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defend.html
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<!DOCTYPE html>
<html>
<head>
<title>Tower Defense - Animatron HTML5 Player Demo</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<script src="../player/vendor/matrix.js" type="text/javascript"></script>
<script src="../player/anm.player.js" type="text/javascript"></script>
<script src="../player/anm.collisions.js" type="text/javascript"></script>
<script src="../player/anm.builder.js" type="text/javascript"></script>
<script src="../player/animatron_import.js" type="text/javascript"></script>
<link href='http://fonts.googleapis.com/css?family=Monda:700' rel='stylesheet' type='text/css'>
<script type="text/javascript">
var b = Builder._$, B = Builder, C = anm.C;
var player;
// canvas
var precision = 20; // grid's unit size
var width = Math.floor(window.innerWidth/precision)*precision;
var height = Math.floor(window.innerHeight/precision)*precision;
var scene = b();
var mainp = b(); // particles
var maine = b(); // enemies
var maint = b(); // turrets
var maino = b(); // bullets
var discs = b(); // radius
var debug = b(); // block areas
var tempui = b(); // temporary ui overlay
var total = 0; // number of deceased enemies
var cross = 0; // number of enemies that breech
var ptsInc = .001; // points gained per frame
var maxPoints = 8; // points cap
var points = 6; // initial points
var wave = 0;
var waveCount = 0;
var nextSpawn = 1;
var spawnCount = 0;
var lastRound = 0;
var nextRound = 1;
var range = 72; // turret firing radius
var bulletSpeed = 4; // bullet distance per sec
var maxLevel = 5; // max turret level
var levelAmmo = 4; // additional ammo per level
var mhp = 3; // enemy hp
// values in pixel units, program will convert
var spawn = [400, 400]; // spawn point
var target = [40, 160]; // target point
var mouse = [0, 0];
var path;
function Rectangle(x1, y1, x2, y2) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
}
// these will be preset, arrays of rectangles
var zones = [new Rectangle(0, 0, 48, 60)]; // no turrets only
var block = [new Rectangle(48, 0, 128, 160), new Rectangle(320, 270, 480, 320)]; // no turrets or enemies
var enemy = new Array();
var turret = new Array();
var grid = new Array(); // height vs width
// create grid
grid = new Array(height/precision);
for (var i=0; i<height/precision; i++) {
grid[i] = new Array(width/precision);
for (var j=0; j<width/precision; j++)
grid[i][j] = 0;
}
// fill with zones
for (var i=0; i<zones.length; i++) {
var k = zones[i];
for (var y=Math.floor(k.y1/precision); y<Math.ceil(k.y2/precision); y++) {
for (var x=Math.floor(k.x1/precision); x<Math.ceil(k.x2/precision); x++)
grid[y][x] = 1;
}
}
// fill with blocks
for (var i=0; i<block.length; i++) {
var k = block[i];
for (var y=Math.floor(k.y1/precision); y<Math.ceil(k.y2/precision); y++) {
for (var x=Math.floor(k.x1/precision); x<Math.ceil(k.x2/precision); x++)
