height;
+ if (!game.ready_to_go) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(loading_img, 0, 0);
+ game.ctx.global.restore();
+ }
+ });
+ progressbar_img.src = 'progressbar.png';
+ game.img._progressbar = progressbar_img;
+ }
+
+ if (!game.run_in_background) {
+ let pause_img = new Image();
+ pause_img.onload = _register_resource('pause.png', game);
+ pause_img.src = 'pause.png';
+ game.img._pause = pause_img;
+ }
+
+ if (game.hasOwnProperty('save_key')) {
+ let saveerror_img = new Image();
+ saveerror_img.onload = _register_resource('saveerror.png', game);
+ saveerror_img.src = 'saveerror.png';
+ game.img._saveerror = saveerror_img;
+ }
+
+ let clicktostart_img = new Image();
+ clicktostart_img.onload = _register_resource('clicktostart.png', game, function() {
+ if (game.ready_to_go) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(game.img._clicktostart, 0, 0);
+ game.ctx.global.restore();
+ }
+ });
+ clicktostart_img.src = 'clicktostart.png';
+ game.img._clicktostart = clicktostart_img;
+
+ return game;
+ }
+
+ /* ---- Audio ---- */
+
+ function _stop_music(game) {
+ if (game.muted) return;
+
+ for (let m in game.music) {
+ if (!game.music[m].paused) {
+ game.music[m].was_playing = true;
+ game.music[m].pause();
+ } else {
+ game.music[m].was_playing = false;
+ }
+ }
+ }
+
+ function _start_music(game, unmuting) {
+ if (game.muted && !unmuting) return;
+
+ for (let m in game.music) {
+ if (game.music[m].was_playing) {
+ game.music[m].play();
+ }
+ }
+ }
+
+ function _mute(game) {
+ _stop_music(game);
+ game.muted = true;
+ }
+
+ function _unmute(game) {
+ game.muted = false;
+ _start_music(game);
+ }
+
+ /* ---- Game update stuff ---- */
+
+ let _last_frame_time;
+ let _timedelta = 0;
+ function _loop(game, timestamp) {
+ if (timestamp == undefined) {
+ timestamp = 0;
+ _last_frame_time = timestamp;
+ }
+ _timedelta += timestamp - _last_frame_time;
+ _last_frame_time = timestamp;
+
+ while (_timedelta >= 1000 / game.frame_rate) {
+ _update(game, 1000 / game.frame_rate);
+ _timedelta -= 1000 / game.frame_rate;
+ }
+ _draw(game);
+
+ if (!game._norun) {
+ requestAnimFrame(function(timestamp) {
+ _loop(game, timestamp);
+ });
+ }
+ }
+
+ function _update(game, delta) {
+ if (game.update_func) {
+ game.update_func(delta);
+ }
+
+ if (game.modes && game.modes.hasOwnProperty(game.mode) && game.modes[game.mode].update) {
+ game.modes[game.mode].update(delta);
+ }
+
+ if (game.transition.is_transitioning) {
+ game.transition.timer += delta;
+ if (game.transition.timer > game.transition.end_time) {
+ _finish_transition(game);
+ }
+ }
+ }
+
+ function _change_mode(game, newmode) {
+ game.mode = newmode;
+ }
+
+ /* ---- UI ---- */
+
+ function create_buttons(button_data) {
+ for (let b of button_data.buttons) {
+ b.state = 0;
+ }
+
+ return button_data;
+ }
+
+ /* Call with a button set and given x / y mouse coordinates.
+ * Will update the button set in place.
+ * Should generally be called in mouse move and mouse up event handlers. */
+ function update_buttons(button_data, x, y) {
+ for (let button of button_data.buttons) {
+ if (button.state === 2) continue;
+ if (button.disabled) continue;
+
+ if (x >= button.x && x < button.x + button_data.button_w && y >= button.y && y < button.y + button_data.button_h) {
+ if (!game.touchmode) {
+ button.state = 1;
+ }
+ } else if (button.state !== 2) {
+ button.state = 0;
+ }
+ }
+ }
+
+ /* Call with a button set and given x / y mouse coordinates.
+ * If a button is clicked, triggers its callback and returns true.
+ * Otherwise, returns false.
