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- // Constants for the keyboard.
- var KEY_LEFT = 37;
- var KEY_RIGHT = 39;
- var KEY_SPACE = 32;
- // Creates an instance of the Game class.
- function Game() {
- // Set the initial config.
- this.config = {
- bombRate: 0.05,
- bombMinVelocity: 50,
- bombMaxVelocity: 50,
- invaderInitialVelocity: 25,
- invaderAcceleration: 0,
- invaderDropDistance: 20,
- rocketVelocity: 120,
- rocketMaxFireRate: 2,
- gameWidth: 400,
- gameHeight: 300,
- fps: 50,
- debugMode: false,
- invaderRanks: 5,
- invaderFiles: 10,
- shipSpeed: 120,
- levelDifficultyMultiplier: 0.2,
- pointsPerInvader: 5,
- limitLevelIncrease: 25
- };
- // All state is in the variables below.
- this.lives = 3;
- this.width = 0;
- this.height = 0;
- this.gameBounds = {left: 0, top: 0, right: 0, bottom: 0};
- this.intervalId = 0;
- this.score = 0;
- this.level = 1;
- // The state stack.
- this.stateStack = [];
- // Input/output
- this.pressedKeys = {};
- this.gameCanvas = null;
- // All sounds.
- this.sounds = null;
- // The previous x position, used for touch.
- this.previousX = 0;
- }
- // Initialis the Game with a canvas.
- Game.prototype.initialise = function(gameCanvas) {
- // Set the game canvas.
- this.gameCanvas = gameCanvas;
- // Set the game width and height.
- this.width = gameCanvas.width;
- this.height = gameCanvas.height;
- // Set the state game bounds.
- this.gameBounds = {
- left: gameCanvas.width / 2 - this.config.gameWidth / 2,
- right: gameCanvas.width / 2 + this.config.gameWidth / 2,
- top: gameCanvas.height / 2 - this.config.gameHeight / 2,
- bottom: gameCanvas.height / 2 + this.config.gameHeight / 2,
- };
- };
- Game.prototype.moveToState = function(state) {
-
- // If we are in a state, leave it.
- if(this.currentState() && this.currentState().leave) {
- this.currentState().leave(game);
- this.stateStack.pop();
- }
-
- // If there's an enter function for the new state, call it.
- if(state.enter) {
- state.enter(game);
- }
-
- // Set the current state.
- this.stateStack.pop();
- this.stateStack.push(state);
- };
- // Start the Game.
- Game.prototype.start = function() {
- // Move into the 'welcome' state.
- this.moveToState(new WelcomeState());
- // Set the game variables.
- this.lives = 3;
- this.config.debugMode = /debug=true/.test(window.location.href);
- // Start the game loop.
- var game = this;
- this.intervalId = setInterval(function () { GameLoop(game);}, 1000 / this.config.fps);
- };
- // Returns the current state.
- Game.prototype.currentState = function() {
- return this.stateStack.length > 0 ? this.stateStack[this.stateStack.length - 1] : null;
- };
- // Mutes or unmutes the game.
- Game.prototype.mute = function(mute) {
- // If we've been told to mute, mute.
- if(mute === true) {
- this.sounds.mute = true;
- } else if (mute === false) {
- this.sounds.mute = false;
- } else {
- // Toggle mute instead...
- this.sounds.mute = this.sounds.mute ? false : true;
- }
- };
- // The main loop.
- function GameLoop(game) {
- var currentState = game.currentState();
- if(currentState) {
- // Delta t is the time to update/draw.
- var dt = 1 / game.config.fps;
- // Get the drawing context.
- var ctx = this.gameCanvas.getContext("2d");
-
- // Update if we have an update function. Also draw
- // if we have a draw function.
- if(currentState.update) {
- currentState.update(game, dt);
- }
- if(currentState.draw) {
- currentState.draw(game, dt, ctx);
- }
- }
- }
- Game.prototype.pushState = function(state) {
- // If there's an enter function for the new state, call it.
- if(state.enter) {
- state.enter(game);
- }
- // Set the current state.
- this.stateStack.push(state);
- };
- Game.prototype.popState = function() {
- // Leave and pop the state.
