Feature: adding project files

This commit is contained in:
Febbweiss
2013-03-14 13:13:10 +01:00
parent ea26945c37
commit 30c3817485
32 changed files with 5049 additions and 1 deletions

7
MIT-LICENCE.txt Normal file
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Copyright (c) 2013 Fabrice ECAILLE aka Febbweiss
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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README
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gq-pacman is a jQuery implementation of the famous Namco's Pacman gq-pacman is a jQuery implementation of the famous Namco's Pacman.
Credits :
Graphics : Fabrice Ecaille aka Febbweiss
Code : Fabrice Ecaille aka Febbweiss
Algorithm : Based on the "Pacman Dossier" (http://home.comcast.net/~jpittman2/pacman/pacmandossier.html)
Tools : gameQuery (http://gamequeryjs.com/)
Sounds : Sound FX Center (http://soundfxcenter.com/sound_effect/search.php?sfx=Pacman)</a>

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css/hack/csshover3.htc Normal file
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<public:attach event="ondocumentready" onevent="CSSHover()" />
<script>
/**
* Whatever:hover - V3.11
* http://www.xs4all.nl/~peterned/
*
* Copyright (c) 2009 Peter Nederlof
* Licensed under the LGPL license
* http://creativecommons.org/licenses/LGPL/2.1
*/
window.CSSHover=(function(){var m=/(^|\s)((([^a]([^ ]+)?)|(a([^#.][^ ]+)+)):(hover|active|focus))/i;var n=/(.*?)\:(hover|active|focus)/i;var o=/[^:]+:([a-z\-]+).*/i;var p=/(\.([a-z0-9_\-]+):[a-z]+)|(:[a-z]+)/gi;var q=/\.([a-z0-9_\-]*on(hover|active|focus))/i;var s=/msie (5|6|7)/i;var t=/backcompat/i;var u={index:0,list:['text-kashida','text-kashida-space','text-justify'],get:function(){return this.list[(this.index++)%this.list.length]}};var v=function(c){return c.replace(/-(.)/mg,function(a,b){return b.toUpperCase()})};var w={elements:[],callbacks:{},init:function(){if(!s.test(navigator.userAgent)&&!t.test(window.document.compatMode)){return}var a=window.document.styleSheets,l=a.length;for(var i=0;i<l;i++){this.parseStylesheet(a[i])}},parseStylesheet:function(a){if(a.imports){try{var b=a.imports;var l=b.length;for(var i=0;i<l;i++){this.parseStylesheet(a.imports[i])}}catch(securityException){}}try{var c=a.rules;var r=c.length;for(var j=0;j<r;j++){this.parseCSSRule(c[j],a)}}catch(someException){}},parseCSSRule:function(a,b){var c=a.selectorText;if(m.test(c)){var d=a.style.cssText;var e=n.exec(c)[1];var f=c.replace(o,'on$1');var g=c.replace(p,'.$2'+f);var h=q.exec(g)[1];var i=e+h;if(!this.callbacks[i]){var j=u.get();var k=v(j);b.addRule(e,j+':expression(CSSHover(this, "'+f+'", "'+h+'", "'+k+'"))');this.callbacks[i]=true}b.addRule(g,d)}},patch:function(a,b,c,d){try{var f=a.parentNode.currentStyle[d];a.style[d]=f}catch(e){a.runtimeStyle[d]=''}if(!a.csshover){a.csshover=[]}if(!a.csshover[c]){a.csshover[c]=true;var g=new CSSHoverElement(a,b,c);this.elements.push(g)}return b},unload:function(){try{var l=this.elements.length;for(var i=0;i<l;i++){this.elements[i].unload()}this.elements=[];this.callbacks={}}catch(e){}}};var x={onhover:{activator:'onmouseenter',deactivator:'onmouseleave'},onactive:{activator:'onmousedown',deactivator:'onmouseup'},onfocus:{activator:'onfocus',deactivator:'onblur'}};function CSSHoverElement(a,b,c){this.node=a;this.type=b;var d=new RegExp('(^|\\s)'+c+'(\\s|$)','g');this.activator=function(){a.className+=' '+c};this.deactivator=function(){a.className=a.className.replace(d,' ')};a.attachEvent(x[b].activator,this.activator);a.attachEvent(x[b].deactivator,this.deactivator)}CSSHoverElement.prototype={unload:function(){this.node.detachEvent(x[this.type].activator,this.activator);this.node.detachEvent(x[this.type].deactivator,this.deactivator);this.activator=null;this.deactivator=null;this.node=null;this.type=null}};window.attachEvent('onbeforeunload',function(){w.unload()});return function(a,b,c,d){if(a){return w.patch(a,b,c,d)}else{w.init()}}})();
</script>

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#playgroundContainer {
width: 448px;
height: 512px;
background-color: black;
margin-left: auto;
margin-right: auto;
}
.actor {
width: 32px;
height: 32px;
position: relative;
margin-top: -16px;
margin-left: -16px;
}
/** TILES **/
.tile {
width: 16px;
height: 16px;
float: left;
margin: 0px;
padding: 0px;
}
.corner1 {
background-image: url('../img/sprite.png');
background-position: -0px -0px;
}
.corner2 {
background-image: url('../img/sprite.png');
background-position: -16px -0px;
}
.corner3 {
background-image: url('../img/sprite.png');
background-position: -32px 0px;
}
.corner4 {
background-image: url('../img/sprite.png');
background-position: -48px 0px;
}
.horizontalMidUp {
background-image: url('../img/sprite.png');
background-position: -96px -0px;
}
.horizontalMidDown {
background-image: url('../img/sprite.png');
background-position: -112px -0px;
}
.verticalMidLeft {
background-image: url('../img/sprite.png');
background-position: -64px -0px;
}
.verticalMidRight {
background-image: url('../img/sprite.png');
background-position: -80px -0px;
}
.squareCornerTopLeft {
background-image: url('../img/sprite.png');
background-position: -128px -0px;
}
.squareCornerTopRight {
background-image: url('../img/sprite.png');
background-position: -144px -0px;
}
.squareCornerBottomLeft {
background-image: url('../img/sprite.png');
background-position: -160px -0px;
}
.squareCornerBottomRight {
background-image: url('../img/sprite.png');
background-position: -176px -0px;
}
.gate {
background-image: url('../img/sprite.png');
background-position: -192px -0px;
}
.dot {
background-image: url('../img/sprite.png');
background-position: -208px -0px;
}
.bigDot {
background-image: url('../img/sprite.png');
background-position: -208px -16px;
}
.ghost {
width: 32px;
height: 32px;
float: left;
}
.blinky {
background-image: url('../img/sprite.png');
background-position: -160px -48px;
}
.pinky {
background-image: url('../img/sprite.png');
background-position: -160px -80px;
}
.inky {
background-image: url('../img/sprite.png');
background-position: -160px -112px;
}
.clyde {
background-image: url('../img/sprite.png');
background-position: -160px -144px;
}
.cherries {
background-image: url('../img/sprite.png');
background-position: -208px -32px;
}
.strawberry {
background-image: url('../img/sprite.png');
background-position: -208px -48px;
}
.peach {
background-image: url('../img/sprite.png');
background-position: -208px -64px;
}
.apple {
background-image: url('../img/sprite.png');
background-position: -208px -80px;
}
.grapes {
background-image: url('../img/sprite.png');
background-position: -208px -96px;
}
.galaxian {
background-image: url('../img/sprite.png');
background-position: -208px -112px;
}
.bell {
background-image: url('../img/sprite.png');
background-position: -208px -128px;
}
.key {
background-image: url('../img/sprite.png');
background-position: -208px -144px;
}
.description {
padding-left: 40px;
line-height: 3em;
vertical-align: middle;
}
/** HUD **/
#message {
position : absolute;
left : 50%;
top : 50%;
}
#level {
position : relative;
