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base.js
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(function() {
"use strict";
var base = window.base || {};
var app = window.app || {};
base.fps = 60;
base.time = 0;
base.lastframe = 0;
base.frameinterval = 1000 / base.fps;
base.mouse = {x: 0, y: 0};
base.fixedtimestep = false;
base.resizeid = null;;
// Set up the canvas, bind events
base.init = function() {
base.canvas = $("#screen")[0];
base.ctx = base.canvas.getContext("2d");
var w = $(document.body).width(), h = $(document.body).height();
base.canvas.width = w;
base.canvas.height = h;
// Throttle resize events
$(window).bind("resize", function(e) {
clearTimeout(base.resizeid);
base.resizeid = setTimeout(function() {
var ow = base.canvas.width, oh = base.canvas.height;
var w = $(document.body).width(), h = $(document.body).height();
base.canvas.width = w;
base.canvas.height = h;
if (app.resize)
app.resize(w, h, ow, oh);
}, 200);
});
// base.mousemoved
$("#screen").bind("mousemove", function(e) {
var dx = e.clientX - base.mouse.x, dy = e.clientY - base.mouse.y;
base.mouse.x = e.clientX;
base.mouse.y = e.clientY;
if (app.mousemoved)
app.mousemoved(e.clientX, e.clientY, dx, dy);
// base.mousepressed
}).bind("mousedown", function(e) {
var b;
switch (e.button) {
case 0:
b = "l"; break;
case 1:
b = "m"; break;
case 2:
b = "r"; break;
}
if (app.mousepressed)
app.mousepressed(b, base.mouse.x, base.mouse.y)
// base.mousereleased
}).bind("mouseup", function(e) {
var b;
switch (e.button) {
case 0:
b = "l"; break;
case 1:
b = "m"; break;
case 2:
b = "r"; break;
}
if (app.mousereleased)
app.mousereleased(b, base.mouse.x, base.mouse.y)
// base.mousepressed mousewheel events
}).bind("mousewheel", function(e) {
if (e.originalEvent.wheelDelta > 0) {
if (app.mousepressed) app.mousepressed("wu", base.mouse.x, base.mouse.y);
if (app.mousereleased) app.mousereleased("wu", base.mouse.x, base.mouse.y);
} else {
if (app.mousepressed) app.mousepressed("wd", base.mouse.x, base.mouse.y);
if (app.mousereleased) app.mousereleased("wd", base.mouse.x, base.mouse.y);
}
});
app.load();
requestAnimationFrame(base.frame);
};
// Calculate elapsed time, update and draw everything
base.frame = function() {
requestAnimationFrame(base.frame);
var now = performance ? performance.now() : Date.now();
var elapsed = now - base.lastframe;
var dt = (base.fixedtimestep ? base.frameinterval : elapsed) / 1000;
base.time += dt;
// Limit frame rate
if (elapsed > base.frameinterval) {
base.lastframe = now - (elapsed % base.frameinterval);
app.update(dt, base.time);
base.ctx.clearRect(0, 0, base.canvas.width, base.canvas.height);
app.draw();
}
};
// Set the FPS limit
base.setFPS = function(fps) {
base.fps = fps;
base.lastframe = 0;
base.frameinterval = 1000 / base.fps;
};
window.base = base;
$(base.init);
})();