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| // detect touch screen
var TOUCH = false;
// canvas dimensions
var SW = 240;
var SH = 160;
// render zone
var CONTAINER = null;
var CAN = null;
var CTX2D = null;
// colors
const CO = ['#0000FF', '#FF0000'];
// left buttons zone: 8-directions cross
const CROSS_RAD = 32;
const CROSS_X = CROSS_RAD;
const CROSS_Y = SH - CROSS_RAD;
var LEFT_ON = 0;
var RIGHT_ON = 0;
var UP_ON = 0;
var DOWN_ON = 0;
// right buttons zone: A B
const AB_RAD = CROSS_RAD;
const AB_X = SW - AB_RAD;
const AB_Y = CROSS_Y;
var A_ON = 0;
var B_ON = 0;
// fullscreen button
const FULLSCREEN_RECT = {left: SW - 32, width: 32, top: 0, height: 32};
// deprecated keycodes
const KEY_CODES = {
ArrowUp: 38,
ArrowDown: 40,
ArrowLeft: 37,
ArrowRight: 39,
d: 68,
f: 70
};
// show txt
function trace(s)
{
document.getElementById('tracer').innerHTML += s + '<br/>';
}
// coordinates relative to canvas
function Cx(x)
{
return x * CAN.width / CONTAINER.offsetWidth;
}
function Cy(y)
{
return y * CAN.height / CONTAINER.offsetHeight;
}
function DrawButtons()
{
// cross
CTX2D.fillStyle = CO[ LEFT_ON ];
CTX2D.beginPath();
CTX2D.rect(CROSS_X - CROSS_RAD, CROSS_Y - 8, CROSS_RAD - 8, 16);
CTX2D.closePath();
CTX2D.fill();
CTX2D.fillStyle = CO[ RIGHT_ON ];
CTX2D.beginPath();
CTX2D.rect(CROSS_X + 8, CROSS_Y - 8, CROSS_RAD - 8, 16);
CTX2D.closePath();
CTX2D.fill();
CTX2D.fillStyle = CO[ UP_ON ];
CTX2D.beginPath();
CTX2D.rect(CROSS_X - 8, CROSS_Y - CROSS_RAD, 16, CROSS_RAD - 8);
CTX2D.closePath();
CTX2D.fill();
CTX2D.fillStyle = CO[ DOWN_ON ];
CTX2D.beginPath();
CTX2D.rect(CROSS_X - 8, CROSS_Y + 8, 16, CROSS_RAD - 8);
CTX2D.closePath();
CTX2D.fill();
// AB
CTX2D.fillStyle = CO[ A_ON ];
CTX2D.beginPath();
CTX2D.arc(AB_X - AB_RAD / 2, AB_Y + AB_RAD / 2, AB_RAD / 2, 0, Math.PI * 2);
CTX2D.closePath();
CTX2D.fill();
CTX2D.fillStyle = CO[ B_ON ];
CTX2D.beginPath();
CTX2D.arc(AB_X + AB_RAD / 2, AB_Y - AB_RAD / 2, AB_RAD / 2, 0, Math.PI * 2);
CTX2D.closePath();
CTX2D.fill();
}
function DrawRyu()
{
const ryu = Game.ryu;
CTX2D.fillStyle = '#FFFFFF';
CTX2D.beginPath();
// body
CTX2D.rect(ryu.x - ryu.hW, ryu.y - ryu.hH, ryu.hW * 2, ryu.hH * 2);
// punch-kick
if (ryu.punchDelay)
{
CTX2D.rect(ryu.x + ryu.flipX * 32 - ryu.hW, ryu.y - 24, ryu.hW * 2, 16);
}
if (ryu.kickDelay)
{
CTX2D.rect(ryu.x + ryu.flipX * 32 - ryu.hW, ryu.y + 8, ryu.hW * 2, 16);
}
CTX2D.closePath();
CTX2D.fill();
}
function main()
{
TOUCH = ("ontouchmove" in document.documentElement);
CONTAINER = document.getElementById('container');
CAN = document.getElementById('screen');
CTX2D = CAN.getContext('2d');
// touch events
if (TOUCH)
{
document.addEventListener('touchstart', OnTouchStart, {passive: false});
document.addEventListener('touchend', OnTouchEnd, {passive: false});
document.addEventListener('touchmove', OnTouchMove, {passive: false});
}
else
{
CAN.onmouseup = OnMouseUp;
document.onkeydown = OnKeyDown;
document.onkeyup = OnKeyUp;
}
Game.init();
// start video routine
window.requestAnimationFrame(VideoRoutine);
}
function VideoRoutine(e)
{
Game.routine();
// refresh background
CTX2D.fillStyle = '#000000';
CTX2D.fillRect(0, 0, SW, SH);
// draw fullscreen button
CTX2D.fillStyle = CO[0];
CTX2D.beginPath();
CTX2D.rect(FULLSCREEN_RECT.left, FULLSCREEN_RECT.top, FULLSCREEN_RECT.width, FULLSCREEN_RECT.height);
CTX2D.closePath();
CTX2D.fill();
// draw Ryu
DrawRyu();
// draw paddle buttons or keys manual
if ( TOUCH )
{
DrawButtons();
}
else
{
CTX2D.font = "16px lucida console";
CTX2D.fillStyle ='#0000FF';
CTX2D.fillText(" Move: arrows", 0, SH-48);
CTX2D.fillText(" Punch: F", 0, SH-32);
CTX2D.fillText(" Kick: D", 0, SH-16);
}
window.requestAnimationFrame(VideoRoutine);