top: -10px;
left: 5px;
}
#levelNumber {
position : relative;
top: -14px;
float: left;
margin-left: 100px;
}
#lives {
position: absolute;
top: -1px;
right: 10px;
}
#scoreMessage {
position: absolute;
right: 0px;
}
.life {
width: 32px;
height: 32px;
float: left;
background-image: url('../img/sprite.png');
background-position: 0px -16px;
}
/** SCOREBOARD**/
.clock {
background : transparent url("../img/font.png") no-repeat top left;
height:32px;
width:32px;
float:left;
}
.clock.red {
background : transparent url("../img/font-red.png") no-repeat top left;
}
.clock.yellow {
background : transparent url("../img/font-yellow.png") no-repeat top left;
}
.clock.small {
position: relative;
top: 45%;
height: 16px;
width: 16px;
}
.n0 {
background-position : 0px 0px;
}
.n1 {
background-position : -32px 0px;
}
.n2 {
background-position : -64px 0px;
}
.n3 {
background-position : -96px 0px;
}
.n4 {
background-position : -128px 0px;
}
.n5 {
background-position : -160px 0px;
}
.n6 {
background-position : -192px 0px;
}
.n7 {
background-position : -224px 0px;
}
.n8 {
background-position : -256px 0px;
}
.n9 {
background-position : -288px 0px;
}
.hiddenDot {
visibility: hidden;
}

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index.html Normal file
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<!DOCTYPE html>
<html>
<head>
<title>Pacman</title>
<!--[if IE]>
<style type="text/css" media="screen">
body {
behavior: url("css/hack/csshover3.htc");
}
</style>
<![endif]-->
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<script src="lib/jquery-1.8.3.min.js" type="text/javascript" ></script>
<script src="lib/jquery-ui-1.8.23.custom.min.js" type="text/javascript" ></script>
<!--
<script src="lib/soundmanager2.min.js" type="text/javascript"></script>
-->
<script src="lib/gamequery-0.7.0.js" type="text/javascript" ></script>
<!--
<script src="lib/gamequery-soundwrapper-soundmanager.js" type="text/javascript"></script>
-->
<script src="js/utils.js" type="text/javascript"></script>
<script src="js/scoreboard.js" type="text/javascript" ></script>
<script src="js/pacman-data.js" type="text/javascript" ></script>
<script src="js/pacman-ui.js" type="text/javascript" ></script>
<script src="js/pacman-core.js" type="text/javascript" ></script>
<link href="css/pacman.css" type="text/css" rel="stylesheet" media="screen, projection" />
</head>
<div style="width: 50%; float: left;">
<div id="playgroundContainer" style="float:right;padding: 4px;">
<div id="playground"></div>
</div>
</div>
<div style="width: 40%; float: right;">
<div style="background-color: black;width: 448px;padding: 4px;">
<div id="ranking"></div>
<div style="color: white;">
<p>
Famous Namco&copy;'s Pacman&copy; is now available !!!
</p>
<p>
Use your keyboard arrows to move Pacman to eat all energizer to complete the level.<br />
Ghosts become frightened when Pacman eats a big energizer. Eat them !!!<br />
</p>
<p>
Beware of ghost who haunt the maze !!! Each one has his own personality :
</p>
<div><span class="ghost blinky"></span><div class="description"><b><i>Blinky</i></b> tracks Pacman as his shadow.</div></div>
<div class="clear"></div>
<div><span class="ghost pinky"></span><div class="description"><b><i>Pinky</i></b> perfoms ambushes to Pacman.</div></div>
<div class="clear"></div>
<div><span class="ghost inky"></span><div class="description"><b><i>Inky</i></b> is the least predictable.</div></div>
<div class="clear"></div>
<div><span class="ghost clyde"></span><div class="description"><b><i>Clyde</i></b> pretends ignorance and is one who lags behind.</div></div>
<p>
<ul>
<li>Graphics : Fabrice Ecaille aka Febbweiss
<li>Code : Fabrice Ecaille aka Febbweiss
<li>Algorithm : Based on the <a href="http://home.comcast.net/~jpittman2/pacman/pacmandossier.html" target="_blank">Pacman Dossier</a>
<li>Tools : <a href="http://gamequeryjs.com/" target="_blank">gameQuery</a>
<li>Sounds : <a href="http://soundfxcenter.com/sound_effect/search.php?sfx=Pacman" target="_blank">Sound FX Center</a>
</ul>
</p>
</div>
</div>
</div>
<div style="clear: both;"></div>
<div style="text-align: center; width: 100%;">
<a rel="license" href="http://creativecommons.org/licenses/by-sa/3.0/"><img alt="Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by-sa/3.0/88x31.png" /></a><br />This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-ShareAlike 3.0 Unported License</a>.
</div>
<script type="text/javascript">
$(document).ready(function () {
GUI.drawText( $("#ranking"), 'Howto');
});
</script>
</body>
</html>

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var Game = {
id : null,
type : "offline",
player : 1,
PACMAN_START_X : 14 * TILE_SIZE,
PACMAN_START_Y : 24 * TILE_SIZE,
GHOST_STATE_CHASE : 1,
GHOST_STATE_SCATTER : 2,
GHOST_STATE_FRIGHTENED : 3,
GHOST_STATE_IN_JAIL : 4,
GHOST_STATE_EATEN : 5,
GHOST_STATE_FRIGHTENED_BLINK : 6,
GHOST_EVENT_CHASE : "ghost_event_chase",
GHOST_EVENT_SCATTER : "ghost_event_scatter",
GHOST_EVENT_DOT_EATEN : "ghost_event_dot_eaten",
DOT_POINTS : 10,
BIG_DOT_POINTS : 50,
totalDots : 0,
dots : {},
timer : null,
frightTimer : null,
bonusTimer : null,
level : -1,
levelData : null,
step : 0,
score : 0,
eatenDots : 0,
lives : 3,
running : false,
mode : 2, // Game.GHOST_STATE_SCATTER
frightMode : false,
eaten: 0,
pacman : null,
miss : null,
hero : null,
blinky : null,
pinky : null,
inky : null,
clyde : null,
ghosts : new Array(),
actors : {},
heroes : new Array(),
maze : MAZE,
init : function() {
GUI.updateMessage("READY");
$(".dot.hiddenDot").each( function(incr, elt) {
Game.dots[elt.id] = "dot";
});
$(".dot.hiddenDot").removeClass("hiddenDot");
$(".bigDot.hiddenDot").each( function(incr, elt) {
Game.dots[elt.id] = "bigDot";
});
$(".bigDot.hiddenDot").removeClass("hiddenDot")
Game.totalDots = $(".dot").length + $(".bigDot").length;
SCOREBOARD.init();
SCOREBOARD.set_score( Game.score );
Game.level++;
Game.step = 0;
Game.eatenDots = 0;
GUI.updateLevelNumber( Game.level + 1 );
Game.build(LEVELS[Math.min(Game.level, LEVELS.length)]);
},
build : function(data) {
Game.levelData = data;
Game.addPacman();
Game.addGhosts();
Sound.play("opening");
setTimeout("Game.start();", 4500);
},
start : function() {
//if( $.browser.webkit )
$(document).keydown( function( event ) {
if( event.which > 36 && event.which < 41 )
return false;
} );
// $(document).keypress(scrollPreventFct );
GUI.updateMessage("");
Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
Game.running = true;
},
levelComplete : function() {
Game.running = false;
Game.timer.stop();
Game.timer = null;
setTimeout("Game.init();", 3000);
},
eat : function(type) {
Game.eatenDots++;
if( type === "bigDot" ) {
Game.score += Game.BIG_DOT_POINTS;
// console.log( "Eating big dot " + Game.score );
SCOREBOARD.add( Game.BIG_DOT_POINTS );
} else {
Game.score += Game.DOT_POINTS;
// console.log( "Eating dot " + Game.score );
SCOREBOARD.add( Game.DOT_POINTS );
}
if( Game.eatenDots == 70 || Game.eatenDots == 170 ) {
Game.bonusTimer = setTimeout("Game.hideBonus();", ( 9 + Math.random() ) * 1000 );
$("#" + Game.maze.bonus_target).addClass( Game.levelData.bonus.type);