- if(this.currentState()) {
- if(this.currentState().leave) {
- this.currentState().leave(game);
- }
- // Set the current state.
- this.stateStack.pop();
- }
- };
- // The stop function stops the game.
- Game.prototype.stop = function Stop() {
- clearInterval(this.intervalId);
- };
- // Inform the game a key is down.
- Game.prototype.keyDown = function(keyCode) {
- this.pressedKeys[keyCode] = true;
- // Delegate to the current state too.
- if(this.currentState() && this.currentState().keyDown) {
- this.currentState().keyDown(this, keyCode);
- }
- };
- Game.prototype.touchstart = function(s) {
- if(this.currentState() && this.currentState().keyDown) {
- this.currentState().keyDown(this, KEY_SPACE);
- }
- };
- Game.prototype.touchend = function(s) {
- delete this.pressedKeys[KEY_RIGHT];
- delete this.pressedKeys[KEY_LEFT];
- };
- Game.prototype.touchmove = function(e) {
- var currentX = e.changedTouches[0].pageX;
- if (this.previousX > 0) {
- if (currentX > this.previousX) {
- delete this.pressedKeys[KEY_LEFT];
- this.pressedKeys[KEY_RIGHT] = true;
- } else {
- delete this.pressedKeys[KEY_RIGHT];
- this.pressedKeys[KEY_LEFT] = true;
- }
- }
- this.previousX = currentX;
- };
- // Inform the game a key is up.
- Game.prototype.keyUp = function(keyCode) {
- delete this.pressedKeys[keyCode];
- // Delegate to the current state too.
- if(this.currentState() && this.currentState().keyUp) {
- this.currentState().keyUp(this, keyCode);
- }
- };
- function WelcomeState() {
- }
- WelcomeState.prototype.enter = function(game) {
- // Create and load the sounds.
- game.sounds = new Sounds();
- game.sounds.init();
- game.sounds.loadSound('shoot', 'sounds/shoot.wav');
- game.sounds.loadSound('bang', 'sounds/bang.wav');
- game.sounds.loadSound('explosion', 'sounds/explosion.wav');
- };
- WelcomeState.prototype.update = function (game, dt) {
- };
- WelcomeState.prototype.draw = function(game, dt, ctx) {
- // Clear the background.
- ctx.clearRect(0, 0, game.width, game.height);
- ctx.font="30px Arial";
- ctx.fillStyle = '#ffffff';
- ctx.textBaseline="middle";
- ctx.textAlign="center";
- ctx.fillText("Space Invaders", game.width / 2, game.height/2 - 40);
- ctx.font="16px Arial";
- ctx.fillText("Press 'Space' or touch to start.", game.width / 2, game.height/2);
- };
- WelcomeState.prototype.keyDown = function(game, keyCode) {
- if(keyCode == KEY_SPACE) {
- // Space starts the game.
- game.level = 1;
- game.score = 0;
- game.lives = 3;
- game.moveToState(new LevelIntroState(game.level));
- }
- };
- function GameOverState() {
- }
- GameOverState.prototype.update = function(game, dt) {
- };
- GameOverState.prototype.draw = function(game, dt, ctx) {
- // Clear the background.
- ctx.clearRect(0, 0, game.width, game.height);
- ctx.font="30px Arial";
- ctx.fillStyle = '#ffffff';
- ctx.textBaseline="center";
- ctx.textAlign="center";
- ctx.fillText("Game Over!", game.width / 2, game.height/2 - 40);
- ctx.font="16px Arial";
- ctx.fillText("You scored " + game.score + " and got to level " + game.level, game.width / 2, game.height/2);
- ctx.font="16px Arial";
- ctx.fillText("Press 'Space' to play again.", game.width / 2, game.height/2 + 40);
- };
- GameOverState.prototype.keyDown = function(game, keyCode) {
- if(keyCode == KEY_SPACE) {
- // Space restarts the game.
- game.lives = 3;
- game.score = 0;
- game.level = 1;
- game.moveToState(new LevelIntroState(1));
- }
- };
- // Create a PlayState with the game config and the level you are on.
- function PlayState(config, level) {
- this.config = config;
- this.level = level;
- // Game state.
