From dedcfd87f5e9d4d2c370f1a0134566d304fc6939 Mon Sep 17 00:00:00 2001 From: Piotr Wronski Date: Mon, 2 Jun 2014 23:19:20 -0700 Subject: [PATCH] Revert "Updated application sources" This reverts commit e917eb6c7237913cfad2599df2f6201c3504225c. Change-Id: I40ff5e0eaeaa3e6c0b3a0fadfbe26e2cf2db9a07 --- project/.project | 108 ++--- project/config.xml | 37 +- project/css/style.css | 47 ++- project/index.html | 86 ++-- project/js/main.js | 1045 ++++++++++++++++++++++++------------------------- 5 files changed, 631 insertions(+), 692 deletions(-) diff --git a/project/.project b/project/.project index 67124b8..7f6d88c 100644 --- a/project/.project +++ b/project/.project @@ -1,57 +1,57 @@ - SensorBall - - - - - - org.eclipse.wst.common.project.facet.core.builder - - - - - org.eclipse.wst.jsdt.core.javascriptValidator - - - - - json.validation.builder - - - - - org.tizen.web.jslint.nature.JSLintBuilder - - - - - org.tizen.web.css.nature.CSSBuilder - - - - - org.eclipse.wst.validation.validationbuilder - - - - - org.tizen.web.project.builder.WebBuilder - - - usedLibraryType - WebUIFramework - - - - - - json.validation.nature - org.tizen.web.jslint.nature.JSLintNature - org.tizen.web.css.nature.CSSNature - org.eclipse.wst.jsdt.core.jsNature - org.eclipse.wst.common.project.facet.core.nature - org.eclipse.wst.common.modulecore.ModuleCoreNature - org.tizen.web.project.builder.WebNature - + SensorBall + + + + + + org.eclipse.wst.common.project.facet.core.builder + + + + + org.eclipse.wst.jsdt.core.javascriptValidator + + + + + json.validation.builder + + + + + org.tizen.web.jslint.nature.JSLintBuilder + + + + + org.tizen.web.css.nature.CSSBuilder + + + + + org.eclipse.wst.validation.validationbuilder + + + + + org.tizen.web.project.builder.WebBuilder + + + usedLibraryType + WebUIFramework + + + + + + json.validation.nature + org.tizen.web.jslint.nature.JSLintNature + org.tizen.web.css.nature.CSSNature + org.eclipse.wst.jsdt.core.jsNature + org.eclipse.wst.common.project.facet.core.nature + org.eclipse.wst.common.modulecore.ModuleCoreNature + org.tizen.web.project.builder.WebNature + diff --git a/project/config.xml b/project/config.xml index 6ba5c97..6ba265a 100644 --- a/project/config.xml +++ b/project/config.xml @@ -1,31 +1,10 @@ - - - - - - - - - Sensor Ball - - - - - - - + + + + + Sensor Ball + + + diff --git a/project/css/style.css b/project/css/style.css index 708c3e0..9146e9b 100644 --- a/project/css/style.css +++ b/project/css/style.css @@ -1,53 +1,52 @@ html, body { - margin: 0px; - padding: 0px; + margin: 0px; + padding: 0px; } body { - overflow: hidden; - -webkit-user-select: none; + overflow: hidden; } .ui-content{ - background-size: 100%; + background-size: 100%; } .background1 { - background-image: url('../images/background1.jpg'); + background-image: url('../images/background1.jpg'); } .background2 { - background-image: url('../images/background2.jpg'); + background-image: url('../images/background2.jpg'); } .background3 { - background-image: url('../images/background3.jpg'); - background-color: #000; - overflow: hidden; + background-image: url('../images/background3.jpg'); + background-color: #000; + overflow: hidden; } .ball { - position: absolute; - left: 0px; - top: 0px; - width: 86px; - height: 86px; + position: absolute; + left: 0px; + top: 0px; + width: 86px; + height: 86px; } .sun { - position: absolute; - width: 86px; - height: 86px; - left: 0px; - top: 0px; - z-index: 50; + position: absolute; + width: 86px; + height: 86px; + left: 0px; + top: 0px; + z-index:50; } #main { - width: 100%; - height: 100%; + width: 100%; + height: 100%; } .ui-tabbar-margin-back { - margin-right:0 !important; + margin-right:0 !important; } diff --git a/project/index.html b/project/index.html index 549f13a..56db864 100644 --- a/project/index.html +++ b/project/index.html @@ -1,53 +1,45 @@ - - - - - - Sensor ball - - - - - - - - - + + + +Sensor ball + + + + + - -