+ * Should be called in mouse down event handler. */
+ function click_button(button_data, x, y) {
+ for (let button of button_data.buttons) {
+ if (button.disabled) continue;
+
+ if (x >= button.x && x < button.x + button_data.button_w && y >= button.y && y < button.y + button_data.button_h) {
+ button.state = 2;
+ game._clicked_button = button;
+ return true;
+ }
+ }
+ return false;
+ }
+
+ function _handle_clicked_button(game) {
+ if (game._clicked_button) {
+ game._clicked_button.state = 0;
+ _draw(game);
+ if (game._clicked_button.callback) {
+ game._clicked_button.callback();
+ }
+ game._clicked_button = null;
+ return;
+ }
+ }
+
+ /* ---- Mouse ---- */
+
+ function _handle_mousedown(game, e) {
+ if (!game.playing) return;
+
+ game.touchmode = false;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / rect.width * game.screen_w) - 1;
+ let y = Math.round((e.clientY - rect.top) / rect.height * game.screen_h) - 1;
+ if (e.button === 0 && game.events.mousedown) {
+ game.events.mousedown(game, e, x, y);
+ }
+ }
+
+ function _handle_mouseup(game, e) {
+ if (!game.playing && game.ready_to_go) {
+ /* Click to start */
+ if (game.hasOwnProperty('save_key') && !game._show_save_error) {
+ /* Test if save/load is working */
+ try {
+ console.log("Test saving");
+ localStorage.setItem(game.save_key + ".test", "savetest");
+ let savetest = localStorage.getItem(game.save_key + ".test");
+ if (savetest !== "savetest") {
+ throw new Error("oops");
+ }
+ } catch (e) {
+ /* If error saving, show save error message first */
+ /* We set _show_save_error so that the second time the user clicks,
+ * the game will actually start */
+ console.log("- SAVE FAILED -");
+ game._show_save_error = true;
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(game.img._saveerror, 0, 0);
+ game.ctx.global.restore();
+ return;
+ }
+ }
+ game.play();
+ return;
+ }
+
+ game.touchmode = false;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / rect.width * game.screen_w) - 1;
+ let y = Math.round((e.clientY - rect.top) / rect.height * game.screen_h) - 1;
+
+ _handle_clicked_button(game);
+
+ if (e.button === 0 && game.events.mouseup) {
+ game.events.mouseup(game, e, x, y);
+ }
+ }
+
+ function _handle_mousemove(game, e) {
+ game.touchmode = false;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / rect.width * game.screen_w) - 1;
+ let y = Math.round((e.clientY - rect.top) / rect.height * game.screen_h) - 1;
+ if (game.events.mousemove) {
+ game.events.mousemove(game, e, x, y);
+ }
+ }
+
+ /* ---- Touch (defaults to same as mouse) ---- */
+
+ let _last_touch_event;
+
+ function _handle_touchstart(game, e) {
+ if (!game.playing) return;
+
+ game.touchmode = true;
+
+ if (e.touches) e = e.touches[0];
+
+ _last_touch_event = e;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / rect.width * game.screen_w) - 1;
+ let y = Math.round((e.clientY - rect.top) / rect.height * game.screen_h) - 1;
+ if (game.events.touchstart) {
+ game.events.touchstart(game, e, x, y);
+ } else if (game.events.mousedown) {
+ if (game.events.mousemove) {
+ game.events.mousemove(game, e, x, y);
+ }
+ game.events.mousedown(game, e, x, y);
+ }
+ }
+
+ function _handle_touchend(game, e) {
+ if (!game.playing && game.ready_to_go) {
+ /* Click to start */
+ game.play();
+ return;
+ }
+
+ game.touchmode = true;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((_last_touch_event.clientX - rect.left) / rect.width * game.screen_w) - 1;
+ let y = Math.round((_last_touch_event.clientY - rect.top) / rect.height * game.screen_h) - 1;
+
+ _handle_clicked_button(game);
+
+ if (game.events.touchend) {
+ game.events.touchend(game, e, x, y);
+ } else if (game.events.mouseup) {
+ if (game.events.mousemove) {
+ game.events.mousemove(game, e, x, y);
+ }
+ game.events.mouseup(game, e, x, y);
+ }
+ }
+
+ function _handle_touchmove(game, e) {
