$(-> manager = new ResourceManager("gemswap/assets") engine = new Engine(manager) ### # Configure pre-loading assets manager.addImages([ "images/loading_screen.png" ], true) ### # Configure game assets manager.addImages([ "images/diamond.png" "images/diamond_inverted.png" "images/diamond_shimmer.png" ]) ### manager.addSounds([ "sfx/match.wav" "sfx/swap.wav" ]) ### manager.prepare() manager.preload(null, -> engine.addCanvas($("#gamecanvas")); scene = engine.createScene("main") engine.createSprite("diamond", "images/diamond.png") engine.createSprite("diamond_inverted", "images/diamond_inverted.png") engine.createSprite("diamond_shimmer", "images/diamond_shimmer.png") diamond = engine.createObject("diamond") diamond.sprite = engine.getSprite("diamond") diamond.onCreate = -> @fade_step = 0.045 @fade_current_step = @fade_step @fade_value = 0 @fade_decay_current = 9999 # Disable by default @fade_decay_max = 8 @shimmer_step = 0.006 @shimmer_current_step = @shimmer_step @shimmer_value = 0 diamond.onStep = -> if @fade_decay_current < Math.pow(2, @fade_decay_max) @fade_value += @fade_current_step max = 1.5 / @fade_decay_current if @fade_value > Math.min(max, 1) @fade_value = Math.min(max, 1) @fade_current_step = -@fade_step if @fade_value <= 0 @fade_value = 0 @fade_decay_current *= 1.5 @fade_current_step = @fade_step @shimmer_value += @shimmer_current_step if @shimmer_value > 0.7 @shimmer_value = 0.7 @shimmer_current_step = -@shimmer_step if @shimmer_value < 0 @shimmer_value = 0 @shimmer_current_step = @shimmer_step return true diamond.onDraw = -> @engine.getSprite("diamond_inverted").draw(@x, @y, { alpha: @fade_value }) @engine.getSprite("diamond_shimmer").draw(@x - 14, @y - 14, { alpha: @shimmer_value }) diamond.onMouseOver = -> console.log("mouseover") @fade_decay_current = 1 scene.createInstance(diamond, 20, 20) engine.start() ) )