- -
-

Sensor ball

-
- -
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- -
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- -
-
- -
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- -
- +
+
+

Sensor ball

+
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+ +
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+ +
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- + \ No newline at end of file diff --git a/project/js/main.js b/project/js/main.js index 7c5d8ca..df5b632 100644 --- a/project/js/main.js +++ b/project/js/main.js @@ -14,550 +14,519 @@ * limitations under the License. */ -/*jslint devel:true*/ -/*global $: false, tizen: false, navigator: false, window, app: true*/ +/*global $: false, tizen: false, navigator: false, app: true*/ var app = { - sensor: null, - R: 2000.0, // gravity constant * m * M - - gameWidth: 0, - gameHeight: 0, - ballWidth: 0, - ballHeight: 0, - sunWidth: 0, - sunHeight: 0, - ballX: 0, - ballY: 0, - dX: 0, - dY: 0, - sunX: 0, - sunY: 0, - - backgroundWidth: 0, - backgroundHeight: 0, - backgroundTop: 0, - backgroundLeft: 0, - - resistance: 0.98, // air - friction: 0.90, // bounce - sideFriction: 0.95, - frictionC: 0.002, - repulse: 0.6, - cdd: -0.3, - - timeout: null, - current: 'ball', - event: null, - animationInterval: 40, - - /** - * Draw earth background position - * @param {int} x current x earth position - * @param {int} y current y earth position - */ - earthUpdateBackgroundPosition: - function earthUpdateBackgroundPosition(x, y) { - 'use strict'; - var rX, rY, - cX, cY, - tX, tY, - bdX, bdY, - br; - - rX = -30.0; - rY = -30.0; - - cX = (this.gameWidth - this.backgroundWidth) / 2; - cY = (this.gameHeight - this.backgroundHeight) / 2; - - tX = cX + (-x * rX); - tY = cY + (y * rY); - - bdX = tX - this.backgroundLeft; - bdY = tY - this.backgroundTop; - - br = 0.2; - - this.backgroundLeft += bdX * br; - this.backgroundTop += bdY * br; - - $('.background').css('background-position', (this.backgroundLeft - 330) - + 'px ' + (this.backgroundTop - 330) + 'px'); - }, - - /** - * Draw sun position - * @param {int} x current x earth position - * @param {int} y current y earth position - */ - earthUpdateSunPosition: function earthUpdateSunPosition(x, y) { - 'use strict'; - - var rX, rY, - cX, cY, - tX, tY, - bdX, bdY, - br; - - rX = -8.0; - rY = -8.0; - - cX = (this.gameWidth - this.sunWidth) / 2; - cY = (this.gameHeight - this.sunHeight) / 2; - - tX = cX + (-x * rX); - tY = cY + (y * rY); - - bdX = tX - this.sunX; - bdY = tY - this.sunY; - - br = 0.2; - - this.sunX += bdX * br; - this.sunY += bdY * br; - - $('#sun').css('left', this.sunX + 'px'); - $('#sun').css('top', this.sunY + 'px'); - $('#sun').show(); - }, - - /** - * Deceleration - used when the earth leaves the Sun's gravitation - */ - deceleration: function deceleration() { - 'use strict'; - - this.dX *= 0.6; - this.dY *= 0.6; - }, - - /** - * Draw the next animation frame for the 'earth' tab - */ - earthEvents: function earthEvents() { - 'use strict'; - - var event, borderTolerance, - x, y, - dXl, dYl, - d, - d2, - ddx, ddy, - ratio; - - event = this.event; - borderTolerance = 30; // when Earth reach a border, - // then Earth is "moving" - - x = -event.accelerationIncludingGravity.x; - y = -event.accelerationIncludingGravity.y; - - // calculate X and Y distances between the Sun and Earth - dXl = (this.sunX + this.sunWidth / 2 - - (this.ballX + (this.ballWidth / 2))); // x distance - dYl = (this.sunY + this.sunHeight / 2 - - (this.ballY + (this.ballHeight / 2))); // y distance - - if (Math.abs(dXl) < 1) { - dXl = dXl < 0 ? -1 : 1; // round to 1 * sign - } - if (Math.abs(dYl) < 1) { - dYl = dYl < 0 ? -1 : 1; // round to 1 * sign - } - - // distance squared - d2 = Math.pow(dXl, 2) + Math.pow(dYl, 2); - // distance - d = Math.sqrt(d2); - - // acceleration is proportional to 1/d2 [a=GM/r^2] - // X component is also proportional to dXl / d - ddx = (this.R * dXl) / (d2 * d); - ddy = (this.R * dYl) / (d2 * d); - - // apply acceleration to speed - this.dX += ddx; - this.dY += ddy; - - // max speed - ratio = Math.sqrt(Math.pow(this.dX, 2) + Math.pow(this.dY, 2)) / 25; - if (ratio > 1) { // speed limit achieved - this.dX /= ratio; - this.dY /= ratio; - } - - // apply speed to Earth position - this.ballX += this.dX; - this.ballY += this.dY; - - // What do it when the earth leaves gravitation of the Sun?; - if (this.ballX > (this.gameWidth + borderTolerance)) { - this.ballX = -borderTolerance; this.deceleration(); - } - if (this.ballY > (this.gameHeight + borderTolerance)) { - this.ballY = -borderTolerance; this.deceleration(); - } - if (this.ballX < -borderTolerance) { - this.ballX = this.gameWidth + borderTolerance; this.deceleration(); - } - if (this.ballY < -borderTolerance) { - this.ballY = this.gameHeight + borderTolerance; this.deceleration(); - } - - // update Earth position - $('.ball').css('left', this.ballX + 'px'); - $('.ball').css('top', this.ballY + 'px'); - - // relative depth Sun / Earth - if (this.dY > 0) { - $('.ball').css('z-index', 100); - } else { - $('.ball').css('z-index', 20); - } - - this.earthUpdateBackgroundPosition(x, y); - this.earthUpdateSunPosition(x, y); - }, - - /** - * Checks if the ball already was on the edge in the previous step - * - * If so, this is not a 'real' bounce - the ball is just laying on the edge - * Uses globals: ballX, ballY, ballWidth, ballHeight, gameWidth, gameHeight - * - * @return {Object} - */ - shouldVibrateIfHitsEdge: function shouldVibrateIfHitsEdge() { - 'use strict'; - - var ret = { - x: true, - y: true - }; - - if (this.ballX <= 0) { - ret.x = false; - } else if ((this.ballX + this.ballWidth) >= this.gameWidth) { - ret.x = false; - } - if (this.ballY <= 0) { - ret.y = false; - } else if ((this.ballY + this.ballHeight) >= this.gameHeight) { - ret.y = false; - } - - return ret; - }, - - /** - * Draw the next animation frame for the 'ball' tab - */ - ballEvents: function ballEvents() { - 'use strict'; - - var event, - x, - y, - stickTop = 0, - stickLeft = 0, - stickBottom = 0, - stickRight = 0, - rX, - rY, - ddx, - ddy, - shouldVibrate = null, - isHittingEdge = null; - - event = this.event; - - x = -event.accelerationIncludingGravity.x; - y = -event.accelerationIncludingGravity.y; - - stickTop = 0; - stickLeft = 0; - stickBottom = 0; - stickRight = 0; - - rX = this.ballX; - rY = this.ballY; - ddx = x * -this.cdd; - ddy = y * this.cdd; - this.dX += ddx; - this.dY += ddy; - this.dX *= this.resistance; - this.dY *= this.resistance; - - shouldVibrate = this.shouldVibrateIfHitsEdge(); - - this.ballX += this.dX; - this.ballY += this.dY; - - if (this.ballX < 0) { - this.ballX = 0; - this.dX = Math.abs(this.dX) * this.friction - this.frictionC; - this.dY *= this.sideFriction; - stickLeft = 1; - } else if ((this.ballX + this.ballWidth) > this.gameWidth) { - this.ballX = this.gameWidth - this.ballWidth; - this.dX = -Math.abs(this.dX) * this.friction + this.frictionC; - this.dY *= this.sideFriction; - stickRight = 1; - if (this.ballX < 0) { - this.ballX = 0; - } - } - - if (this.ballY < 0) { - this.ballY = 0; - this.dY = Math.abs(this.dY) * this.friction - this.frictionC; - this.dX *= this.sideFriction; - stickTop = 1; - } else if ((this.ballY + this.ballHeight) > this.gameHeight) { - this.ballY = this.gameHeight - this.ballHeight; - this.dY = -Math.abs(this.dY) * this.friction + this.frictionC; - this.dX *= this.sideFriction; - stickBottom = 1; - if (this.ballY < 0) { - this.ballY = 0; - } - } - - isHittingEdge = { - x: (stickLeft || stickRight) && Math.abs(this.dX) > 1, - y: (stickTop || stickBottom) && Math.abs(this.dY) > 1 - }; - - // if on the edge and the hitting speed is high enough - if ((shouldVibrate.x && isHittingEdge.x) || (shouldVibrate.y - && isHittingEdge.y)) { - if (typeof navigator.webkitVibrate === 'function') { - navigator.webkitVibrate(100); - } else { - navigator.vibrate(100); - } - } - - $('.ball').css('left', this.ballX + 'px'); - $('.ball').css('top', this.ballY + 'px'); - - rX = this.ballX - rX; - rY = this.ballY - rY; - - }, - - /** - * Draw the next animation frame - */ - fun: function fun() { - 'use strict'; - - if (this.event) { - switch (this.current) { - case 'ball': - this.ballEvents(); - break; - case 'earth': - this.earthEvents(); - break; - case 'baloon': - this.ballEvents(); - break; - default: - console.warn('Incorrect current mode'); - this.ballEvents(); - } - } - - // animation - go to next step; - if (this.timeout !== null) { - clearTimeout(this.timeout); - } - this.timeout = setTimeout(this.fun.bind(this), this.animationInterval); - }, - - /** - * Switch to the 'ball' tab - */ - startBall: function startBall() { - 'use strict'; - - $('.ui-content').removeClass('background1 background2 background3') - .addClass('background1'); - $(':jqmData(role="controlbar")').find('.ui-btn') - .removeClass('ui-btn-hover-s ui-btn-down-s'); - this.gameHeight = $('.background').outerHeight(); - - this.cdd = -0.3; - this.resistance = 0.98; - this.friction = 0.90; - this.sideFriction = 0.95; - this.frictionC = 0.002; - - this.current = 'ball'; - - $('#sun').remove(); - $('.ball').attr('src', './images/ball1.png'); - $('.ball').css('width', '86px'); - $('.ball').css('height', '86px'); - - $('.background').css('background-position', '0px -90px'); - - this.ballWidth = parseInt($('.ball').css('width'), 10); - this.ballHeight = parseInt($('.ball').css('height'), 10); - }, - - /** - * Switch to the 'sky' tab - */ - startSky: function startSky() { - 'use strict'; - - $('.ui-content').removeClass('background1 background2 background3') - .addClass('background2'); - $(':jqmData(role="controlbar")').find('.ui-btn') - .removeClass('ui-btn-hover-s ui-btn-down-s'); - this.gameHeight = $('.background').outerHeight(); - - this.cdd = 0.05; - this.resistance = 0.90; - this.friction = 0.98; - this.sideFriction = 0.95; - this.frictionC = 0.002; - - this.current = 'baloon'; - - $('#sun').remove(); - $('.ball').attr('src', './images/balloon.png'); - $('.ball').css('width', '100px'); - $('.ball').css('height', '100px'); - - $('.background').css('background-position', '0px -80px'); - - this.ballWidth = parseInt($('.ball').css('width'), 10); - this.ballHeight = parseInt($('.ball').css('height'), 10); - }, - - /** - * Switch to the 'space' tab - */ - startSpace: function startSpace() { - 'use strict'; - - var backgroundPosition, arrayPos; - - $('.ui-content').removeClass('background1 background2 background3') - .addClass('background3'); - $(':jqmData(role="controlbar")').find('.ui-btn') - .removeClass('ui-btn-hover-s ui-btn-down-s'); - - this.gameHeight = $('.background').outerHeight(); - - this.friction = 0.60; // bounce - this.sideFriction = 0.95; - this.frictionC = 0.0; - - this.current = 'earth'; - - $('.ball').attr('src', './images/earth.png'); - $('#main').append(''); - - this.sunX = (this.gameWidth - parseInt($('#sun').css('width'), 10)) / 2; - this.sunY = (this.gameHeight - - parseInt($('#sun').css('height'), 10)) / 