grid[y][x] = 2;
}
}
// A* implementation based on http://webreflection.blogspot.com/2006/10/javascript-path-finder-with-star.html
function successors(x, y, rows, cols){
var
N = y - 1,
S = y + 1,
E = x + 1,
W = x - 1,
$N = N > -1 && grid[N][x] < 2,
$S = S < rows && grid[S][x] < 2,
$E = E < cols && grid[y][E] < 2,
$W = W > -1 && grid[y][W] < 2,
result = [],
i = 0
;
$N && (result[i++] = {x:x, y:N});
$E && (result[i++] = {x:E, y:y});
$S && (result[i++] = {x:x, y:S});
$W && (result[i++] = {x:W, y:y});
return result;
}
function distanceTo(start, end) {
// divide weight by turret distance
var risk = 1;
if (turret.length > 0)
for (var i=0; i<turret.length; i++) {
var d = turret[i].data();
var r = Math.sqrt(Math.pow(precision*start.x - d.x, 2) + Math.pow(precision*start.y - d.y, 2));
if (r <= range)
risk *= 1 + (range - r)/range;
}
return (Math.abs(start.x - end.x) + Math.abs(start.y - end.y)) * risk;
}
function AStar(start, end) {
var
cols = grid[0].length,
rows = grid.length,
limit = cols * rows,
list = {},
result = [],
open = [{x:start[0], y:start[1], f:0, g:0, v:start[0]+start[1]*cols}],
length = 1,
adj, distance, i, j, max, min, current, next
;
end = {x:end[0], y:end[1], v:end[0]+end[1]*cols};
do {
max = limit;
min = 0;
for(i = 0; i < length; ++i) {
if((f = open[i].f) < max) {
max = f;
min = i;
}
};
current = open.splice(min, 1)[0];
if (current.v != end.v) {
--length;
next = successors(current.x, current.y, grid, rows, cols);
for(i = 0, j = next.length; i < j; ++i){
(adj = next[i]).p = current;
adj.f = adj.g = 0;
adj.v = adj.x + adj.y * cols;
if(!(adj.v in list)){
adj.f = (adj.g = current.g + distanceTo(adj, current)) + distanceTo(adj, end);
open[length++] = adj;
list[adj.v] = 1;
}
}
} else {
i = length = 0;
do {
result[i++] = [current.x, current.y];
} while (current = current.p);
result.reverse();
}
} while (length);
return result;
}
function healthBars() {
var w = 16;
var h = 2;
var o = 8;
return b().paint(function(ctx) {
for (var i=0; i<enemy.length; i++) {
var d = enemy[i].data();
ctx.strokeStyle = '#000';
ctx.strokeRect(d.x, d.y - o, w, h);
var fx = d.hp*w/mhp;
ctx.fillStyle = '#0f0';
ctx.fillRect(d.x, d.y - o, fx, h);
ctx.fillStyle = '#f00';
ctx.fillRect(d.x + fx, d.y - o, w - fx, h);
}
});
}
function debugBlocks() {
return b().paint(function(ctx) {
for (var y=0; y<grid.length; y++)
for (var x=0; x<grid[y].length; x++)
if (grid[y][x]) {
ctx.fillStyle = (grid[y][x] > 1) ? 'rgba(128, 128, 255, .5)' : 'rgba(128, 255, 128, .5)';
ctx.fillRect(x*precision, y*precision, precision, precision);
}
});
}
var mainModifer = function(t) {
var rate = 2/3;
if (t >= nextRound) {
waveCount = Math.floor(19.1*Math.atan(wave/10));
currentRound = nextRound;
spawnCount = 0;
nextRound += 4*Math.sqrt(2*waveCount);
wave++;
}
if (t >= nextSpawn) {
if (spawnCount < waveCount) {
// spawn enemy
path = AStar([Math.floor(spawn[0]/precision), Math.floor(spawn[1]/precision)], target);