}
if( Game.eatenDots === Game.totalDots )
Game.levelComplete();
},
eatGhost : function(ghost) {
Sound.play("ghost");
Game.eaten++;
var points = Game.eaten * 200;
Game.score += points;
// console.log(new Date() + " Eating " + ghost.id + " " + (Game.eaten * 200) + " "+ Game.score );
SCOREBOARD.add( points );
},
hideBonus : function() {
$("#" + Game.maze.bonus_target).removeClass( Game.levelData.bonus.type);
Game.bonusTimer = null;
},
die : function() {
Game.running = false;
$.each( Game.actors, function(index, actor) {
actor.speed = 0;
})
Game.pacman.die();
Game.timer.stop();
Game.step = 0;
Game.timer = null;
$("#life" + Game.lives).effect( "pulsate", {times:3, mode:"hide"}, 500 );
Game.lives--;
if( Game.lives > 0 )
setTimeout( "Game.startAfterDie();", 3000);
else {
GUI.drawText( $("#message"), "GAME OVER", true );
Game.show_game_over();
}
},
show_game_over: function() {
},
startAfterDie : function() {
var dotsCounters = new Array();
$.each(Game.ghosts, function(index, ghost ) {
dotsCounters[index] = ghost.dotsCounter;
});
Game.addGhosts();
Game.addPacman();
//Game.addMissPacman();
$.each(Game.ghosts, function(index, ghost ) {
ghost.dotsCounter = dotsCounters[index];
if( ghost.dotsCounter >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
ghost.speed = ghost.initialSpeed;
ghost.state_to(Game.GHOST_STATE_SCATTER);
}
});
Game.running = true;
Game.step = 0;
Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
},
timerManager : function() {
Game.step++;
if( Game.step % 2 == 1 ) {
$(".actor").trigger(Game.GHOST_EVENT_CHASE);
Game.mode = Game.GHOST_STATE_CHASE;
} else {
$(".actor").trigger(Game.GHOST_EVENT_SCATTER);
Game.mode = Game.GHOST_STATE_SCATTER;
}
if( Game.step < Game.levelData.mode.length - 1 && Game.levelData.mode[Game.step] != INFINITY )
Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
},
addPacman : function() {
if( $("#pacman").length == 0) {
Game.pacman = new Pacman();
$("#actors").addSprite("pacman", {animation: Game.pacman.animations["right"], posx:Game.pacman.x, posy: Game.pacman.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.pacman.node = $("#pacman");
Game.pacman.node.addClass( "actor" );
Game.actors[ "pacman" ] = Game.pacman;
Game.heroes[ "pacman" ] = Game.pacman;
Game.hero = Game.pacman;
}
Game.pacman.init();
Game.pacman.speed = Game.levelData.pacman.speed;
Game.pacman.left();
},
addMissPacman : function() {
if( $("#miss_pacman").length == 0) {
Game.miss = new Pacman();
Game.miss.animations["right"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
Game.miss.animations["up"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsetx: 96, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
$("#actors").addSprite("miss_pacman", {animation: Game.miss.animations["right"], posx:Game.miss.x, posy: Game.miss.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.miss.node = $("#miss_pacman");
Game.miss.node.addClass( "actor" );
Game.actors[ "miss_pacman" ] = Game.miss;
Game.heroes[ "miss_pacman" ] = Game.miss;
}
Game.miss.init();
Game.miss.x = Game.MISS_PACMAN_START_X;
Game.miss.y = Game.MISS_PACMAN_START_Y;
Game.miss.speed = Game.levelData.pacman.speed;
Game.miss.right(true);
Game.miss.left(true);
Game.miss.node.x(Game.miss.x);
Game.miss.node.y(Game.miss.y);
Game.miss.right();
},
addGhosts : function() {
Game.addBlinky();
Game.addPinky();
Game.addInky();
Game.addClyde();
},
addBlinky : function() {
if( $("#blinky").length == 0 ) {
Game.blinky = new Ghost("blinky", 0, {x: 14 * TILE_SIZE, y: 14 * TILE_SIZE}, {x: 25, y: 0 }, function() {
var prey = Game.actors[ "blinky" ].prey;
return {x: prey.getTileX(), y: prey.getTileY()};
}, [0,0,0], Game.GHOST_STATE_SCATTER);
Game.blinky.center();
$("#actors").addSprite("blinky", {animation: Game.blinky.animations["right"], posx:Game.blinky.x, posy: Game.blinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.blinky.node = $("#blinky");
Game.blinky.node.addClass( "actor" );
Game.actors[ "blinky" ] = Game.blinky;
Game.blinky.loadBindings();
Game.blinky.originalTarget = Game.blinky.target;
Game.blinky.target = function() {
var remainingDots = Game.totalDots - Game.eatenDots;
var elroySpecs = Game.levelData.ghost;
if( ( Game.blinky.state == Game.GHOST_STATE_SCATTER || Game.blinky.state == Game.GHOST_STATE_CHASE ) && remainingDots <= elroySpecs.elroy1Dots ) {
if( remainingDots <= elroySpecs.elroy2Dots ) {
Game.blinky.speed = elroySpecs.elroy2Speed;
}
else {
Game.blinky.speed = elroySpecs.elroy1Speed;
}
return Game.blinky.personnalTarget();
}
return Game.blinky.originalTarget();
};
Game.ghosts.push( Game.blinky );
} else {
Game.blinky.init();
}
Game.blinky.state = Game.GHOST_STATE_SCATTER;
Game.blinky.left();
Game.blinky.initialSpeed = Game.levelData.ghost.speed;
Game.blinky.speed = Game.blinky.initialSpeed;
},
addPinky : function() {
if( $("#pinky").length == 0 ) {
Game.pinky = new Ghost("pinky", 1, {x: 14 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 2, y: 0 }, function() {
var prey = Game.actors[ "pinky" ].prey;
var direction = this.prey.direction;
if( direction % 2 == 0 )
return {x: prey.getTileX() + (direction == LEFT ? -4 : 4), y: prey.getTileY()};
else
return {x: prey.getTileX(), y: prey.getTileY() + (direction == UP ? -4 : 4) };
}, [0,0,0], Game.GHOST_STATE_IN_JAIL);
Game.pinky.center();
$("#actors").addSprite("pinky", {animation: Game.pinky.animations["right"], posx: Game.pinky.x, posy: Game.pinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.pinky.node = $("#pinky");
Game.pinky.node.addClass( "actor" );
Game.actors[ "pinky" ] = Game.pinky;
Game.pinky.loadBindings();
Game.ghosts.push( Game.pinky );
} else {
Game.pinky.init();
}
Game.pinky.initialSpeed = Game.levelData.ghost.speed;
Game.pinky.left();
},
addInky : function() {
if( $("#inky").length == 0 ) {
Game.inky = new Ghost("inky", 2, {x: 12 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 27, y: 34 }, function() {
var prey = Game.actors[ "inky" ].prey;
var direction = prey.direction;
if( direction % 2 == 0 )
direction = {x: prey.getTileX() + (direction == LEFT ? -2 : 2) - Game.blinky.getTileX(), y: prey.getTileY() - Game.blinky.getTileY()};
else
direction = {x: prey.getTileX() - Game.blinky.getTileX(), y: prey.getTileY() + (direction == UP ? -2 : 2) - Game.blinky.getTileY()};
return {x: direction.x * 2, y: direction.y * 2};
}, [30,0,0], Game.GHOST_STATE_IN_JAIL);
Game.inky.center();
$("#actors").addSprite("inky", {animation: Game.inky.animations["right"], posx:Game.inky.x, posy: Game.inky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.inky.node = $("#inky");
Game.inky.node.addClass( "actor" );
Game.actors[ "inky" ] = Game.inky;
Game.inky.loadBindings();
Game.ghosts.push( Game.inky );
} else {
Game.inky.init();
}
Game.inky.initialSpeed = Game.levelData.ghost.speed;
Game.inky.right();
},
addClyde : function() {
if( $("#clyde").length == 0 ) {
Game.clyde = new Ghost("clyde", 3, {x: 16 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 0, y: 34 }, function() {
var prey = Game.actors[ "clyde" ].prey;
return distance( {x: this.getTileX(), y: this.getTileY()} , {x: prey.getTileX(), y: prey.getTileY()}) < 8 ?
