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jangame.js
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jangame.js
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/*
Mini Game Engine
jangame.js
Funciones
Box(lx,ly,color,x,y)
Sprite(x, y, src)
Text(x, y, color, size, font, texto)
*/
////////////////////////
// Pintables
////////////////////////
class Pintable {
constructor()
{
this.x = 0; // El sprite es el que define X e Y
this.y = 0;
this.nframes = 1;
}
paint(x,y) {
var ctx = Game.context;
ctx.save();
ctx.translate(x,y);
this.Ppaint(ctx,1,0);
ctx.restore();
}
}
class Circle extends Pintable {
constructor(radio, color){
super();
this.radio=radio;
this.lx = radio*2;
this.ly = radio*2;
this.color=color;
}
Ppaint(ctx,size,frame) {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radio*size, 0, Math.PI*2);
ctx.fill();
}
}
class Box extends Pintable {
constructor(lx, ly, color){
super();
this.lx = lx;
this.ly = ly;
this.color=color;
}
Ppaint(ctx,size,frame) {
var nlx=this.lx*size;
var nly=this.ly*size;
ctx.fillStyle = this.color;
ctx.fillRect(this.x-nlx/2, this.y-nly/2, nlx, nly);
}
}
class Img extends Pintable {
static Total=0;
static Loaded=0;
constructor(src) {
super();
Img.Total++;
this.image = new Image();
this.image.src = src;
this.image.IMG=this;
this.image.onload=function(){
Img.Loaded++;
this.IMG.lx=this.width;
this.IMG.ly=this.height;
//console.log('IMG LOAD'+this.src+" "+this.lx+"x"+this.ly+" "+Img.Loaded+"/"+Img.Total);
}
this.image.onerror=function(){console.log('IMG ERR'+this.src);}
}
Ppaint(ctx,size,frame) {
var nlx=this.lx*size;
var nly=this.ly*size;
ctx.drawImage(this.image,
this.x-nlx/2,
this.y-nly/2 ,nlx, nly);
}
}
class ImgAnim extends Pintable{
constructor(img,elx,ely) {
super();
this.img=img;
this.elx=elx;
this.ely=ely;
this.lx=img.lx;
this.ly=img.ly;
//console.log(this.lx,this.ly);
//console.log(this.elx,this.ely);
// Ya Tenemos que saber el tamaño de la imagen
var numx=this.lx/this.elx;
var numy=this.ly/this.ely;
this.frame=0;
this.nframes=numx*numy;
}
Ppaint(ctx,size,frame) {
var numx=this.lx/this.elx;
var numy=this.ly/this.ely;
var numf=numx*numy;
var fx=Math.floor(frame)%numx;
var fy=Math.floor(Math.floor(frame)/numx);
var nlx=this.elx*size;
var nly=this.ely*size;
ctx.drawImage(this.img.image,
fx*this.elx,fy*this.ely,this.elx,this.ely,
this.x-nlx/2,
this.y-nly/2,
nlx, nly);
}
}
// Por probar
class Text extends Pintable{
constructor(texto, color, size, font) {
super();
this.speedX = 0;
this.speedY = 0;
this.color=color;
this.size=size;
this.font=font;
this.Text=texto;
}
Ppaint(ctx,size) {
ctx = Game.context;
ctx.font = this.size + "px " + this.font;
ctx.fillStyle = this.color;
ctx.fillText(this.Text, this.x, this.y);
}
}
/////////////////////////
class Sprite {
static all=[];
constructor(fig, x, y) {
this.fig=fig;
this.lx=fig.lx;
this.ly=fig.ly;
this.vx = 0;
this.vy = 0;
this.alpha=1;
this.valpha=0;
this.size=1;
this.vsize=0;
this.dir=0;
this.x = x;
this.y = y;
this.live=0;
this.activo=true;
this.collidef=1; // Collide factor. Para reducir o ampliar el box de colision.
// Anim
this.frame=0;
this.nframes=fig.nframes;
Sprite.all.push(this);
}
goto(x,y) {
this.x=x;
this.y=y;
}
get dx() {
return Math.sin(Math.PI*this.dir/180);
}
get dy() {
return -Math.cos(Math.PI*this.dir/180);
}
update() {
if (this.activo) {
var ctx = Game.context;
ctx.save();
ctx.translate(this.x,this.y);
ctx.rotate(this.dir*Math.PI/180);
//ctx.translate(-this.x,-this.y);
ctx.globalAlpha=this.alpha;
this.fig.Ppaint(ctx,this.size,this.frame);
ctx.restore();
this.alpha+=this.valpha;
this.size+=this.vsize;
this.x+=this.vx;
this.y+=this.vy;
if (this.live>0) {this.live--; if (this.live==0) this.activo=false;}
this.frame+=1; if (this.frame>=this.nframes) this.frame=0;
}
}
del() {
for (var i=0; i<Sprite.all.length; i++)
{
if (Sprite.all[i]===this) {Sprite.all.splice(i,1); break;}
}
}
static update() {
Sprite.all.forEach(function (e, i) {
e.update();
});
}
collide(otro) {
if (otro.activo) {
// Añadir margen del collide.