maine.add(initEnemy(spawn[0], spawn[1]));
nextSpawn += Math.min(1, rate*(nextRound - currentRound)/waveCount);
spawnCount++;
} else
nextSpawn = nextRound;
}
// increase points
if (points < maxPoints)
points += ptsInc;
}
var enemyModifier = function(t) {
var speed = 1;
var d = b(this.$).data();
var x = d.x;
var y = d.y;
var index = d.i + speed/precision;
var p = d.path;
var i = Math.ceil(index);
if (i < p.length) {
var xdif = p[i][0]*precision - x;
var ydif = p[i][1]*precision - y;
this.x = x + (xdif < 0 ? -1 : xdif > 0 ? 1 : 0)*speed;
this.y = y + (ydif < 0 ? -1 : ydif > 0 ? 1 : 0)*speed;
b(this.$).data({'x':this.x, 'y':this.y, 'i':index, 'path':p, 'angle':(d.angle+.1)%6.283, 'hp':d.hp});
} else {
// target reached
for (var i=0; i<enemy.length; i++)
if (enemy[i] == b(this.$)) {
enemy.splice(i, 1);
break;
}
maine.remove(b(this.$));
cross++;
total++;
// add crash
addCrash(x+precision/2, y+precision/2, t);
}
}
var turretModifier = function(t) {
var d = b(this.$).data();
var nt = d.t;
var ammo = d.ammo;
if (d.init)
addGather(d.x, d.y, t);
else if (t - d.t >= 2/d.level && enemy.length > 0) {
// find nearest
var e = null;
var f = width * height * width * height;
for (var i=0; i<enemy.length; i++) {
var g = Math.sqrt(Math.pow(enemy[i].data().x - d.x, 2) + Math.pow(enemy[i].data().y - d.y, 2));
if (g < f && g <= range) {
f = g;
e = enemy[i];
}
}
if (e != null) {
var a = Math.atan2(e.data().y - d.y + precision/2, e.data().x - d.x + precision/2);
mainp.add(initBullet(d.x, d.y, bulletSpeed*Math.cos(a), bulletSpeed*Math.sin(a)));
// decrement ammo
ammo--;
}
nt = t;
}
if (ammo <= 0) {
maint.remove(b(this.$));
discs.remove(d.disc);
// remove from list
for (var i=0; i<turret.length; i++) {
var f = turret[i].data();
if (f.x == d.x && f.y == d.y) {
turret.splice(i, 1);
break;
}
}
// add implosion
addImplosion(d.x, d.y, t);
} else
b(this.$).data({'x':d.x, 'y':d.y, 'level':d.level, 'ammo':ammo, 'disc':d.disc, 't':nt});
}
var bulletModifier = function(t) {
var d = b(this.$).data();
this.x = d.x + d.vx;
this.y = d.y + d.vy;
for (var i=0; i<enemy.length; i++) {
var e = enemy[i].data();
if (Math.sqrt((this.x - e.x)*(this.x - e.x) + (this.y - e.y)*(this.y - e.y)) <= precision) {
mainp.remove(this.$);
// damage other
if (e.hp - d.damage > 0)
enemy[i].data({'x':e.x, 'y':e.y, 'i':e.i, 'path':e.path, 'angle':e.angle, 'hp':e.hp - d.damage});
else {
maine.remove(enemy[i]);
enemy.splice(i, 1);
i--;
total++;
// add points
if (points+1 <= maxPoints)
points++;
else
points = maxPoints;
// add explosion
addExplosion(e.x + precision/2, e.y + precision/2, t);
}
// add particles
for (var k=0; k<3; k++) {
var a = Math.random()*6.283;
addParticle(e.x + precision/2, e.y + precision/2, 2*Math.cos(a), 2*Math.sin(a));
}
}
}
if (this.x <= -2 || this.y <= -2 || this.x >= width+2 || this.y >= height+2)
mainp.remove(this.$);
b(this.$).data({'x':this.x, 'y':this.y, 'vx':d.vx, 'vy':d.vy, 'damage':d.damage});