this.scatterTarget : {x: prey.getTileX(), y: prey.getTileY()};
}, [60,50,0], Game.GHOST_STATE_IN_JAIL);
Game.clyde.center();
$("#actors").addSprite("clyde", {animation: Game.clyde.animations["right"], posx:Game.clyde.x, posy: Game.clyde.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.clyde.node = $("#clyde");
Game.clyde.node.addClass( "actor" );
Game.actors[ "clyde" ] = Game.clyde;
Game.clyde.loadBindings();
Game.ghosts.push( Game.clyde );
} else {
Game.clyde.init();
}
Game.clyde.initialSpeed = Game.levelData.ghost.speed;
Game.clyde.left();
},
moveGhosts : function() {
$.each(Game.ghosts, function(index, ghost ) {
ghost.move();
});
},
nearEndFright : function() {
$.each(Game.ghosts, function(index, ghost ) {
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_FRIGHTENED_BLINK);
});
setTimeout( 'Game.endFright();', 160 * 4 * Game.levelData.frightFlashesCount);
},
endFright : function() {
if( Game.timer )
Game.timer.resume();
Game.frightTimer = null;
Game.eaten = 0;
$('.actor').trigger( Game.mode == Game.GHOST_STATE_CHASE ? Game.GHOST_EVENT_CHASE : Game.GHOST_EVENT_SCATTER );
}
}
function distance(currentTile, target) {
return Math.sqrt( (target.x - currentTile.x) * (target.x - currentTile.x) + (target.y - currentTile.y)*(target.y - currentTile.y));
};
//Game objects:
function Actor(){}
Actor.prototype = {
node : null,
animations : null,
x : null,
y : null,
speed : null,
direction : null, // 1: up, 2: left, 3:down, 4: right
directionX : 0,
directionY : 0,
getX : function() {
return x;
},
getY : function() {
return y;
},
getTileX : function() {
return Math.floor(this.x / TILE_SIZE);
},
getTileY : function() {
return Math.floor(this.y / TILE_SIZE);
},
getTile : function() {
return this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT;
},
getInsideTileX : function() {
return this.x % TILE_SIZE;
},
getInsideTileY : function() {
return this.y % TILE_SIZE;
},
move : function() {
if( !Game.running )
return;
this.x += this.directionX * this.speed * ACTOR_SPEED;
this.y += this.directionY * this.speed * ACTOR_SPEED;
this.node.x(this.x );
this.node.y(this.y );
},
up : function( force ) {
if( force || this.direction != UP ) {
this.directionX = 0;
this.directionY = -1;
this.direction = UP;
this.node.setAnimation(this.animations["up"]);
this.node.flipv(false);
this.node.fliph(false);
this.center();
}
},
down : function( force ) {
if( force || this.direction != DOWN ) {
this.directionX = 0;
this.directionY = 1;
this.direction = DOWN;
if( this.animations["down"] ) {
this.node.setAnimation(this.animations["down"]);
this.node.fliph( false );
} else {
this.node.setAnimation(this.animations["up"]);
this.node.flipv( true );
this.node.fliph( false );
}
this.center();
}
},
left : function( force ) {
if( force || this.direction != LEFT ) {
this.directionX = -1;
this.directionY = 0;
this.direction = LEFT;
this.node.flipv( false );
if( this.animations["left"] ) {
this.node.setAnimation(this.animations["left"]);
} else {
this.node.setAnimation(this.animations["right"]);
this.node.fliph( true );
}
this.center();
}
},
right : function( force ) {
if( force || this.direction != RIGHT ) {
this.directionX = 1;
this.directionY = 0;
this.direction = RIGHT;
this.node.setAnimation(this.animations["right"]);
this.node.fliph( false );
this.node.flipv( false );
this.center();
}
},
canLeft : function() {
return Game.maze.structure[this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT - 1] <= 0;
},
canRight : function() {
return Game.maze.structure[this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT + 1] <= 0;
},
canUp : function() {
return Game.maze.structure[this.getTileX() + (this.getTileY() - 1 ) * WIDTH_TILE_COUNT ] <= 0;
},
canDown : function() {
return Game.maze.structure[this.getTileX() + (this.getTileY() + 1 ) * WIDTH_TILE_COUNT ] <= 0;
},
isNearMiddleTile : function() {
return Math.abs( HALF_TILE_SIZE - this.getInsideTileX() ) < 4 && Math.abs( HALF_TILE_SIZE - this.getInsideTileY() ) < 4;
},
center : function() {
this.x = this.getTileX() * TILE_SIZE + HALF_TILE_SIZE;
this.y = this.getTileY() * TILE_SIZE + HALF_TILE_SIZE;
},
isInTunnel : function() {
var tile = this.getTile();
return $.inArray(tile, Game.maze.tunnel) > -1;
}
};
/*********************************************/
/****************** PACMAN *******************/
/*********************************************/
function Pacman() {
this.animations = {
"right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 16, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsetx: 64, offsety: 16, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"die": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 7, offsety: 208, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL | $.gameQuery.ANIMATION_ONCE | $.gameQuery.ANIMATION_CALLBACK }),
"die2": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 4, offsety: 240, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL | $.gameQuery.ANIMATION_ONCE })
}
};
Pacman.prototype = {
x : Game.PACMAN_START_X,
y : Game.PACMAN_START_Y,
speed : null,
directionX : 0,
directionY : 0,
lastEatenGhost : null,
stop : false,
previousTile : null,
init : function() {
this.x = Game.PACMAN_START_X;
this.y = Game.PACMAN_START_Y;
this.speed = Game.levelData.pacman.speed;
this.right(true);
this.left(true);
this.node.x(this.x);
this.node.y(this.y);
},
left : function() {
if( this.direction != LEFT && this.canLeft() ) {
this.stop = false;
this._super("left", arguments);
}
},
right : function() {
if( this.direction != RIGHT && this.canRight() ) {
this.stop = false;
this._super("right", arguments);
}
},
up : function() {
if( this.direction != UP && this.canUp() ) {
this.stop = false;
this._super("up", arguments);
}
},
down : function() {
if( this.direction != DOWN && this.canDown() ) {
this.stop = false;
this._super("down", arguments);
}
},
move : function() {
if( !this.stop ) {
this.previousTile = {x: this.getTileX(), y: this.getTileY()};
this._super("move", arguments);
var currentTile = {x: this.getTileX(), y: this.getTileY()};
if( this.previousTile.x !== currentTile.x || this.previousTile.y !== currentTile.y ) {
var id = this.getTile();
if( Game.dots[ id ] )
this.eatDot( id );
if( id == Game.maze.bonus_target )
this.eatBonus();
this.eatGhosts();
}
var inTunnel = this.isInTunnel();
if( this.x < 0 )
this.x += PLAYGROUND_WIDTH;
if( this.x > PLAYGROUND_WIDTH )
this.x -= PLAYGROUND_WIDTH;
switch( this.direction ) {
case LEFT :
if( !inTunnel && !this.canLeft() )
this.stop = true;
break;
case RIGHT :
if( !inTunnel && !this.canRight() )
this.stop = true;
break;
case UP :
if( !this.canUp() )
this.stop = true;
break;
case DOWN :
if( !this.canDown() )
this.stop = true;
break;
}
}
},
eatDot : function(id) {
Game.eat(Game.dots[id]);
$('.actor').trigger(Game.GHOST_EVENT_DOT_EATEN);
if( Game.dots[id] === "bigDot" ) {
$.each(Game.ghosts, function(index, ghost ) {
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_FRIGHTENED)
});
Game.timer.pause();
if( Game.frightTimer )
clearTimeout( Game.frightTimer );
Game.frightTimer = setTimeout( 'Game.nearEndFright();', Game.levelData.frightTime * 1000 - 160 * 4 * Game.levelData.frightFlashesCount);
}
Game.dots[id] = null;