+ if (!game.playing) return;
+
+ game.touchmode = true;
+
+ if (e.touches) e = e.touches[0];
+
+ _last_touch_event = e;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / rect.width * game.screen_w) - 1;
+ let y = Math.round((e.clientY - rect.top) / rect.height * game.screen_h) - 1;
+ if (game.events.touchmove) {
+ game.events.touchmove(game, e, x, y);
+ } else if (game.events.mousemove) {
+ game.events.mousemove(game, e, x, y);
+ }
+ }
+
+ /* ---- Drawing stuff ---- */
+
+ function _draw(game) {
+ game.ctx.draw.save();
+
+ game.ctx.draw.fillStyle = game.background_color;
+
+ game.ctx.draw.fillRect(0, 0, game.screen_w, game.screen_h);
+
+ if (game.draw_func) {
+ game.draw_func(game.ctx.draw);
+ }
+
+ if (game.modes && game.modes.hasOwnProperty(game.mode) && game.modes[game.mode].draw) {
+ game.modes[game.mode].draw(game.ctx.draw);
+ }
+
+ if (game.transition.mid_long) {
+ game.ctx.draw.fillStyle = game.transition.color;
+ game.ctx.draw.fillRect(-1, -1, game.canvas_w + 5, game.canvas_h + 5);
+ }
+
+ game.ctx.draw.restore();
+
+ if (game.transition.is_transitioning) {
+ _draw_transition(game, game.ctx.mask);
+ } else {
+ game.ctx.mask.drawImage(game.ctx.draw.canvas, 0, 0);
+ }
+
+ if (game.modes && game.modes.hasOwnProperty(game.mode) && game.modes[game.mode].draw_after_transition) {
+ game.modes[game.mode].draw_after_transition(game.ctx.mask);
+ }
+
+
+ game.ctx.global.fillStyle = 'rgb(0, 0, 0)';
+ game.ctx.global.fillRect(0, 0, game.screen_w * game.draw_scale, game.screen_h * game.draw_scale);
+
+ game.ctx.global.save();
+
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+
+ game.ctx.global.drawImage(game.ctx.mask.canvas, 0, 0);
+
+ if (game._norun) {
+ game.ctx.global.drawImage(game.img._pause, 0, 0);
+ }
+
+ game.ctx.global.restore();
+ }
+
+ /* Draw a particular section of an image/spritesheet,
+ * without having to do as much math or type the destination size */
+ function sprite_draw(ctx, img, section_w, section_h, section_x, section_y, dest_x, dest_y) {
+ ctx.drawImage(img,
+ section_w * section_x, section_h * section_y, section_w, section_h,
+ Math.round(dest_x), Math.round(dest_y), section_w, section_h)
+ }
+
+ /* Draw an image over the whole screen lol */
+ function screen_draw(ctx, img) {
+ ctx.drawImage(img, 0, 0);
+ }
+
+ /* Draw a set of buttons. */
+ function button_draw(ctx, button_data) {
+ for (let button of button_data.buttons) {
+ if (!button.state) button.state = 0;
+ let button_state = button.state;
+ if (button.disabled) button_state = 3;
+ sprite_draw(ctx, button_data.img, button_data.button_w, button_data.button_h, button.id, button_state, button.x, button.y);
+ }
+ }
+
+ /* ---- Save ---- */
+
+ function _save(game, key, data) {
+ let save_data;
+
+ if (!game.hasOwnProperty('save_key')) {
+ throw new Error("In order to enable saving/loading, please specify a save_key property when creating the game object");
+ }
+
+ try {
+ save_data = localStorage.getItem(game.save_key) || "{}";
+ } catch (e) {
+ console.error("Saving is disabled; cannot save " + key, e);
+ return;
+ }
+
+ try {
+ save_data = JSON.parse(save_data);
+ } catch (e) {
+ console.error("Cannot parse stored save data (when trying to save " + key + ")", e);
+ return;
+ }
+
+ save_data[key] = JSON.stringify(data);
+
+ try {
+ save_data = JSON.stringify(save_data);
+ } catch (e) {
+ console.error("Failed to stringify save data (while trying to save " + key + ")", e);
+ return;
+ }
+
+ try {
+ localStorage.setItem(game.save_key, save_data);
+ } catch (e) {
+ console.error("Failed to save to localStorage (while saving key " + key + ")", e);
+ return;
+ }
+ }
+
+ function _load(game, key) {
+ let save_data;
+
+ if (!game.hasOwnProperty('save_key')) {
+ throw new Error("In order to enable saving/loading, please specify a save_key property when creating the game object");
+ }
+
+ try {