}
function initEnemy(xi, yi) {
var t = b().paint(function(ctx) {
var d = t.data();
if (d) {
for (var j=0; j<3; j++) {
ctx.strokeStyle = 'rgba(255, 0, 0, '+Math.pow(.5, j)+')';
ctx.beginPath();
ctx.moveTo(precision/2*(Math.cos(d.angle-.4*j) + 1), precision/2*(Math.sin(d.angle-.4*j) + 1));
for (var i=1; i<=d.hp; i++)
ctx.lineTo(precision/2*(Math.cos(d.angle+2.094*i-.4*j) + 1), precision/2*(Math.sin(d.angle+2.094*i-.4*j) + 1));
ctx.stroke();
}
}
}).data({'x':xi, 'y':yi, 'angle':0, 'hp':mhp, 'path':path, 'i':0}).modify(enemyModifier);
enemy.push(t);
return t;
}
function initTurret(xi, yi, l) {
var c = b().paint(function(ctx) {
ctx.translate(xi-range, yi-range);
ctx.rect(0, 0, range*2, range*2);
var g = ctx.createRadialGradient(range, range, range-16, range, range, range);
g.addColorStop(0, '#f58a1f');
g.addColorStop(1, 'rgba(245, 138, 31, 0)');
ctx.fillStyle = g;
ctx.fill();
}).modify(function(t) {
if (Math.sqrt(Math.pow(mouse[0]-xi, 2) + Math.pow(mouse[1]-yi, 2)) <= range)
this.alpha = .5;
else
this.alpha = 0;
});
var t = b().paint(function(ctx) {
var d = t.data();
if (d) {
var r = d.ammo/(levelAmmo*d.level);
ctx.lineWidth = 3;
ctx.strokeStyle = '#5157a5';
ctx.beginPath();
ctx.arc(xi, yi, precision/2, 4.712, 4.712-6.283*r, true);
ctx.stroke();
ctx.closePath();
ctx.strokeStyle = '#f58a1f';
ctx.beginPath();
ctx.arc(xi, yi, precision/2, 4.712, 4.712-6.283*r, false);
ctx.stroke();
ctx.closePath();
ctx.fillStyle = '#000000';
ctx.font = '10pt Monda';
ctx.textAlign = "center";
ctx.fillText(''+d.level, xi, yi+5);
}
}).data({'x':xi, 'y':yi, 'level':l, 'ammo':levelAmmo*l, 'disc':c, 't':0, 'init':true}).modify(turretModifier);
discs.add(c);
turret.push(t);
return t;
}
function initBullet(xi, yi, vx, vy, d) {
var t = b().paint(function(ctx) {
var d = t.data();
if (d) {
ctx.rect(0, 0, 8, 8);
var g = ctx.createRadialGradient(4, 4, 1, 2, 2, 4);
g.addColorStop(0, '#5157a5');
g.addColorStop(1, 'rgba(81, 87, 165, 0)');
ctx.fillStyle = g;
ctx.fill();
}
}).move([-4, -4]).data({'x':xi, 'y':yi, 'vx':vx, 'vy':vy, 'damage':1}).modify(bulletModifier);
return t;
}
function initTarget(xi, yi) {
var r = precision/2 - 2;
var t = b().paint(function(ctx) {
var d = t.data();
if (d) {
ctx.strokeStyle = '#00f';
ctx.beginPath();
ctx.arc(xi, yi, r, 0, 6.283, false);
ctx.stroke();
ctx.closePath();
for (var i=0; i<6.283; i+=2.094) {
ctx.translate(xi+r*Math.cos(d.a+i)-3, yi+r*Math.sin(d.a+i)-3);
ctx.rect(0, 0, 6, 6);
var g = ctx.createRadialGradient(3, 3, 1, 3, 3, 3);
g.addColorStop(0, '#00f');
g.addColorStop(1, 'rgba(0, 0, 255, 0)');
ctx.fillStyle = g;
ctx.fill();
ctx.translate(3-xi-r*Math.cos(d.a+i), 3-yi-r*Math.sin(d.a+i));
}
t.data({'a': (d.a+6.2) % 6.284});
}
}).data({'a':0});
return t;
}
function addParticle(xi, yi, vx, vy) {
var r = .1;
var t = b().paint(function(ctx) {
ctx.rect(0, 0, 6, 6);
var g = ctx.createRadialGradient(3, 3, 0, 3, 3, 3);
