HTML5 drawing lib working
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base.js
92
base.js
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@ -1,11 +1,61 @@
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<html>
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<head>
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<style type="text/css">
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canvas { border: 2px solid #000; position:absolute; top:0;left:0;
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visibility: hidden; }
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</style>
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</head>
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<body>
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<canvas id="canvas" width=500 height=500></canvas>
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<canvas id="canvas1" width=500 height=500></canvas>
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<canvas id="canvas2" width=500 height=500></canvas>
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<script>
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//-------------------------- BEGIN JAVASCRIPT --------------------------------\\
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var fps = 50
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var cr;
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var canvas;
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function _timerBase () {
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/* This provides the 'tick' by which all animations are run.
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Playing animations should have their ._draw() method added here;
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to stop them, call remove() on it. */
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this.funcs = {}
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this.add = function (item) {
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this.funcs[item]=item;
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}
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this.remove = function (item) {
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delete this.funcs[item];
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}
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this.iterate = function() {
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canvas = Buffers[DrawingBuffer];
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if (canvas.getContext) {
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cr = canvas.getContext("2d");
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cr.clearRect(0, 0, canvas.width, canvas.height);
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cr.beginPath()
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DrawingBuffer=1-DrawingBuffer;
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//canvas = Buffers[DrawingBuffer];
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draw()
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for (i in this.funcs){
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this.funcs[i]._draw()
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}
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Buffers[1-DrawingBuffer].style.visibility='hidden';
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Buffers[DrawingBuffer].style.visibility='visible';
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}
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}
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setInterval('Timer.iterate()', 1000/fps)
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}
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var Timer = new _timerBase()
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function Frame () {
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this.actions = ''
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this.run_script = function() {
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eval(this.actions)
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}
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}
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function MovieClip() {
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/* From the ActionScript reference:
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@ -20,16 +70,27 @@ function MovieClip() {
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The duplicateMovieClip() method allows you to create a movie clip instance based on
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another movie clip.
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*/
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this._frames = [[]]
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this._frames = [new Frame()]
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this._currentframe = 1;
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this._draw = function () {
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this._draw = function (sttc) {
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for (i in this) {
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if (this._frames[this._currentframe-1][i]) {
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this[i]._draw(this._frames[this._currentframe-1][i]);
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}
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}
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if (!sttc) {
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this._frames[this._currentframe-1].run_script()
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this._currentframe++;
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if (this._currentframe>this._frames.length) {
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this._currentframe = 1;
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}
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}
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}
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this.play = function () {
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Timer.add(this)
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}
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this.stop = function () {
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Timer.remove(this)
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}
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}
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@ -72,26 +133,30 @@ var Stage = {
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}
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var root = {}
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var cr
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/*if (canvas.getContext) {
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cr = canvas.getContext("2d");
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}*/
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var Buffers = [document.getElementById("canvas1"), document.getElementById("canvas2")]
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var DrawingBuffer = 0
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function draw() {
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var canvas = document.getElementById("canvas");
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if (canvas.getContext) {
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cr = canvas.getContext("2d");
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cr.strokeSyle = "#0000FF"
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for (i in root) {
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if (root[i]._draw) {
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root[i]._draw()
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//root[i]._draw(true)
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}
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}
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}
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}
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function play() {
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}
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var a = new Shape()
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@ -101,17 +166,14 @@ b.a = a
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b._frames[0].a = {}
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b._frames[0].a._x = 100
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b._frames[0].a._y = 20
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b._frames[0].a._xscale = 1
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b._frames[0].a._xscale = 1
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b._frames[0].a._rotation = 0
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b._frames[0].actions = 'this.a._x = this.a._x + 1'
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root.b = b
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b._frames[1] = new Frame()
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b._frames[1].a = {}
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b._frames[1].a._x = 50
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b._frames[1].a._y = 40
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b._frames[1].a._xscale = 1
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b._frames[1].a._xscale = 1
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b._frames[1].a._rotation = 0
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play()
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setTimeout('b.play()',2000)
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//------------------- END OF JAVASCRIPT ------------------------\\
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</script>
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