コード例 #1
0
ファイル: SlotMachine.js プロジェクト: 2br/roBrowser
		return function rendering()
		{
			var i, count, max;
			var action, animation, anim;
			
			switch (_type) {
				case 0: // waiting
					action = _action.actions[0];
					anim   = Math.floor((Renderer.tick - _start) / action.delay * 2);
					break;

				case 1: // pending
					action = _action.actions[1];
					max    = action.animations.length + (_result ? 7 : 3);
					anim   = Renderer.tick - _start;
					anim   = Math.floor(anim / action.delay);
					anim   = Math.min(anim, max);

					if (anim === max) {
						_type  = _result ? 2 : 3;
						_start = Renderer.tick;
					}
					break;

				case 2: // success
				case 3: // fail
					action = _action.actions[_type];
					max    = action.animations.length;
					anim   = Renderer.tick - _start;
					anim   = Math.floor(anim / action.delay);

					if (anim >= max) {
						Renderer.stop(rendering);
						Events.setTimeout(function(){
							SlotMachine.remove();
						}, 500);
					}
					break;
			}

			animation = action.animations[anim % action.animations.length];

			// Initialize context
			SpriteRenderer.bind2DContext(_ctx, 140, 165);
			_ctx.clearRect(0, 0, _ctx.canvas.width, _ctx.canvas.height);

			// Render layers
			for (i = 0, count = animation.layers.length; i < count; ++i) {
				_entity.renderLayer( animation.layers[i], _sprite, _sprite, 1.0, position, false);
			}
		};
コード例 #2
0
ファイル: Equipment.js プロジェクト: trojal/roBrowser
	Equipment.renderCharacter = function RenderCharacter()
	{
		// 2D render use much CPU, dont render it if not visible.
		if( Equipment.ui.is(':visible') ) {
			var ctx = Equipment.ctx;

			// Rendering
			SpriteRenderer.bind2DContext( ctx, 30, 130 );
			ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height );

			Camera.direction = 4;
			Equipment.entity._renderSub(0);
		}
	};
コード例 #3
0
ファイル: CharCreate.js プロジェクト: Blount/roBrowser
	CharCreate.render = function Render( tick )
	{
		// Update direction each 500ms
		if( CharCreate.chargen.tick + 500 < tick ) {
			Camera.direction++;
			Camera.direction %= 8;
			CharCreate.chargen.tick = tick;
		}

		// Rendering
		SpriteRenderer.bind2DContext( CharCreate.chargen.ctx, 32, 115 );
		CharCreate.chargen.ctx.clearRect(0, 0, CharCreate.chargen.ctx.canvas.width, CharCreate.chargen.ctx.canvas.height );
		CharCreate.chargen.entity.renderEntity();
	};
コード例 #4
0
ファイル: CharSelect.js プロジェクト: kaanbasal/roBrowser
	/**
	 * Render sprites to canvas
	 */
	function render()
	{
		var i, count, idx;

		Camera.direction = 4;
		idx              = Math.floor(_index / 3) * 3;
		count            = _ctx.length;


		for (i = 0; i < count; ++i) {
			_ctx[i].clearRect(0, 0, _ctx[i].canvas.width, _ctx[i].canvas.height);

			if (_entitySlots[idx+i]) {
				SpriteRenderer.bind2DContext(_ctx[i], 63, 130);
				_entitySlots[idx+i].renderEntity();
			}
		}
	}
コード例 #5
0
ファイル: Equipment.js プロジェクト: scriptord3/roBrowser
		return function rencerCharacter()
		{
			var character = Session.Entity;
			var direction = character.direction;
			var headDir = character.headDir;
			var action = character.action;
			var animation = character.animation;

			// If state change, we have to check if the new option is removable.
			if (character.effectState !== _lastState || _hasCart !== Session.hasCart) {
				_lastState = character.effectState;
				_hasCart = Session.hasCart;

				if (_lastState & OptionFlag || _hasCart) {
					Equipment.ui.find('.removeOption').show();
				}
				else {
					Equipment.ui.find('.removeOption').hide();
				}
			}

			// Set action
			Camera.direction = 4;
			character.direction = 4;
			character.headDir = 0;
			character.action = character.ACTION.IDLE;
			character.animation = _animation;

			_savedColor.set(character.effectColor);
			character.effectColor.set(_cleanColor);

			// Rendering
			SpriteRenderer.bind2DContext(_ctx, 30, 130);
			_ctx.clearRect(0, 0, _ctx.canvas.width, _ctx.canvas.height);
			character.renderEntity();

			// Revert changes
			character.direction = direction;
			character.headDir = headDir;
			character.action = action;
			character.animation = animation;
			character.effectColor.set(_savedColor);
		};