var tlx=this.lx*this.size*this.collidef;
var tly=this.ly*this.size*this.collidef;
var olx=otro.lx*otro.size*otro.collidef;
var oly=otro.ly*otro.size*otro.collidef;
var tx=this.x-tlx/2;
var ty=this.y-tly/2;
var ox=otro.x-olx/2;
var oy=otro.y-oly/2;
//Game.rect(tx,ty,tlx,tly,"red");
//Game.rect(ox,oy,olx,oly,"red");
if ( (tx+tlx>ox) && (tx<ox+olx) &&
(ty+tly>oy) && (ty<oy+oly) )
return true;
else return false;
}
}
}
function Sound(src) {
this.sound = document.createElement("audio");
this.sound.src = src;
this.sound.setAttribute("preload", "auto");
this.sound.setAttribute("controls", "none");
this.sound.style.display = "none";
this.sound.onload=function(){console.log('MP3 LOAD'+this.sound.src);}
document.body.appendChild(this.sound);
this.play = function(){
this.sound.currentTime=0;
this.sound.play();
}
this.stop = function(){
this.sound.pause();
}
}
// http://cherrytree.at/misc/vk.htm
const KEY_LEFT=37;
const KEY_UP=38;
const KEY_RIGHT=39;
const KEY_DOWN=40;
const KEY_SPACE=32;
const KEY_CONTROL=17;
const KEY_SHIFT=16;
const KEY_A=65;
const KEY_B=66;
const KEY_C=67;
const KEY_D=68;
const KEY_E=69;
const KEY_F=70;
const KEY_G=71;
const KEY_S=83;
const KEY_W=87;
const KEY_X=88;
var keys={};
var Game = {
// canvas : document.createElement("canvas"),
canvas : null, //document.createElement("canvas"),
fontSize:50,
fontName:"arial",
fontColor:"white",
init : function() {
this.canvas=document.getElementById("GAMECANVAS");
if (this.canvas == null) {
console.log("Creo");
this.canvas=document.createElement("canvas");
this.canvas.width = 800;
this.canvas.height = 600;
document.body.append(this.canvas);
// this.canvas.background="red";
}
this.background = "#000000";
this.LX=this.canvas.width;
this.LY=this.canvas.height;
this.XXX=3;
this.context = this.canvas.getContext("2d");
this.interval=null;
window.addEventListener('keydown', function (e) {
//console.log(e.keyCode);
keys[e.keyCode] = true;
if ((e.keyCode<112) || (e.keyCode>123)) { e.preventDefault(); e.stopPropagation();}
});
window.addEventListener('keyup', function (e) {
keys[e.keyCode] = false;
if ((e.keyCode<112) || (e.keyCode>123)) { e.preventDefault(); e.stopPropagation();}
});
Preload();
this.load(GamePreload);
},
load : function(scene) {
if (this.interval!=null) clearInterval(this.interval);
this.interval = setInterval(scene, 15);
},
clear : function(){
// this.context.clearRect(0, 0, this.LX, this.LY);
this.context.fillStyle=this.background;
this.context.fillRect(0, 0, this.LX, this.LY);
},
update: function(){
Sprite.update();
},
paint: function(fig,x,y)
{
var ctx = this.context;
ctx.save();
ctx.translate(x,y);
fig.paint(ctx);
ctx.restore();
},
box: function(x,y,lx,ly,color) {
var ctx = this.context;
ctx.fillStyle = color;
ctx.fillRect(x,y, lx, ly);
},
rect: function(x,y,lx,ly,color) {
var ctx = this.context;
ctx.save();
ctx.strokeStyle=color;
ctx.beginPath();
ctx.rect(x,y, lx, ly);
ctx.stroke();
ctx.restore();
},
text: function (text,x,y,color) {
ctx = Game.context;
ctx.font = this.fontSize + "px " + this.fontName;
//if (mod.search('R')>=0) {ctx.textAlign='right'; x=Game.LX-x;}
ctx.textAlign='left';
// if (mod.search('B')>=0) { ctx.textBaseline='bottom'; y=Game.LY-y;}
ctx.textBaseline='top';
if (color==undefined) color=this.fontColor;
ctx.fillStyle = color;
ctx.fillText(text,x,y);
},
dummy: "FIN"
}
function GamePreload(){
Game.clear();
t="Load "+Img.Loaded + "/" + Img.Total;
Game.text(t,100,100);
if (Img.Total == Img.Loaded) {
Setup();
}
};
function GameInit(){Game.init()};
window.onload=GameInit;
function Preload(){}
function clear(){Game.clear();}
function update(){Game.update();}