add js for game demo
parent
f62d90d25e
commit
0f89e6226a
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var WIDTH = 1024,
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HEIGHT = 720;
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console.log('oh');
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var MainView = Backbone.View.extend({
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initialize: function () {
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var i,
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dotGroup,
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animal;
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Math.seedrandom('fish');
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this.state = 0;
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this.dots = [];
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this.animals = [];
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this.trees = [];
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this.treeFaces = [];
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this.s = Snap(document.getElementsByTagName('svg')[0]);
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//dot animals
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dotGroup = this.s.select('#dots');
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this.dots = dotGroup.selectAll('*');
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for (i = 0; i < this.dots.length; i += 1) {
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animal = new PathAnimal({s: this.s, dot: this.dots[i]});
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this.animals.push(animal);
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}
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//sort depth
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for (i = 0; i < this.animals.length; i += 1) {
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if (i > 0) {
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var a = this.animals[i - 1].el,
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b = this.animals[i].el;
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if (a.matrix.split().dy > b.matrix.split().dy) {
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a.before(b);
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}
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}
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}
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//trees
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this.trees = this.s.selectAll('.tree');
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for (i = 0; i < this.trees.length; i += 1) {
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var tree = new TreeFace({s: this.s, tree: this.trees[i]});
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this.treeFaces.push(tree);
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}
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this.cube = document.getElementById('cube');
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var $cubeHitArea = document.getElementById('cube-hitarea');
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$cubeHitArea.addEventListener('click', this.handle_ROLL.bind(this));
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setTimeout(this.animate.bind(this), 3000);
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},
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handle_ROLL: function () {
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this.number = Math.ceil(Math.random() * 6);
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if (this.number == 6) {
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rx = 45;
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ry = 180;
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rz = -45;
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} else if (this.number == 5) {
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rx = 50;
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ry = 0;
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rz = 50;
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} else if (this.number == 4) {
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rx = -45;
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ry = 50;
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rz = 90;
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} else if (this.number == 3) {
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rx = -45;
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ry = 225;
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rz = -90;
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} else if (this.number == 2) {
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rx = -45;
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ry = 50;
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rz = 0;
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} else if (this.number == 1) {
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rx = 145;
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ry = -45;
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rz = 0;
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} else {
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rx = -90;
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ry = 0;
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rz = 0;
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}
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this.cube.css({'webkitTransform': 'rotateX(' + rx + 'deg) rotateY(' + ry + 'deg) rotateZ(' + rz + 'deg)'});
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setTimeout(this.trigger.bind(this), 1000);
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},
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trigger: function () {
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this.state += 1;//this.number;
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var animal = this.animals[this.state];
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animal.handle_MOUSEOVER();
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},
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animate: function () {
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var tree = this.treeFaces[Math.floor(Math.random() * this.treeFaces.length)];
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tree.handle_MOUSEOVER();
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setTimeout(function () {
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tree.handle_MOUSEOUT();
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}.bind(this), 3000);
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setTimeout(this.animate.bind(this), 3000);
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}
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});
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var main = new MainView();
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var PathAnimal = Backbone.View.extend({
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initialize: function () {
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var _x,
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_y,
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PATHS = [
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'M0,0c0,0,0-28.008,0-46.707S0-89,0-89',
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'M0,0c0,0-9.634-22.317,10-46.707S50-69,50-69',
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'M0,0c0,0,17.52-24.431,0-56.707S-50-99-50-99'
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];
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this.s = this.options.s;
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this.dot = this.options.dot;
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_x = this.dot.attr('cx');
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_y = this.dot.attr('cy');
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this.el = this.s.g();
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this.path = this.s.path(PATHS[Math.floor(Math.random() * PATHS.length)]);
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this.totalLength = this.dashOffset = this.path.getTotalLength();
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this.path.attr({
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fill: 'none',
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stroke: this.dot.attr('fill'),
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strokeWidth: 25,
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strokeMiterlimit: 10,
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strokeLinecap: 'round',
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opacity: 1,
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strokeDasharray: this.totalLength + " 200",
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strokeDashoffset: this.totalLength
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});
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this.el.add(this.path);
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this.el.transform("t" + [_x, _y]);
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this.hitarea = this.s.circle(_x, _y, 30);
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this.hitarea.attr({
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fill: 'transparent',
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'class': 'hit-area'
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});
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this.hitarea.mouseover(this.handle_MOUSEOVER.bind(this));
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this.hitarea.mouseout(this.handle_MOUSEOUT.bind(this));
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this.addFace();
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},
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addFace: function () {
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var mouth,
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eye,
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ey2;
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this.face = this.s.g();
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this.face.attr({
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'class': 'face'
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});
