diff --git a/audio/sounds/achievement.mp3 b/audio/sounds/achievement.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/achievement.ogg b/audio/sounds/achievement.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/chat.mp3 b/audio/sounds/chat.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/chat.ogg b/audio/sounds/chat.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/chest.mp3 b/audio/sounds/chest.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/chest.ogg b/audio/sounds/chest.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/death.mp3 b/audio/sounds/death.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/death.ogg b/audio/sounds/death.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/firefox.mp3 b/audio/sounds/firefox.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/firefox.ogg b/audio/sounds/firefox.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/heal.mp3 b/audio/sounds/heal.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/heal.ogg b/audio/sounds/heal.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/hit1.mp3 b/audio/sounds/hit1.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/hit1.ogg b/audio/sounds/hit1.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/hit2.mp3 b/audio/sounds/hit2.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/hit2.ogg b/audio/sounds/hit2.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/hurt.mp3 b/audio/sounds/hurt.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/hurt.ogg b/audio/sounds/hurt.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/kill1.mp3 b/audio/sounds/kill1.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/kill1.ogg b/audio/sounds/kill1.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/kill2.mp3 b/audio/sounds/kill2.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/kill2.ogg b/audio/sounds/kill2.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/loot.mp3 b/audio/sounds/loot.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/loot.ogg b/audio/sounds/loot.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/noloot.mp3 b/audio/sounds/noloot.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/noloot.ogg b/audio/sounds/noloot.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/npc-end.mp3 b/audio/sounds/npc-end.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/npc-end.ogg b/audio/sounds/npc-end.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/npc.mp3 b/audio/sounds/npc.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/npc.ogg b/audio/sounds/npc.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/npctalk.mp3 b/audio/sounds/npctalk.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/npctalk.ogg b/audio/sounds/npctalk.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/revive.mp3 b/audio/sounds/revive.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/revive.ogg b/audio/sounds/revive.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/teleport.mp3 b/audio/sounds/teleport.mp3 new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/audio/sounds/teleport.ogg b/audio/sounds/teleport.ogg new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/config/config_build.json b/config/config_build.json new file mode 100644 index 0000000000000000000000000000000000000000..18be6595ad5086c765817d9c32d5b226b06d8695 --- /dev/null +++ b/config/config_build.json @@ -0,0 +1,4 @@ +{ + "host": "127.0.0.1", + "port": 18002 +} \ No newline at end of file diff --git a/config/config_build.json-dist b/config/config_build.json-dist new file mode 100644 index 0000000000000000000000000000000000000000..1597dc03c3850ddae63facc87529e0f4890d4eb5 --- /dev/null +++ b/config/config_build.json-dist @@ -0,0 +1,4 @@ +{ + "host": "Set production websocket host here", + "port": 8000 +} \ No newline at end of file diff --git a/config/config_local.json b/config/config_local.json new file mode 100644 index 0000000000000000000000000000000000000000..512f9cd9c40edbcb08e8fcdc75343082988df187 --- /dev/null +++ b/config/config_local.json @@ -0,0 +1,5 @@ +{ + "host": "127.0.0.1", + "port": 18002, + "dispatcher": false +} \ No newline at end of file diff --git a/config/config_local.json-dist b/config/config_local.json-dist new file mode 100644 index 0000000000000000000000000000000000000000..baae015debf79ffb6d560cb05c86d1c06bd3a7c4 --- /dev/null +++ b/config/config_local.json-dist @@ -0,0 +1,5 @@ +{ + "host": "Set local dev websocket host here", + "port": 8000, + "dispatcher": false +} \ No newline at end of file diff --git a/css/achievements.css b/css/achievements.css new file mode 100644 index 0000000000000000000000000000000000000000..ea1bf0982249b92a90cb7e6d2b59eb67240ed637 --- /dev/null +++ b/css/achievements.css @@ -0,0 +1,326 @@ +#achievements-wrapper {overflow:hidden;} +#achievements ul:first-child {margin-left:0;} +#lists {-moz-transition:0.5s left ease-in-out;-webkit-transition:0.5s left ease-in-out;-o-transition:0.5s left ease-in-out;-ms-transition:0.5s left ease-in-out;transition:0.5s left ease-in-out;position:relative;} +#achievements-count {float:right;color:#fff;} +#achievements-count div {display:inline-block;} +#achievement-notification .coin {-moz-transition:0.2s opacity linear;-webkit-transition:0.2s opacity linear;-o-transition:0.2s opacity linear;-ms-transition:0.2s opacity linear;transition:0.2s opacity linear;} + +@media screen and (min-width: 1501px) { + .coin {width:72px;height:78px;} + .achievement1 .coin {background-position:0 -666px;} + .achievement2 .coin {background-position:-72px -666px;} + .achievement3 .coin {background-position:-144px -666px;} + .achievement4 .coin {background-position:-216px -666px;} + .achievement5 .coin {background-position:-288px -666px;} + .achievement6 .coin {background-position:-360px -666px;} + .achievement7 .coin {background-position:-432px -666px;} + .achievement8 .coin {background-position:-504px -666px;} + .achievement9 .coin {background-position:-576px -666px;} + .achievement10 .coin {background-position:-648px -666px;} + .achievement11 .coin {background-position:-720px -666px;} + .achievement12 .coin {background-position:-792px -666px;} + .achievement13 .coin {background-position:-864px -666px;} + .achievement14 .coin {background-position:-936px -666px;} + .achievement15 .coin {background-position:-1008px -666px;} + .achievement16 .coin {background-position:-1080px -666px;} + .achievement17 .coin {background-position:-1152px -666px;} + .achievement18 .coin {background-position:-648px -822px;} + .achievement19 .coin {background-position:-720px -822px;} + .achievement20 .coin {background-position:-792px -822px;} + + #achievements-wrapper {height:387px;width:1116px;margin:60px 0 30px 60px;} + #achievements ul {float:left;margin-left:60px;} + #achievements nav {height:66px;width:202px;margin:0 auto;} + #previous, #next {height:66px;width:102px;display:inline-block;} + .page1 #previous, .upscaled .page1 #previous {background-position:0px -846px;} + .page5 #next, .upscaled .page5 #next {background-position:-99px -846px;} + #previous, .upscaled #previous {background-position:-201px -846px;} + #previous:active, .upscaled #previous:active {background-position:-402px -846px;} + #next, .upscaled #next {margin-left:-15px;background-position:-300px -846px;} + #next:active, .upscaled #next:active {background-position:-501px -846px;} + + .page1 #previous:hover, .page1 #previous:active {background-position:0px -846px;} + .page5 #next:hover, .page5 #next:active {background-position:-99px -846px} + + #lists {width:6000px;} + #achievements.page1 #lists {left:0;} + #achievements.page2 #lists {left:-1176px;} + #achievements.page3 #lists {left:-2352px;} + #achievements.page4 #lists {left:-3528px;} + #achievements.page5 #lists {left:-4704px;} + + #achievements-count {margin:18px 72px 0 0;} + + #achievements, #achievements li, #achievements .coin, #achievement-notification, #achievement-notification .coin, #coinsparks, .achievement-sharing a, #previous, #next {background-size:1248px;} + #achievements {height:588px;width:1248px;margin-left:-624px;margin-top:-324px;font-size:30px;} + #achievements li, .upscaled #achievements li {height:78px;width:1116px;background-position:0 -588px;margin:15px 0;} + #achievements li .coin {margin-right:45px;} + #achievements li span {padding-top:27px;} + .achievement-sharing {right:24px;top:24px;} + .achievement-sharing .facebook {height:33px;width:15px;background-position:-1116px -588px;} + .achievement-sharing .facebook:hover {background-position:-1116px -621px;} + .achievement-sharing .twitter, .upscaled .achievement-sharing .twitter {height:33px;width:48px;background-position:-1131px -588px;margin-left:15px;} + .achievement-sharing .twitter:hover, .upscaled .achievement-sharing .twitter:hover {background-position:-1131px -621px;} + + #achievement-notification, .upscaled #achievement-notification {width:648px;bottom:66px;height:0;margin-left:-324px;background-position:0 -744px;} + #achievement-notification.active {height:102px;} + #achievement-notification .coin {position:absolute;top:-60px;left:50%;margin-left:-36px;opacity:0;} + #achievement-notification.active .coin {opacity:1;} + #achievement-notification.active #coinsparks, .upscaled #achievement-notification.active #coinsparks {height:78px;width:72px;-moz-animation:coinsparks3 0.8s steps(6, end) 7;-webkit-animation:coinsparks3 0.8s steps(6, end) 7;-o-animation:coinsparks3 0.8s steps(6, end) 7;-ms-animation:coinsparks3 0.8s steps(6, end) 7;} + #achievement-notification .title {color:#fce045;font-size:20px;margin:27px 0 9px 0;} + #achievement-notification .name {color:#eee;font-size:30px;margin:9px 0;} +} + +@media screen and (max-width: 1500px) { + .coin {width:48px;height:52px;} + .achievement1 .coin {background-position:0 -444px;} + .achievement2 .coin {background-position:-48px -444px;} + .achievement3 .coin {background-position:-96px -444px;} + .achievement4 .coin {background-position:-144px -444px;} + .achievement5 .coin {background-position:-192px -444px;} + .achievement6 .coin {background-position:-240px -444px;} + .achievement7 .coin {background-position:-288px -444px;} + .achievement8 .coin {background-position:-336px -444px;} + .achievement9 .coin {background-position:-384px -444px;} + .achievement10 .coin {background-position:-432px -444px;} + .achievement11 .coin {background-position:-480px -444px;} + .achievement12 .coin {background-position:-528px -444px;} + .achievement13 .coin {background-position:-576px -444px;} + .achievement14 .coin {background-position:-624px -444px;} + .achievement15 .coin {background-position:-672px -444px;} + .achievement16 .coin {background-position:-720px -444px;} + .achievement17 .coin {background-position:-768px -444px;} + .achievement18 .coin {background-position:-432px -548px;} + .achievement19 .coin {background-position:-480px -548px;} + .achievement20 .coin {background-position:-528px -548px;} + + #achievements-wrapper {height:258px;width:744px;margin:40px 0 20px 40px;} + #achievements ul {float:left;margin-left:40px;} + #achievements nav {height:44px;width:134px;margin:0 auto;} + #previous, #next {height:44px;width:68px;display:inline-block;} + .page1 #previous, .upscaled .page1 #previous {background-position:0px -564px;} + .page5 #next, .upscaled .page5 #next {background-position:-66px -564px;} + #previous, .upscaled #previous {background-position:-134px -564px;} + #previous:active, .upscaled #previous:active {background-position:-268px -564px;} + #next, .upscaled #next {margin-left:-10px;background-position:-200px -564px;} + #next:active, .upscaled #next:active {background-position:-334px -564px;} + + .page1 #previous:hover, .page1 #previous:active {background-position:0px -564px;} + .page5 #next:hover, .page5 #next:active {background-position:-66px -564px} + + #lists {width:4000px;} + #achievements.page1 #lists {left:0;} + #achievements.page2 #lists {left:-784px;} + #achievements.page3 #lists {left:-1568px;} + #achievements.page4 #lists {left:-2352px;} + #achievements.page5 #lists {left:-3136px;} + + #achievements-count {margin:12px 48px 0 0;} + + #achievements, #achievements li, #achievements .coin, #achievement-notification, #achievement-notification .coin, #coinsparks, .upscaled #coinsparks, .achievement-sharing a, #previous, #next {background-size:832px;} + #achievements {height:392px;width:832px;margin-left:-416px;margin-top:-216px;font-size:20px;} + #achievements li, .upscaled #achievements li {height:52px;width:744px;background-position:0 -392px;margin:10px 0;} + #achievements li .coin {margin-right:30px;} + #achievements li span {padding-top:18px;} + .achievement-sharing {right:16px;top:16px;} + .achievement-sharing .facebook {height:22px;width:10px;background-position:-744px -392px;} + .achievement-sharing .facebook:hover {background-position:-744px -414px;} + .achievement-sharing .twitter, .upscaled .achievement-sharing .twitter {height:22px;width:32px;background-position:-754px -392px;margin-left:10px;} + .achievement-sharing .twitter:hover, .upscaled .achievement-sharing .twitter:hover {background-position:-754px -414px;} + + #achievement-notification, .upscaled #achievement-notification {width:432px;bottom:44px;height:0;margin-left:-216px;background-position:0 -496px;} + #achievement-notification.active {height:68px;} + #achievement-notification .coin {position:absolute;top:-40px;left:50%;margin-left:-24px;opacity:0;} + #achievement-notification.active .coin {opacity:1;} + #achievement-notification.active #coinsparks, .upscaled #achievement-notification.active #coinsparks {height:52px;width:48px;-moz-animation:coinsparks2 0.8s steps(6, end) 7;-webkit-animation:coinsparks2 0.8s steps(6, end) 7;-o-animation:coinsparks2 0.8s steps(6, end) 7;-ms-animation:coinsparks2 0.8s steps(6, end) 7;} + #achievement-notification .title {color:#fce045;font-size:14px;margin:18px 0 6px 0;} + #achievement-notification .name {color:#eee;font-size:20px;margin:6px 0;} +} + +@media screen and (max-height: 850px) { + .coin {width:48px;height:52px;} + .achievement1 .coin {background-position:0 -444px;} + .achievement2 .coin {background-position:-48px -444px;} + .achievement3 .coin {background-position:-96px -444px;} + .achievement4 .coin {background-position:-144px -444px;} + .achievement5 .coin {background-position:-192px -444px;} + .achievement6 .coin {background-position:-240px -444px;} + .achievement7 .coin {background-position:-288px -444px;} + .achievement8 .coin {background-position:-336px -444px;} + .achievement9 .coin {background-position:-384px -444px;} + .achievement10 .coin {background-position:-432px -444px;} + .achievement11 .coin {background-position:-480px -444px;} + .achievement12 .coin {background-position:-528px -444px;} + .achievement13 .coin {background-position:-576px -444px;} + .achievement14 .coin {background-position:-624px -444px;} + .achievement15 .coin {background-position:-672px -444px;} + .achievement16 .coin {background-position:-720px -444px;} + .achievement17 .coin {background-position:-768px -444px;} + .achievement18 .coin {background-position:-432px -548px;} + .achievement19 .coin {background-position:-480px -548px;} + .achievement20 .coin {background-position:-528px -548px;} + + #achievements-wrapper {height:258px;width:744px;margin:40px 0 20px 40px;} + #achievements ul {float:left;margin-left:40px;} + #achievements nav {height:44px;width:135px;margin:0 auto;} + #previous, #next {height:44px;width:68px;display:inline-block;} + .page1 #previous, .upscaled .page1 #previous {background-position:0px -564px;} + .page5 #next, .upscaled .page5 #next {background-position:-66px -564px;} + #previous, .upscaled #previous {background-position:-134px -564px;} + #previous:active, .upscaled #previous:active {background-position:-268px -564px;} + #next, .upscaled #next {margin-left:-10px;background-position:-200px -564px;} + #next:active, .upscaled #next:active {background-position:-334px -564px;} + + .page1 #previous:hover, .page1 #previous:active {background-position:0px -564px;} + .page5 #next:hover, .page5 #next:active {background-position:-66px -564px} + + #lists {width:4000px;} + #achievements.page1 #lists {left:0;} + #achievements.page2 #lists {left:-784px;} + #achievements.page3 #lists {left:-1568px;} + #achievements.page4 #lists {left:-2352px;} + #achievements.page5 #lists {left:-3136px;} + + #achievements-count {margin:12px 48px 0 0;} + + #achievements, #achievements li, #achievements .coin, #achievement-notification, #achievement-notification .coin, #coinsparks, .upscaled #coinsparks, .achievement-sharing a, #previous, #next {background-size:832px;} + #achievements {height:392px;width:832px;margin-left:-416px;margin-top:-216px;font-size:20px;} + #achievements li, .upscaled #achievements li {height:52px;width:744px;background-position:0 -392px;margin:10px 0;} + #achievements li .coin {margin-right:30px;} + #achievements li span {padding-top:18px;} + .achievement-sharing {right:16px;top:16px;} + .achievement-sharing .facebook {height:22px;width:10px;background-position:-744px -392px;} + .achievement-sharing .facebook:hover {background-position:-744px -414px;} + .achievement-sharing .twitter, .upscaled .achievement-sharing .twitter {height:22px;width:32px;background-position:-754px -392px;margin-left:10px;} + .achievement-sharing .twitter:hover, .upscaled .achievement-sharing .twitter:hover {background-position:-754px -414px;} + + #achievement-notification, .upscaled #achievement-notification {width:432px;bottom:44px;height:0;margin-left:-216px;background-position:0 -496px;} + #achievement-notification.active {height:68px;} + #achievement-notification .coin {position:absolute;top:-40px;left:50%;margin-left:-24px;opacity:0;} + #achievement-notification.active .coin {opacity:1;} + #achievement-notification.active #coinsparks, .upscaled #achievement-notification.active #coinsparks {height:52px;width:48px;-moz-animation:coinsparks2 0.8s steps(6, end) 7;-webkit-animation:coinsparks2 0.8s steps(6, end) 7;-o-animation:coinsparks2 0.8s steps(6, end) 7;-ms-animation:coinsparks2 0.8s steps(6, end) 7;} + #achievement-notification .title {color:#fce045;font-size:14px;margin:18px 0 6px 0;} + #achievement-notification .name {color:#eee;font-size:20px;margin:6px 0;} +} + +@media screen and (max-width: 1000px) { + .coin {width:24px;height:26px;} + .achievement1 .coin {background-position:0 -222px;} + .achievement2 .coin {background-position:-24px -222px;} + .achievement3 .coin {background-position:-48px -222px;} + .achievement4 .coin {background-position:-72px -222px;} + .achievement5 .coin {background-position:-96px -222px;} + .achievement6 .coin {background-position:-120px -222px;} + .achievement7 .coin {background-position:-144px -222px;} + .achievement8 .coin {background-position:-168px -222px;} + .achievement9 .coin {background-position:-192px -222px;} + .achievement10 .coin {background-position:-216px -222px;} + .achievement11 .coin {background-position:-240px -222px;} + .achievement12 .coin {background-position:-264px -222px;} + .achievement13 .coin {background-position:-288px -222px;} + .achievement14 .coin {background-position:-312px -222px;} + .achievement15 .coin {background-position:-336px -222px;} + .achievement16 .coin {background-position:-360px -222px;} + .achievement17 .coin {background-position:-384px -222px;} + .achievement18 .coin {background-position:-216px -274px;} + .achievement19 .coin {background-position:-240px -274px;} + .achievement20 .coin {background-position:-264px -274px;} + + #achievements-wrapper {height:129px;width:372px;margin:20px 0 10px 20px;} + #achievements ul {float:left;margin-left:20px;} + #achievements nav {height:22px;width:68px;margin:0 auto;} + #previous, #next {height:22px;width:34px;display:inline-block;} + .page1 #previous, .upscaled .page1 #previous {background-position:0px -282px;} + .page5 #next, .upscaled .page5 #next {background-position:-33px -282px;} + #previous, .upscaled #previous {background-position:-67px -282px;} + #previous:active, .upscaled #previous:active {background-position:-134px -282px;} + #next, .upscaled #next {margin-left:-5px;background-position:-100px -282px;} + #next:active, .upscaled #next:active {background-position:-167px -282px;} + + .page1 #previous:hover, .page1 #previous:active {background-position:0px -282px;} + .page5 #next:hover, .page5 #next:active {background-position:-33px -282px} + + #lists {width:2000px;-moz-transition:none;-webkit-transition:none;-o-transition:none;-ms-transition:none;transition:none;} + #achievements.page1 #lists {left:0;} + #achievements.page2 #lists {left:-392px;} + #achievements.page3 #lists {left:-784px;} + #achievements.page4 #lists {left:-1176px;} + #achievements.page5 #lists {left:-1568px;} + + #achievements-count {margin:6px 24px 0 0;} + + #achievements, #achievements li, #achievements .coin, #achievement-notification, #achievement-notification .coin, #coinsparks, .achievement-sharing a, #previous, #next {background-size:416px;} + #achievements {height:196px;width:416px;margin-left:-208px;margin-top:-108px;font-size:10px;} + #achievements li, .upscaled #achievements li {height:26px;width:372px;background-position:0 -196px;margin:5px 0;} + #achievements li .coin {margin-right:15px;} + #achievements li span {padding-top:9px;} + .achievement-sharing {right:8px;top:8px;} + .achievement-sharing .facebook {height:11px;width:5px;background-position:-372px -196px;} + .achievement-sharing .facebook:hover {background-position:-372px -207px;} + .achievement-sharing .twitter, .upscaled .achievement-sharing .twitter {height:11px;width:16px;background-position:-377px -196px;margin-left:5px;} + .achievement-sharing .twitter:hover, .upscaled .achievement-sharing .twitter:hover {background-position:-377px -207px;} + + #achievement-notification, .upscaled #achievement-notification {width:216px;bottom:22px;height:0;margin-left:-108px;background-position:0 -248px;} + #achievement-notification.active {height:34px;} + #achievement-notification .coin {position:absolute;top:-20px;left:50%;margin-left:-12px;opacity:0;} + #achievement-notification.active .coin {opacity:1;} + #achievement-notification.active #coinsparks, .upscaled #achievement-notification.active #coinsparks {height:26px;width:24px;-moz-animation:coinsparks1 0.8s steps(6, end) 7;-webkit-animation:coinsparks1 0.8s steps(6, end) 7;-o-animation:coinsparks1 0.8s steps(6, end) 7;-ms-animation:coinsparks1 0.8s steps(6, end) 7;} + #achievement-notification .title {color:#fce045;font-size:10px;margin:9px 0 3px 0;} + #achievement-notification .name {color:#eee;font-size:10px;margin:3px 0;} +} + +@media screen and (max-width: 600px) { + #achievement-notification .coin {width:48px;height:52px;} + #achievement-notification.achievement1 .coin {background-position:0 -444px;} + #achievement-notification.achievement2 .coin {background-position:-48px -444px;} + #achievement-notification.achievement3 .coin {background-position:-96px -444px;} + #achievement-notification.achievement4 .coin {background-position:-144px -444px;} + #achievement-notification.achievement5 .coin {background-position:-192px -444px;} + #achievement-notification.achievement6 .coin {background-position:-240px -444px;} + #achievement-notification.achievement7 .coin {background-position:-288px -444px;} + #achievement-notification.achievement8 .coin {background-position:-336px -444px;} + #achievement-notification.achievement9 .coin {background-position:-384px -444px;} + #achievement-notification.achievement10 .coin {background-position:-432px -444px;} + #achievement-notification.achievement11 .coin {background-position:-480px -444px;} + #achievement-notification.achievement12 .coin {background-position:-528px -444px;} + #achievement-notification.achievement13 .coin {background-position:-576px -444px;} + #achievement-notification.achievement14 .coin {background-position:-624px -444px;} + #achievement-notification.achievement15 .coin {background-position:-672px -444px;} + #achievement-notification.achievement16 .coin {background-position:-720px -444px;} + #achievement-notification.achievement17 .coin {background-position:-768px -444px;} + #achievement-notification.achievement18 .coin {background-position:-432px -548px;} + #achievement-notification.achievement19 .coin {background-position:-480px -548px;} + #achievement-notification.achievement20 .coin {background-position:-528px -548px;} + + #achievements nav {height:22px;width:68px;margin:0 auto;} + #previous, #next {height:22px;width:34px;display:inline-block;} + .page1 #previous, .upscaled .page1 #previous {background-position:0px -282px;} + .page5 #next, .upscaled .page5 #next {background-position:-33px -282px;} + #previous, .upscaled #previous {background-position:-67px -282px;} + #previous:active, .upscaled #previous:active {background-position:-134px -282px;} + #next, .upscaled #next {margin-left:-5px;background-position:-100px -282px;} + #next:active, .upscaled #next:active {background-position:-167px -282px;} + + .page1 #previous:hover, .page1 #previous:active {background-position:0px -282px;} + .page5 #next:hover, .page5 #next:active {background-position:-33px -282px} + + #lists {width:2000px;-moz-transition:none;-webkit-transition:none;-o-transition:none;-ms-transition:none;transition:none;} + #achievements.page1 #lists {left:0;} + #achievements.page2 #lists {left:-392px;} + #achievements.page3 #lists {left:-784px;} + #achievements.page4 #lists {left:-1176px;} + #achievements.page5 #lists {left:-1568px;} + + #achievements-count {margin:6px 24px 0 0;} + + #achievement-notification, #achievement-notification .coin, #coinsparks {background-size:832px;} + #achievement-notification, .upscaled #achievement-notification {width:432px;bottom:34px;height:0;margin-left:-216px;background-position:0 -496px;} + #achievement-notification.active {height:68px;} + #achievement-notification .coin {position:absolute;top:-40px;left:50%;margin-left:-24px;opacity:0;} + #achievement-notification.active .coin {opacity:1;} + #achievement-notification.active #coinsparks {display:none;} + #achievement-notification .title {color:#fce045;font-size:14px;margin:18px 0 6px 0;} + #achievement-notification .name {color:#eee;font-size:20px;margin:6px 0;} + + #achievements li.unlocked .achievement-sharing {display:block;} +} \ No newline at end of file diff --git a/css/ie.css b/css/ie.css new file mode 100644 index 0000000000000000000000000000000000000000..f46f8e56624fb14425296ec4a338231a704df280 --- /dev/null +++ b/css/ie.css @@ -0,0 +1,5 @@ +/*IE stylesheet*/ + +#container {display:none;} +body {background:url('../img/2/wood.png') repeat;} +.no-opacity #credits, .no-opacity #loadcharacter, .no-opacity #createcharacter, .no-opacity #death, .no-opacity #confirmation, .no-opacity #about {display:none;} diff --git a/css/main.css b/css/main.css new file mode 100644 index 0000000000000000000000000000000000000000..d324fdca534677e17781c9f9106056879aec872b --- /dev/null +++ b/css/main.css @@ -0,0 +1,1232 @@ +/* Eric Meyer's CSS reset */ + +html, body, div, span, applet, object, iframe, +h1, h2, h3, h4, h5, h6, p, blockquote, pre, +a, abbr, acronym, address, big, cite, code, +del, dfn, em, font, img, ins, kbd, q, s, samp, +small, strike, strong, sub, sup, tt, var, +b, u, i, center, +dl, dt, dd, ol, ul, li, +fieldset, form, label, legend, +table, caption, tbody, tfoot, thead, tr, th, td { + margin: 0; + padding: 0; + border: 0; + outline: 0; + font-size: 100%; + vertical-align: baseline; + background: transparent; +} +body { + line-height: 1; +} +ol, ul { + list-style: none; +} +blockquote, q { + quotes: none; +} +blockquote:before, blockquote:after, +q:before, q:after { + content: ''; + content: none; +} + +/* remember to define focus styles! */ +:focus { + outline: 0; +} + +/* remember to highlight inserts somehow! */ +ins { + text-decoration: none; +} +del { + text-decoration: line-through; +} + +/* tables still need 'cellspacing="0"' in the markup */ +table { + border-collapse: collapse; + border-spacing: 0; +} + +/* HTML5 display-role reset for older browsers */ +article, aside, details, figcaption, figure, +footer, header, hgroup, menu, nav, section { + display: block; +} + +/* Typography*/ + + @font-face { + font-family: 'GraphicPixel'; + src: url('../fonts/graphicpixel-webfont.eot'); + src: url('../fonts/graphicpixel-webfont.eot?#iefix') format('embedded-opentype'), + url('../fonts/graphicpixel-webfont.woff') format('woff'), + url('../fonts/graphicpixel-webfont.ttf') format('truetype'), + url('../fonts/graphicpixel-webfont.svg#GraphicPixelRegular') format('svg'); + font-weight: normal; + font-style: normal; + + } + + @font-face { + font-family: 'AdvoCut'; + src: url('../fonts/advocut-webfont.eot'); + src: url('../fonts/advocut-webfont.eot?#iefix') format('embedded-opentype'), + url('../fonts/advocut-webfont.woff') format('woff'), + url('../fonts/advocut-webfont.ttf') format('truetype'), + url('../fonts/advocut-webfont.svg#AndinaRegular') format('svg'); + font-weight: normal; + font-style: normal; + + } + + .gp {font-family: 'GraphicPixel', sans-serif;} + +/* General Layout */ + + + html {-webkit-text-size-adjust: 100%} + html, body {height:100%;} + + body {padding:0;margin:0;background:#111;overflow:hidden;image-rendering:-moz-crisp-edges; image-rendering:-webkit-optimize-contrast;border-top:2px solid #707070;} + + canvas { position:absolute;image-rendering:optimizeSpeed;} + #background { background:url('../img/common/loading.png') no-repeat center center, #000;} + .error #background { background:url('../img/common/loading-error.png') no-repeat center center, #000;} + + #background, #foreground { margin:0; padding:0;} + + #achievements nav::selection {background:transparent;text-decoration:none;color:transparent;} + #canvas, #bar-container, #bubbles, #chatbox, #canvasborder, #foreground, #background, footer, #container, #achievement-notification {-moz-user-select:none;-webkit-user-select:none;-o-user-select:none;-ms-user-select:none;} + + .started #canvas {cursor:none;} + + #foreground { + -webkit-tap-highlight-color:rgba(0,0,0,0); + /* -webkit-touch-callout:none; */ + /* margin:0 auto; + display:block;*/ + } + + + @media screen and (max-width: 600px) { + + #entities { + cursor: default; + } + } + + h1 {font-weight:normal;} + + .preload {display:none;} + +/* Common rules */ + + body.upscaled.game {background:#000;} + .game #logo {display:none;-moz-animation:none;-webkit-animation:none;-o-animation:none;-ms-animation:none;animation:none;} + + #logo, #logosparks, .left-ornament, .right-ornament, #character, #character div, .button, .button div, #respawn, #scroll, #instructions, .icon, #tilt, .parchment-left, .parchment-middle, .parchment-right, .avatar, .facebook, .twitter, .close, #note, .ribbon .top, .ribbon .bottom, #about .img, .ext-link {background:url('../img/1/spritesheet.png');image-rendering:-moz-crisp-edges; image-rendering:-webkit-optimize-contrast;} + + #moztab {height:49px;width:118px;position:fixed;top:0;right:15%;background:url('../img/1/spritesheet.png') no-repeat -229px -204px;display:block;} + + #vignetting {height:100%;width:100%;position:absolute;top:0;left:0;pointer-events:none;} + #logosparks {display:block;position:absolute;top:0;left:0;} + #parchment, #parchment input {font-family:'GraphicPixel';} + #parchment input {width:50%;background:rgba(0,0,0,0.05);text-align:center;-moz-animation:glow 0.5s linear infinite alternate;-webkit-animation:glow 0.5s linear infinite alternate;-o-animation:glow 0.5s linear infinite alternate;-ms-animation:glow 0.5s linear infinite alternate;color:#eee;} + #parchment input:focus {-moz-animation:none;-webkit-animation:none;-o-animation:none;-ms-animation:none;animation:none;color:#fff;background:rgba(0,0,0,0.1);border-color:rgba(0,0,0,0.3);} + + #character div {-moz-transition:0.4s opacity linear;-webkit-transition:0.4s opacity linear;-o-transition:0.4s opacity linear;-ms-transition:0.4s opacity linear;transition:0.4s opacity linear;} + + .play div {position:absolute;top:0;left:0;opacity:1;-moz-transition:0.4s linear opacity;-webkit-transition:0.4s linear opacity;-o-transition:0.4s linear opacity;-ms-transition:0.4s linear opacity;transition:0.4s linear opacity} + .play.disabled div {opacity:0;pointer-events:none;} + .play img {display:none;} + .play.loading img {display:block;position:absolute;top:54%;left:50%;} + + #mask {height:100%;width:100%;position:fixed;top:0;left:0;background:rgba(20,20,20,1);opacity:1;z-index:20;-moz-transition:0.5s opacity linear;-webkit-transition:0.5s opacity linear;-o-transition:0.5s opacity linear;-ms-transition:0.5s opacity linear;transition:0.5s opacity linear;pointer-events:none;} + + #bar-container {background:url('../img/1/barsheet.png');image-rendering:-moz-crisp-edges;position:relative;width:100%;z-index:10;} + #healthbar {background:url('../img/1/barsheet.png');image-rendering:-moz-crisp-edges;position:absolute;} + #hitpoints {background:#d83939;-moz-transition:.5s width ease;-webkit-transition:.5s width ease;-o-transition:.5s width ease;-ms-transition:.5s width ease;transition:.5s width ease;} + #hitpoints.white {-moz-animation:flash 0.5s linear 1;-webkit-animation:flash 0.5s linear 1;-o-animation:flash 0.5s linear 1;-ms-animation:flash 0.5s linear 1;animation:flash 0.5s linear 1;} + #hitpoints.invincible {-moz-animation:invincible 0.3s steps(3, end) alternate infinite;-webkit-animation:invincible 0.3s steps(3, end) alternate infinite;-o-animation:invincible 0.3s steps(3, end) alternate infinite;-ms-animation:invincible 0.3s steps(3, end) alternate infinite;} + + #notifications {position:absolute;left:50%;text-align:center;font-family:'GraphicPixel';overflow:hidden;} + #notifications div {position:absolute;-moz-transition:none;-webkit-transition:none;top:0;width:100%;} + #notifications div.top {-moz-transition:0.5s top ease;-webkit-transition:0.5s top ease;-o-transition:0.5s top ease;-ms-transition:0.5s top ease;transition:0.5s top ease;} + #notifications div.top #message1 {opacity:0;-moz-transition:0.2s opacity linear;-webkit-transition:0.2s opacity linear;-o-transition:0.2s opacity linear;-ms-transition:0.2s opacity linear;transition:0.2s opacity linear;} + #notifications span {display:block;text-align:center;width:100%;opacity:1;-moz-user-select:none;-webkit-user-select:none;} + + #playercount {font-family:'GraphicPixel';color:#e3e3e3;position:absolute;} + #playercount:hover {cursor:pointer;color:#FCE045;} + #population {background:url('../img/1/barsheet.png');image-rendering:-moz-crisp-edges;position:absolute;font-family:'GraphicPixel';color:#fff;text-align:center;opacity:0;pointer-events:none;-moz-transition:0.2s opacity linear, 0.2s height ease;-webkit-transition:0.2s opacity linear, 0.2s height ease;-o-transition:0.2s opacity linear, 0.2s height ease;-ms-transition:0.2s opacity linear, 0.2s height ease;transition:0.2s opacity linear, 0.2s height ease;height:0;overflow:hidden;} + #population span:nth-child(1) {color:#FCE045;} + #population.visible {opacity:1;pointer-events:auto;} + + .barbutton {background:url('../img/1/barsheet.png');image-rendering:-moz-crispt-edges;position:absolute;} + + #chatbox {background:url('../img/1/barsheet.png');image-rendering:-moz-crisp-edges;position:absolute;left:50%;z-index:5;-moz-transition:0.2s bottom ease;-webkit-transition:0.2s bottom ease;-o-transition:0.2s bottom ease;-ms-transition:0.2s bottom ease;transition:0.2s bottom ease;} + .bubble p {-moz-user-select:none;-webkit-user-select:none;} + + #instructions {position:absolute;top:50%;left:50%;z-index:1000;font-family:'GraphicPixel';pointer-events:none;opacity:0;-moz-transition:0.25s opacity linear;-webkit-transition:0.4s top ease, 0.4s opacity linear;-o-transition:0.4s top ease, 0.4s opacity linear;-ms-transition:0.4s top ease, 0.4s opacity linear;transition:0.4s top ease, 0.4s opacity linear;} + #instructions.active, #achievements.active {opacity:1;pointer-events:auto;} + + #weapon, #armor {image-rendering:-moz-crisp-edges;} + + #achievements, #achievements li, .coin, #achievement-notification, #coinsparks, .achievement-sharing a, #previous, #next {background:url('../img/1/achievements.png');image-rendering:-moz-crisp-edges;} + #achievements {font-family:'GraphicPixel'; position:absolute;top:50%;left:50%;z-index:1000;opacity:0;pointer-events:none;-moz-transition:0.25s opacity linear;-webkit-transition:0.4s top ease, 0.4s opacity linear;-o-transition:0.4s top ease, 0.4s opacity linear;-ms-transition:0.4s top ease, 0.4s opacity linear;transition:0.4s top ease, 0.4s opacity linear;} + #achievements li {clear:both;position:relative;} + #achievements li .coin, #achievements li .achievement-name {float:left;} + #achievements li .coin {opacity:0;} + #achievements li.unlocked .achievement-name {color:#fce045;} + #achievements li.unlocked .coin {opacity:1;} + #achievements .achievement-name {color:#fff;} + #achievements .achievement-description {float:right;width:65%;} + #achievement-notification {position:absolute;z-index:8;bottom:0;left:50%;text-align:center;font-family:'GraphicPixel';pointer-events:none;-moz-transition:0.3s height ease;-webkit-transition:0.3s height ease;-o-transition:0.3s height ease;-ms-transition:0.3s height ease;} + #achievement-notification .name, #achievement-notification .title {opacity:0;-moz-transition:0.3s opacity linear;-webkit-transition:0.3s opacity linear;-o-transition:0.3s opacity linear;-ms-transition:0.3s opacity linear;transition:0.3s opacity linear;} + #achievement-notification.active .name, #achievement-notification.active .title {opacity:1;} + #achievement-info {overflow:hidden;height:100%;} + .achievement-sharing {position:absolute;display:none;} + #achievements li.unlocked:hover .achievement-sharing {display:block;} + .achievement-sharing a {display:block;float:left;} + + #bubbles a {pointer-events:auto;text-decoration:none;color:#fcda5c;} + + #create-new span:hover, #cancel span:hover {cursor:pointer;color:#d83939;} + #create-new span span {color:#b2af9b;} + #create-new span span:hover {color:#b2af9b;} + #playername {color:#fff;} + + #credits, #loadcharacter, #confirmation, #death, #error, #about {position:absolute;left:50%;text-align:center;font-family:'GraphicPixel', sans-serif;z-index:1000;} + + #playerimage {image-rendering: -moz-crisp-edges; image-rendering: -webkit-optimize-contrast;} + + #parchment p {font-family:'GraphicPixel';} + + #credits, #death, #about {top:50%;} + .intro #credits, .intro #about {top:55%;} + #credits h1 a {color:#fcda5c;text-decoration:none;} + #authors div a {display:block;color:#fff;text-decoration:none;} + #authors div a:hover, #credits h1 a:hover {color:#93C1FF;} + #seb {clear:both;} + + #portrait {display:none;} + + #about .link a:hover {color:#d83939;} + + footer {font-family:'GraphicPixel';position:absolute;bottom:5%;left:0;text-align:center;width:100%;color:#c6c0a3;-moz-transition:0.2s opacity linear;-webkit-transition:0.2s opacity linear;-o-transition:0.2s opacity linear;-ms-transition:0.2s opacity linear;transition:0.2s opacity linear;} + .upscaled.game footer {color:#8a8a8a;} + + .intro footer {opacity:1;} + footer:hover {opacity:1;} + footer div {display:inline-block;} + #sharing a {display:block;float:right;background-size:844px;position:relative;top:-2px;} + #sharing .facebook {height:22px;width:22px;background-position:-822px -224px;margin:0 12px 0 12px;} + #sharing .facebook:hover {background-position:-822px -224px;} + #sharing .twitter {height:22px;width:32px;background-position:-770px -224px;margin:0 12px 0 0;} + #sharing .twitter:hover {background-position:-770px -224px;} + #sharing .gplus {height:22px;width:22px;background:url('../img/common/gplus.png');margin:0 12px 0 0px;} + #credits-link span {display:inline-block;margin-left:12px;} + #credits-link span:hover {color:#fcda5c;cursor:pointer;} + + #sharing a:hover {-moz-transform:scale(1.2);-webkit-transform:scale(1.2);-o-transform:scale(1.2);transform:scale(1.2);} + #sharing a:active {-moz-transform:scale(1);-webkit-transform:scale(1);-o-transform:scale(1);transform:scale(1);} + + .close {position:absolute;z-index:20000;} + .close:hover {cursor:pointer;} + + .ribbon {position:absolute;} + .ribbon:hover {cursor:pointer;} + .ribbon .top {-moz-transition:0.25s height ease;-webkit-transition:0.25s height ease;-o-transition:0.25s height ease;-ms-transition:0.25s height ease;transition:0.25s height ease;} + + .bubble {background:rgba(45,45,45,0.8);padding:0px 12px 0px 12px;border-radius:8px;color:rgba(255,255,255,0.8);display:inline-block;text-align:center;position:absolute;} + .thingy {height:10px;width:11px;background:url('../img/common/thingy.png');margin:0 auto;margin-top:-10px;top:10px;position:relative;} + + .alert {height:50px;background:#d83939;width:100%;color:#eee;font-size:20px;font-family:'GraphicPixel', arial, sans-serif;text-align:center;line-height:50px;border-bottom:1px solid #000;} + + #instructions, #achievements, #lists, #about, #credits, .ribbon, .play, .play div, .barbutton {-webkit-tap-highlight-color:transparent;} + #nameinput::-webkit-input-placeholder {color:#fff;} + + #resize-check {position:absolute;height:0;top:0;left:0;-moz-transition:0.001s height ease;-webkit-transition:0.001s height ease;-o-transition:0.001s height ease;-ms-transition:0.001s height ease;transition:0.001s height ease;} + + #death p em {display:block;font-style:normal;} + +/* Magic Parchment */ + + .parchment-left {position:absolute;top:0;left:0%;} + .parchment-right {position:absolute;top:0;right:0%;} + .parchment-middle {position:absolute;left:50%;top:0;} + .animate .parchment-left {-moz-animation:parchleft 1s ease 1;-webkit-animation:parchleft 1s ease 1;-o-animation:parchleft 1s ease 1;-ms-animation:parchleft 1s ease 1;animation:parchleft 1s ease 1;} + .animate .parchment-right {-moz-animation:parchright 1s ease 1;-webkit-animation:parchright 1s ease 1;-o-animation:parchright 1s ease 1;-ms-animation:parchright 1s ease 1;animation:parchright 1s ease 1;} + + #credits, #createcharacter, #loadcharacter, #confirmation, #death, #error, #about {opacity:0;pointer-events:none;-moz-transition:none;-webkit-transition:none;-o-transition:none;-ms-transition:none;transition:none;} + .credits #credits, .createcharacter #createcharacter, .loadcharacter #loadcharacter, .confirmation #confirmation, .death #death, .error #error, .about #about {opacity:1;pointer-events:auto;-moz-transition:0.5s opacity linear;-webkit-transition:0.5s opacity linear;-o-transition:0.5s opacity linear;-ms-transition:0.5s opacity linear;transition:0.5s opacity linear;} + +/* States & Transitions */ + + #intro {-moz-transition:0.4s opacity linear;-webkit-transition:0.4s opacity linear;-o-transition:0.4s opacity linear;-ms-transition:0.4s opacity linear;transition:0.4s opacity linear;} + #mask, #logo, #parchment {opacity:0;} + .intro #logo, .intro #parchment {opacity:1;} + + .game #confirmation, .game #loadcharacter, .game #createcharacter, .game #error {display:none;} + + .game #parchment {z-index:0;-moz-transition:0.5s opacity linear 0.5s, 0s z-index linear 1s;-webkit-transition:0.5s opacity linear 0.5s, 0s z-index linear 1s;-o-transition:0.5s opacity linear 0.5s, 0s z-index linear 1s;-ms-transition:0.5s opacity linear 0.5s, 0s z-index linear 1s;transition:0.5s opacity linear 0.5s, 0s z-index linear 1s;top:50%;} + .game #credits, .game #death, .game #about {opacity:0;-moz-transition:0s opacity linear 0s;-webkit-transition:0s opacity linear 0s;-o-transition:0s opacity linear 0s;-ms-transition:0s opacity linear 0s;transition:0s opacity linear 0s;} + .game.credits #credits, .game.death #death, .game.about #about {opacity:1;-moz-transition:0.5s opacity linear 0.5s;-webkit-transition:0.5s opacity linear 0.5s;-o-transition:0.5s opacity linear 0.5s;-ms-transition:0.5s opacity linear 0.5s;transition:0.5s opacity linear 0.5s;} + .game.credits #parchment, .game.death #parchment, .game.about #parchment {opacity:1;-moz-transition:0.5s opacity linear 0s, 0s z-index linear 0s;-webkit-transition:0.5s opacity linear 0s, 0s z-index linear 0s;-o-transition:0.5s opacity linear 0s, 0s z-index linear 0s;-ms-transition:0.5s opacity linear 0s, 0s z-index linear 0s;transition:0.5s opacity linear 0s, 0s z-index linear 0s;z-index:200;} + .game .parchment-left {-moz-transition:0.5s left ease;-webkit-transition:0.5s left ease;-o-transition:0.5s left ease;-ms-transition:0.5s left ease;transition:0.5s left ease;left:41%;} + .game .parchment-right {-moz-transition:0.5s right ease;-webkit-transition:0.5s right ease;-o-transition:0.5s right ease;-ms-transition:0.5s right ease;transition:0.5s right ease;right:41%;} + .game .parchment-middle {-moz-transition:0.5s width ease, 0.5s margin-left ease, 0.5s background-position ease;-webkit-transition:0.5s width ease, 0.5s margin-left ease, 0.5s background-position ease;-o-transition:0.5s width ease, 0.5s margin-left ease, 0.5s background-position ease;-ms-transition:0.5s width ease, 0.5s margin-left ease, 0.5s background-position ease;transition:0.5s width ease, 0.5s margin-left ease, 0.5s background-position ease;width:0px;margin-left:0px;} + .game.credits .parchment-left, .game.death .parchment-left, .game.about .parchment-left {left:0%;} + .game.credits .parchment-right, .game.death .parchment-right, .game.about .parchment-right {right:0%;} + + #container {z-index:100;background:rgba(0,0,0,0.2);-moz-transition:1s opacity linear 0.5s;-webkit-transition:1s opacity linear 0.5s;-o-transition:1s opacity linear 0.5s;-ms-transition:1s opacity linear 0.5s;transition:1s opacity linear 0.5s;} + .intro #container {opacity:0;pointer-events:none;} + .game #container {opacity:1;} + + #logo, #parchment {-moz-transition:0.5s opacity linear;-webkit-transition:0.5s opacity linear;-o-transition:0.5s opacity linear;-ms-transition:0.5s opacity linear;transition:0.5s opacity linear;} + + @-moz-keyframes flash { 0% {background:#ffa2a2;} 100% {background:#e22525; }} + @-webkit-keyframes flash { 0% {background:#ffa2a2;} 100% {background:#e22525; }} + @-o-keyframes flash { 0% {background:#ffa2a2;} 100% {background:#e22525; }} + @-ms-keyframes flash { 0% {background:#ffa2a2;} 100% {background:#e22525; }} + + @-moz-keyframes glow { from {color:#fcda5c;} to {color:#fff;} } + @-webkit-keyframes glow { from {color:#fcda5c;} to {color:#fff;} } + @-o-keyframes glow { from {color:#fcda5c;} to {color:#fff;} } + @-ms-keyframes glow { from {color:#fcda5c;} to {color:#fff;} } + + @-moz-keyframes logo1 { from { background-position: 0 -42px; } to { background-position: 0 -294px; }} + @-webkit-keyframes logo1 { from { background-position: 0 -42px; } to { background-position: 0 -294px; }} + @-o-keyframes logo1 { from { background-position: 0 -42px; } to { background-position: 0 -294px; }} + @-ms-keyframes logo1 { from { background-position: 0 -42px; } to { background-position: 0 -294px; }} + @-moz-keyframes logo2 { from { background-position: 0 -84px; } to { background-position: 0 -588px; }} + @-webkit-keyframes logo2 { from { background-position: 0 -84px; } to { background-position: 0 -588px; }} + @-o-keyframes logo2 { from { background-position: 0 -84px; } to { background-position: 0 -588px; }} + @-ms-keyframes logo2 { from { background-position: 0 -84px; } to { background-position: 0 -588px; }} + @-moz-keyframes logo3 { from { background-position: 0 -126px; } to { background-position: 0 -882px; }} + @-webkit-keyframes logo3 { from { background-position: 0 -126px; } to { background-position: 0 -882px; }} + @-o-keyframes logo3 { from { background-position: 0 -126px; } to { background-position: 0 -882px; }} + @-ms-keyframes logo3 { from { background-position: 0 -126px; } to { background-position: 0 -882px; }} + + @-moz-keyframes parchleft { 0% { left:0%; } 45% { left:41%; } 55% { left:41%; } 100% { left:0%; }} + @-webkit-keyframes parchleft { 0% { left:0%; } 45% { left:41%; } 55% { left:41%; } 100% { left:0%; }} + @-o-keyframes parchleft { 0% { left:0%; } 45% { left:41%; } 55% { left:41%; } 100% { left:0%; }} + @-ms-keyframes parchleft { 0% { left:0%; } 45% { left:41%; } 55% { left:41%; } 100% { left:0%; }} + @-moz-keyframes parchright { 0% {right:0%; } 45% { right:41%; } 55% { right:41%; } 100% { right:0%; }} + @-webkit-keyframes parchright { 0% {right:0%; } 45% { right:41%; } 55% { right:41%; } 100% { right:0%; }} + @-o-keyframes parchright { 0% {right:0%; } 45% { right:41%; } 55% { right:41%; } 100% { right:0%; }} + @-ms-keyframes parchright { 0% {right:0%; } 45% { right:41%; } 55% { right:41%; } 100% { right:0%; }} + + @-moz-keyframes parchmiddle3 { + 0% {width:1038px;margin-left:-519px;background-position:-114px -882px;} + 45% {width:0px;margin-left:0px;background-position: -633px -882px;} + 55% {width:0px;margin-left:0px;background-position: -633px -882px;} + 100% {width:1038px;margin-left:-519px;background-position: -114px -882px;} + } + @-webkit-keyframes parchmiddle3 { + 0% {width:1038px;margin-left:-519px;background-position:-114px -882px;} + 45% {width:0px;margin-left:0px;background-position: -633px -882px;} + 55% {width:0px;margin-left:0px;background-position: -633px -882px;} + 100% {width:1038px;margin-left:-519px;background-position: -114px -882px;} + } + @-o-keyframes parchmiddle3 { + 0% {width:1038px;margin-left:-519px;background-position:-114px -882px;} + 45% {width:0px;margin-left:0px;background-position: -633px -882px;} + 55% {width:0px;margin-left:0px;background-position: -633px -882px;} + 100% {width:1038px;margin-left:-519px;background-position: -114px -882px;} + } + @-ms-keyframes parchmiddle3 { + 0% {width:1038px;margin-left:-519px;background-position:-114px -882px;} + 45% {width:0px;margin-left:0px;background-position: -633px -882px;} + 55% {width:0px;margin-left:0px;background-position: -633px -882px;} + 100% {width:1038px;margin-left:-519px;background-position: -114px -882px;} + } + + @-moz-keyframes parchmiddle2 { + 0% {width:692px;margin-left:-346px;background-position:-76px -588px;} + 45% {width:0px;margin-left:0px;background-position: -422px -588px;} + 55% {width:0px;margin-left:0px;background-position: -422px -588px;} + 100% {width:692px;margin-left:-346px;background-position:-76px -588px;} + } + @-webkit-keyframes