- this.invaderCurrentVelocity = 10;
- this.invaderCurrentDropDistance = 0;
- this.invadersAreDropping = false;
- this.lastRocketTime = null;
- // Game entities.
- this.ship = null;
- this.invaders = [];
- this.rockets = [];
- this.bombs = [];
- }
- PlayState.prototype.enter = function(game) {
- // Create the ship.
- this.ship = new Ship(game.width / 2, game.gameBounds.bottom);
- // Setup initial state.
- this.invaderCurrentVelocity = 10;
- this.invaderCurrentDropDistance = 0;
- this.invadersAreDropping = false;
- // Set the ship speed for this level, as well as invader params.
- var levelMultiplier = this.level * this.config.levelDifficultyMultiplier;
- var limitLevel = (this.level < this.config.limitLevelIncrease ? this.level : this.config.limitLevelIncrease);
- this.shipSpeed = this.config.shipSpeed;
- this.invaderInitialVelocity = this.config.invaderInitialVelocity + 1.5 * (levelMultiplier * this.config.invaderInitialVelocity);
- this.bombRate = this.config.bombRate + (levelMultiplier * this.config.bombRate);
- this.bombMinVelocity = this.config.bombMinVelocity + (levelMultiplier * this.config.bombMinVelocity);
- this.bombMaxVelocity = this.config.bombMaxVelocity + (levelMultiplier * this.config.bombMaxVelocity);
- this.rocketMaxFireRate = this.config.rocketMaxFireRate + 0.4 * limitLevel;
- // Create the invaders.
- var ranks = this.config.invaderRanks + 0.1 * limitLevel;
- var files = this.config.invaderFiles + 0.2 * limitLevel;
- var invaders = [];
- for(var rank = 0; rank < ranks; rank++){
- for(var file = 0; file < files; file++) {
- invaders.push(new Invader(
- (game.width / 2) + ((files/2 - file) * 200 / files),
- (game.gameBounds.top + rank * 20),
- rank, file, 'Invader'));
- }
- }
- this.invaders = invaders;
- this.invaderCurrentVelocity = this.invaderInitialVelocity;
- this.invaderVelocity = {x: -this.invaderInitialVelocity, y:0};
- this.invaderNextVelocity = null;
- };
- PlayState.prototype.update = function(game, dt) {
-
- // If the left or right arrow keys are pressed, move
- // the ship. Check this on ticks rather than via a keydown
- // event for smooth movement, otherwise the ship would move
- // more like a text editor caret.
- if(game.pressedKeys[KEY_LEFT]) {
- this.ship.x -= this.shipSpeed * dt;
- }
- if(game.pressedKeys[KEY_RIGHT]) {
- this.ship.x += this.shipSpeed * dt;
- }
- if(game.pressedKeys[KEY_SPACE]) {
- this.fireRocket();
- }
- // Keep the ship in bounds.
- if(this.ship.x < game.gameBounds.left) {
- this.ship.x = game.gameBounds.left;
- }
- if(this.ship.x > game.gameBounds.right) {
- this.ship.x = game.gameBounds.right;
- }
- // Move each bomb.
- for(var i=0; i<this.bombs.length; i++) {
- var bomb = this.bombs[i];
- bomb.y += dt * bomb.velocity;
- // If the rocket has gone off the screen remove it.
- if(bomb.y > this.height) {
- this.bombs.splice(i--, 1);
- }
- }
- // Move each rocket.
- for(i=0; i<this.rockets.length; i++) {
- var rocket = this.rockets[i];
- rocket.y -= dt * rocket.velocity;
- // If the rocket has gone off the screen remove it.
- if(rocket.y < 0) {
- this.rockets.splice(i--, 1);
- }
- }
- // Move the invaders.
- var hitLeft = false, hitRight = false, hitBottom = false;
- for(i=0; i<this.invaders.length; i++) {
- var invader = this.invaders[i];
- var newx = invader.x + this.invaderVelocity.x * dt;
- var newy = invader.y + this.invaderVelocity.y * dt;
- if(hitLeft == false && newx < game.gameBounds.left) {
- hitLeft = true;
- }
- else if(hitRight == false && newx > game.gameBounds.right) {
- hitRight = true;
- }
- else if(hitBottom == false && newy > game.gameBounds.bottom) {
- hitBottom = true;
- }
- if(!hitLeft && !hitRight && !hitBottom) {
- invader.x = newx;
- invader.y = newy;
- }
- }
- // Update invader velocities.