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mouth = this.s.circle(0, 5, 4);
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mouth.attr({fill: 'black', 'class': 'mouth'});
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this.face.add(mouth);
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eye = this.s.path('M-2.75-6.75c0,0-2.537,2.5-5.667,2.5s-5.667-2.5-5.667-2.5s2.537-2.5,5.667-2.5S-2.75-6.75-2.75-6.75z');
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eye.attr({fill: 'white', 'class': 'eye left'});
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this.face.add(eye);
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eye2 = this.s.path('M14.583-6.75c0,0-2.537,2.5-5.667,2.5S3.25-6.75,3.25-6.75s2.537-2.5,5.667-2.5S14.583-6.75,14.583-6.75z');
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eye2.attr({fill: 'white', 'class': 'eye right'});
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this.face.add(eye2);
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this.face.transform("s.6");
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this.el.add(this.face);
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},
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handle_MOUSEOVER: function () {
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var instance = this;
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this.face.attr({
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'class': 'face animating'
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});
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Snap.animate(this.dashOffset, 0, function (val) {
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instance.dashOffset = val;
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instance.render();
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}, 500);
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},
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handle_MOUSEOUT: function () {
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var instance = this;
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this.face.attr({
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'class': 'face'
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});
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Snap.animate(this.dashOffset, this.totalLength, function (val) {
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instance.dashOffset = val;
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instance.render();
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}, 500);
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},
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render: function () {
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var point;
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this.path.attr({
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'stroke-dashoffset': this.dashOffset
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});
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point = this.path.getPointAtLength(this.totalLength - this.dashOffset);
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this.face.transform("t" + [point.x, point.y] + "s.6");
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}
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});
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// seedrandom.js version 2.2.
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// Author: David Bau
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// Date: 2013 Jun 15
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//
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// Defines a method Math.seedrandom() that, when called, substitutes
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// an explicitly seeded RC4-based algorithm for Math.random(). Also
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// supports automatic seeding from local or network sources of entropy.
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//
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// http://davidbau.com/encode/seedrandom.js
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// http://davidbau.com/encode/seedrandom-min.js
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//
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// Usage:
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//
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// <script src=http://davidbau.com/encode/seedrandom-min.js></script>
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//
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// Math.seedrandom('yay.'); Sets Math.random to a function that is
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// initialized using the given explicit seed.
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//
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// Math.seedrandom(); Sets Math.random to a function that is
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// seeded using the current time, dom state,
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// and other accumulated local entropy.
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// The generated seed string is returned.
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//
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// Math.seedrandom('yowza.', true);
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// Seeds using the given explicit seed mixed
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// together with accumulated entropy.
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//
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// <script src="https://jsonlib.appspot.com/urandom?callback=Math.seedrandom">
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// </script> Seeds using urandom bits from a server.
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//
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// More advanced examples:
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//
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// Math.seedrandom("hello."); // Use "hello." as the seed.
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// document.write(Math.random()); // Always 0.9282578795792454
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// document.write(Math.random()); // Always 0.3752569768646784
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// var rng1 = Math.random; // Remember the current prng.
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//
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// var autoseed = Math.seedrandom(); // New prng with an automatic seed.
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// document.write(Math.random()); // Pretty much unpredictable x.
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//
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// Math.random = rng1; // Continue "hello." prng sequence.
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// document.write(Math.random()); // Always 0.7316977468919549
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//
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// Math.seedrandom(autoseed); // Restart at the previous seed.
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// document.write(Math.random()); // Repeat the 'unpredictable' x.
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//
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// function reseed(event, count) { // Define a custom entropy collector.
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// var t = [];
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// function w(e) {
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// t.push([e.pageX, e.pageY, +new Date]);
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// if (t.length < count) { return; }
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// document.removeEventListener(event, w);
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// Math.seedrandom(t, true); // Mix in any previous entropy.
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// }
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// document.addEventListener(event, w);
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// }
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// reseed('mousemove', 100); // Reseed after 100 mouse moves.
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//
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// Version notes:
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//
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// The random number sequence is the same as version 1.0 for string seeds.
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// Version 2.0 changed the sequence for non-string seeds.
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// Version 2.1 speeds seeding and uses window.crypto to autoseed if present.
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// Version 2.2 alters non-crypto autoseeding to sweep up entropy from plugins.
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//
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// The standard ARC4 key scheduler cycles short keys, which means that
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// seedrandom('ab') is equivalent to seedrandom('abab') and 'ababab'.
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// Therefore it is a good idea to add a terminator to avoid trivial
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// equivalences on short string seeds, e.g., Math.seedrandom(str + '\0').
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// Starting with version 2.0, a terminator is added automatically for
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// non-string seeds, so seeding with the number 111 is the same as seeding
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// with '111\0'.
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//
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// When seedrandom() is called with zero args, it uses a seed
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// drawn from the browser crypto object if present. If there is no
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// crypto support, seedrandom() uses the current time, the native rng,
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// and a walk of several DOM objects to collect a few bits of entropy.
