User:The Pro Gamer/timeless.js

window.requestAnimFrame = window.requestAnimationFrame      || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame   || window.oRequestAnimationFrame     || window.msRequestAnimationFrame    || function(callback) { window.setTimeout(callback, 1000 / 60); };

var Utils = { dist : function (pl, dps) { return (Math.sqrt(Math.pow(pl.x - dps.x, 2) + Math.pow(pl.y - dps.y, 2))) } }

var World = function { this.entities = [ ]; this.debug = false; this.pause = false; this.fpsMax = 60; this.g = 1; this.canvas = ""; this.context = ""; this.mousedown = false; }

var n_tmp;

World.prototype.init = function {

var _this;

_this = this n_tmp = undefined

this.canvas = document.getElementById("game"); this.canvas.width = document.body.clientWidth; this.canvas.height = 500; this.context = this.canvas.getContext("2d");

// Events handlers

// disable touchmove default behavior for scrolling document.body.addEventListener('touchmove', function(event) {   event.preventDefault;  }, false);

var mouseUp = function(e) { var tmp = new Asteroid(       n_tmp.x     , n_tmp.y      , 15      , "#0f0"      ) var tmp_x = (n_tmp.x - n_tmp.xp) || 0 var tmp_y = (n_tmp.y - n_tmp.yp) || 0 var dist = Math.min(Math.sqrt(tmp_x * tmp_x + tmp_y * tmp_y), 50) || 1; if (dist != 0) {     tmp.vx = tmp_x / dist * (dist / 10) tmp.vy = tmp_y / dist * (dist / 10) }   _this.entities.push(tmp); _this.mousedown = false n_tmp = undefined }; var mouseDown = function(e) { _this.mousedown = true; n_tmp = { x : e.clientX || 0, y : e.clientY || 0, xp : undefined, yp : undefined } };  var mouseMove = function(e) { if (_this.mousedown && n_tmp) {     n_tmp.xp = e.clientX n_tmp.yp = e.clientY } }  var touchMove = function(e) { if (_this.mousedown && n_tmp) {     n_tmp.xp = e.touches[0].pageX n_tmp.yp = e.touches[0].pageY } }

// Generating planets for (var i = 0; i < 3; i++) {   var tmp = new Planet(        Math.floor(Math.random * this.canvas.width) % (this.canvas.width - 200) + 100     , Math.floor(Math.random * this.canvas.height) % (this.canvas.height - 200) + 100      , Math.floor(Math.random * 100) + 20      , "#f00"    ); this.entities.push(tmp); }

for (var i = 0; i < 3; i++) {   var tmp = new Planet(        Math.floor(Math.random * this.canvas.width) % (this.canvas.width - 200) + 100     , Math.floor(Math.random * this.canvas.height) % (this.canvas.height - 200) + 100      , Math.floor(Math.random * -100) - 20      , "#f0f"    ); this.entities.push(tmp); }

// Generating asteroids for (var i = 0; i < 50; i++) {    var tmp = new Asteroid(        Math.floor(Math.random * this.canvas.width) % (this.canvas.width - 200) + 100     , Math.floor(Math.random * this.canvas.height) % (this.canvas.height - 200) + 100      , 15      , "#ff0"    ); this.entities.push(tmp); }

this.canvas.addEventListener("mousedown", mouseDown); this.canvas.addEventListener("mouseup", mouseUp); this.canvas.addEventListener("mousemove", mouseMove); this.canvas.addEventListener("touchstart", mouseDown); this.canvas.addEventListener("touchend", mouseUp); this.canvas.addEventListener("touchmove", touchMove);

this.loop; }

World.prototype.loop = function { var _this;

_this = this;

this.context.fillStyle = "#000"; this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);

if (n_tmp) {   this.context.save this.context.strokeStyle = "rgb(0,0,255)" this.context.beginPath this.context.moveTo(n_tmp.x, n_tmp.y)   this.context.lineTo(n_tmp.xp, n_tmp.yp) this.context.stroke this.context.closePath this.context.restore }

this.entities.forEach(function(elem, index) {   if (elem != undefined)    {      elem.run(_this);       elem.draw(_this.context);    }  }); requestAnimationFrame(function {   _this.loop;  }); return true; }

var Point = function(x, y) { this.x = x; this.y = y; }

var Entity = function(x, y, m, color) { Point.call(this, x, y); this.m = m; this.r = Math.abs(this.m) / 2; this.color = color; this.onclick = function { }; }

Entity.prototype.draw = function(context) { if (typeof context != "object" || !(context instanceof CanvasRenderingContext2D)) return false;

context.fillStyle = this.color; context.beginPath; context.arc(this.x, this.y, Math.abs(this.m) / 2, 0, 2 * Math.PI, false); context.fill; context.closePath; return true; }

Planet = function(x, y, m, color) { Entity.call(this, x, y, m, color); }

for (var element in Entity.prototype ) { Planet.prototype[element] = Entity.prototype[element]; }

Planet.prototype.run = function { return true; }

var Asteroid = function(x, y, m, color) { Entity.call(this, x, y, m, color); this.vx = 0; this.vy = 0; this.cos = NaN; this.sin = NaN; }

for (var element in Entity.prototype ) { Asteroid.prototype[element] = Entity.prototype[element]; }

Asteroid.prototype.run = function(world) { var vdist, d_x, d_y, tan, cos, sin, force_grav, _this, len, elem, a

_this = this

if (typeof world != "object" || !(world instanceof World) || world.pause) return false

len = world.entities.length elem = world.entities for (var i = 0; i < len; i++) { if (elem[i] == undefined || elem[i] instanceof Planet) continue a = _this.r + elem[i].r   if (elem[i].x < 0 || elem[i].y < 0 || elem[i].x > 2000 || elem[i].y > 2000) {       elem[i] = undefined continue }   vdist = Utils.dist(_this, elem[i]) if (vdist == 0 || vdist >= a)     continue pen = vdist - a   cos = (-_this.x + elem[i].x) / vdist sin = (-_this.y + elem[i].y) / vdist _this.vx = _this.vx * 0.5 + cos * pen _this.vy = _this.vy * 0.5 + sin * pen }

for (var i = 0; i < len; i++) { if (elem[i] == undefined || elem[i] instanceof Asteroid) continue vdist = Utils.dist(_this, elem[i]) if (vdist == 0) continue d_x = -_this.x + elem[i].x;   d_y = -_this.y + elem[i].y;    cos = d_x / vdist; sin = d_y / vdist; force_grav = world.g * (_this.m * elem[i].m) / Math.pow(vdist, 2);

_this.vx = _this.vx + cos * force_grav; _this.vy = _this.vy + sin * force_grav; pen = vdist - (_this.r + elem[i].r); if (pen < 0) {     _this.vx = _this.vx * 0.8 + (cos * pen); _this.vy = _this.vy * 0.8 + (sin * pen); } }

d_x = -this.x + (this.x + this.vx); d_y = -this.y + (this.y + this.vy);

vdist = Math.sqrt(d_x * d_x + d_y * d_y);

this.cos = d_x / vdist; this.sin = d_y / vdist; this.x = this.x + this.vx; this.y = this.y + this.vy; return true; }

galaxy = new World; galaxy.init;