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https://github.com/IllusionMan1212/adventures-of-kuroneko.git
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Initial commit
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ig.module(
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'impact.system'
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)
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.requires(
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'impact.timer',
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'impact.image'
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)
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.defines(function(){ "use strict";
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ig.System = ig.Class.extend({
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fps: 30,
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width: 320,
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height: 240,
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realWidth: 320,
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realHeight: 240,
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scale: 1,
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tick: 0,
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animationId: 0,
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newGameClass: null,
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running: false,
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delegate: null,
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clock: null,
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canvas: null,
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context: null,
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init: function( canvasId, fps, width, height, scale ) {
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this.fps = fps;
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this.clock = new ig.Timer();
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this.canvas = ig.$(canvasId);
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this.resize( width, height, scale );
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this.context = this.canvas.getContext('2d');
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this.getDrawPos = ig.System.drawMode;
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// Automatically switch to crisp scaling when using a scale
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// other than 1
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if( this.scale != 1 ) {
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ig.System.scaleMode = ig.System.SCALE.CRISP;
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}
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ig.System.scaleMode( this.canvas, this.context );
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},
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resize: function( width, height, scale ) {
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this.width = width;
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this.height = height;
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this.scale = scale || this.scale;
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this.realWidth = this.width * this.scale;
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this.realHeight = this.height * this.scale;
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this.canvas.width = this.realWidth;
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this.canvas.height = this.realHeight;
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},
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setGame: function( gameClass ) {
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if( this.running ) {
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this.newGameClass = gameClass;
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}
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else {
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this.setGameNow( gameClass );
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}
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},
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setGameNow: function( gameClass ) {
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ig.game = new (gameClass)();
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ig.system.setDelegate( ig.game );
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},
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setDelegate: function( object ) {
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if( typeof(object.run) == 'function' ) {
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this.delegate = object;
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this.startRunLoop();
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} else {
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throw( 'System.setDelegate: No run() function in object' );
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}
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},
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stopRunLoop: function() {
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ig.clearAnimation( this.animationId );
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this.running = false;
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},
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startRunLoop: function() {
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this.stopRunLoop();
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this.animationId = ig.setAnimation( this.run.bind(this), this.canvas );
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this.running = true;
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},
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clear: function( color ) {
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this.context.fillStyle = color;
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this.context.fillRect( 0, 0, this.realWidth, this.realHeight );
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},
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run: function() {
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ig.Timer.step();
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this.tick = this.clock.tick();
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this.delegate.run();
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ig.input.clearPressed();
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if( this.newGameClass ) {
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this.setGameNow( this.newGameClass );
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this.newGameClass = null;
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}
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},
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getDrawPos: null // Set through constructor
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});
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ig.System.DRAW = {
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AUTHENTIC: function( p ) { return Math.round(p) * this.scale; },
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SMOOTH: function( p ) { return Math.round(p * this.scale); },
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SUBPIXEL: function( p ) { return p * this.scale; }
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};
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ig.System.drawMode = ig.System.DRAW.SMOOTH;
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ig.System.SCALE = {
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CRISP: function( canvas, context ) {
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ig.setVendorAttribute( context, 'imageSmoothingEnabled', false );
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canvas.style.imageRendering = '-moz-crisp-edges';
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canvas.style.imageRendering = '-o-crisp-edges';
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canvas.style.imageRendering = '-webkit-optimize-contrast';
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canvas.style.imageRendering = 'crisp-edges';
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canvas.style.msInterpolationMode = 'nearest-neighbor'; // No effect on Canvas :/
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},
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SMOOTH: function( canvas, context ) {
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ig.setVendorAttribute( context, 'imageSmoothingEnabled', true );
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canvas.style.imageRendering = '';
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canvas.style.msInterpolationMode = '';
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}
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};
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ig.System.scaleMode = ig.System.SCALE.SMOOTH;
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});
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