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//
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// Each time the one- or two-argument forms of seedrandom are called,
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// entropy from the passed seed is accumulated in a pool to help generate
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// future seeds for the zero- and two-argument forms of seedrandom.
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//
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// On speed - This javascript implementation of Math.random() is about
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// 3-10x slower than the built-in Math.random() because it is not native
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// code, but that is typically fast enough. Some details (timings on
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// Chrome 25 on a 2010 vintage macbook):
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//
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// seeded Math.random() - avg less than 0.0002 milliseconds per call
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// seedrandom('explicit.') - avg less than 0.2 milliseconds per call
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// seedrandom('explicit.', true) - avg less than 0.2 milliseconds per call
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// seedrandom() with crypto - avg less than 0.2 milliseconds per call
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//
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// Autoseeding without crypto is somewhat slower, about 20-30 milliseconds on
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// a 2012 windows 7 1.5ghz i5 laptop, as seen on Firefox 19, IE 10, and Opera.
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// Seeded rng calls themselves are fast across these browsers, with slowest
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// numbers on Opera at about 0.0005 ms per seeded Math.random().
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//
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// LICENSE (BSD):
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//
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// Copyright 2013 David Bau, all rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// 3. Neither the name of this module nor the names of its contributors may
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// be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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/**
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* All code is in an anonymous closure to keep the global namespace clean.
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*/
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(function (
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global, pool, math, width, chunks, digits) {
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//
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// The following constants are related to IEEE 754 limits.
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//
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var startdenom = math.pow(width, chunks),
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significance = math.pow(2, digits),
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overflow = significance * 2,
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mask = width - 1;
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//
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// seedrandom()
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// This is the seedrandom function described above.
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//
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math['seedrandom'] = function(seed, use_entropy) {
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var key = [];
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// Flatten the seed string or build one from local entropy if needed.
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var shortseed = mixkey(flatten(
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use_entropy ? [seed, tostring(pool)] :
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0 in arguments ? seed : autoseed(), 3), key);
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// Use the seed to initialize an ARC4 generator.
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var arc4 = new ARC4(key);
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// Mix the randomness into accumulated entropy.
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mixkey(tostring(arc4.S), pool);
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// Override Math.random
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// This function returns a random double in [0, 1) that contains
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// randomness in every bit of the mantissa of the IEEE 754 value.
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math['random'] = function() { // Closure to return a random double:
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var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48
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d = startdenom, // and denominator d = 2 ^ 48.
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x = 0; // and no 'extra last byte'.
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while (n < significance) { // Fill up all significant digits by
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n = (n + x) * width; // shifting numerator and
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d *= width; // denominator and generating a
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x = arc4.g(1); // new least-significant-byte.
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}
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while (n >= overflow) { // To avoid rounding up, before adding
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n /= 2; // last byte, shift everything
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d /= 2; // right using integer math until
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x >>>= 1; // we have exactly the desired bits.
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}
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return (n + x) / d; // Form the number within [0, 1).
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};
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// Return the seed that was used
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return shortseed;
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};
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//
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// ARC4
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//
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// An ARC4 implementation. The constructor takes a key in the form of
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// an array of at most (width) integers that should be 0 <= x < (width).
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//
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// The g(count) method returns a pseudorandom integer that concatenates
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// the next (count) outputs from ARC4. Its return value is a number x
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// that is in the range 0 <= x < (width ^ count).
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//
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/** @constructor */
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function ARC4(key) {
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var t, keylen = key.length,
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me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];
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// The empty key [] is treated as [0].
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if (!keylen) { key = [keylen++]; }
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// Set up S using the standard key scheduling algorithm.
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while (i < width) {
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s[i] = i++;
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}
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for (i = 0; i < width; i++) {
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s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];
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s[j] = t;
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}
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// The "g" method returns the next (count) outputs as one number.
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(me.g = function(count) {
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// Using instance members instead of closure state nearly doubles speed.
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var t, r = 0,
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i = me.i, j = me.j, s = me.S;
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while (count--) {
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t = s[i = mask & (i + 1)];
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r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];
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}
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me.i = i; me.j = j;
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return r;
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// For robust unpredictability discard an initial batch of values.
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// See http://www.rsa.com/rsalabs/node.asp?id=2009
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})(width);
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}
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//
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// flatten()
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// Converts an object tree to nested arrays of strings.
