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Decouple TileMasker from window.document

master
Mike Gerwitz 2015-12-22 23:45:00 -05:00
parent 3b1ac2c78c
commit 93b61596b3
4 changed files with 18 additions and 6 deletions

View File

@ -66,7 +66,7 @@ function gamechk()
// temporary
if ( ele_game.className.search( 'opening' ) > -1 ) return;
lasertank.ClassicGame( ltg_data, lvl_data )
lasertank.ClassicGame( document, ltg_data, lvl_data )
.on( 'ready', function()
{
this.renderTo( ctx, window );

View File

@ -88,15 +88,20 @@ module.exports = Class( 'ClassicGame' )
* the constructor because they are needed in order for the game to be
* functional.
*
* DOCUMENT is used internally for creating elements; the DOM will not
* be manipulated.
*
* @param {HTMLDocument} document DOM document
*
* @param {string} ltg_data binary string containing LTG file data
* @param {string} lvl_data binary string containing LVL file data
*/
__construct: function( ltg_data, lvl_data )
__construct: function( document, ltg_data, lvl_data )
{
const _self = this;
this._ltgLoader = LtgLoader();
this._masker = TileMasker( ClassicTileDfn() );
this._masker = TileMasker( ClassicTileDfn(), document );
this._gameObjFactory = ClassicGameObjectFactory();

View File

@ -121,9 +121,13 @@ module.exports = Class( 'TileMasker',
* allows us to support *any* type of tile set -- not just those that are
* defined by the original game.
*
* DOCUMENT is used internally for creating elements; the DOM will not
* be manipulated.
*
* @param {TileDfn} tile_dfn tile definition object
* @param {HTMLDocument} document DOM document
*/
__construct: function( tile_dfn )
__construct: function( tile_dfn, document )
{
if ( !( Class.isA( TileDfn, tile_dfn ) ) )
{

View File

@ -104,8 +104,11 @@
reader.onload = function( event )
{
var loader = lasertank.LtgLoader(),
masker = lasertank.TileMasker( lasertank.ClassicTileDfn() ),
meta = loader.fromString( event.target.result ),
masker = lasertank.TileMasker(
lasertank.ClassicTileDfn(),
document
),
bmp_game = document.getElementById( 'bmp_game' ),
bmp_mask = document.getElementById( 'bmp_mas' );