$("#" + id ).addClass("hiddenDot");
},
eatGhosts : function() {
var tile = this.getTile();
$.each(Game.ghosts, function(index, ghost ) {
if( tile == ghost.getTile() ) {
Game.pacman.eatGhost( ghost );
}
});
},
eatGhost : function( ghost ) {
if( ghost.state == Game.GHOST_STATE_EATEN ) {
// console.log( ghost.id + " already eaten" );
return;
}
if( ghost.state != Game.GHOST_STATE_FRIGHTENED && ghost.state != Game.GHOST_STATE_FRIGHTENED_BLINK ) {
Game.die();
} else if( Game.pacman.lastEatenGhost !== ghost.id ){
ghost.state_to(Game.GHOST_STATE_EATEN);
// console.log( "Eating " + ghost.id + " " + ghost.state );
Game.eatGhost(ghost);
}
},
eatBonus : function() {
if( !$("#" + Game.maze.bonus_target).hasClass( Game.levelData.bonus.type) && Game.bonusTimer == null )
return;
Sound.play("fruit);
eatenBonus.push(Game.levelData.bonus.type);
Game.score += Game.levelData.bonus.points;
// console.log( "Eating bonus " + Game.levelData.bonus.points + " " + Game.score );
SCOREBOARD.add( Game.levelData.bonus.points );
Game.hideBonus();
},
die : function() {
Sound.play("dies");
this.node.setAnimation(this.animations["die"], function(node) {
Game.pacman.node.setAnimation(Game.pacman.animations["die2"]);
});
}
};
// Overriding Actor.methods() method
heriter(Pacman.prototype, Actor.prototype);
function Ghost(id, ghostIndex, start, scatterTarget, personnalTarget, dotsLimits, state ) {
this.animations = {
"normal_up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"normal_right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 128, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"normal_down": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 64, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"frightened": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 0, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"frightened_blink": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 4, offsetx: 0, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"eaten_up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 128, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"eaten_down": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 160, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"eaten_right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 192, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL })
}
this.animations["up"] = this.animations["normal_up"];
this.animations["down"] = this.animations["normal_down"];
this.animations["right"] = this.animations["normal_right"];
this.id = id;
this.scatterTarget = scatterTarget;
this.personnalTarget = personnalTarget;
this.x = start.x;
this.y = start.y;
this.startingTileX = start.x;
this.startingTileY = start.y;
this.state = state;
this.dotsLimits = dotsLimits;
this.prey = Game.pacman;
};
Ghost.prototype = {
id : null,
startingTileX : 0,
startingTileY : 0,
initialSpeed : 0,
speed : 0,
directionX : 0,
directionY : 0,
state: null,
scatterTarget : null,
lastDirectionTile : null,
prey : null,
dotsCounter : 0,
dotsLimits : [],
init : function() {
this.dotsCounter = 0;
this.speed = 0;
this.x = this.startingTileX;
this.y = this.startingTileY;
this.right(true);
this.left(true);
this.state = Game.GHOST_STATE_IN_JAIL;
this.node.x(this.x);
this.node.y(this.y);
},
target : function() {
switch( this.state ) {
case Game.GHOST_STATE_CHASE :
return this.personnalTarget();
case Game.GHOST_STATE_SCATTER :
return this.scatterTarget;
case Game.GHOST_STATE_FRIGHTENED :
var currentTile = {x: this.getTileX(), y: this.getTileY()};
var targets = new Array();
if( this.canUp() && this.direction != DOWN )
targets.push( {x:currentTile.x, y:currentTile.y - 1} );
if( this.canDown() && this.direction != UP )
targets.push( {x:currentTile.x, y:currentTile.y + 1} );
if( this.canLeft() && this.direction != RIGHT )
targets.push( {x:currentTile.x - 1, y:currentTile.y} );
if( this.canRight() && this.direction != LEFT )
targets.push( {x:currentTile.x + 1, y:currentTile.y} );
return targets[ parseInt(Math.random() * targets.length ) ];
case Game.GHOST_STATE_IN_JAIL :
case Game.GHOST_STATE_EATEN :
return {x: 13, y: 14};
}
},
loadBindings : function() {
this.node.bind(Game.GHOST_EVENT_CHASE, {ghost: this}, function(evt) {
var ghost = evt.data.ghost;
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_CHASE);
});
this.node.bind(Game.GHOST_EVENT_SCATTER, {ghost: this}, function(evt) {
var ghost = evt.data.ghost;
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_SCATTER);
});
this.node.bind(Game.GHOST_EVENT_DOT_EATEN, {ghost: this}, function(evt) {
var ghost = evt.data.ghost;
if( ghost.state == Game.GHOST_STATE_IN_JAIL && ghost.dotsCounter++ >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
ghost.speed = ghost.initialSpeed;
ghost.state_to(Game.mode);
}
});
},
personnalTarget : function() {
},
state_to : function( state ) {
var up;
var down;
var right;
var reverse = this.state != Game.GHOST_STATE_FRIGHTENED && this.state != Game.GHOST_STATE_IN_JAIL; // previous state
this.state = state;
switch( state ) {
case Game.GHOST_STATE_CHASE :
this.speed = Game.levelData.ghost.speed;
case Game.GHOST_STATE_SCATTER :
this.speed = Game.levelData.ghost.speed;
case Game.GHOST_STATE_IN_JAIL :
up = this.animations["normal_up"];
down = this.animations["normal_down"];
right = this.animations["normal_right"];
break;
case Game.GHOST_STATE_FRIGHTENED :
up = down = right = this.animations["frightened"];
this.speed = Game.levelData.ghost.frightSpeed;
break;
case Game.GHOST_STATE_FRIGHTENED_BLINK :
up = down = right = this.animations["frightened_blink"];
this.state = Game.GHOST_STATE_FRIGHTENED;
break;
case Game.GHOST_STATE_EATEN :
up = this.animations["eaten_up"];
down = this.animations["eaten_down"];
right = this.animations["eaten_right"];
this.speed = 1;
break;
}
this.animations["up"] = up;
this.animations["down"] = down;
this.animations["right"] = right;
if( reverse )
switch( this.direction ) {
case UP:
this.direction = DOWN;
break;
case LEFT:
this.direction = RIGHT;
break;
case DOWN:
this.direction = UP;
break;
case RIGHT:
this.direction = LEFT;
break;
}
var inTunnel = this.isInTunnel();
var distances = [
{direction: UP, distance: this.canUp() && this.direction != DOWN ? 1 : INFINITY},
{direction: LEFT, distance: (inTunnel && this.direction == LEFT ) || (this.canLeft() && this.direction != RIGHT) ? 1 : INFINITY},
{direction: DOWN, distance: this.canDown() && this.direction != UP ? 1 : INFINITY},
{direction: RIGHT, distance: (inTunnel && this.direction == RIGHT ) || (this.canRight() && this.direction != LEFT) ? 1 : INFINITY},
];
distances.sort( function(a, b) {
if( a.distance == b.distance )
return a.direction - b.direction;
return a.distance - b.distance;
})
var selected = distances[0];
switch( selected.direction ) {
case UP:
this.up(true);
break;
case LEFT:
this.left(true);
break;
case DOWN:
this.down(true);
break;
case RIGHT:
this.right(true);
break;
}
},
canUp : function() {
switch( this.getTile() ) {
case 404:
case 407:
case 684:
case 687:
return false;
case 461:
case 462:
return true;
default:
return Game.maze.structure[ this.getTileX() + (this.getTileY() - 1 ) * WIDTH_TILE_COUNT ] <= 0;
}
},