2; - $('.ball').css('width', '50px'); - $('.ball').css('height', '50px'); - - $('.background').css('background-position', '0px 0px'); - - this.ballWidth = parseInt($('.ball').css('width'), 10); - this.ballHeight = parseInt($('.ball').css('height'), 10); - this.sunWidth = parseInt($('#sun').css('width'), 10); - this.sunHeight = parseInt($('#sun').css('height'), 10); - - backgroundPosition = $('.background').css('background-position'); - - arrayPos = backgroundPosition.split(' '); - this.backgroundTop = parseInt(arrayPos[0], 10); - this.backgroundLeft = parseInt(arrayPos[1], 10); - this.backgroundWidth = parseInt($('.background').css('width'), 10); - this.backgroundHeight = parseInt($('.background').css('height'), 10); - }, - - saveSensorData: function saveSensorData(event) { - 'use strict'; - - this.event = event; - } - + sensor: null, + R: 2000.0, // // gravity constant * m * M + + gameWidth: 0, + gameHeight: 0, + ballWidth: 0, + ballHeight: 0, + sunWidth: 0, + sunHeight: 0, + ballX: 0, + ballY: 0, + dX: 0, + dY: 0, + sunX: 0, + sunY: 0, + + backgroundWidth: 0, + backgroundHeight: 0, + backgroundTop: 0, + backgroundLeft: 0, + + resistance: 0.98, // air + friction: 0.90, // bounce + sideFriction: 0.95, + frictionC: 0.002, + repulse: 0.6, + cdd: -0.3, + + timeout: null, + current: 'ball', + event: null, + animationInterval: 40, + + /** + * Draw earth background position + * @param {int} x current x earth position + * @param {int} y current y earth position + */ + earthUpdateBackgroundPosition: function earthUpdateBackgroundPosition(x, y) { + "use strict"; + var rX, rY, + cX, cY, + tX, tY, + bdX, bdY, + br; + + rX = -30.0; + rY = -30.0; + + cX = (this.gameWidth - this.backgroundWidth) / 2; + cY = (this.gameHeight - this.backgroundHeight) / 2; + + tX = cX + (-x * rX); + tY = cY + (y * rY); + + bdX = tX - this.backgroundLeft; + bdY = tY - this.backgroundTop; + + br = 0.2; + + this.backgroundLeft += bdX * br; + this.backgroundTop += bdY * br; + + $('.background').css('background-position', (this.backgroundLeft - 330) + 'px ' + (this.backgroundTop - 330) + 'px'); + }, + + /** + * Draw sun position + * @param {int} x current x earth position + * @param {int} y current y earth position + */ + earthUpdateSunPosition: function earthUpdateSunPosition(x, y) { + "use strict"; + var rX, rY, + cX, cY, + tX, tY, + bdX, bdY, + br; + + rX = -8.0; + rY = -8.0; + + cX = (this.gameWidth - this.sunWidth) / 2; + cY = (this.gameHeight - this.sunHeight) / 2; + + tX = cX + (-x * rX); + tY = cY + (y * rY); + + bdX = tX - this.sunX; + bdY = tY - this.sunY; + + br = 0.2; + + this.sunX += bdX * br; + this.sunY += bdY * br; + + $('#sun').css('left', this.sunX + 'px'); + $('#sun').css('top', this.sunY + 'px'); + $('#sun').show(); + }, + + /** + * Deceleration - used when the earth leaves the Sun's gravitation + */ + deceleration: function deceleration() { + "use strict"; + this.dX *= 0.6; + this.dY *= 0.6; + }, + + /** + * Draw the next animation frame for the 'earth' tab + */ + earthEvents: function earthEvents() { + "use strict"; + + var event, borderTolerance, + x, y, + dXl, dYl, + d, + d2, + ddx, ddy, + ratio; + + event = this.event; + borderTolerance = 30; // when Earth reach a border, then Earth is "moving" + + x = -event.accelerationIncludingGravity.x; + y = -event.accelerationIncludingGravity.y; + + // calculate X and Y distances between the Sun and Earth + dXl = (this.sunX + this.sunWidth / 2 - (this.ballX + (this.ballWidth / 2))); // x distance + dYl = (this.sunY + this.sunHeight / 2 - (this.ballY + (this.ballHeight / 2))); // y distance + + if (Math.abs(dXl) < 1) { + dXl = dXl < 0 ? -1 : 1; // round to 1 * sign + } + if (Math.abs(dYl) < 1) { + dYl = dYl < 0 ? -1 : 1; // round to 1 * sign + } + + // distance squared + d2 = Math.pow(dXl, 2) + Math.pow(dYl, 