+ save_data = localStorage.getItem(game.save_key);
+ } catch (e) {
+ console.error("Loading is disabled; cannot load " + key, e);
+ return;
+ }
+
+ try {
+ save_data = JSON.parse(save_data);
+ } catch (e) {
+ console.error("Cannot parse stored save data (when trying to load " + key + ")", e);
+ return;
+ }
+
+ if (!save_data) {
+ return null;
+ }
+
+ return save_data[key];
+ }
+
+ /* ---- Transition stuff ---- */
+
+ let _transition = {
+ is_transitioning: false,
+ timer: 0,
+ color: '#000000',
+ w: 20,
+ h: 14,
+ dir_invert_v: false,
+ dir_invert_h: false,
+ invert_shape: true,
+ mid_long: false,
+ done_func: null,
+ type: _draw_fade_transition,
+ nodraw: false,
+ end_time: 100,
+ }
+
+ function _long_transition(game, type, length, callback) {
+ if (game.transition.is_transitioning) return;
+
+ _draw(game);
+
+ game.transition.invert_shape = false;
+ _internal_start_transition(game, type, length, function() {
+ game.transition.mid_long = true;
+ }, function() {
+ game.transition.invert_shape = true;
+ game.transition.is_transitioning = true;
+ let tdiv = game.transition.dir_invert_v;
+ let tdih = game.transition.dir_invert_h;
+ _internal_start_transition(game, type, length, function() {
+ game.transition.mid_long = false;
+ callback();
+ game.transition.dir_invert_v = tdiv;
+ game.transition.dir_invert_h = tdih;
+ });
+ });
+ }
+
+ function _start_transition(game, type, length, callback, on_done) {
+ if (game.transition.is_transitioning) return;
+ if (!game.transition.nodraw) _draw(game);
+
+ _internal_start_transition(game, type, length, callback, on_done);
+ }
+
+ function _internal_start_transition(game, type, length, callback, on_done) {
+ if (on_done) {
+ game.transition.done_func = on_done;
+ }
+
+ game.transition.timer = 0;
+ game.transition.type = type;
+ game.transition.end_time = length;
+
+ game.ctx.copy.drawImage(game.ctx.draw.canvas, 0, 0);
+
+ callback();
+
+ game.transition.is_transitioning = true;
+ }
+
+ function _finish_transition(game) {
+ game.transition.is_transitioning = false;
+ game.transition.timer = 0;
+
+ if (game.transition.done_func) {
+ setTimeout(function() {
+ game.transition.done_func();
+ game.transition.done_func = null;
+ }, 400);
+ }
+ }
+
+ function _draw_transition(game, ctx) {
+ let frac = game.transition.timer / game.transition.end_time;
+
+ ctx.save();
+ ctx.clearRect(0, 0, game.screen_w, game.screen_h);
+ game.transition.type(game, ctx, game.ctx.copy, game.ctx.draw, frac, game.transition.invert_shape);
+ ctx.restore();
+ }
+
+ function _draw_slide_down_transition(game, ctx, oldc, newc, frac, reverse) {
+ let offset = frac * game.screen_h;
+
+ ctx.drawImage(oldc.canvas, 0, -offset);
+ ctx.drawImage(newc.canvas, 0, game.screen_h - offset);
+ }
+
+ function _draw_slide_up_transition(game, ctx, oldc, newc, frac, reverse) {
+ let offset = frac * game.screen_h;
+
+ ctx.drawImage(oldc.canvas, 0, offset);
+ ctx.drawImage(newc.canvas, 0, - game.screen_h + offset);
+ }
+
+ function _draw_fade_transition(game, ctx, oldc, newc, frac, reverse) {
+ ctx.globalAlpha = 1;
+ ctx.drawImage(oldc.canvas, 0, 0);
+ ctx.globalAlpha = frac;
+ ctx.drawImage(newc.canvas, 0, 0);
+ }
+
+ /* ---- former contents of ready.js ---- */
+
+ // Due to Timo Huovinen
+ // https://stackoverflow.com/questions/799981/document-ready-equivalent-without-jquery
+ var ready = (function(){
+
+ var readyList,
+ DOMContentLoaded,
+ class2type = {};
+ class2type["[object Boolean]"] = "boolean";
+ class2type["[object Number]"] = "number";
+ class2type["[object String]"] = "string";
+ class2type["[object Function]"] = "function";
+ class2type["[object Array]"] = "array";
+ class2type["[object Date]"] = "date";
+ class2type["[object RegExp]"] = "regexp";
+ class2type["[object Object]"] = "object";
+
+ var ReadyObj = {
+ // Is the DOM ready to be used? Set to true once it occurs.