- if(this.invadersAreDropping) {
- this.invaderCurrentDropDistance += this.invaderVelocity.y * dt;
- if(this.invaderCurrentDropDistance >= this.config.invaderDropDistance) {
- this.invadersAreDropping = false;
- this.invaderVelocity = this.invaderNextVelocity;
- this.invaderCurrentDropDistance = 0;
- }
- }
- // If we've hit the left, move down then right.
- if(hitLeft) {
- this.invaderCurrentVelocity += this.config.invaderAcceleration;
- this.invaderVelocity = {x: 0, y:this.invaderCurrentVelocity };
- this.invadersAreDropping = true;
- this.invaderNextVelocity = {x: this.invaderCurrentVelocity , y:0};
- }
- // If we've hit the right, move down then left.
- if(hitRight) {
- this.invaderCurrentVelocity += this.config.invaderAcceleration;
- this.invaderVelocity = {x: 0, y:this.invaderCurrentVelocity };
- this.invadersAreDropping = true;
- this.invaderNextVelocity = {x: -this.invaderCurrentVelocity , y:0};
- }
- // If we've hit the bottom, it's game over.
- if(hitBottom) {
- game.lives = 0;
- }
-
- // Check for rocket/invader collisions.
- for(i=0; i<this.invaders.length; i++) {
- var invader = this.invaders[i];
- var bang = false;
- for(var j=0; j<this.rockets.length; j++){
- var rocket = this.rockets[j];
- if(rocket.x >= (invader.x - invader.width/2) && rocket.x <= (invader.x + invader.width/2) &&
- rocket.y >= (invader.y - invader.height/2) && rocket.y <= (invader.y + invader.height/2)) {
-
- // Remove the rocket, set 'bang' so we don't process
- // this rocket again.
- this.rockets.splice(j--, 1);
- bang = true;
- game.score += this.config.pointsPerInvader;
- break;
- }
- }
- if(bang) {
- this.invaders.splice(i--, 1);
- game.sounds.playSound('bang');
- }
- }
- // Find all of the front rank invaders.
- var frontRankInvaders = {};
- for(var i=0; i<this.invaders.length; i++) {
- var invader = this.invaders[i];
- // If we have no invader for game file, or the invader
- // for game file is futher behind, set the front
- // rank invader to game one.
- if(!frontRankInvaders[invader.file] || frontRankInvaders[invader.file].rank < invader.rank) {
- frontRankInvaders[invader.file] = invader;
- }
- }
- // Give each front rank invader a chance to drop a bomb.
- for(var i=0; i<this.config.invaderFiles; i++) {
- var invader = frontRankInvaders[i];
- if(!invader) continue;
- var chance = this.bombRate * dt;
- if(chance > Math.random()) {
- // Fire!
- this.bombs.push(new Bomb(invader.x, invader.y + invader.height / 2,
- this.bombMinVelocity + Math.random()*(this.bombMaxVelocity - this.bombMinVelocity)));
- }
- }
- // Check for bomb/ship collisions.
- for(var i=0; i<this.bombs.length; i++) {
- var bomb = this.bombs[i];
- if(bomb.x >= (this.ship.x - this.ship.width/2) && bomb.x <= (this.ship.x + this.ship.width/2) &&
- bomb.y >= (this.ship.y - this.ship.height/2) && bomb.y <= (this.ship.y + this.ship.height/2)) {
- this.bombs.splice(i--, 1);
- game.lives--;
- game.sounds.playSound('explosion');
- }
-
- }
- // Check for invader/ship collisions.
- for(var i=0; i<this.invaders.length; i++) {
- var invader = this.invaders[i];
- if((invader.x + invader.width/2) > (this.ship.x - this.ship.width/2) &&
- (invader.x - invader.width/2) < (this.ship.x + this.ship.width/2) &&
- (invader.y + invader.height/2) > (this.ship.y - this.ship.height/2) &&
- (invader.y - invader.height/2) < (this.ship.y + this.ship.height/2)) {
- // Dead by collision!
