add js for game demo

master
cjgammon 2013-10-16 10:49:29 -07:00
parent f62d90d25e
commit 0f89e6226a
8 changed files with 10734 additions and 0 deletions

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var WIDTH = 1024,
HEIGHT = 720;
console.log('oh');
var MainView = Backbone.View.extend({
initialize: function () {
var i,
dotGroup,
animal;
Math.seedrandom('fish');
this.state = 0;
this.dots = [];
this.animals = [];
this.trees = [];
this.treeFaces = [];
this.s = Snap(document.getElementsByTagName('svg')[0]);
//dot animals
dotGroup = this.s.select('#dots');
this.dots = dotGroup.selectAll('*');
for (i = 0; i < this.dots.length; i += 1) {
animal = new PathAnimal({s: this.s, dot: this.dots[i]});
this.animals.push(animal);
}
//sort depth
for (i = 0; i < this.animals.length; i += 1) {
if (i > 0) {
var a = this.animals[i - 1].el,
b = this.animals[i].el;
if (a.matrix.split().dy > b.matrix.split().dy) {
a.before(b);
}
}
}
//trees
this.trees = this.s.selectAll('.tree');
for (i = 0; i < this.trees.length; i += 1) {
var tree = new TreeFace({s: this.s, tree: this.trees[i]});
this.treeFaces.push(tree);
}
this.cube = document.getElementById('cube');
var $cubeHitArea = document.getElementById('cube-hitarea');
$cubeHitArea.addEventListener('click', this.handle_ROLL.bind(this));
setTimeout(this.animate.bind(this), 3000);
},
handle_ROLL: function () {
this.number = Math.ceil(Math.random() * 6);
if (this.number == 6) {
rx = 45;
ry = 180;
rz = -45;
} else if (this.number == 5) {
rx = 50;
ry = 0;
rz = 50;
} else if (this.number == 4) {
rx = -45;
ry = 50;
rz = 90;
} else if (this.number == 3) {
rx = -45;
ry = 225;
rz = -90;
} else if (this.number == 2) {
rx = -45;
ry = 50;
rz = 0;
} else if (this.number == 1) {
rx = 145;
ry = -45;
rz = 0;
} else {
rx = -90;
ry = 0;
rz = 0;
}
this.cube.css({'webkitTransform': 'rotateX(' + rx + 'deg) rotateY(' + ry + 'deg) rotateZ(' + rz + 'deg)'});
setTimeout(this.trigger.bind(this), 1000);
},
trigger: function () {
this.state += 1;//this.number;
var animal = this.animals[this.state];
animal.handle_MOUSEOVER();
},
animate: function () {
var tree = this.treeFaces[Math.floor(Math.random() * this.treeFaces.length)];
tree.handle_MOUSEOVER();
setTimeout(function () {
tree.handle_MOUSEOUT();
}.bind(this), 3000);
setTimeout(this.animate.bind(this), 3000);
}
});
var main = new MainView();

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var PathAnimal = Backbone.View.extend({
initialize: function () {
var _x,
_y,
PATHS = [
'M0,0c0,0,0-28.008,0-46.707S0-89,0-89',
'M0,0c0,0-9.634-22.317,10-46.707S50-69,50-69',
'M0,0c0,0,17.52-24.431,0-56.707S-50-99-50-99'
];
this.s = this.options.s;
this.dot = this.options.dot;
_x = this.dot.attr('cx');
_y = this.dot.attr('cy');
this.el = this.s.g();
this.path = this.s.path(PATHS[Math.floor(Math.random() * PATHS.length)]);
this.totalLength = this.dashOffset = this.path.getTotalLength();
this.path.attr({
fill: 'none',
stroke: this.dot.attr('fill'),
strokeWidth: 25,
strokeMiterlimit: 10,
strokeLinecap: 'round',
opacity: 1,
strokeDasharray: this.totalLength + " 200",
strokeDashoffset: this.totalLength
});
this.el.add(this.path);
this.el.transform("t" + [_x, _y]);
this.hitarea = this.s.circle(_x, _y, 30);
this.hitarea.attr({
fill: 'transparent',
'class': 'hit-area'
});
this.hitarea.mouseover(this.handle_MOUSEOVER.bind(this));
this.hitarea.mouseout(this.handle_MOUSEOUT.bind(this));
this.addFace();
},
addFace: function () {
var mouth,
eye,
ey2;
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);
this.face.transform("s.6");
this.el.add(this.face);
},
handle_MOUSEOVER: function () {
var instance = this;
this.face.attr({
'class': 'face animating'
});
Snap.animate(this.dashOffset, 0, function (val) {
instance.dashOffset = val;
instance.render();
}, 500);
},
handle_MOUSEOUT: function () {
var instance = this;
this.face.attr({
'class': 'face'
});
Snap.animate(this.dashOffset, this.totalLength, function (val) {
instance.dashOffset = val;
instance.render();
}, 500);
},
render: function () {
var point;
this.path.attr({
'stroke-dashoffset': this.dashOffset
});
point = this.path.getPointAtLength(this.totalLength - this.dashOffset);
this.face.transform("t" + [point.x, point.y] + "s.6");
}
});