g.addColorStop(0, '#ff0000');
g.addColorStop(1, 'rgba(255, 0, 0, 0)');
ctx.fillStyle = g;
ctx.fill();
}).move([xi-3, yi-3]).modify(function(t) {
this.x += vx;
this.y += vy;
this.sx -= r;
this.sy -= r;
this.alpha -= r;
if (this.sx <= 0)
mainp.remove(this.$);
});
mainp.add(t);
}
function addExplosion(xi, yi, t) {
var e = b().paint(function(ctx) {
ctx.rect(0, 0, 2*precision, 2*precision);
var g = ctx.createRadialGradient(precision, precision, 0, precision, precision, precision);
g.addColorStop(0, '#ff0000');
g.addColorStop(1, 'rgba(255, 0, 0, 0)');
ctx.fillStyle = g;
ctx.fill();
}).move([xi, yi]).reg([precision, precision]).scale([t, t+.3], [[0, 0], [1, 1]]).alpha([t, t+.3], [1, 0]).modify(function(a) {if (a > t+.3) mainp.remove(e)});
mainp.add(e);
}
function addCrash(xi, yi, t) {
var e = b().paint(function(ctx) {
ctx.rect(0, 0, 4*precision, 4*precision);
var g = ctx.createRadialGradient(2*precision, 2*precision, 0, 2*precision, 2*precision, 2*precision);
g.addColorStop(0, '#0000ff');
g.addColorStop(1, 'rgba(0, 0, 255, 0)');
ctx.fillStyle = g;
ctx.fill();
}).move([xi, yi]).reg([2*precision, 2*precision]).scale([t, t+.3], [[0, 0], [1, 1]]).alpha([t, t+.3], [1, 0]).modify(function(a) {if (a > t+.3) mainp.remove(e)});
mainp.add(e);
}
function addImplosion(xi, yi, t) {
var e = b().paint(function(ctx) {
ctx.rect(0, 0, precision, precision);
var g = ctx.createRadialGradient(precision/2, precision/2, precision/4, precision/2, precision/2, precision/2);
g.addColorStop(0, '#f58a1f');
g.addColorStop(1, 'rgba(245, 138, 31, 0)');
ctx.fillStyle = g;
ctx.fill();
}).move([xi, yi]).reg([precision/2, precision/2]).scale([t, t+.3], [[1, 1], [0, 0]]).alpha([t, t+.3], [1, 0]).modify(function(a) {if (a > t+.3) mainp.remove(e)});
mainp.add(e);
}
function addGather(xi, yi, t) {
var e = b().paint(function(ctx) {
ctx.rect(0, 0, 2*precision, 2*precision);
for (var i=0; i<4; i++) {
var g = ctx.createRadialGradient(precision+(precision-2)*Math.cos(1.571*i), precision+(precision-2)*Math.sin(1.571*i), 1, precision+(precision-2)*Math.cos(1.571*i), precision+(precision-2)*Math.sin(1.571*i), 4);
g.addColorStop(0, '#5157a5');
g.addColorStop(1, 'rgba(81, 87, 165, 0)');
ctx.fillStyle = g;
ctx.fill();
}
}).move([xi, yi]).reg([precision, precision]).scale([t, t+.5], [[1, 1], [.5, .5]]).alpha([t, t+.5], [0, 1]).rotate([t, t+.5], [0, 3.142]).modify(function(a) {if (a > t+.5) mainp.remove(e)});
mainp.add(e);
}
function makeUI() {
return b().paint(function(ctx) {
ctx.fillStyle = '#000000';
ctx.font = '12pt Monda';
ctx.textAlign = "right";
ctx.fillText((total ? (100*(1 - cross/total)).toFixed(2) : '0.00')+'% \/'+total, width, 14);
ctx.fillText(points.toFixed(3), width, 28);
});
}
function start() {
maint.on(C.X_MCLICK, function(evt) {
var x = Math.round((evt.pos[0] - precision/2)/precision)*precision + precision/2;
var y = Math.round((evt.pos[1] - precision/2)/precision)*precision + precision/2;