- game.lives = 0;
- game.sounds.playSound('explosion');
- }
- }
- // Check for failure
- if(game.lives <= 0) {
- game.moveToState(new GameOverState());
- }
- // Check for victory
- if(this.invaders.length === 0) {
- game.score += this.level * 50;
- game.level += 1;
- game.moveToState(new LevelIntroState(game.level));
- }
- };
- PlayState.prototype.draw = function(game, dt, ctx) {
- // Clear the background.
- ctx.clearRect(0, 0, game.width, game.height);
-
- // Draw ship.
- ctx.fillStyle = '#999999';
- ctx.fillRect(this.ship.x - (this.ship.width / 2), this.ship.y - (this.ship.height / 2), this.ship.width, this.ship.height);
- // Draw invaders.
- ctx.fillStyle = '#006600';
- for(var i=0; i<this.invaders.length; i++) {
- var invader = this.invaders[i];
- ctx.fillRect(invader.x - invader.width/2, invader.y - invader.height/2, invader.width, invader.height);
- }
- // Draw bombs.
- ctx.fillStyle = '#ff5555';
- for(var i=0; i<this.bombs.length; i++) {
- var bomb = this.bombs[i];
- ctx.fillRect(bomb.x - 2, bomb.y - 2, 4, 4);
- }
- // Draw rockets.
- ctx.fillStyle = '#ff0000';
- for(var i=0; i<this.rockets.length; i++) {
- var rocket = this.rockets[i];
- ctx.fillRect(rocket.x, rocket.y - 2, 1, 4);
- }
- // Draw info.
- var textYpos = game.gameBounds.bottom + ((game.height - game.gameBounds.bottom) / 2) + 14/2;
- ctx.font="14px Arial";
- ctx.fillStyle = '#ffffff';
- var info = "Lives: " + game.lives;
- ctx.textAlign = "left";
- ctx.fillText(info, game.gameBounds.left, textYpos);
- info = "Score: " + game.score + ", Level: " + game.level;
- ctx.textAlign = "right";
- ctx.fillText(info, game.gameBounds.right, textYpos);
- // If we're in debug mode, draw bounds.
- if(this.config.debugMode) {
- ctx.strokeStyle = '#ff0000';
- ctx.strokeRect(0,0,game.width, game.height);
- ctx.strokeRect(game.gameBounds.left, game.gameBounds.top,
- game.gameBounds.right - game.gameBounds.left,
- game.gameBounds.bottom - game.gameBounds.top);
- }
- };
- PlayState.prototype.keyDown = function(game, keyCode) {
- if(keyCode == KEY_SPACE) {
- // Fire!
- this.fireRocket();
- }
- if(keyCode == 80) {
- // Push the pause state.
- game.pushState(new PauseState());
- }
- };
- PlayState.prototype.keyUp = function(game, keyCode) {
- };
- PlayState.prototype.fireRocket = function() {
- // If we have no last rocket time, or the last rocket time
- // is older than the max rocket rate, we can fire.
- if(this.lastRocketTime === null || ((new Date()).valueOf() - this.lastRocketTime) > (1000 / this.rocketMaxFireRate))
- {
- // Add a rocket.
- this.rockets.push(new Rocket(this.ship.x, this.ship.y - 12, this.config.rocketVelocity));
- this.lastRocketTime = (new Date()).valueOf();
- // Play the 'shoot' sound.
- game.sounds.playSound('shoot');
- }
- };
- function PauseState() {
- }
- PauseState.prototype.keyDown = function(game, keyCode) {
- if(keyCode == 80) {
- // Pop the pause state.
- game.popState();
- }
- };
- PauseState.prototype.draw = function(game, dt, ctx) {
- // Clear the background.
- ctx.clearRect(0, 0, game.width, game.height);
- ctx.font="14px Arial";
- ctx.fillStyle = '#ffffff';
- ctx.textBaseline="middle";
- ctx.textAlign="center";
- ctx.fillText("Paused", game.width / 2, game.height/2);
- return;
- };
- /*
- Level Intro State
- The Level Intro state shows a 'Level X' message and
- a countdown for the level.
- */
- function LevelIntroState(level) {
- this.level = level;
- this.countdownMessage = "3";
- }
- LevelIntroState.prototype.update = function(game, dt) {
- // Update the countdown.
- if(this.countdown === undefined) {
- this.countdown = 3; // countdown from 3 secs
- }
- this.countdown -= dt;
- if(this.countdown < 2) {
- this.countdownMessage = "2";
- }
- if(this.countdown < 1) {
- this.countdownMessage = "1";
- }
- if(this.countdown <= 0) {
- // Move to the next level, popping this state.
- game.moveToState(new PlayState(game.config, this.level));
- }
- };
- LevelIntroState.prototype.draw = function(game, dt, ctx) {
- // Clear the background.
- ctx.clearRect(0, 0, game.width, game.height);
- ctx.font="36px Arial";
- ctx.fillStyle = '#ffffff';
- ctx.textBaseline="middle";
- ctx.textAlign="center";
- ctx.fillText("Level " + this.level, game.width / 2, game.height/2);
- ctx.font="24px Arial";
- ctx.fillText("Ready in " + this.countdownMessage, game.width / 2, game.height/2 + 36);
- return;
- };
- /*
-
- Ship
- The ship has a position and that's about it.
- */
- function Ship(x, y) {
- this.x = x;
- this.y = y;
- this.width = 20;
- this.height = 16;
- }
- /*
- Rocket
- Fired by the ship, they've got a position, velocity and state.
- */
- function Rocket(x, y, velocity) {
- this.x = x;
- this.y = y;
- this.velocity = velocity;
- }
- /*
- Bomb
- Dropped by invaders, they've got position, velocity.
- */
- function Bomb(x, y, velocity) {
- this.x = x;
- this.y = y;
- this.velocity = velocity;
- }
-
- /*
- Invader
- Invader's have position, type, rank/file and that's about it.
- */
- function Invader(x, y, rank, file, type) {
- this.x = x;
- this.y = y;
- this.rank = rank;
- this.file = file;
- this.type = type;
- this.width = 18;
- this.height = 14;
- }
- /*
- Game State
- A Game State is simply an update and draw proc.
- When a game is in the state, the update and draw procs are
- called, with a dt value (dt is delta time, i.e. the number)
- of seconds to update or draw).
- */
- function GameState(updateProc, drawProc, keyDown, keyUp, enter, leave) {
- this.updateProc = updateProc;
- this.drawProc = drawProc;
- this.keyDown = keyDown;
- this.keyUp = keyUp;
- this.enter = enter;
- this.leave = leave;
- }
- /*
- Sounds
- The sounds class is used to asynchronously load sounds and allow
- them to be played.
- */
- function Sounds() {
- // The audio context.
- this.audioContext = null;
- // The actual set of loaded sounds.
- this.sounds = {};
- }
- Sounds.prototype.init = function() {
- // Create the audio context, paying attention to webkit browsers.
- context = window.AudioContext || window.webkitAudioContext;
- this.audioContext = new context();
- this.mute = false;
- };
- Sounds.prototype.loadSound = function(name, url) {
- // Reference to ourselves for closures.
- var self = this;
- // Create an entry in the sounds object.
- this.sounds[name] = null;
- // Create an asynchronous request for the sound.
- var req = new XMLHttpRequest();
- req.open('GET', url, true);
- req.responseType = 'arraybuffer';
- req.onload = function() {
- self.audioContext.decodeAudioData(req.response, function(buffer) {
- self.sounds[name] = {buffer: buffer};
- });
- };
- try {
- req.send();
- } catch(e) {
- console.log("An exception occured getting sound the sound " + name + " this might be " +
- "because the page is running from the file system, not a webserver.");
- console.log(e);
- }
- };
- Sounds.prototype.playSound = function(name) {
- // If we've not got the sound, don't bother playing it.
- if(this.sounds[name] === undefined || this.sounds[name] === null || this.mute === true) {
- return;
- }
- // Create a sound source, set the buffer, connect to the speakers and
- // play the sound.
- var source = this.audioContext.createBufferSource();
- source.buffer = this.sounds[name].buffer;
- source.connect(this.audioContext.destination);
- source.start(0);
- };
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