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// seedrandom.js version 2.2.
// Author: David Bau
// Date: 2013 Jun 15
//
// Defines a method Math.seedrandom() that, when called, substitutes
// an explicitly seeded RC4-based algorithm for Math.random(). Also
// supports automatic seeding from local or network sources of entropy.
//
// http://davidbau.com/encode/seedrandom.js
// http://davidbau.com/encode/seedrandom-min.js
//
// Usage:
//
// <script src=http://davidbau.com/encode/seedrandom-min.js></script>
//
// Math.seedrandom('yay.'); Sets Math.random to a function that is
// initialized using the given explicit seed.
//
// Math.seedrandom(); Sets Math.random to a function that is
// seeded using the current time, dom state,
// and other accumulated local entropy.
// The generated seed string is returned.
//
// Math.seedrandom('yowza.', true);
// Seeds using the given explicit seed mixed
// together with accumulated entropy.
//
// <script src="https://jsonlib.appspot.com/urandom?callback=Math.seedrandom">
// </script> Seeds using urandom bits from a server.
//
// More advanced examples:
//
// Math.seedrandom("hello."); // Use "hello." as the seed.
// document.write(Math.random()); // Always 0.9282578795792454
// document.write(Math.random()); // Always 0.3752569768646784
// var rng1 = Math.random; // Remember the current prng.
//
// var autoseed = Math.seedrandom(); // New prng with an automatic seed.
// document.write(Math.random()); // Pretty much unpredictable x.
//
// Math.random = rng1; // Continue "hello." prng sequence.
// document.write(Math.random()); // Always 0.7316977468919549
//
// Math.seedrandom(autoseed); // Restart at the previous seed.
// document.write(Math.random()); // Repeat the 'unpredictable' x.
//
// function reseed(event, count) { // Define a custom entropy collector.
// var t = [];
// function w(e) {
// t.push([e.pageX, e.pageY, +new Date]);
// if (t.length < count) { return; }
// document.removeEventListener(event, w);
// Math.seedrandom(t, true); // Mix in any previous entropy.
// }
// document.addEventListener(event, w);
// }
// reseed('mousemove', 100); // Reseed after 100 mouse moves.
//
// Version notes:
//
// The random number sequence is the same as version 1.0 for string seeds.
// Version 2.0 changed the sequence for non-string seeds.
// Version 2.1 speeds seeding and uses window.crypto to autoseed if present.
// Version 2.2 alters non-crypto autoseeding to sweep up entropy from plugins.
//
// The standard ARC4 key scheduler cycles short keys, which means that
// seedrandom('ab') is equivalent to seedrandom('abab') and 'ababab'.
// Therefore it is a good idea to add a terminator to avoid trivial
// equivalences on short string seeds, e.g., Math.seedrandom(str + '\0').
// Starting with version 2.0, a terminator is added automatically for
// non-string seeds, so seeding with the number 111 is the same as seeding
// with '111\0'.
//
// When seedrandom() is called with zero args, it uses a seed
// drawn from the browser crypto object if present. If there is no
// crypto support, seedrandom() uses the current time, the native rng,
// and a walk of several DOM objects to collect a few bits of entropy.
//
// Each time the one- or two-argument forms of seedrandom are called,
// entropy from the passed seed is accumulated in a pool to help generate
// future seeds for the zero- and two-argument forms of seedrandom.
//
// On speed - This javascript implementation of Math.random() is about
// 3-10x slower than the built-in Math.random() because it is not native
// code, but that is typically fast enough. Some details (timings on
// Chrome 25 on a 2010 vintage macbook):
//
// seeded Math.random() - avg less than 0.0002 milliseconds per call
// seedrandom('explicit.') - avg less than 0.2 milliseconds per call
// seedrandom('explicit.', true) - avg less than 0.2 milliseconds per call
// seedrandom() with crypto - avg less than 0.2 milliseconds per call
//
// Autoseeding without crypto is somewhat slower, about 20-30 milliseconds on