canDown : function() {
switch( this.getTile() ) {
case 405:
case 406:
return false;
default:
return Game.maze.structure[ this.getTileX() + (this.getTileY() + 1 ) * WIDTH_TILE_COUNT ] <= 0;
}
},
move : function() {
this._super("move", arguments);
var currentTile = {x: this.getTileX(), y: this.getTileY()};
var id = this.getTile();;
if( this.lastDirectionTile != id && this.isNearMiddleTile()) {
this.lastDirectionTile = id;
this.eaten();
var distances = null;
var target = this.target();
if( this.state == Game.GHOST_STATE_EATEN && id == Game.maze.ghost_frightened_target ) {
this.state_to(Game.mode);
}
var inTunnel = this.isInTunnel();
if( inTunnel )
this.speed = Game.levelData.ghost.tunnelSpeed;
else if( this.state != Game.GHOST_STATE_IN_JAIL )
this.speed = this.state == Game.GHOST_STATE_FRIGHTENED ? Game.levelData.ghost.frightSpeed : Game.levelData.ghost.speed;
if( this.x < 0 )
this.x += PLAYGROUND_WIDTH;
if( this.x > PLAYGROUND_WIDTH )
this.x -= PLAYGROUND_WIDTH;
if( Game.maze.choice_tiles.indexOf( id ) != -1 ) {
distances = [
{direction: UP, distance: this.canUp() && this.direction != DOWN ? distance({x:currentTile.x, y:currentTile.y - 1}, target ) : INFINITY},
{direction: LEFT, distance: this.canLeft() && this.direction != RIGHT ? distance( {x:currentTile.x - 1, y:currentTile.y }, target ) : INFINITY},
{direction: DOWN, distance: this.canDown() && this.direction != UP ? distance({x:currentTile.x, y:currentTile.y + 1}, target ) : INFINITY},
{direction: RIGHT, distance: this.canRight() && this.direction != LEFT ? distance({x:currentTile.x + 1, y:currentTile.y}, target ) : INFINITY},
];
} else {
distances = [
{direction: UP, distance: this.canUp() && this.direction != DOWN ? 1 : INFINITY},
{direction: LEFT, distance: (inTunnel && this.direction == LEFT ) || (this.canLeft() && this.direction != RIGHT) ? 1 : INFINITY},
{direction: DOWN, distance: this.canDown() && this.direction != UP ? 1 : INFINITY},
{direction: RIGHT, distance: (inTunnel && this.direction == RIGHT ) || (this.canRight() && this.direction != LEFT) ? 1 : INFINITY},
];
}
distances.sort( function(a, b) {
if( a.distance == b.distance )
return a.direction - b.direction;
return a.distance - b.distance;
})
var selected = distances[0];
switch( selected.direction ) {
case LEFT :
if( this.direction != LEFT )
this.left();
break;
case RIGHT :
if( this.direction != RIGHT )
this.right();
break;
case UP :
if( this.direction != UP )
this.up();
break;
case DOWN :
if( this.direction != DOWN )
this.down();
break;
}
}
var inTunnel = this.isInTunnel();
if( this.x < 0 )
this.x += PLAYGROUND_WIDTH;
if( this.x > PLAYGROUND_WIDTH )
this.x -= PLAYGROUND_WIDTH;
},
eaten : function(target) {
if( typeof target === "undefined" )
target = this;
if( target.getTile() == Game.pacman.getTile() ) {
// console.log(" Eaten from ghost" );
Game.pacman.eatGhost(target);
// if( target.state != Game.GHOST_STATE_FRIGHTENED && target.state != Game.GHOST_STATE_EATEN ) {
// Game.die();
// } else {
// target.state_to(Game.GHOST_STATE_EATEN);
// Game.eatGhost(this);
// }
}
}
};
heriter(Ghost.prototype, Actor.prototype);

2
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/*
Copyright (c) 2013 Fabrice ECAILLE aka Febbweiss
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
var SOUND_ACTIVATED = false;
var WIDTH_TILE_COUNT = 28;
var HEIGHT_TILE_COUNT = 34;
var TILE_SIZE = 16;
var HALF_TILE_SIZE = 8;
var ACTOR_SIZE = 32;
var PLAYGROUND_WIDTH = WIDTH_TILE_COUNT * TILE_SIZE;
var PLAYGROUND_HEIGHT = HEIGHT_TILE_COUNT * TILE_SIZE;
var ACTOR_SPEED = 4;
var LOOP_COUNT_REFRESH = 66;
var loopCount = 0;
var REFRESH_RATE = 15;
//1: up, 2: left, 3:down, 4: right
var UP = 1;
var LEFT = 2;
var DOWN = 3;
var RIGHT = 4;
var BONUS_TILE = 77;
var eatenBonus = new Array();
var INFINITY = 9999999999;
$(function(){
//Playground Sprites
$("#playground").playground({height: PLAYGROUND_HEIGHT, width: PLAYGROUND_WIDTH, keyTracker: true});
$.playground({refreshRate: 60}).addGroup("background", {posx: 0, posy: 0, width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end()
.addGroup("dots", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end()
.addGroup("actors", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end()
.addGroup( "hud", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end();
var hud = $("#hud");
hud.append("<div id='scoreboard' class='scoreboard'><div class='subScoreboard'></div></div>");
hud.append("<div id='lives' ><div id='life3' class='life'></div><div id='life2' class='life'></div><div id='life1' class='life'></div></div>");
hud.append("<div id='scoreMessage'></div>");
hud.append("<div id='message'></div>'");
hud.append("<div id='level'></div>'");
hud.append("<div id='levelNumber'></div>'");
GUI.updateLevel( "Level" );
var background = $("#background");
var dotsGroup = $("#dots");
var maze = Game.maze.structure;
for( var i = 0; i < maze.length; i++ ) {
var clazz = "";
switch( maze[i]) {
case -2:
clazz = "bigDot";
Game.dots[i] = "bigDot";
break;
case -1:
clazz = "dot";
Game.dots[i] = "dot";
break;
case 1:
clazz = "corner1";
break;
case 2:
clazz = "corner2";
break;
case 3:
clazz = "corner3";
break;
case 4:
clazz = "corner4";
break;
case 5:
clazz = "squareCornerTopLeft";
break;
case 6:
clazz = "squareCornerTopRight";
break;
case 7:
clazz = "squareCornerBottomLeft";
break;
case 8:
clazz = "squareCornerBottomRight";
break;
case 9:
clazz = "horizontalMidDown";
break;
case 10:
clazz = "verticalMidLeft";
break;
case 11:
clazz = "verticalMidRight";
break;
case 12:
clazz = "gate";
break;
}
background.append('<div id="'+ i + '" class="tile ' + clazz +'"></div>');
if(i % 28 == 27 ) {
background.append('<div class="clear"></div>');
}
}
// this is the function that control most of the game logic
$.playground().registerCallback(function(){
if(jQuery.gameQuery.keyTracker[37]){ //this is left! (a)
Game.hero.left();
}
if(jQuery.gameQuery.keyTracker[38]){ //this is up! (w)
Game.hero.up();
}
if(jQuery.gameQuery.keyTracker[39]){ //this is right! (d)
Game.hero.right();
}
if(jQuery.gameQuery.keyTracker[40]){ //this is down! (s)
Game.hero.down();
}
$.each(Game.actors, function(index, actor ) {
actor.move();
});
for( var i = Math.max(0, eatenBonus.length - 6), j = 0; i < eatenBonus.length; i++, j++) {
$("#" +( BONUS_TILE + j)).removeClass().addClass("tile").addClass( eatenBonus[i] );
}
}, REFRESH_RATE);
Sound.init(function(){
$.playground().startGame( function() {
Game.init();
});
});
});
var Sound = {
soundList : [],
init : function(callback) {
if( SOUND_ACTIVATED ) {
soundManager.setup({
url: 'swf/'
});
Sound.soundList = {
opening : new $.gameQuery.SoundWrapper('sound/opening.mp3', false),
waka : new $.gameQuery.SoundWrapper('sound/wakawaka.mp3', false),
fruit : new $.gameQuery.SoundWrapper('sound/eatingfruit.mp3', false),
ghost : new $.gameQuery.SoundWrapper('sound/eatingghost.mp3', false),
dies : new $.gameQuery.SoundWrapper('sound/dies.mp3', false)
};
soundManager.onready( callback );
} else
callback();
},
play: function( sound ) {
if( SOUND_ACTIVATED )
Sound.soundList[sound].play();
},
stop: function( sound ) {
if( SOUND_ACTIVATED )
Sound.soundList[sound].stop();
},
}
var GUI = {
updateMessage : function( message ) {
