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lasertank-js/scripts/game.js

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JavaScript
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/**
* Game initialization script
*
* Copyright (C) 2012 Mike Gerwitz
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
( function()
{
var load_ltg = ltjs.FileLoader( document.getElementById( 'ltg' ) ),
load_lvl = ltjs.FileLoader( document.getElementById( 'lvl' ) ),
ctx = document.getElementById( 'render' ).getContext( '2d' ),
ltg_loader = ltjs.LtgLoader(),
masker = ltjs.TileMasker( ltjs.ClassicTileDfn() ),
tile_set = null,
map_set = null,
render = null;
load_ltg.onLoad( function( e, data )
{
if ( e ) throw e;
// get tile metadata
var meta = ltg_loader.fromString( data );
masker.getMaskedTiles( meta.tiles, meta.mask, function( tdata )
{
tile_set = tdata;
gamechk();
} );
} );
load_lvl.onLoad( function( e, data )
{
if ( e ) throw e;
map_set = ltjs.MapSet( data, ltjs.ClassicMap );
gamechk();
} );
function gamechk()
{
if ( !( tile_set && map_set ) ) return;
// clear any existing locks before rendering (allowing the user to change
// tile sets and map sets)
render && render.freeCanvas();
render = ltjs.MapRender( ctx, tile_set );
render.render( map_set.getMapByNumber( 1 ) );
}
} )();