Decouple TileMasker from window.document
parent
3b1ac2c78c
commit
93b61596b3
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@ -66,7 +66,7 @@ function gamechk()
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// temporary
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if ( ele_game.className.search( 'opening' ) > -1 ) return;
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lasertank.ClassicGame( ltg_data, lvl_data )
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lasertank.ClassicGame( document, ltg_data, lvl_data )
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.on( 'ready', function()
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{
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this.renderTo( ctx, window );
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@ -88,15 +88,20 @@ module.exports = Class( 'ClassicGame' )
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* the constructor because they are needed in order for the game to be
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* functional.
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*
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* DOCUMENT is used internally for creating elements; the DOM will not
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* be manipulated.
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*
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* @param {HTMLDocument} document DOM document
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*
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* @param {string} ltg_data binary string containing LTG file data
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* @param {string} lvl_data binary string containing LVL file data
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*/
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__construct: function( ltg_data, lvl_data )
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__construct: function( document, ltg_data, lvl_data )
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{
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const _self = this;
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this._ltgLoader = LtgLoader();
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this._masker = TileMasker( ClassicTileDfn() );
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this._masker = TileMasker( ClassicTileDfn(), document );
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this._gameObjFactory = ClassicGameObjectFactory();
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@ -121,9 +121,13 @@ module.exports = Class( 'TileMasker',
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* allows us to support *any* type of tile set -- not just those that are
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* defined by the original game.
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*
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* DOCUMENT is used internally for creating elements; the DOM will not
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* be manipulated.
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*
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* @param {TileDfn} tile_dfn tile definition object
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* @param {HTMLDocument} document DOM document
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*/
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__construct: function( tile_dfn )
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__construct: function( tile_dfn, document )
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{
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if ( !( Class.isA( TileDfn, tile_dfn ) ) )
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{
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@ -104,8 +104,11 @@
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reader.onload = function( event )
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{
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var loader = lasertank.LtgLoader(),
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masker = lasertank.TileMasker( lasertank.ClassicTileDfn() ),
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meta = loader.fromString( event.target.result ),
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masker = lasertank.TileMasker(
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lasertank.ClassicTileDfn(),
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document
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),
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bmp_game = document.getElementById( 'bmp_game' ),
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bmp_mask = document.getElementById( 'bmp_mas' );
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