2); + // distance + d = Math.sqrt(d2); + + // acceleration is proportional to 1/d2 [a=GM/r^2] + // X component is also proportional to dXl / d + ddx = (this.R * dXl) / (d2 * d); + ddy = (this.R * dYl) / (d2 * d); + + // apply acceleration to speed + this.dX += ddx; + this.dY += ddy; + + ratio = Math.sqrt(Math.pow(this.dX, 2) + Math.pow(this.dY, 2)) / 25; // max speed + if (ratio > 1) { // speed limit achieved + this.dX /= ratio; + this.dY /= ratio; + } + + // apply speed to Earth position + this.ballX += this.dX; + this.ballY += this.dY; + + // What do it when the earth leaves gravitation of the Sun?; + if (this.ballX > (this.gameWidth + borderTolerance)) { + this.ballX = -borderTolerance; this.deceleration(); + } + if (this.ballY > (this.gameHeight + borderTolerance)) { + this.ballY = -borderTolerance; this.deceleration(); + } + if (this.ballX < -borderTolerance) { + this.ballX = this.gameWidth + borderTolerance; this.deceleration(); + } + if (this.ballY < -borderTolerance) { + this.ballY = this.gameHeight + borderTolerance; this.deceleration(); + } + + // update Earth position + $('.ball').css('left', this.ballX + 'px'); + $('.ball').css('top', this.ballY + 'px'); + + // relative depth Sun / Earth + if (this.dY > 0) { + $('.ball').css('z-index', 100); + } else { + $('.ball').css('z-index', 20); + } + + this.earthUpdateBackgroundPosition(x, y); + this.earthUpdateSunPosition(x, y); + }, + + /** + * Checks if the ball already was on the edge in the previous step + * + * If so, this is not a 'real' bounce - the ball is just laying on the edge + * Uses globals: ballX, ballY, ballWidth, ballHeight, gameWidth, gameHeight + * + * @return {Object} + */ + shouldVibrateIfHitsEdge: function shouldVibrateIfHitsEdge() { + "use strict"; + var ret = { + x: true, + y: true + }; + + if (this.ballX <= 0) { + ret.x = false; + } else if ((this.ballX + this.ballWidth) >= this.gameWidth) { + ret.x = false; + } + if (this.ballY <= 0) { + ret.y = false; + } else if ((this.ballY + this.ballHeight) >= this.gameHeight) { + ret.y = false; + } + + return ret; + }, + + /** + * Draw the next animation frame for the 'ball' tab + */ + ballEvents: function ballEvents() { + "use strict"; + var event, + x, + y, + stickTop = 0, + stickLeft = 0, + stickBottom = 0, + stickRight = 0, + rX, + rY, + ddx, + ddy, + shouldVibrate = null, + isHittingEdge = null; + + event = this.event; + + x = -event.accelerationIncludingGravity.x; + y = -event.accelerationIncludingGravity.y; + + stickTop = 0; + stickLeft = 0; + stickBottom = 0; + stickRight = 0; + + rX = this.ballX; + rY = this.ballY; + ddx = x * -this.cdd; + ddy = y * this.cdd; + this.dX += ddx; + this.dY += ddy; + this.dX *= this.resistance; + this.dY *= this.resistance; + + shouldVibrate = this.shouldVibrateIfHitsEdge(); + + this.ballX += this.dX; + this.ballY += this.dY; + + if (this.ballX < 0) { + this.ballX = 0; + this.dX = Math.abs(this.dX) * this.friction - this.frictionC; + this.dY *= this.sideFriction; + stickLeft = 1; + } else if ((this.ballX + this.ballWidth) > this.gameWidth) { + this.ballX = this.gameWidth - this.ballWidth; + this.dX = -Math.abs(this.dX) * this.friction + this.frictionC; + this.dY *= this.sideFriction; + stickRight = 1; + if (this.ballX < 0) { + this.ballX = 0; + } + } + + if (this.ballY < 0) { + this.ballY = 0; + this.dY = Math.abs(this.dY) * this.friction - this.frictionC; + this.dX *= this.sideFriction; + stickTop = 1; + } else if ((this.ballY + this.ballHeight) > this.gameHeight) { + this.ballY = this.gameHeight - this.ballHeight; + this.dY = -Math.abs(this.dY) * this.friction + this.frictionC; + this.dX *= this.sideFriction; + stickBottom = 1; + if (this.ballY < 0) { + this.ballY = 0; + } + } + + isHittingEdge = { + x: (stickLeft || stickRight) && Math.abs(this.dX) > 1, + y: (stickTop || stickBottom) && Math.abs(this.dY) > 1 + }; + + // if on the edge and the hitting speed is high enough + if ((shouldVibrate.x && isHittingEdge.x) || (shouldVibrate.y && isHittingEdge.y)) { + if (typeof navigator.webkitVibrate === 'function') { + navigator.webkitVibrate(100); + } else { + navigator.vibrate(100); + } + } + + $('.ball').css('left', this.ballX + 'px'); + $('.ball').css('top', this.ballY + 'px'); + + rX = this.ballX - rX; + rY = this.ballY - rY; + + }, + + /** + * Draw the next animation frame + */ + fun: function fun() { + "use strict"; + if (this.event) { + switch (this.current) { + case 'ball': + this.ballEvents(); + break; + case 'earth': + this.earthEvents(); + break; + case 'baloon': + this.ballEvents(); + break; + default: + console.warn("Incorrect current mode"); + this.ballEvents(); + } + } + + // animation - go to next step; + if (this.timeout !== null) { + clearTimeout(this.timeout); + } + this.timeout = setTimeout(this.fun.bind(this), this.animationInterval); + }, + + /** + * Switch to the 'ball' tab + */ + startBall: function startBall() { + "use strict"; + + $('.ui-content').removeClass('background1 background2 background3').addClass('background1'); + $(':jqmData(role="controlbar")').find('.ui-btn').removeClass('ui-btn-hover-s ui-btn-down-s'); + this.gameHeight = $('.background').outerHeight(); + + this.cdd = -0.3; + this.resistance = 0.98; + this.friction = 0.90; + this.sideFriction = 0.95; + this.frictionC = 0.002; + + this.current = 'ball'; + + $('#sun').remove(); + $('.ball').attr('src', './images/ball1.png'); + $('.ball').css('width', '86px'); + $('.ball').css('height', '86px'); + + $('.background').css('background-position', '0px -90px'); + + this.ballWidth = parseInt($('.ball').css('width'), 10); + this.ballHeight = parseInt($('.ball').css('height'), 10); + }, + + /** + * Switch to the 'sky' tab + */ + startSky: function startSky() { + "use strict"; + $('.ui-content').removeClass('background1 background2 background3').addClass('background2'); + $(':jqmData(role="controlbar")').find('.ui-btn').removeClass('ui-btn-hover-s ui-btn-down-s'); + this.gameHeight = $('.background').outerHeight(); + + this.cdd = 0.05; + this.resistance = 0.90; + this.friction = 0.98; + this.sideFriction = 0.95; + this.frictionC = 0.002; + + this.current = 'baloon'; + + $('#sun').remove(); + $('.ball').attr('src', './images/balloon.png'); + $('.ball').css('width', '100px'); + $('.ball').css('height', '100px'); + + $('.background').css('background-position', '0px -80px'); + + this.ballWidth = parseInt($('.ball').css('width'), 10); + this.ballHeight = parseInt($('.ball').css('height'), 10); + }, + + /** + * Switch to the 'space' tab + */ + startSpace: function startSpace() { + "use strict"; + var backgroundPosition, arrayPos; + + $('.ui-content').removeClass('background1 background2 background3').addClass('background3'); + $(':jqmData(role="controlbar")').find('.ui-btn').removeClass('ui-btn-hover-s ui-btn-down-s'); + + this.gameHeight = $('.background').outerHeight(); + + this.friction = 0.60; // bounce + this.sideFriction = 0.95; + this.frictionC = 0.0; + + this.current = 'earth'; + + $('.ball').attr('src', './images/earth.png'); + $('#main').append(''); + + this.sunX = (this.gameWidth - parseInt($('#sun').css('width'), 10)) / 2; + this.sunY = (this.gameHeight - parseInt($('#sun').css('height'), 10)) / 2; + $('.ball').css('width', '50px'); + $('.ball').css('height', '50px'); + + $('.background').css('background-position', '0px 0px'); + + this.ballWidth = parseInt($('.ball').css('width'), 10); + this.ballHeight = parseInt($('.ball').css('height'), 10); + this.sunWidth = parseInt($('#sun').css('width'), 10); + this.sunHeight = parseInt($('#sun').css('height'), 10); + + backgroundPosition = $('.background').css('background-position'); + + arrayPos = backgroundPosition.split(' '); + this.backgroundTop = parseInt(arrayPos[0], 10); + this.backgroundLeft = parseInt(arrayPos[1], 10); + this.backgroundWidth = parseInt($('.background').css('width'), 10); + this.backgroundHeight = parseInt($('.background').css('height'), 10); + }, + + saveSensorData: function saveSensorData(event) { + "use strict"; + this.event = event; + } }; $(document).ready(function () { - 'use strict'; - - var img, - contentHeight = screen.availHeight - - $('div[data-role="header"]').outerHeight() - - $('div[data-role="footer"]').outerHeight(); - - $('div[data-role="content"]').css('height', contentHeight); - app.gameWidth = screen.availWidth; - app.ballWidth = parseInt($('.ball').css('width'), 10); - app.ballHeight = parseInt($('.ball').css('height'), 10); - - window - .addEventListener('devicemotion', app.saveSensorData.bind(app), false); - - app.fun(); - - $(window).on('tizenhwkey', function (e) { - if (e.originalEvent.keyName === 'back') { - tizen.application.getCurrentApplication().exit(); - } - }); - - function preventSecClick(current) { - $('#sun').remove(); - $('#footerControls li a.ui-disabled').removeClass('ui-disabled') - .attr('tabIndex', '0'); - $(current).addClass('ui-disabled').blur().attr('tabIndex', '-1'); - } - - $('#btnBall').bind('click', function (event) { - preventSecClick(this); - app.startBall(); - }); - - $('#btnSky').bind('click', function (event) { - preventSecClick(this); - app.startSky(); - }); - - $('#btnSpace').bind('click', function (event) { - preventSecClick(this); - app.startSpace(); - }); - - $('#mainPage').on('pageshow', function () { - $('#btnBall').trigger('click'); - app.startBall(); - }); - - document.addEventListener('webkitvisibilitychange', function (event) { - if (document.webkitVisibilityState === 'visible') { - app.fun(); - } - }); - - // Preload backgrounds; - img = $('').hide(); - img.attr('src', 'images/background1.png'); + "use strict"; + var img, + contentHeight = screen.availHeight - $('div[data-role="header"]').outerHeight() - $('div[data-role="footer"]').outerHeight(); + + $('div[data-role="content"]').css('height', contentHeight - 33); + app.gameWidth = screen.availWidth; + app.ballWidth = parseInt($('.ball').css('width'), 10); + app.ballHeight = parseInt($('.ball').css('height'), 10); + + window.addEventListener('devicemotion', app.saveSensorData.bind(app), false); + + app.fun(); + + $(window).on('tizenhwkey', function (e) { + if (e.originalEvent.keyName === "back") { + tizen.application.getCurrentApplication().exit(); + } + }); + + $('#btnBall').bind('click', function (event) { + preventSecClick(this); + app.startBall(); + }); + + $('#btnSky').bind('click', function (event) { + preventSecClick(this); + app.startSky(); + }); + + $('#btnSpace').bind('click', function () { + preventSecClick(this); + app.startSpace(); + }); + + function preventSecClick(current) { + $('#sun').remove(); + $("#footerControls li a.ui-disabled").removeClass('ui-disabled'); + $(current).addClass("ui-disabled"); + } + + $('#mainPage').on('pageshow', function () { + app.startBall(); + }); + + document.addEventListener('webkitvisibilitychange', function (event) { + if (document.webkitVisibilityState === 'visible') { + app.fun(); + } + }); + + // Preload backgrounds; + img = $('').hide(); + img.attr('src', 'images/background1.png'); }); $(window).resize(function () { - 'use strict'; - app.gameWidth = screen.availWidth; - app.gameHeight = $('.background').outerHeight(); + 'use strict'; + app.gameWidth = screen.availWidth; + app.gameHeight = $('.background').outerHeight(); }); -- 2.7.4