// check blocking
if (grid[Math.floor(y/precision)][Math.floor(x/precision)] == 1) {
// click feedback
var t = b().paint(function(ctx) {
ctx.lineWidth = 2;
ctx.strokeStyle = '#f00';
ctx.beginPath();
ctx.moveTo(x-precision/2, y-precision/2);
ctx.lineTo(x+precision/2, y+precision/2);
ctx.moveTo(x+precision/2, y-precision/2);
ctx.lineTo(x-precision/2, y+precision/2);
ctx.stroke();
}).data({'init':true}).modify(function(a) {
if (t.data().init)
t.data({'t':a});
else if (a - t.data().t >= .1)
maino.remove(t);
});
maino.add(t);
} else if (grid[Math.floor(y/precision)][Math.floor(x/precision)] == 0) {
if (points < 1) {
// click feedback
var t = b().paint(function(ctx) {
ctx.lineWidth = 2;
ctx.strokeStyle = '#f00';
ctx.beginPath();
ctx.arc(x, y, precision/2, 0, 6.283, false);
ctx.moveTo(x+precision/2.828, y-precision/2.828);
ctx.lineTo(x-precision/2.828, y+precision/2.828);
ctx.stroke();
}).data({'init':true}).modify(function(a) {
if (t.data().init)
t.data({'t':a});
else if (a - t.data().t >= .1)
maino.remove(t);
});
maino.add(t);
} else {
var same = -1;
for (var i=0; i<turret.length; i++) {
var d = turret[i].data();
if (x == d.x && y == d.y) {
same = i;
break;
}
}
if (same == -1) {
maint.add(initTurret(x, y, 1));
} else {
var d = turret[same].data();
var l = d.level;
if (l < maxLevel)
l++;
turret[same].data({'x':d.x, 'y':d.y, 'level':l, 'ammo':levelAmmo*l, 'disc':d.disc, 't':d.t});
}
points--;
}
}
}).on(C.X_MMOVE, function(evt) {
mouse = evt.pos;
}).modify(mainModifer);
// convert to grid units
target[0] = Math.round(target[0]/precision);
target[1] = Math.round(target[1]/precision);
// create target
maint.add(initTarget(precision*(target[0]+.5), precision*(target[1]+.5)));
//health = healthBars();
debug = debugBlocks();
tempui = makeUI();
scene.add(debug);
scene.add(discs);
scene.add(mainp);
scene.add(maine);
scene.add(maint);
scene.add(maino);
scene.add(tempui);
player = createPlayer('canvas', {'mode': C.M_DYNAMIC, 'anim': {'width': window.innerWidth, 'height': window.innerHeight}});
player.load(scene).play();
}
// register mouse events
document.onclick = function(e) {
var ev = !e ? window.event : e;
var posX, posY;
if (ev.pageX) {
posX = ev.pageX;
posY = ev.pageY;
} else if (ev.clientX) {
posX = ev.clientX;
posY = ev.clientY;
}
player.anim.fire(C.X_MCLICK, {pos:[posX - player.canvas.offsetLeft, posY - player.canvas.offsetTop]});
}
document.onmousemove = function(e) {
var ev = !e ? window.event : e;
var posX, posY;
if (ev.pageX) {
posX = ev.pageX;
posY = ev.pageY;
} else if (ev.clientX) {
posX = ev.clientX;
posY = ev.clientY;
}
player.anim.fire(C.X_MMOVE, {pos:[posX - player.canvas.offsetLeft, posY - player.canvas.offsetTop]});
}
</script>
</head>
<body onload="start();">
<h1>Tower Defense - Animatron HTML5 Player Demo</h1>
<!-- canvases -->
<canvas id="canvas" style="z-index:1; position:absolute; left:0px; top:0px; pointer-events:none;"></canvas>
</body>
</html>