GUI.drawText( $("#message"), message, true );
},
updateScoreMessage : function( message ) {
GUI.drawText( $("#scoreMessage"), message, false, "red" );
},
updateLevel : function( message ) {
GUI.drawText( $("#level"), message, false );
},
updateLevelNumber: function( message ) {
GUI.drawText( $("#levelNumber"), message + "", false, "", true );
},
drawText : function( divHTML, message, center, customClazz, forceSmall) {
var html = "";
var clazz = "clock";
var letterSize = 32;
if( typeof customClazz !== "undefined" ) {
clazz = " clock " + customClazz;
}
var count = 0;
var width = 0;
var height = 0;
for( var i = 0; i < message.length; i++ ) {
var letter = message[i];
var iLetter = (message.charCodeAt(i) - 97);
if( letter == " " ) {
html += "<div class='blank'></div>";
width += 16;
count++;
} else if( letter.charCodeAt(0) > 47 && letter.charCodeAt(0) < 58 ) {
var letterSize = 32;
if( forceSmall ) {
letterSize = 16;
}
html += "<div class='" + clazz + (forceSmall ? "small" : "") + "' style='top: -50%;background-position: -" + ( parseInt( letter ) * letterSize) + "px -" + (forceSmall > -1 ? 128 : 0) +"px'></div>";
count++;
} else if( ( letter.charCodeAt(0) >= 'a'.charCodeAt(0) && letter.charCodeAt(0) <= 'z'.charCodeAt(0)) ) {
if( height < 16 )
height = 16;
width += 16;
var lineSize = 20;
var x = (iLetter % lineSize) * 16;
var y = Math.floor(iLetter / lineSize) * 16 + 144;
html += "<div class='" + clazz + " small' style='background-position: -" + x + "px -" + y + "px'></div>";
count++;
} else if( letter.charCodeAt(0) >= 'A'.charCodeAt(0) && letter.charCodeAt(0) <= 'Z'.charCodeAt(0)) {
iLetter = letter.charCodeAt(0) - 'A'.charCodeAt(0);
if( height < 32 )
height = 32;
width += 32;
var lineSize = 10;
var x = (iLetter % lineSize) * 32;
var y = Math.floor(iLetter / lineSize) * 32 + 32;
html += "<div class='" + clazz + "' style='background-position: -" + x + "px -" + y + "px'></div>";
count++;
}
}
divHTML.empty();
divHTML.css( "width", width + "px");
divHTML.css( "height", height + "px");
if( center )
divHTML.css( "margin-left", "-" + (message.length * letterSize / 2) + "px");
divHTML.append( html );
}
}

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var SOUND_ACTIVATED = false;
var WIDTH_TILE_COUNT = 28;
var HEIGHT_TILE_COUNT = 34;
var TILE_SIZE = 16;
var HALF_TILE_SIZE = 8;
var ACTOR_SIZE = 32;
var PLAYGROUND_WIDTH = WIDTH_TILE_COUNT * TILE_SIZE;
var PLAYGROUND_HEIGHT = HEIGHT_TILE_COUNT * TILE_SIZE;
var ACTOR_SPEED = 4;
var LOOP_COUNT_REFRESH = 66;
var loopCount = 0;
var REFRESH_RATE = 15;
//1: up, 2: left, 3:down, 4: right
var UP = 1;
var LEFT = 2;
var DOWN = 3;
var RIGHT = 4;
var BONUS_TILE = 77;
var eatenBonus = new Array();
var INFINITY = 9999999999;
$(function(){
//Playground Sprites
$("#playground").playground({height: PLAYGROUND_HEIGHT, width: PLAYGROUND_WIDTH, keyTracker: true});
Sound.init(function(){
$.playground().startGame( function() {
Game.init();
});
});
$.playground({refreshRate: 60}).addGroup("background", {posx: 0, posy: 0, width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end()
.addGroup("dots", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end()
.addGroup("actors", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end()
.addGroup( "hud", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
.end();
var hud = $("#hud");
hud.append("<div id='scoreboard' class='scoreboard'><div class='subScoreboard'></div></div>");
hud.append("<div id='lives' ><div id='life3' class='life'></div><div id='life2' class='life'></div><div id='life1' class='life'></div></div>");
hud.append("<div id='scoreMessage'></div>");
hud.append("<div id='message'></div>'");
hud.append("<div id='level'></div>'");
hud.append("<div id='levelNumber'></div>'");
GUI.updateLevel( "Level" );
var background = $("#background");
var dotsGroup = $("#dots");
var maze = Game.maze.structure;
for( var i = 0; i < maze.length; i++ ) {
var clazz = "";
switch( maze[i]) {
case -2:
clazz = "bigDot";
Game.dots[i] = "bigDot";
break;
case -1:
clazz = "dot";
Game.dots[i] = "dot";
break;
case 1:
clazz = "corner1";
break;
case 2:
clazz = "corner2";
break;
case 3:
clazz = "corner3";
break;
case 4:
clazz = "corner4";
break;
case 5:
clazz = "squareCornerTopLeft";
break;
case 6:
clazz = "squareCornerTopRight";
break;
case 7:
clazz = "squareCornerBottomLeft";
break;
case 8:
clazz = "squareCornerBottomRight";
break;
case 9:
clazz = "horizontalMidDown";
break;
case 10:
clazz = "verticalMidLeft";
break;
case 11:
clazz = "verticalMidRight";
break;
case 12:
clazz = "gate";
break;
}
background.append('<div id="'+ i + '" class="tile ' + clazz +'"></div>');
if(i % 28 == 27 ) {
background.append('<div class="clear"></div>');
}
}
// this is the function that control most of the game logic
$.playground().registerCallback(function(){
if(jQuery.gameQuery.keyTracker[37]){ //this is left! (a)
Game.hero.left();
}
if(jQuery.gameQuery.keyTracker[38]){ //this is up! (w)
Game.hero.up();
}
if(jQuery.gameQuery.keyTracker[39]){ //this is right! (d)
Game.hero.right();
}
if(jQuery.gameQuery.keyTracker[40]){ //this is down! (s)
Game.hero.down();
}
$.each(Game.actors, function(index, actor ) {
actor.move();
});
for( var i = Math.max(0, eatenBonus.length - 6), j = 0; i < eatenBonus.length; i++, j++) {
$("#" +( BONUS_TILE + j)).removeClass().addClass("tile").addClass( eatenBonus[i] );
}
}, REFRESH_RATE);
});
var Sound = {
soundList : [],
init : function(callback) {
if( SOUND_ACTIVATED ) {
soundManager.setup({
url: 'swf/'
});
Sound.soundList = {
opening : new $.gameQuery.SoundWrapper('sound/opening.mp3', false),
waka : new $.gameQuery.SoundWrapper('sound/wakawaka.mp3', false),
fruit : new $.gameQuery.SoundWrapper('sound/eatingfruit.mp3', false),
ghost : new $.gameQuery.SoundWrapper('sound/eatingghost.mp3', false),
dies : new $.gameQuery.SoundWrapper('sound/dies.mp3', false)
};
soundManager.onready( callback );
} else
callback();
},
play: function( sound ) {
if( SOUND_ACTIVATED )
Sound.soundList[sound].play();
},
stop: function( sound ) {
if( SOUND_ACTIVATED )
Sound.soundList[sound].stop();
},
}
var GUI = {
updateMessage : function( message ) {
GUI.drawText( $("#message"), message, true );
},
updateScoreMessage : function( message ) {
GUI.drawText( $("#scoreMessage"), message, false, "red" );
},
updateLevel : function( message ) {
GUI.drawText( $("#level"), message, false );
},
updateLevelNumber: function( message ) {
GUI.drawText( $("#levelNumber"), message + "", false, "", true );
},
drawText : function( divHTML, message, center, customClazz, forceSmall) {
var html = "";
var clazz = "clock";
var letterSize = 32;
if( typeof customClazz !== "undefined" ) {
clazz = " clock " + customClazz;
}
var count = 0;
var width = 0;
var height = 0;
for( var i = 0; i < message.length; i++ ) {
var letter = message[i];
var iLetter = (message.charCodeAt(i) - 97);
if( letter == " " ) {
html += "<div class='blank'></div>";
width += 16;
count++;
} else if( letter.charCodeAt(0) > 47 && letter.charCodeAt(0) < 58 ) {
var letterSize = 32;
if( forceSmall ) {
letterSize = 16;
}
html += "<div class='" + clazz + (forceSmall ? "small" : "") + "' style='top: -50%;background-position: -" + ( parseInt( letter ) * letterSize) + "px -" + (forceSmall > -1 ? 128 : 0) +"px'></div>";