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//
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function flatten(obj, depth) {
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var result = [], typ = (typeof obj)[0], prop;
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if (depth && typ == 'o') {
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for (prop in obj) {
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try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}
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}
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}
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return (result.length ? result : typ == 's' ? obj : obj + '\0');
|
||||
}
|
||||
|
||||
//
|
||||
// mixkey()
|
||||
// Mixes a string seed into a key that is an array of integers, and
|
||||
// returns a shortened string seed that is equivalent to the result key.
|
||||
//
|
||||
function mixkey(seed, key) {
|
||||
var stringseed = seed + '', smear, j = 0;
|
||||
while (j < stringseed.length) {
|
||||
key[mask & j] =
|
||||
mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));
|
||||
}
|
||||
return tostring(key);
|
||||
}
|
||||
|
||||
//
|
||||
// autoseed()
|
||||
// Returns an object for autoseeding, using window.crypto if available.
|
||||
//
|
||||
/** @param {Uint8Array=} seed */
|
||||
function autoseed(seed) {
|
||||
try {
|
||||
global.crypto.getRandomValues(seed = new Uint8Array(width));
|
||||
return tostring(seed);
|
||||
} catch (e) {
|
||||
return [+new Date, global, global.navigator.plugins,
|
||||
global.screen, tostring(pool)];
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// tostring()
|
||||
// Converts an array of charcodes to a string
|
||||
//
|
||||
function tostring(a) {
|
||||
return String.fromCharCode.apply(0, a);
|
||||
}
|
||||
|
||||
//
|
||||
// When seedrandom.js is loaded, we immediately mix a few bits
|
||||
// from the built-in RNG into the entropy pool. Because we do
|
||||
// not want to intefere with determinstic PRNG state later,
|
||||
// seedrandom will not call math.random on its own again after
|
||||
// initialization.
|
||||
//
|
||||
mixkey(math.random(), pool);
|
||||
|
||||
// End anonymous scope, and pass initial values.
|
||||
})(
|
||||
this, // global window object
|
||||
[], // pool: entropy pool starts empty
|
||||
Math, // math: package containing random, pow, and seedrandom
|
||||
256, // width: each RC4 output is 0 <= x < 256
|
||||
6, // chunks: at least six RC4 outputs for each double
|
||||
52 // digits: there are 52 significant digits in a double
|
||||
);
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,70 @@
|
|||
|
||||
var TreeFace = Backbone.View.extend({
|
||||
initialize: function () {
|
||||
this.s = this.options.s;
|
||||
this.el = this.options.tree;
|
||||
|
||||
this.addFace();
|
||||
|
||||
/*
|
||||
setTimeout(function () {
|
||||
this.face.attr({
|
||||
'class': 'face animating'
|
||||
});
|
||||
}.bind(this), Math.random() * 2000 );
|
||||
*/
|
||||
|
||||
this.hitarea = this.s.circle(0, 0, 40);
|
||||
this.hitarea.attr({
|
||||
fill: 'transparent',
|
||||
'class': 'hit-area'
|
||||
});
|
||||
this.face.add(this.hitarea);
|
||||
this.hitarea.mouseover(this.handle_MOUSEOVER.bind(this));
|
||||
this.hitarea.mouseout(this.handle_MOUSEOUT.bind(this));
|
||||
},
|
||||
|
||||
handle_MOUSEOVER: function () {
|
||||
this.face.attr({
|
||||
'class': 'face animating'
|
||||
});
|
||||
},
|
||||
|
||||
handle_MOUSEOUT: function () {
|
||||
this.face.attr({
|
||||
'class': 'face'
|
||||
});
|
||||
},
|
||||
|
||||
addFace: function () {
|
||||
var mouth,
|
||||
eye,
|
||||
ey2,
|
||||
matrix;
|
||||
|
||||
this.face = this.s.g();
|
||||
this.face.attr({
|
||||
'class': 'face'
|
||||
});
|
||||
/*
|
||||
mouth = this.s.circle(0, 5, 4);
|
||||
mouth.attr({fill: 'black', 'class': 'mouth'});
|
||||
this.face.add(mouth);
|
||||
*/
|
||||
eye = this.s.path('M-2.75-6.75c0,0-2.537,2.5-5.667,2.5s-5.667-2.5-5.667-2.5s2.537-2.5,5.667-2.5S-2.75-6.75-2.75-6.75z');
|
||||
eye.attr({fill: 'white', 'class': 'eye left'});
|
||||
this.face.add(eye);
|
||||
|
||||
eye2 = this.s.path('M14.583-6.75c0,0-2.537,2.5-5.667,2.5S3.25-6.75,3.25-6.75s2.537-2.5,5.667-2.5S14.583-6.75,14.583-6.75z');
|
||||
eye2.attr({fill: 'white', 'class': 'eye right'});
|
||||
this.face.add(eye2);
|
||||
|
||||
matrix = new Snap.Matrix();
|
||||
box = this.el.getBBox();
|
||||
matrix.translate(box.cx, box.cy);
|
||||
matrix.scale(box.r2 / 40);
|
||||
|
||||
this.face.transform(matrix.toTransformString());
|
||||
this.el.add(this.face);
|
||||
},
|
||||
});
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue