I hereby claim:
- I am caubry on github.
- I am lilydrop (https://keybase.io/lilydrop) on keybase.
- I have a public key ASBGJR5OhBO6BM2EUYxSIqXwDa22wigpUdnaxjNECK5RHgo
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
requestId: 0, | |
move: function() { | |
var _this = this; | |
if (this.requestId === 0) { | |
(function animationLoop() { | |
_this.render(); | |
_this.requestId = requestAnimationFrame(animationLoop, _this.move); | |
})(); |
requestId: 0, | |
settimeoutID: 0, | |
move: function(keyCode) { | |
var _this = this; | |
// Frame per seconds | |
var fps = 15; | |
if (this.requestId === 0) { | |
(function animationLoop() { |
module.exports = function(grunt) { | |
grunt.initConfig({ | |
jshint: { | |
files: ['js/*'], | |
options: { | |
// options here to override JSHint defaults | |
globals: { | |
jQuery: true, | |
console: true, |
var gCachedAssets = {}; | |
function loadAssets(assetList, callbackFcn) { | |
var loadBatch = { | |
count: 0, | |
total: assetList.length, | |
cb: callbackFcn | |
}; | |
for(var i = 0; i < assetList.length; i++) { |
Vec2 = Box2D.Common.Math.b2Vec2; | |
BodyDef = Box2D.Dynamics.b2BodyDef; | |
Body = Box2D.Dynamics.b2Body; | |
FixtureDef = Box2D.Dynamics.b2FixtureDef; | |
Fixture = Box2D.Dynamics.b2Fixture; | |
World = Box2D.Dynamics.b2World; | |
MassData = Box2D.Collision.Shapes.b2MassData; | |
PolygonShape = Box2D.Collision.Shapes.b2PolygonShape; | |
CircleShape = Box2D.Collision.Shapes.b2CircleShape; | |
DebugDraw = Box2D.Dynamics.b2DebugDraw; |
Vec2 = Box2D.Common.Math.b2Vec2; | |
BodyDef = Box2D.Dynamics.b2BodyDef; | |
Body = Box2D.Dynamics.b2Body; | |
FixtureDef = Box2D.Dynamics.b2FixtureDef; | |
Fixture = Box2D.Dynamics.b2Fixture; | |
World = Box2D.Dynamics.b2World; | |
MassData = Box2D.Collision.Shapes.b2MassData; | |
PolygonShape = Box2D.Collision.Shapes.b2PolygonShape; | |
CircleShape = Box2D.Collision.Shapes.b2CircleShape; | |
DebugDraw = Box2D.Dynamics.b2DebugDraw; |
intersectRect: function (r1, r2) { | |
return !(r2.left > r1.right || | |
r2.right < r1.left || | |
r2.top > r1.bottom || | |
r2.bottom < r1.top); | |
} |
GameEngineClass = Class.extend({ | |
move_dir: new Vec2(0,0), | |
dirVec: new Vec2(0,0), | |
gPlayer0: { | |
pos: { | |
x: 100, | |
y: 100 | |
}, |