count++;
} else if( ( letter.charCodeAt(0) >= 'a'.charCodeAt(0) && letter.charCodeAt(0) <= 'z'.charCodeAt(0)) ) {
if( height < 16 )
height = 16;
width += 16;
var lineSize = 20;
var x = (iLetter % lineSize) * 16;
var y = Math.floor(iLetter / lineSize) * 16 + 144;
html += "<div class='" + clazz + " small' style='background-position: -" + x + "px -" + y + "px'></div>";
count++;
} else if( letter.charCodeAt(0) >= 'A'.charCodeAt(0) && letter.charCodeAt(0) <= 'Z'.charCodeAt(0)) {
iLetter = letter.charCodeAt(0) - 'A'.charCodeAt(0);
if( height < 32 )
height = 32;
width += 32;
var lineSize = 10;
var x = (iLetter % lineSize) * 32;
var y = Math.floor(iLetter / lineSize) * 32 + 32;
html += "<div class='" + clazz + "' style='background-position: -" + x + "px -" + y + "px'></div>";
count++;
}
}
divHTML.empty();
divHTML.css( "width", width + "px");
divHTML.css( "height", height + "px");
if( center )
divHTML.css( "margin-left", "-" + (message.length * letterSize / 2) + "px");
divHTML.append( html );
}
}

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/*
Copyright (c) 2013 Fabrice ECAILLE aka Febbweiss
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
var SCOREBOARD = {
score: 0,
scoreLength: 6,
init: function(size) {
if( typeof size !== "undefined" )
SCOREBOARD.scoreLength = size;
SCOREBOARD.score = 0;
SCOREBOARD.set_score( 0 );
},
add: function(addToScore, div) {
SCOREBOARD.set_score( SCOREBOARD.score + addToScore, div);
},
set_score: function( score, div ) {
var currentScore = "";
var imageScore = "";
SCOREBOARD.score = score;
currentScore = SCOREBOARD.pad();
for(i = 0; i < String(currentScore).length; i++) {
imageScore += "<div class='clock n"+ String(currentScore)[i]+"'></div>";
}
if( typeof div === "undefined" )
div = $(".subScoreboard");
div.empty();
div.append( imageScore );
},
pad: function() {
var str = '' + SCOREBOARD.score;
while (str.length < SCOREBOARD.scoreLength) {
str = '0' + str;
}
return str;
},
callback: function() {
console.log( "SCOREBOARD.callback" );
}
};

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function heriter(destination, source) {
function initClassIfNecessary(obj) {
if( typeof obj["_super"] == "undefined" ) {
obj["_super"] = function() {
var methodName = arguments[0];
var parameters = arguments[1];
this["__parent_methods"][methodName].apply(this, parameters);
}
}
if( typeof obj["__parent_methods"] == "undefined" ) {
obj["__parent_methods"] = {}
}
}
for (var element in source) {
if( typeof destination[element] != "undefined" ) {
initClassIfNecessary(destination);
destination["__parent_methods"][element] = source[element];
} else {
destination[element] = source[element];
}
}
}
/** PausableTimer **/
function PausableTimer(func, millisec) {
this.func = func;
this.stTime = new Date().valueOf();
this.timeout = setTimeout(func, millisec);
this.timeLeft = millisec;
}
PausableTimer.prototype.stop = function() {
clearTimeout(this.timeout);
};
PausableTimer.prototype.pause = function() {
clearTimeout(this.timeout);
var timeRan = new Date().valueOf()-this.stTime;
this.timeLeft -= timeRan;
};
PausableTimer.prototype.resume = function() {
this.timeout = setTimeout(this.func, this.timeLeft);
this.stTime = new Date().valueOf();
};
//Usage:
//var myTimer = new PausableTimer(function(){alert("It works!");}, 2000);
//myTimer.pause();
//myTimer.unpause();

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/**
* gameQuery rev. $Revision$
*
* Copyright (c) 2008 Selim Arsever (gamequery.onaluf.org)
* licensed under the MIT (MIT-LICENSE.txt)
*/
/**
* To use this wrapper you will need:
* 1) Include SoundManager2.js before this script
* 2) Give SoundManager2 the position of the swf ie. : soundManager.url = './path/to/swf'
* 3) Optionally deactivate the debug mode from SoundManager2
*/
// this allows use of the convenient $ notation in a plugin
(function($) {
soundManager.url = './'
// Here is a bogus soundWrapper written as an example
$.extend($.gameQuery, {
SoundWrapper: function(url, loop) {
// start loading the sound. Should turn this.ready to true once done.
this.load = function(){
try{
this.sound = soundManager.createSound({
id: this.id,
url: url,
autoplay: false,
autoLoad: true
});
} catch (err) {
// if something failed we generate a fake sound object
this.sound = {readyState: 3, play: function(){}};
}
};
// plays the sound if this.ready == true
this.play = function(){
if(loop){
this.sound.play({
onfinish: function() {
this.play();
}
});
} else {
this.sound.play();
}
};
// pauses the sound if it is playing
this.pause = function(){
this.sound.pause();
};
// stops the sound if it is playing, rewind (even if paused)
this.stop = function(){
this.sound.stop();
};
// mutes the sound without stopping it
this.muted = function(mute){
if(mute){
this.sound.mute()
} else {
this.sound.unmute();
}
}
// returns true if the sound is ready to be played
this.ready = function(){
return this.sound.readyState==3
};
// add the sound to the manager
this.id = 'sound_'+$.gameQuery.resourceManager.sounds.length;
$.gameQuery.resourceManager.addSound(this);
return true;
}});
})(jQuery);

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/** @license
SoundManager 2: JavaScript Sound for the Web
----------------------------------------------
http://schillmania.com/projects/soundmanager2/
Copyright (c) 2007, Scott Schiller. All rights reserved.
Code provided under the BSD License:
http://schillmania.com/projects/soundmanager2/license.txt
V2.97a.20130101
*/
(function(j,g){function aa(aa,pa){function ba(a){return c.preferFlash&&z&&!c.ignoreFlash&&c.flash[a]!==g&&c.flash[a]}function q(a){return function(d){var e=this._s;!e||!e._a?(e&&e.id?c._wD(e.id+": Ignoring "+d.type):c._wD(pb+"Ignoring "+d.type),d=null):d=a.call(this,d);return d}}this.setupOptions={url:aa||null,flashVersion:8,debugMode:!0,debugFlash:!1,useConsole:!0,consoleOnly:!0,waitForWindowLoad:!1,bgColor:"#ffffff",useHighPerformance:!1,flashPollingInterval:null,html5PollingInterval:null,flashLoadTimeout:1E3,
wmode:null,allowScriptAccess:"always",useFlashBlock:!1,useHTML5Audio:!0,html5Test:/^(probably|maybe)$/i,preferFlash:!0,noSWFCache:!1};this.defaultOptions={autoLoad:!1,autoPlay:!1,from:null,loops:1,onid3:null,onload:null,whileloading:null,onplay:null,onpause:null,onresume:null,whileplaying:null,onposition:null,onstop:null,onfailure:null,onfinish:null,multiShot:!0,multiShotEvents:!1,position:null,pan:0,stream:!0,to:null,type:null,usePolicyFile:!1,volume:100};this.flash9Options={isMovieStar:null,usePeakData:!1,
useWaveformData:!1,useEQData:!1,onbufferchange:null,ondataerror:null};this.movieStarOptions={bufferTime:3,serverURL:null,onconnect:null,duration:null};this.audioFormats={mp3:{type:['audio/mpeg; codecs="mp3"',"audio/mpeg","audio/mp3","audio/MPA","audio/mpa-robust"],required:!0},mp4:{related:["aac","m4a","m4b"],type:['audio/mp4; codecs="mp4a.40.2"',"audio/aac","audio/x-m4a","audio/MP4A-LATM","audio/mpeg4-generic"],required:!1},ogg:{type:["audio/ogg; codecs=vorbis"],required:!1},wav:{type:['audio/wav; codecs="1"',
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