+ isReady: false,
+ // A counter to track how many items to wait for before
+ // the ready event fires. See #6781
+ readyWait: 1,
+ // Hold (or release) the ready event
+ holdReady: function( hold ) {
+ if ( hold ) {
+ ReadyObj.readyWait++;
+ } else {
+ ReadyObj.ready( true );
+ }
+ },
+ // Handle when the DOM is ready
+ ready: function( wait ) {
+ // Either a released hold or an DOMready/load event and not yet ready
+ if ( (wait === true && !--ReadyObj.readyWait) || (wait !== true && !ReadyObj.isReady) ) {
+ // Make sure body exists, at least, in case IE gets a little overzealous (ticket #5443).
+ if ( !document.body ) {
+ return setTimeout( ReadyObj.ready, 1 );
+ }
+
+ // Remember that the DOM is ready
+ ReadyObj.isReady = true;
+ // If a normal DOM Ready event fired, decrement, and wait if need be
+ if ( wait !== true && --ReadyObj.readyWait > 0 ) {
+ return;
+ }
+ // If there are functions bound, to execute
+ readyList.resolveWith( document, [ ReadyObj ] );
+
+ // Trigger any bound ready events
+ //if ( ReadyObj.fn.trigger ) {
+ // ReadyObj( document ).trigger( "ready" ).unbind( "ready" );
+ //}
+ }
+ },
+ bindReady: function() {
+ if ( readyList ) {
+ return;
+ }
+ readyList = ReadyObj._Deferred();
+
+ // Catch cases where $(document).ready() is called after the
+ // browser event has already occurred.
+ if ( document.readyState === "complete" ) {
+ // Handle it asynchronously to allow scripts the opportunity to delay ready
+ return setTimeout( ReadyObj.ready, 1 );
+ }
+
+ // Mozilla, Opera and webkit nightlies currently support this event
+ if ( document.addEventListener ) {
+ // Use the handy event callback
+ document.addEventListener( "DOMContentLoaded", DOMContentLoaded, false );
+ // A fallback to window.onload, that will always work
+ window.addEventListener( "load", ReadyObj.ready, false );
+
+ // If IE event model is used
+ } else if ( document.attachEvent ) {
+ // ensure firing before onload,
+ // maybe late but safe also for iframes
+ document.attachEvent( "onreadystatechange", DOMContentLoaded );
+
+ // A fallback to window.onload, that will always work
+ window.attachEvent( "onload", ReadyObj.ready );
+
+ // If IE and not a frame
+ // continually check to see if the document is ready
+ var toplevel = false;
+
+ try {
+ toplevel = window.frameElement == null;
+ } catch(e) {}
+
+ if ( document.documentElement.doScroll && toplevel ) {
+ doScrollCheck();
+ }
+ }
+ },
+ _Deferred: function() {
+ var // callbacks list
+ callbacks = [],
+ // stored [ context , args ]
+ fired,
+ // to avoid firing when already doing so
+ firing,
+ // flag to know if the deferred has been cancelled
+ cancelled,
+ // the deferred itself
+ deferred = {
+
+ // done( f1, f2, ...)