}
function Touch(e, on)
{
e.preventDefault();
e.stopImmediatePropagation();
// prepare key events
let lastLeft = LEFT_ON;
let lastRight = RIGHT_ON;
let lastUp = UP_ON;
let lastDown = DOWN_ON;
let lastA = A_ON;
let lastB = B_ON;
// geometry test to update bools
const tl = e.changedTouches;
const r = CAN.getBoundingClientRect();
const halfWidth = Cx((r.right - r.left) / 2);
for (let i = 0; i < tl.length; i++)
{
const x = Cx(tl[i].clientX - r.left);
const y = Cy(tl[i].clientY - r.top);
if (x < halfWidth)
{
// left: test against cross
const dx = x - CROSS_X;
const dy = y - CROSS_Y;
const dist = Math.sqrt(dx * dx + dy * dy);
UP_ON = DOWN_ON = LEFT_ON = RIGHT_ON = 0;
// test again circles
if (dist <= CROSS_RAD && dist >= CROSS_RAD / 4 && on)
{
// test against lines
const A = dy >= dx / 2;
const B = dy >= dx * 2;
const C = dy >= -dx * 2;
const D = dy >= -dx / 2;
DOWN_ON = 0 + (A && D);
UP_ON = 0 + (!A && !D);
LEFT_ON = 0 + (!C && B);
RIGHT_ON = 0 + (C && !B);
}
} else
{
// right: test against AB
const dx = x - AB_X;
const dy = y - AB_Y;
A_ON = B_ON = 0;
if (on && dx >= -AB_RAD && dx <= AB_RAD && dy >= -AB_RAD && dy <= AB_RAD)
{
// test lines
A_ON = 0 + (dy >= -AB_RAD / 2 + dx);
B_ON = 0 + (dy <= AB_RAD / 2 + dx);
}
}
}
// conversion to key events
let ke = null;
// cross
ke = {keyCode: KEY_CODES['ArrowLeft'], key: 'ArrowLeft'};
if (!lastLeft && LEFT_ON)
{
KeyDown(ke);
}
if (lastLeft && !LEFT_ON)
{
KeyUp(ke);
}
ke = {keyCode: KEY_CODES['ArrowRight'], key: 'ArrowRight'};
if (!lastRight && RIGHT_ON)
{
KeyDown(ke);
}
if (lastRight && !RIGHT_ON)
{
KeyUp(ke);
}
ke = {keyCode: KEY_CODES['ArrowUp'], key: 'ArrowUp'};
if (!lastUp && UP_ON)
{
KeyDown(ke);
}
if (lastUp && !UP_ON)
{
KeyUp(ke);
}
ke = {keyCode: KEY_CODES['ArrowDown'], key: 'ArrowDown'};
if (!lastDown && DOWN_ON)
{
KeyDown(ke);
}
if (lastDown && !DOWN_ON)
{
KeyUp(ke);
}
// AB
ke = {keyCode: KEY_CODES['d'], key: 'd'};
if (!lastA && A_ON)
{
KeyDown(ke);
}
if (lastA && !A_ON)
{
KeyUp(ke);
}
ke = {keyCode: KEY_CODES['f'], key: 'f'};
if (!lastB && B_ON)
{
KeyDown(ke);
}
if (lastB && !B_ON)
{
KeyUp(ke);
}
}
// "key" events
function resolveKeyCode(e)
{
if (e.keyCode !== undefined)
{
return e.keyCode;
} else if (e.key !== undefined)
{
return KEY_CODES[e.key];
}
}
function KeyDown(e)
{
Game.onKeyDown(resolveKeyCode(e));
}
function KeyUp(e)
{
Game.onKeyUp(resolveKeyCode(e));
}
function OnTouchStart(e)
{
Touch(e, 1);
}
function OnTouchEnd(e)
{
Touch(e, 0);
TouchFullscreenButton(e);
}
function OnTouchMove(e)
{
Touch(e, 1);
}
function ToggleFullScreen()
{
if (!document.fullscreen)
{
CONTAINER.requestFullscreen();
} else
{
document.exitFullscreen();
}
}
function TouchFullscreenButton(e)
{
const rec = e.target.getBoundingClientRect();
const tl = e.changedTouches;
const fsr = FULLSCREEN_RECT;
for (let i = 0; i < tl.length; i++)
{
const x = Cx(tl[i].clientX - rec.left);
const y = Cy(tl[i].clientY - rec.top);
// check fullscreen button
const dx = x - fsr.left;
const dy = y - fsr.top;
if (dx >= 0 && dx < fsr.width && dy >= 0 && dy < fsr.height)
{
ToggleFullScreen();
}
}
}
function OnMouseUp(e)
{
const rec = e.target.getBoundingClientRect();
const tl = e.changedTouches;
const fsr = FULLSCREEN_RECT;
const x = Cx( e.clientX - rec.left );
const y = Cy( e.clientY - rec.top );
// check fullscreen button
const dx = x - fsr.left ;
const dy = y - fsr.top ;
if (dx >= 0 && dx < fsr.width && dy >= 0 && dy < fsr.height)
{
ToggleFullScreen();
}
}
function OnKeyDown(e)
{
e.preventDefault();
e.stopImmediatePropagation();
Game.onKeyDown(resolveKeyCode(e));
}
function OnKeyUp(e)
{
e.preventDefault();
e.stopImmediatePropagation();
Game.onKeyUp(resolveKeyCode(e));
} |