// a 2012 windows 7 1.5ghz i5 laptop, as seen on Firefox 19, IE 10, and Opera.
// Seeded rng calls themselves are fast across these browsers, with slowest
// numbers on Opera at about 0.0005 ms per seeded Math.random().
//
// LICENSE (BSD):
//
// Copyright 2013 David Bau, all rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// 3. Neither the name of this module nor the names of its contributors may
// be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
/**
* All code is in an anonymous closure to keep the global namespace clean.
*/
(function (
global, pool, math, width, chunks, digits) {
//
// The following constants are related to IEEE 754 limits.
//
var startdenom = math.pow(width, chunks),
significance = math.pow(2, digits),
overflow = significance * 2,
mask = width - 1;
//
// seedrandom()
// This is the seedrandom function described above.
//
math['seedrandom'] = function(seed, use_entropy) {
var key = [];
// Flatten the seed string or build one from local entropy if needed.
var shortseed = mixkey(flatten(
use_entropy ? [seed, tostring(pool)] :
0 in arguments ? seed : autoseed(), 3), key);
// Use the seed to initialize an ARC4 generator.
var arc4 = new ARC4(key);
// Mix the randomness into accumulated entropy.
mixkey(tostring(arc4.S), pool);
// Override Math.random
// This function returns a random double in [0, 1) that contains
// randomness in every bit of the mantissa of the IEEE 754 value.
math['random'] = function() { // Closure to return a random double:
var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48
d = startdenom, // and denominator d = 2 ^ 48.
x = 0; // and no 'extra last byte'.
while (n < significance) { // Fill up all significant digits by
n = (n + x) * width; // shifting numerator and
d *= width; // denominator and generating a
x = arc4.g(1); // new least-significant-byte.
}
while (n >= overflow) { // To avoid rounding up, before adding
n /= 2; // last byte, shift everything
d /= 2; // right using integer math until
x >>>= 1; // we have exactly the desired bits.
}
return (n + x) / d; // Form the number within [0, 1).
};
// Return the seed that was used
return shortseed;
};
//
// ARC4
//
// An ARC4 implementation. The constructor takes a key in the form of
// an array of at most (width) integers that should be 0 <= x < (width).
//
// The g(count) method returns a pseudorandom integer that concatenates
// the next (count) outputs from ARC4. Its return value is a number x
// that is in the range 0 <= x < (width ^ count).
//
/** @constructor */
function ARC4(key) {
var t, keylen = key.length,
me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];
// The empty key [] is treated as [0].
if (!keylen) { key = [keylen++]; }
// Set up S using the standard key scheduling algorithm.
while (i < width) {
s[i] = i++;
}
for (i = 0; i < width; i++) {
s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];
s[j] = t;
}
// The "g" method returns the next (count) outputs as one number.
(me.g = function(count) {
// Using instance members instead of closure state nearly doubles speed.
var t, r = 0,
i = me.i, j = me.j, s = me.S;
while (count--) {
t = s[i = mask & (i + 1)];
r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];
}
me.i = i; me.j = j;
return r;
// For robust unpredictability discard an initial batch of values.
// See http://www.rsa.com/rsalabs/node.asp?id=2009
})(width);
}
//
// flatten()
// Converts an object tree to nested arrays of strings.
//
function flatten(obj, depth) {
var result = [], typ = (typeof obj)[0], prop;
if (depth && typ == 'o') {
for (prop in obj) {
try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}
}
}
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
);

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demos/animated-game/js/snap.svg.js Executable file

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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);
},
});

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