+ done: function() {
+ if ( !cancelled ) {
+ var args = arguments,
+ i,
+ length,
+ elem,
+ type,
+ _fired;
+ if ( fired ) {
+ _fired = fired;
+ fired = 0;
+ }
+ for ( i = 0, length = args.length; i < length; i++ ) {
+ elem = args[ i ];
+ type = ReadyObj.type( elem );
+ if ( type === "array" ) {
+ deferred.done.apply( deferred, elem );
+ } else if ( type === "function" ) {
+ callbacks.push( elem );
+ }
+ }
+ if ( _fired ) {
+ deferred.resolveWith( _fired[ 0 ], _fired[ 1 ] );
+ }
+ }
+ return this;
+ },
+
+ // resolve with given context and args
+ resolveWith: function( context, args ) {
+ if ( !cancelled && !fired && !firing ) {
+ // make sure args are available (#8421)
+ args = args || [];
+ firing = 1;
+ try {
+ while( callbacks[ 0 ] ) {
+ callbacks.shift().apply( context, args );//shifts a callback, and applies it to document
+ }
+ }
+ finally {
+ fired = [ context, args ];
+ firing = 0;
+ }
+ }
+ return this;
+ },
+
+ // resolve with this as context and given arguments
+ resolve: function() {
+ deferred.resolveWith( this, arguments );
+ return this;
+ },
+
+ // Has this deferred been resolved?
+ isResolved: function() {
+ return !!( firing || fired );
+ },
+
+ // Cancel
+ cancel: function() {
+ cancelled = 1;
+ callbacks = [];
+ return this;
+ }
+ };
+
+ return deferred;
+ },
+ type: function( obj ) {
+ return obj == null ?
+ String( obj ) :
+ class2type[ Object.prototype.toString.call(obj) ] || "object";
+ }
+ }
+ // The DOM ready check for Internet Explorer
+ function doScrollCheck() {
+ if ( ReadyObj.isReady ) {
+ return;
+ }
+
+ try {
+ // If IE is used, use the trick by Diego Perini
+ // http://javascript.nwbox.com/IEContentLoaded/
+ document.documentElement.doScroll("left");
+ } catch(e) {
+ setTimeout( doScrollCheck, 1 );
+ return;
+ }
+
+ // and execute any waiting functions
+ ReadyObj.ready();
+ }
+ // Cleanup functions for the document ready method
+ if ( document.addEventListener ) {
+ DOMContentLoaded = function() {
+ document.removeEventListener( "DOMContentLoaded", DOMContentLoaded, false );
+ ReadyObj.ready();
+ };
+
+ } else if ( document.attachEvent ) {
+ DOMContentLoaded = function() {
+ // Make sure body exists, at least, in case IE gets a little overzealous (ticket #5443).
+ if ( document.readyState === "complete" ) {
+ document.detachEvent( "onreadystatechange", DOMContentLoaded );
+ ReadyObj.ready();
+ }
+ };
+ }
+ function ready( fn ) {
+ // Attach the listeners
+ ReadyObj.bindReady();
+
+ var type = ReadyObj.type( fn );
+
+ // Add the callback
+ readyList.done( fn );//readyList is result of _Deferred()
+ }
+ return ready;
+ })();
+
+ /* ---- direction objects ---- */
+ const _dir_up = { x: 0, y: -1, index: 0, rotate: 0, horizontal: false, vertical: true };
+ const _dir_right = { x: 1, y: 0, index: 1, rotate: Math.PI/2, horizontal: true, vertical: false };
+ const _dir_down = { x: 0, y: 1, index: 2, rotate: Math.PI, horizontal: false, vertical: true };
+ const _dir_left = { x: -1, y: 0, index: 3, rotate: 3*Math.PI/2, horizontal: true, vertical: false };
+ _dir_up.opposite = _dir_down;
+ _dir_down.opposite = _dir_up;
+ _dir_right.opposite = _dir_left;
+ _dir_left.opposite = _dir_right;
+
+ return {
+ create_game: create_game,
+
+ ready: ready,
+ mod: mod,
+ sgn: sgn,
+ as_hex: as_hex,
+ copy_list: copy_list,
+ copy_flat_objlist: copy_flat_objlist,
+
+ sprite_draw: sprite_draw,
+ screen_draw: screen_draw,
+
+ buttons: {
+ create: create_buttons,
+ update: update_buttons,
+ click: click_button,
+ draw: button_draw,
+ },
+
+ dir: {
+ up: _dir_up,
+ down: _dir_down,
+ left: _dir_left,
+ right: _dir_right,
+ },
+
+ phi: (1 + Math.sqrt(5)) / 2,
+
+ transition: {
+ type: {
+ fade: _draw_fade_transition,
+ slide_up: _draw_slide_up_transition,
+ slide_down: _draw_slide_down_transition,
+ },
+ },
+ }
+})();