parchmiddle2 { + 0% {width:692px;margin-left:-346px;background-position:-76px -588px;} + 45% {width:0px;margin-left:0px;background-position: -422px -588px;} + 55% {width:0px;margin-left:0px;background-position: -422px -588px;} + 100% {width:692px;margin-left:-346px;background-position:-76px -588px;} + } + @-o-keyframes parchmiddle2 { + 0% {width:692px;margin-left:-346px;background-position:-76px -588px;} + 45% {width:0px;margin-left:0px;background-position: -422px -588px;} + 55% {width:0px;margin-left:0px;background-position: -422px -588px;} + 100% {width:692px;margin-left:-346px;background-position:-76px -588px;} + } + @-ms-keyframes parchmiddle2 { + 0% {width:692px;margin-left:-346px;background-position:-76px -588px;} + 45% {width:0px;margin-left:0px;background-position: -422px -588px;} + 55% {width:0px;margin-left:0px;background-position: -422px -588px;} + 100% {width:692px;margin-left:-346px;background-position:-76px -588px;} + } + + @-moz-keyframes parchmiddle1 { + 0% {width:346px;margin-left:-173px;background-position:-38px -294px;} + 45% {width:0px;margin-left:0px;background-position: -211px -294px;} + 55% {width:0px;margin-left:0px;background-position: -211px -294px;} + 100% {width:346px;margin-left:-173px;background-position:-38px -294px;} + } + @-webkit-keyframes parchmiddle1 { + 0% {width:346px;margin-left:-173px;background-position:-38px -294px;} + 45% {width:0px;margin-left:0px;background-position: -211px -294px;} + 55% {width:0px;margin-left:0px;background-position: -211px -294px;} + 100% {width:346px;margin-left:-173px;background-position:-38px -294px;} + } + @-o-keyframes parchmiddle1 { + 0% {width:346px;margin-left:-173px;background-position:-38px -294px;} + 45% {width:0px;margin-left:0px;background-position: -211px -294px;} + 55% {width:0px;margin-left:0px;background-position: -211px -294px;} + 100% {width:346px;margin-left:-173px;background-position:-38px -294px;} + } + @-ms-keyframes parchmiddle1 { + 0% {width:346px;margin-left:-173px;background-position:-38px -294px;} + 45% {width:0px;margin-left:0px;background-position: -211px -294px;} + 55% {width:0px;margin-left:0px;background-position: -211px -294px;} + 100% {width:346px;margin-left:-173px;background-position:-38px -294px;} + } + + + @-moz-keyframes coinsparks1 { from { background-position: -216px -248px; } to { background-position: -360px -248px; }} + @-webkit-keyframes coinsparks1 { from { background-position: -216px -248px; } to { background-position: -360px -248px; }} + @-o-keyframes coinsparks1 { from { background-position: -216px -248px; } to { background-position: -360px -248px; }} + @-ms-keyframes coinsparks1 { from { background-position: -216px -248px; } to { background-position: -360px -248px; }} + @-moz-keyframes coinsparks2 { from { background-position: -432px -496px; } to { background-position: -720px -496px; }} + @-webkit-keyframes coinsparks2 { from { background-position: -432px -496px; } to { background-position: -720px -496px; }} + @-o-keyframes coinsparks2 { from { background-position: -432px -496px; } to { background-position: -720px -496px; }} + @-ms-keyframes coinsparks2 { from { background-position: -432px -496px; } to { background-position: -720px -496px; }} + @-moz-keyframes coinsparks3 { from { background-position: -648px -744px; } to { background-position: -1080px -744px; }} + @-webkit-keyframes coinsparks3 { from { background-position: -648px -744px; } to { background-position: -1080px -744px; }} + @-o-keyframes coinsparks3 { from { background-position: -648px -744px; } to { background-position: -1080px -744px; }} + @-ms-keyframes coinsparks3 { from { background-position: -648px -744px; } to { background-position: -1080px -744px; }} + + @-moz-keyframes invincible { from {background:#fa6a00;} to {background:#fabc00;} } + @-webkit-keyframes invincible { from {background:#fa6a00;} to {background:#fabc00;} } + @-o-keyframes invincible { from {background:#fa6a00;} to {background:#fabc00;} } + @-ms-keyframes invincible { from {background:#fa6a00;} to {background:#fabc00;} } + + + + @media screen and (min-width: 1501px) { + + .upscaled #logo, .upscaled #logosparks, .upscaled .left-ornament, .upscaled .right-ornament, .upscaled #character, .upscaled #character div, .upscaled .button, .upscaled .button div, .upscaled #respawn, .upscaled #scroll, .upscaled #instructions, .upscaled .icon, .upscaled #tilt, .upscaled .parchment-left, .upscaled .parchment-middle, .upscaled .parchment-right, .upscaled .avatar, .upscaled .facebook, .upscaled .twitter, .upscaled .close, .upscaled .ribbon .top, .upscaled .ribbon .bottom, .upscaled #about .img, .upscaled .ext-link {background-image:url('../img/3/spritesheet.png');} + .upscaled #bar-container, .upscaled #healthbar, .upscaled .barbutton, .upscaled #chatbox, .upscaled #population {background-image:url('../img/3/barsheet.png');} + .upscaled #achievements, .upscaled #achievements li, .upscaled .coin, .upscaled #achievement-notification, .upscaled #coinsparks, .upscaled .achievement-sharing a, .upscaled #previous, .upscaled #next {background:url('../img/3/achievements.png');} + + + body {background:-moz-radial-gradient(rgba(0,0,0,0) 40%,rgba(0,0,0,1) 125%), url('../img/1/wood2.png') no-repeat 1587px 138px, url('../img/1/wood2.png') no-repeat 51px 519px, url('../img/1/wood3.png') no-repeat 228px 219px, url('../img/1/wood.png') repeat, #000; background-size:auto, 15px auto, 15px auto, 60px auto, 384px;} + body {background:-webkit-gradient(radial, center center, 360, center center, 1200, from(rgba(0,0,0,0)), to(rgba(0,0,0,1))), url('../img/3/wood2.png') no-repeat 1587px 138px, url('../img/3/wood2.png') no-repeat 51px 519px, url('../img/3/wood3.png') no-repeat 228px 219px, url('../img/3/wood.png') repeat, #000; background-size:auto, 15px auto, 15px auto, 60px auto, 384px;} + #logo, #logosparks, .left-ornament, .right-ornament, #character, #character div, .button, .button div, #respawn, #scroll, #instructions, .icon, .avatar, .close, #note, .ribbon .top, .ribbon .bottom, #about .img, .ext-link {background-size:1266px auto;} + #logo {height:126px;width:687px;position:absolute;top:10%;left:50%;margin-left:-344px;z-index:3;} + #logosparks {width:687px;height:126px;z-index:4;-moz-animation:logo3 .8s steps(6, end) infinite;-webkit-animation:logo3 .8s steps(6, end) infinite;-o-animation:logo3 .8s steps(6, end) infinite;-ms-animation:logo3 .8s steps(6, end) infinite;} + #parchment, #loadcharacter, #confirmation, #error {width:1266px;height:546px;position:absolute;top:55%;left:50%;margin-left:-633px;margin-top:-273px;font-size:30px;text-align:center;z-index:2;} + #parchment h1 {margin-top:60px;font-weight:normal;} + .left-ornament, .right-ornament {height:36px;width:93px;display:inline-block;margin:0 20px;position:relative;top:12px;} + .left-ornament {background-position:-1062px 0;} + .right-ornament {background-position:-1155px 0;} + #character {height:63px;width:36px;margin:0 auto;background-position:-1062px -36px;margin-top:45px;position:relative;} + #character div {height:63px;width:36px;position:absolute;top:0;left:0;background-position:-1098px -36px;opacity:1;} + #character.disabled div {opacity:0;pointer-events:none;} + #parchment input {margin-top:30px; padding:0 15px; border:3px dashed #b2af9b; font-size:30px;border-radius:9px;height:61px;} + .button {height:153px;width:375px;background-position:-687px -306px;margin:30px auto 0 auto;position:relative;} + .play div {height:153px;width:375px;background-position:-687px 0px;} + .play div:active {background-position:-687px -459px;} + .play.loading div {background-position:-681px -2178px;} + .play.loading img {margin-top:-16px;margin-left:-16px;height:32px;width:32px;} + .stroke, .achievement-name {text-shadow:3px 3px 0 #373737, 3px -3px 0 #373737, 0 3px 0 #373737, 3px 0 0 #373737, -3px 3px 0 #373737, -3px -3px 0 #373737, 0 -3px 0 #373737, 0 3px 0 #373737, -3px 0 0 #373737;} + + #loadcharacter h1, #confirmation h1, #error h1 {margin-top:30px;} + #playername {margin-top:15px;} + .loadcharacter .play, .confirmation .delete {margin:15px auto 15px auto;} + #confirmation p, #error p {font-size:30px;margin-top:60px;line-height:40px;} + #error p {width:70%;margin:60px auto 0;} + .button.delete {background-position:-687px -153px;} + .button.delete:active {background-position:0 -2178px;} + + #container {width:1470px;margin:0 auto;position:absolute;top:50%;margin-top:-378px;left:50%;margin-left:-735px;} + #canvasborder {padding:15px;background:url('../img/3/border.png') no-repeat;} + #canvas {width:100%;height:672px;} + #fade {width:1440px;height:672px;top:15px;left:15px;} + + #instructions {height:516px;width:1251px;background-position:0 -1581px;margin-left:-624px;margin-top:-279px;color:#373737;} + #instructions h1 {font-size:40px;text-align:center;margin:50px 0;} + #instructions ul {font-size:30px;margin-top:30px;} + #instructions ul li {margin:20px 0; clear:left;} + #instructions li:nth-child(1) span {height:87px;width:45px;background-position:-1134px -36px; display:block;float:left;margin: 0 30px 9px 60px;position: relative;top: -39px;} + #instructions li:nth-child(2) span {height:48px;width:39px;background-position:-1179px -36px; display:block;float:left;margin: 0 36px 42px 60px;position: relative;top: -9px;} + #instructions li:nth-child(3) span {height:63px;width:48px;background-position:-1218px -36px; display:block;float:left;margin: 0 27px 0 60px;position: relative;top: -18px;} + #instructions p {text-align:center;font-family:'GraphicPixel';font-size:20px;clear:left;margin-top:50px;} + + #playerimage {height: 96px; width: 96px;} + + .close {height:48px;width:48px;top:-12px;right:-15px;background-position:-1062px -378px;} + .close:hover {background-position:-1110px -378px;} + .close:active {background-position:-1158px -378px;} + + .ribbon {width:54px;right:30px;top:12px;} + .ribbon .top {width:100%;height:18px;background-position:-1143px -516px;} + .ribbon .bottom {width:100%;height:66px;background-position:-1143px -555px;} + .ribbon:hover .top {height:30px;} + .ribbon:hover .bottom {background-position:-1197px -555px;} + #createcharacter .ribbon {right:30px;top:12px;} + #loadcharacter .ribbon {right:148px;top:-13px;} + + /*Death & Respawn*/ + #death p {font-size:30px;margin-top:140px;} + #death p em {margin-top:50px;} + #respawn {width:375px;height:153px;margin:60px auto 0 auto;background-position: 0 -1428px;} + #respawn:active {background-position:-375px -1428px;} + + + /*Bubbles*/ + #bubbles {width:1440px;height:672px;margin-bottom:-672px;position:relative;top:-672px;pointer-events:none;} + p {font-family:arial, sans-serif;font-size:12px;margin:0;padding:12px 0} + .bubble p {font-family:"GraphicPixel"; font-size:18px;line-height:24px;} + + /*GUI Bar*/ + #bar-container {height:51px;top:-3px;background-size:1440px;} + + #healthbar {height:39px;background-position:0 -51px;width:306px;top:9px;background-size:1440px;z-index:20;} + #hitpoints {width:0px;height:33px;top:12px;left:33px;z-index:10;position:absolute;} + + #armor, #weapon {width:48px;height:48px;position:absolute;background-size:288px;background-position:-96px;} + #weapon {left:312px;top:3px;background-size:288px;} + #armor {left:363px;top:3px;} + + #notifications {width:588px;margin-left:-294px;font-size:20px;color:#eee;top:6px;height:45px;} + #notifications div.top {top:-45px;} + #notifications span {line-height:45px;height:45px;} + + #playercount {font-size:20px;left:1076px;top:18px;width:172px;text-align:center;} + #population {background-size:1440px;right:105px;bottom:66px;width:393px;background-position:-720px -144px;font-size:20px;line-height:30px;} + #population.visible {height:96px;} + #instance-population {padding-top:18px;} + + + .barbutton {background-size:1440px;height:45px;width:42px;} + #chatbutton {background-position:-306px -51px;top:3px;left:1260px;} + #chatbutton:hover {background-position:-348px -51px;} + #chatbutton.active {background-position:-390px -51px;} + #achievementsbutton {background-position:-432px -51px;top:3px;left:1305px;} + #achievementsbutton:hover, #achievementsbutton.blink:hover {background-position:-474px -51px;} + #achievementsbutton.blink {background-position:-864px -51px;} + #achievementsbutton.active {background-position:-516px -51px;} + #helpbutton {background-position:-558px -51px;top:3px;left:1350px;} + #helpbutton:hover {background-position:-600px -51px;} + #helpbutton.active {background-position:-642px -51px;} + #mutebutton {background-position:-684px -51px;top:3px;left:1395px;} + #mutebutton:hover {background-position:-726px -51px;} + #mutebutton.active {background-position:-768px -51px;} + + #chatbox {height:48px;width:1182px;background-size:1440px;background-position:0 -96px;margin-left:-591px;bottom:18px;} + #chatbox.active {bottom:66px;} + #chatbox input {font-size:20px;color:#eee;background:none;width:90%;border:0;margin-left:2%;padding:16px 0;} + + /*Credits*/ + #credits, #death, #about {width:1266px;height:546px;margin-left:-633px;margin-top:-273px;font-size:30px;} + .parchment-left, .parchment-right, .parchment-middle {background-size:1266px;} + .parchment-left {width:114px;height:546px;background-position:0 -882px;} + .parchment-right {width:114px;height:546px;background-position:-1152px -882px;} + .parchment-middle {height:546px;background-position:-114px -882px;width:1038px;margin-left:-519px;} + + #credits h1, #about h1 {margin-top:35px;font-weight:normal;} + #credits h1 a {font-size:36px;} + .game #credits h1, .game #about h1 {margin-top:52px;} + #credits h1 span.title {max-width:300px;display:inline-block;line-height:39px;margin-top:-90px;position:relative;top:36px;} + #authors {clear:both;margin-top:100px;} + #guillaume, #franck {width:47%;line-height:36px;} + #guillaume {float:left;text-align:right;} + #franck {float:right;text-align:left;} + .avatar {height:75px;width:39px;} + #guillaume .avatar {float:right;background-position:-1062px -303px;margin-left:60px;} + #franck .avatar {float:left;background-position:-1101px -303px;margin-right:60px;} + #seb {margin:270px auto 0 auto;width:54%;color:#373737;font-size:25px;} + #seb a {color:#373737;text-decoration:none;} + #seb a:hover {color:#397cd8;} + #note {float:left;background-position:-1203px -336px;height:33px;width:30px;} + #close-credits {margin:45px auto 0 auto;text-align:center;clear:both;font-size:20px;color:#373737;} + #sharing {width:240px;} + + /*About*/ + #about h1 span.title {max-width:400px;display:inline-block;line-height:39px;margin-top:-90px;position:relative;} + #close-about {margin:230px auto 0 auto;text-align:center;clear:both;font-size:20px;color:#373737;} + #about #game-desc {font-size:28px;text-align:center;max-width:70%;margin:30px auto;line-height:34px;} + #about .left p, #about .right p {font-size:20px;text-align:left;line-height:26px;padding:0;margin-top:-10px;} + #about .left {width:31%;float:left;margin-left:12%;} + #about .right {width:37%;float:right;margin-right:12%;} + #about .left .img {height:90px;width:81px;float:left;background-position:-1062px -516px;margin-right:20px;} + #about .right .img {height:90px;width:168px;float:left;background-position:-1062px -426px;margin-right:20px;} + #about .link {clear:both;font-size:20px;margin:30px 0;display:block;text-align:left;line-height:16px;} + #about .link a {color:#2e7fdd;text-decoration:none;} + #about .link .ext-link {height:18px;width:18px;background-position:-1197px -516px;display:block;float:left;margin-right:10px;} + + .animate .parchment-middle {-moz-animation:parchmiddle3 1s ease 1;-webkit-animation:parchmiddle3 1s ease 1;-o-animation:parchmiddle3 1s ease 1;-ms-animation:parchmiddle3 1s ease 1;} + + .game .parchment-middle {background-position: -633px -882px;} + .game.credits .parchment-middle, .game.death .parchment-middle, .game.about .parchment-middle {width:1038px;margin-left:-519px;background-position: -114px -882px;} + + footer {font-size:20px;} + #resize-check {height:3px;} + } + + @media screen and (max-width: 1500px) { + + .upscaled #logo, .upscaled #logosparks, .upscaled .left-ornament, .upscaled .right-ornament, .upscaled #character, .upscaled #character div, .upscaled .button, .upscaled .button div, .upscaled #respawn, .upscaled #scroll, .upscaled #instructions, .upscaled .icon, .upscaled #tilt, .upscaled .parchment-left, .upscaled .parchment-middle, .upscaled .parchment-right, .upscaled .avatar, .upscaled .facebook, .upscaled .twitter, .upscaled .close, .upscaled .ribbon .top, .upscaled .ribbon .bottom, .upscaled #about .img, .upscaled .ext-link {background-image:url('../img/2/spritesheet.png');} + .upscaled #bar-container, .upscaled #healthbar, .upscaled .barbutton, .upscaled #chatbox, .upscaled #population {background-image:url('../img/2/barsheet.png');} + .upscaled #achievements, .upscaled #achievements li, .upscaled .coin, .upscaled #achievement-notification, .upscaled #coinsparks, .upscaled .achievement-sharing a, .upscaled #previous, .upscaled #next {background:url('../img/2/achievements.png');} + + body {background:-moz-radial-gradient(rgba(0,0,0,0) 40%,rgba(0,0,0,1) 125%), url('../img/1/wood.png') repeat, #000; background-size:auto, 256px;} + body {background:-webkit-gradient(radial, center center, 240, center center, 800, from(rgba(0,0,0,0)), to(rgba(0,0,0,1))), url('../img/2/wood.png') repeat, #000; background-size:auto, 256px;} + #logo, #logosparks, .left-ornament, .right-ornament, #character, #character div, .button, .button div, #respawn, #scroll, #instructions, .icon, .avatar, .close, #note, .ribbon .top, .ribbon .bottom, #about .img, .ext-link {background-size:844px auto;} + #logo {height:84px;width:458px;position:absolute;top:10%;left:50%;margin-left:-229px;z-index:3;} + #logosparks {width:458px;height:84px;z-index:4;-moz-animation:logo2 .8s steps(6, end) infinite;-webkit-animation:logo2 .8s steps(6, end) infinite;-o-animation:logo2 .8s steps(6, end) infinite;-ms-animation:logo2 .8s steps(6, end) infinite;} + #parchment, #loadcharacter, #confirmation, #error {width:844px;height:364px;position:absolute;top:55%;left:50%;margin-left:-422px;margin-top:-182px;font-size:20px;text-align:center; z-index:2;} + #parchment h1 {margin-top:40px;font-weight:normal;} + .left-ornament, .right-ornament {height:24px;width:62px;display:inline-block;margin:0 15px;position:relative;top:7px;} + .left-ornament {background-position:-708px 0;} + .right-ornament {background-position:-770px 0;} + #character {height:42px;width:24px;margin:0 auto;background-position:-708px -24px;margin-top:30px;position:relative;} + #character div {height:42px;width:24px;position:absolute;top:0;left:0;background-position:-732px -24px;opacity:1;} + #character.disabled div {opacity:0;pointer-events:none;} + #parchment input {margin-top:20px; padding:0 10px; border:2px dashed #b2af9b; font-size:20px;border-radius:6px;height:41px;} + .button {height:102px;width:250px;background-position:-458px -204px;margin:20px auto 0 auto;position:relative;} + .play div {height:102px;width:250px;background-position:-458px 0px;} + .play div:active {background-position:-458px -306px;} + .play.loading div {background-position:-454px -1452px;} + .play.loading img {margin-top:-12px;margin-left:-12px;height:24px;width:24px;} + .stroke, .achievement-name {text-shadow:2px 2px 0 #373737, 2px -2px 0 #373737, 0 2px 0 #373737, 2px 0 0 #373737, -2px 2px 0 #373737, -2px -2px 0 #373737, 0 -2px 0 #373737, 0 2px 0 #373737, -2px 0 0 #373737;} + + #loadcharacter h1, #confirmation h1, #error h1 {margin-top:20px;} + #playername {margin-top:10px;} + .loadcharacter .play, .confirmation .delete {margin:10px auto 10px auto;} + #confirmation p, #error p {font-size:20px;margin-top:40px;line-height:30px;} + #error p {width:70%;margin:40px auto 0;} + .button.delete {background-position:-458px -102px;} + .button.delete:active {background-position:0 -1452px;} + + #container {width:980px;margin:0 auto;position:absolute;top:50%;margin-top:-252px;left:50%;margin-left:-490px;} + #canvasborder {padding:10px;background:url('../img/2/border.png') no-repeat;} + #canvas {width:100%;height:448px;} + #fade {width:960px;height:448px;top:10px;left:10px;} + + #instructions {height:344px;width:834px;background-position:0 -1054px;margin-left:-416px;margin-top:-186px;color:#373737;} + #instructions h1 {font-size:30px;text-align:center;margin:40px 0;} + #instructions ul {font-size:20px;margin-top:40px;} + #instructions ul li {margin:20px 0; clear:left;} + #instructions li:nth-child(1) span {height:58px;width:30px;background-position:-756px -24px; display:block;float:left;margin: 0 20px 6px 40px;position: relative;top: -26px;} + #instructions li:nth-child(2) span {height:32px;width:26px;background-position:-786px -24px; display:block;float:left;margin: 0 24px 28px 40px;position: relative;top: -6px;} + #instructions li:nth-child(3) span {height:42px;width:32px;background-position:-812px -24px; display:block;float:left;margin: 0 18px 0 40px;position: relative;top: -12px;} + #instructions p {text-align:center;font-family:'GraphicPixel';font-size:20px;clear:left;margin-top:20px;} + + #playerimage {height: 64px; width: 64px;} + + .close {height:32px;width:32px;top:-8px;right:-10px;background-position:-708px -252px;} + .close:hover {background-position:-740px -252px;} + .close:active {background-position:-772px -252px;} + + .ribbon {width:36px;right:20px;top:8px;} + .ribbon .top {width:100%;height:12px;background-position:-762px -344px;} + .ribbon .bottom {width:100%;height:44px;background-position:-762px -370px;} + .ribbon:hover .top {height:20px;} + .ribbon:hover .bottom {background-position:-798px -370px;} + #createcharacter .ribbon {right:20px;top:8px;} + #loadcharacter .ribbon {right:99px;top:-8px;} + + /*Death & Respawn*/ + #death p {font-size:20px;margin-top:90px;} + #death p em {margin-top:30px;} + #respawn {width:250px;height:102px;margin:40px auto 0 auto;background-position: 0 -952px;} + #respawn:active {background-position:-250px -952px;} + + /*Bubbles*/ + #bubbles {width:960px;height:448px;margin-bottom:-448px;position:relative;top:-448px;pointer-events:none;} + p {font-family:arial, sans-serif;font-size:12px;margin:0;padding:0;line-height:35px;} + .bubble p {font-family:"GraphicPixel"; font-size:14px;} + + /*GUI Bar*/ + #bar-container {height:34px;top:-2px;background-size:960px;} + + #healthbar {height:26px;background-position:0 -34px;width:204px;top:6px;background-size:960px;z-index:20;} + #hitpoints {width:0px;height:22px;top:8px;left:22px;z-index:10;position:absolute;} + + #armor, #weapon {width:32px;height:32px;position:absolute;background-size:192px;background-position:-64px;} + #weapon {left:208px;top:2px;} + #armor {left:242px;top:2px;} + + #notifications {width:392px;margin-left:-196px;font-size:16px;color:#eee;top:2px;height:30px;} + #notifications div.top {top:-30px;} + #notifications span {line-height:30px;height:30px;} + .windows #notifications span {line-height:34px;} + + #playercount {font-size:16px;left:717px;top:10px;width:114px;text-align:center;} + #population {background-size:960px;right:70px;bottom:44px;width:262px;background-position:-480px -96px;font-size:14px;line-height:20px;} + #population.visible {height:64px;} + #instance-population {padding-top:12px;} + + .barbutton {background-size:960px;height:30px;width:28px;} + #chatbutton {background-position:-204px -34px;top:2px;left:840px;} + #chatbutton:hover {background-position:-232px -34px;} + #chatbutton.active {background-position:-260px -34px;} + #achievementsbutton {background-position:-288px -34px;top:2px;left:870px;} + #achievementsbutton:hover, #achievementsbutton.blink:hover {background-position:-316px -34px;} + #achievementsbutton.blink {background-position:-576px -34px;} + #achievementsbutton.active {background-position:-344px -34px;} + #helpbutton {background-position:-372px -34px;top:2px;left:900px;} + #helpbutton:hover {background-position:-400px -34px;} + #helpbutton.active {background-position:-428px -34px;} + #mutebutton {background-position:-456px -34px;top:2px;left:930px;} + #mutebutton:hover {background-position:-484px -34px;} + #mutebutton.active {background-position:-512px -34px;} + + #chatbox {height:32px;width:788px;background-size:960px;background-position:0 -64px;margin-left:-394px;bottom:12px;} + #chatbox.active {bottom:44px;} + #chatbox input {font-size:20px;color:#eee;background:none;width:90%;border:0;margin-left:2%;padding:7px 0;} + + /*Credits*/ + #credits, #death, #about {width:844px;height:364px;margin-left:-422px;margin-top:-182px;font-size:20px;} + .parchment-left, .parchment-right, .parchment-middle {background-size:844px;} + .parchment-left {width:76px;height:364px;background-position:0 -588px;} + .parchment-right {width:76px;height:364px;background-position:-768px -588px;} + .parchment-middle {height:364px;background-position:-76px -588px;width:692px;margin-left:-346px;} + + #credits h1, #about h1 {margin-top:25px;font-weight:normal;} + #credits h1 a {font-size:24px;} + .game #credits h1, .game #about h1 {margin-top:40px;} + #credits h1 span.title {max-width:200px;display:inline-block;line-height:26px;margin-top:-60px;position:relative;top:24px;} + #authors {clear:both;margin-top:70px;} + #guillaume, #franck {width:47%;line-height:26px;} + #guillaume {float:left;text-align:right;} + #franck {float:right;text-align:left;} + .avatar {height:50px;width:26px;} + #guillaume .avatar {float:right;background-position:-708px -202px;margin-left:40px;} + #franck .avatar {float:left;background-position:-734px -202px;margin-right:40px;} + #seb {margin:180px auto 0 auto;width:52%;color:#373737;font-size:16px;} + #seb a {color:#373737;text-decoration:none;} + #seb a:hover {color:#397cd8;} + #note {float:left;background-position:-802px -224px;height:22px;width:20px;} + #close-credits {margin:20px auto 0 auto;text-align:center;clear:both;font-size:14px;} + #sharing {width:202px;} + + /*About*/ + #about h1 span.title {max-width:400px;display:inline-block;line-height:24px;margin-top:-90px;position:relative;} + #close-about {margin:153px auto 0 auto;text-align:center;clear:both;font-size:14px;color:#373737;} + #about #game-desc {font-size:18px;text-align:center;max-width:70%;margin:25px auto;line-height:24px;} + #about .left p, #about .right p {font-size:14px;text-align:left;line-height:20px;padding:0;margin-top:-8px;} + .windows #about .left p, .windows #about .right p {font-size:13px;text-align:left;line-height:20px;padding:0;margin-top:-10px;} + #about .left {width:31%;float:left;margin-left:12%;} + #about .right {width:37%;float:right;margin-right:12%;} + #about .left .img {height:60px;width:54px;float:left;background-position:-708px -344px;margin-right:14px;} + #about .right .img {height:60px;width:112px;float:left;background-position:-708px -284px;margin-right:14px;} + #about .link {clear:both;font-size:14px;margin:20px 0;display:block;text-align:left;line-height:10px;} + #about .link a {color:#2e7fdd;text-decoration:none;} + #about .link .ext-link {height:12px;width:12px;background-position:-798px -344px;display:block;float:left;margin-right:7px;} + + .animate .parchment-middle {-moz-animation:parchmiddle2 1s ease 1;-webkit-animation:parchmiddle2 1s ease 1;-o-animation:parchmiddle2 1s ease 1;-ms-animation:parchmiddle2 1s ease 1;} + + .game .parchment-middle {background-position: -422px -588px;} + .game.credits .parchment-middle, .game.death .parchment-middle, .game.about .parchment-middle {width:692px;margin-left:-346px;background-position: -76px -588px;} + + footer {font-size:16px;} + #resize-check {height:2px;} + } + + @media screen and (max-height: 870px) { + + .upscaled #logo, .upscaled #logosparks, .upscaled .left-ornament, .upscaled .right-ornament, .upscaled #character, .upscaled #character div, .upscaled .button, .upscaled .button div, .upscaled #respawn, .upscaled #scroll, .upscaled #instructions, .upscaled .icon, .upscaled #tilt, .upscaled .parchment-left, .upscaled .parchment-middle, .upscaled .parchment-right, .upscaled .avatar, .upscaled .facebook, .upscaled .twitter, .upscaled .close, .upscaled .ribbon .top, .upscaled .ribbon .bottom, .upscaled #about .img, .upscaled .ext-link {background-image:url('../img/2/spritesheet.png');} + .upscaled #bar-container, .upscaled #healthbar, .upscaled .barbutton, .upscaled #chatbox, .upscaled #population {background-image:url('../img/2/barsheet.png');} + .upscaled #achievements, .upscaled #achievements li, .upscaled .coin, .upscaled #achievement-notification, .upscaled #coinsparks, .upscaled .achievement-sharing a, .upscaled #previous, .upscaled #next {background:url('../img/2/achievements.png');} + + body {background:-moz-radial-gradient(rgba(0,0,0,0) 40%,rgba(0,0,0,1) 125%), url('../img/1/wood.png') repeat, #000; background-size:auto, 256px;} + body {background:-webkit-gradient(radial, center center, 240, center center, 800, from(rgba(0,0,0,0)), to(rgba(0,0,0,1))), url('../img/2/wood.png') repeat, #000; background-size:auto, 256px;} + #logo, #logosparks, .left-ornament, .right-ornament, #character, #character div, .button, .button div, #respawn, #scroll, #instructions, .icon, .avatar, .close, #note, .ribbon .top, .ribbon .bottom, #about .img, .ext-link {background-size:844px auto;} + #logo {height:84px;width:458px;position:absolute;top:10%;left:50%;margin-left:-229px;z-index:3;} + #logosparks {width:458px;height:84px;z-index:4;-moz-animation:logo2 .8s steps(6, end) infinite;-webkit-animation:logo2 .8s steps(6, end) infinite;-o-animation:logo2 .8s steps(6, end) infinite;-ms-animation:logo2 .8s steps(6, end) infinite;} + #parchment, #loadcharacter, #confirmation, #error {width:844px;height:364px;position:absolute;top:55%;left:50%;margin-left:-422px;margin-top:-182px;font-size:20px;text-align:center; z-index:2;} + #parchment h1 {margin-top:40px;font-weight:normal;} + .left-ornament, .right-ornament {height:24px;width:62px;display:inline-block;margin:0 15px;position:relative;top:7px;} + .left-ornament {background-position:-708px 0;} + .right-ornament {background-position:-770px 0;} + #character {height:42px;width:24px;margin:0 auto;background-position:-708px -24px;margin-top:30px;position:relative;} + #character div {height:42px;width:24px;position:absolute;top:0;left:0;background-position:-732px -24px;opacity:1;} + #character.disabled div {opacity:0;pointer-events:none;} + #parchment input {margin-top:20px; padding:0 10px; border:2px dashed #b2af9b; font-size:20px;border-radius:6px;height:41px;} + .button {height:102px;width:250px;background-position:-458px -204px;margin:20px auto 0 auto;position:relative;} + .play div {height:102px;width:250px;background-position:-458px 0px;} + .play div:active {background-position:-458px -306px;} + .play.loading div {background-position:-454px -1452px;} + .play.loading img {margin-top:-12px;margin-left:-12px;height:24px;width:24px;} + .stroke, .achievement-name {text-shadow:2px 2px 0 #373737, 2px -2px 0 #373737, 0 2px 0 #373737, 2px 0 0 #373737, -2px 2px 0 #373737, -2px -2px 0 #373737, 0 -2px 0 #373737, 0 2px 0 #373737, -2px 0 0 #373737;} + + #loadcharacter h1, #confirmation h1, #error h1 {margin-top:20px;} + #playername {margin-top:10px;} + .loadcharacter .play, .confirmation .delete {margin:10px auto 10px auto;} + #confirmation p, #error p {font-size:20px;margin-top:40px;line-height:30px;} + #error p {width:70%;margin:40px auto 0;} + .button.delete {background-position:-458px -102px;} + .button.delete:active {background-position:0 -1452px;} + + #container {width:980px;margin:0 auto;position:absolute;top:50%;margin-top:-252px;left:50%;margin-left:-490px;} + #canvasborder {padding:10px;background:url('../img/2/border.png') no-repeat;} + #canvas {width:100%;height:448px;} + #fade {width:960px;height:448px;top:10px;left:10px;} + + #instructions {height:344px;width:834px;background-position:0 -1054px;margin-left:-416px;margin-top:-186px;color:#373737;} + #instructions h1 {font-size:30px;text-align:center;margin:40px 0;} + #instructions ul {font-size:20px;margin-top:40px;} + #instructions ul li {margin:20px 0; clear:left;} + #instructions li:nth-child(1) span {height:58px;width:30px;background-position:-756px -24px; display:block;float:left;margin: 0 20px 6px 40px;position: relative;top: -26px;} + #instructions li:nth-child(2) span {height:32px;width:26px;background-position:-786px -24px; display:block;float:left;margin: 0 24px 28px 40px;position: relative;top: -6px;} + #instructions li:nth-child(3) span {height:42px;width:32px;background-position:-812px -24px; display:block;float:left;margin: 0 18px 0 40px;position: relative;top: -12px;} + #instructions p {text-align:center;font-family:'GraphicPixel';font-size:20px;clear:left;margin-top:20px;} + + #playerimage {height: 64px; width: 64px;} + + .close {height:32px;width:32px;top:-8px;right:-10px;background-position:-708px -252px;} + .close:hover {background-position:-740px -252px;} + .close:active {background-position:-772px -252px;} + + .ribbon {width:36px;right:20px;top:8px;} + .ribbon .top {width:100%;height:12px;background-position:-762px -344px;} + .ribbon .bottom {width:100%;height:44px;background-position:-762px -370px;} + .ribbon:hover .top {height:20px;} + .ribbon:hover .bottom {background-position:-798px -370px;} + #createcharacter .ribbon {right:20px;top:8px;} + #loadcharacter .ribbon {right:99px;top:-8px;} + + /*Death & Respawn*/ + #death p {font-size:20px;margin-top:90px;} + #death p em {margin-top:30px;} + #respawn {width:250px;height:102px;margin:40px auto 0 auto;background-position: 0 -952px;} + #respawn:active {background-position:-250px -952px;} + + /*Bubbles*/ + #bubbles {width:960px;height:448px;margin-bottom:-448px;position:relative;top:-448px;pointer-events:none;} + p {font-family:arial, sans-serif;font-size:12px;margin:0;padding:0;} + .bubble p {font-family:"GraphicPixel"; font-size:14px;line-height:35px;} + + /*GUI Bar*/ + #bar-container {height:34px;top:-2px;background-size:960px;} + + #healthbar {height:26px;background-position:0 -34px;width:204px;top:6px;background-size:960px;z-index:20;} + #hitpoints {width:0px;height:22px;top:8px;left:22px;z-index:10;position:absolute;} + + #armor, #weapon {width:32px;height:32px;position:absolute;background-size:192px;background-position:-64px;} + #weapon {left:208px;top:2px;} + #armor {left:242px;top:2px;} + + #notifications {width:392px;margin-left:-196px;font-size:16px;color:#eee;top:2px;height:30px;} + #notifications div.top {top:-30px;} + #notifications span {line-height:30px;height:30px;} + .windows #notifications span {line-height:34px;} + + #playercount {font-size:16px;left:717px;top:10px;width:114px;text-align:center;} + #population {background-size:960px;right:70px;bottom:44px;width:262px;background-position:-480px -96px;font-size:14px;line-height:20px;} + #population.visible {height:64px;} + #instance-population {padding-top:12px;} + + .barbutton {background-size:960px;height:30px;width:28px;} + #chatbutton {background-position:-204px -34px;top:2px;left:840px;} + #chatbutton:hover {background-position:-232px -34px;} + #chatbutton.active {background-position:-260px -34px;} + #achievementsbutton {background-position:-288px -34px;top:2px;left:870px;} + #achievementsbutton:hover, #achievementsbutton.blink:hover {background-position:-316px -34px;} + #achievementsbutton.blink {background-position:-576px -34px;} + #achievementsbutton.active {background-position:-344px -34px;} + #helpbutton {background-position:-372px -34px;top:2px;left:900px;} + #helpbutton:hover {background-position:-400px -34px;} + #helpbutton.active {background-position:-428px -34px;} + #mutebutton {background-position:-456px -34px;top:2px;left:930px;} + #mutebutton:hover {background-position:-484px -34px;} + #mutebutton.active {background-position:-512px -34px;} + + #chatbox {height:32px;width:788px;background-size:960px;background-position:0 -64px;margin-left:-394px;bottom:12px;} + #chatbox.active {bottom:44px;} + #chatbox input {font-size:20px;color:#eee;background:none;width:90%;border:0;margin-left:2%;padding:7px 0;} + + /*Credits*/ + #credits, #death, #about {width:844px;height:364px;margin-left:-422px;margin-top:-182px;font-size:20px;} + .parchment-left, .parchment-right, .parchment-middle {background-size:844px;} + .parchment-left {width:76px;height:364px;background-position:0 -588px;} + .parchment-right {width:76px;height:364px;background-position:-768px -588px;} + .parchment-middle {height:364px;background-position:-76px -588px;width:692px;margin-left:-346px;} + + #credits h1, #about h1 {margin-top:25px;font-weight:normal;} + #credits h1 a {font-size:24px;} + #credits h1 span.title {max-width:200px;display:inline-block;line-height:26px;margin-top:-60px;position:relative;top:24px;} + #authors {clear:both;margin-top:70px;} + #guillaume, #franck {width:47%;line-height:26px;} + #guillaume {float:left;text-align:right;} + #franck {float:right;text-align:left;} + .avatar {height:50px;width:26px;} + #guillaume .avatar {float:right;background-position:-708px -202px;margin-left:40px;} + #franck .avatar {float:left;background-position:-734px -202px;margin-right:40px;} + #seb {margin:180px auto 0 auto;width:52%;color:#373737;font-size:16px;} + #seb a {color:#373737;text-decoration:none;} + #seb a:hover {color:#397cd8;} + #note {float:left;background-position:-802px -224px;height:22px;width:20px;} + #close-credits {margin:20px auto 0 auto;text-align:center;clear:both;font-size:14px;} + #sharing {width:202px;} + + /*About*/ + #about h1 span.title {max-width:400px;display:inline-block;line-height:24px;margin-top:-90px;position:relative;} + #close-about {margin:153px auto 0 auto;text-align:center;clear:both;font-size:14px;color:#373737;} + #about #game-desc {font-size:18px;text-align:center;max-width:70%;margin:25px auto;line-height:24px;} + #about .left p, #about .right p {font-size:14px;text-align:left;line-height:20px;padding:0;margin-top:-8px;} + .windows #about .left p, .windows #about .right p {font-size:13px;text-align:left;line-height:20px;padding:0;margin-top:-10px;} + #about .left {width:31%;float:left;margin-left:12%;} + #about .right {width:37%;float:right;margin-right:12%;} + #about .left .img {height:60px;width:54px;float:left;background-position:-708px -344px;margin-right:14px;} + #about .right .img {height:60px;width:112px;float:left;background-position:-708px -284px;margin-right:14px;} + #about .link {clear:both;font-size:14px;margin:20px 0;display:block;text-align:left;line-height:10px;} + #about .link a {color:#2e7fdd;text-decoration:none;} + #about .link .ext-link {height:12px;width:12px;background-position:-798px -344px;display:block;float:left;margin-right:7px;} + + .animate .parchment-middle {-moz-animation:parchmiddle2 1s ease 1;-webkit-animation:parchmiddle2 1s ease 1;-o-animation:parchmiddle2 1s ease 1;-ms-animation:parchmiddle2 1s ease 1;} + + .game .parchment-middle {background-position: -422px -588px;} + .game.credits .parchment-middle, .game.death .parchment-middle, .game.about .parchment-middle {width:692px;margin-left:-346px;background-position: -76px -588px;} + + footer {font-size:16px;} + #resize-check {height:2px;} + } + + @media screen and (max-width: 1000px) { + + canvas {image-rendering:optimizeSpeed;} + body {background:-moz-radial-gradient(rgba(0,0,0,0) 40%,rgba(0,0,0,1) 125%), url('../img/1/wood.png') repeat, #000; background-size:auto, 128px;} + body {background:-webkit-gradient(radial, center center, 200, center center, 600, from(rgba(0,0,0,0)), to(rgba(0,0,0,1))), url('../img/1/wood.png') repeat, #000; background-size:auto, 128px;} + #logo, #logosparks, .left-ornament, .right-ornament, #character, #character div, .button, .button div, #respawn, #scroll, #instructions, .icon, .avatar, .close, #note, .ribbon .top, .ribbon .bottom, #about .img, .ext-link {background-size:422px auto;} + #logo {height:42px;width:229px;position:absolute;top:10%;left:50%;margin-left:-114px;z-index:3;} + #logosparks {width:229px;height:42px;z-index:4;-moz-animation:logo1 .8s steps(6, end) infinite;-webkit-animation:logo1 .8s steps(6, end) infinite;-o-animation:logo1 .8s steps(6, end) infinite;-ms-animation:logo1 .8s steps(6, end) infinite;} + #parchment, #loadcharacter, #confirmation, #error {width:422px;height:182px;position:absolute;top:50%;left:50%;margin-left:-211px;margin-top:-91px;font-size:10px;text-align:center;z-index:2;} + #parchment h1, #instructions h1 {margin-top:20px;font-weight:normal;} + .left-ornament, .right-ornament {height:12px;width:31px;display:inline-block;margin:0 10px;position:relative;top:3px;} + .left-ornament {background-position:-354px 0;} + .right-ornament {background-position:-385px 0;} + #character {height:21px;width:12px;margin:0 auto;background-position:-354px -12px;margin-top:15px;position:relative;} + #character div {height:21px;width:12px;position:absolute;top:0;left:0;background-position:-366px -12px;opacity:1;} + #character.disabled div {opacity:0;pointer-events:none;} + #parchment input {margin-top:10px; padding:0 5px; border:1px dashed #b2af9b; font-size:10px;border-radius:3px;height:21px;} + .button {height:51px;width:125px;background-position:-229px -102px;margin:10px auto 0 auto;position:relative;} + .play div {height:51px;width:125px;background-position:-229px 0px;} + .play div:active {background-position:-229px -153px;} + .play.loading div {background-position:-227px -726px;} + .play.loading img {margin-top:-8px;margin-left:-8px;height:16px;width:16px;} + .stroke, .achievement-name {text-shadow:1px 1px 0 #373737, 1px -1px 0 #373737, 0 1px 0 #373737, 1px 0 0 #373737, -1px 1px 0 #373737, -1px -1px 0 #373737, 0 -1px 0 #373737, 0 1px 0 #373737, -1px 0 0 #373737;} + + #loadcharacter h1, #confirmation h1, #error h1 {margin-top:20px;} + #playername {margin-top:5px;} + .loadcharacter .play, .confirmation .delete {margin:5px auto 5px auto;} + #confirmation p, #error p {font-size:10px;margin-top:20px;line-height:20px;} + #error p {width:70%;margin:40px auto 0;} + .button.delete {background-position:-229px -51px;} + .button.delete:active {background-position:0 -726px;} + + #container {width:490px;margin:0 auto;position:absolute;top:50%;margin-top:-126px;left:50%;margin-left:-245px;} + #canvasborder {padding:5px;background:url('../img/1/border.png') no-repeat;} + #canvas {width:100%;height:224px;} + #fade {width:480px;height:224px;top:5px;left:5px;} + + #instructions {height:172px;width:417px;background-position:0 -527px;margin-left:-208px;margin-top:-93px;color:#373737;} + #instructions h1 {font-size:20px;text-align:center;margin-bottom:0;} + #instructions ul {font-size:10px;margin-top:10px;} + #instructions ul li {margin:10px 0; clear:left;} + #instructions li:nth-child(1) span {height:29px;width:15px;background-position:-378px -12px; display:block;float:left;margin: 0 10px 3px 20px;position: relative;top: -13px;} + #instructions li:nth-child(2) span {height:16px;width:13px;background-position:-393px -12px; display:block;float:left;margin: 0 12px 14px 20px;position: relative;top: -3px;} + #instructions li:nth-child(3) span {height:21px;width:16px;background-position:-406px -12px; display:block;float:left;margin: 0 9px 0 20px;position: relative;top: -6px;} + #instructions p {text-align:center;font-family:'GraphicPixel';font-size:10px;clear:left;margin:0;} + + #foreground { cursor: default; } + + #playerimage {height: 32px; width: 32px;} + + .close {height:16px;width:16px;top:-4px;right:-5px;background-position:-354px -126px;} + .close:hover {background-position:-370px -126px;} + .close:active {background-position:-386px -126px;} + + .ribbon {width:18px;right:10px;top:4px;} + .ribbon .top {width:100%;height:6px;background-position:-381px -172px;} + .ribbon .bottom {width:100%;height:22px;background-position:-381px -185px;} + .ribbon:hover .top {height:10px;} + .ribbon:hover .bottom {background-position:-399px -185px;} + #createcharacter .ribbon {right:10px;top:4px;} + #loadcharacter .ribbon {right:50px;top:4px;} + + /*Death & Respawn*/ + #death p {font-size:10px;margin-top:45px;} + #death p em {margin-top:0px;} + #respawn {width:125px;height:51px;margin:21px auto 0 auto;background-position: 0 -476px;} + #respawn:active {background-position:-125px -476px;} + + /*Bubbles*/ + #bubbles {width:480px;height:224px;margin-bottom:-224px;position:relative;top:-224px;pointer-events:none;} + p {font-family:arial, sans-serif;font-size:12px;margin:0;padding:0;line-height:35px;} + .bubble p {font-family:"GraphicPixel"; font-size:10px;} + + /*GUI Bar*/ + #bar-container {height:17px;top:-1px;background-size:480px;} + + #healthbar {height:13px;background-position:0 -17px;width:102px;top:3px;background-size:480px;z-index:20;} + #hitpoints {width:0px;height:11px;top:4px;left:11px;z-index:10;position:absolute;} + + #armor, #weapon {width:16px;height:16px;position:absolute;background-size:96px;background-position:-32px;} + #weapon {left:104px;top:1px;} + #armor {left:121px;top:1px;} + + #notifications {width:196px;margin-left:-98px;font-size:10px;color:#eee;top:2px;height:15px;} + #notifications div.top {top:-15px;} + #notifications span {line-height:15px;height:15px;} + + #playercount {font-size:10px;left:358px;top:4px;width:57px;text-align:center;} + #population {background-size:480px;right:35px;bottom:22px;width:131px;background-position:-240px -48px;font-size:9px;line-height:12px;} + #population.visible {height:32px;} + #instance-population {padding-top:5px;} + + .barbutton {background-size:480px;height:15px;width:14px;} + #chatbutton {background-position:-102px -17px;top:1px;left:420px;} + #chatbutton:hover {background-position:-116px -17px;} + #chatbutton.active {background-position:-130px -17px;} + #achievementsbutton {background-position:-144px -17px;top:1px;left:435px;} + #achievementsbutton:hover, #achievementsbutton.blink:hover {background-position:-158px -17px;} + #achievementsbutton.blink {background-position:-288px -17px;} + #achievementsbutton.active {background-position:-172px -17px;} + #helpbutton {background-position:-186px -17px;top:1px;left:450px;} + #helpbutton:hover {background-position:-200px -17px;} + #helpbutton.active {background-position:-214px -17px;} + #mutebutton {background-position:-228px -17px;top:1px;left:465px;} + #mutebutton:hover {background-position:-242px -17px;} + #mutebutton.active {background-position:-256px -17px;} + + #chatbox {height:16px;width:394px;background-size:480px;background-position:0 -32px;margin-left:-197px;bottom:6px;} + #chatbox.active {bottom:22px;} + #chatbox input {font-size:10px;color:#eee;background:none;width:90%;border:0;margin-left:2%;padding:0;} + + /*Credits*/ + #credits, #death, #about {width:422px;height:182px;top:50%;margin-left:-211px;margin-top:-91px;font-size:10px;} + #credits h1 a {font-size:12px;} + .parchment-left, .parchment-right, .parchment-middle {background-size:422px;} + .parchment-left {width:38px;height:182px;background-position:0 -294px;} + .parchment-right {width:38px;height:182px;background-position:-384px -294px;} + .parchment-middle {height:182px;background-position:-38px -294px;width:346px;margin-left:-173px;} + + #credits h1, #about h1 {margin-top:12px;font-weight:normal;} + .game #credits h1, .game #about h1 {margin-top:20px;} + #credits h1 span.title {max-width:100px;display:inline-block;line-height:13px;margin-top:-30px;position:relative;top:12px;} + #authors {clear:both;margin-top:36px;} + #guillaume, #franck {width:47%;line-height:13px;} + #guillaume {float:left;text-align:right;} + #franck {float:right;text-align:left;} + .avatar {height:25px;width:13px;} + #guillaume .avatar {float:right;background-position:-354px -101px;margin-left:20px;} + #franck .avatar {float:left;background-position:-367px -101px;margin-right:20px;} + #seb {margin:90px auto 0 auto;width:64%;color:#373737;font-size:10px;} + #seb a {color:#373737;text-decoration:none;} + #seb a:hover {color:#397cd8;} + #note {float:left;background-position:-401px -112px;height:11px;width:10px;} + #close-credits {margin:12px auto 0 auto;text-align:center;clear:both;font-size:10px;} + #sharing {width:202px;} + + /*About*/ + #about h1 span.title {max-width:400px;display:inline-block;line-height:24px;margin-top:-30px;position:relative;margin-bottom:-10px;} + #close-about {margin:77px auto 0 auto;text-align:center;clear:both;font-size:10px;color:#373737;} + #about #game-desc {font-size:10px;text-align:center;max-width:70%;margin:10px auto;line-height:14px;} + #about .left p, #about .right p {font-size:9px;text-align:left;line-height:10px;padding:0;margin-top:-6px;} + #about .left {width:37%;float:left;margin-left:10%;} + #about .right {width:37%;float:right;margin-right:12%;} +/* #about .left .img {height:30px;width:27px;float:left;background-position:-354px -172px;margin-right:7px;} + #about .right .img {height:30px;width:56px;float:left;background-position:-354px -142px;margin-right:7px;}*/ + #about .img {display:none;} + #about .link {clear:both;font-size:9px;margin:10px 0;display:block;text-align:left;line-height:5px;} + #about .link a {color:#2e7fdd;text-decoration:none;} + #about .link .ext-link {height:6px;width:6px;background-position:-399px -172px;display:block;float:left;margin-right:4px;} + + .animate .parchment-middle {-moz-animation:parchmiddle1 1s ease 1;-webkit-animation:parchmiddle1 1s ease 1;-o-animation:parchmiddle1 1s ease 1;-ms-animation:parchmiddle1 1s ease 1;} + + .game .parchment-middle {background-position: -211px -294px;} + .game.credits .parchment-middle, .game.death .parchment-middle, .game.about .parchment-middle {width:346px;margin-left:-173px;background-position: -38px -294px;} + + #resize-check {height:1px;} + } + + @media screen and (max-width: 800px) { + + body {border-top:0px;} + .intro #container, .game #logo, .game #parchment {display:none;} + .game.about #parchment {display:block;left:50%;background:url('../img/1/spritesheet.png') no-repeat 0 -527px;height:172px;width:417px;top:50%;margin-left:-208px;margin-top:-98px;position:absolute;} + .game.about .parchment-middle {top:50%;left:50%;color:#000;position:absolute;} + #about .right {width:34%;} + #about #game-desc {margin:8px auto 16px;line-height:12px;} + #close-about {margin-top:83px;} + .game #container {display:block;padding:0;} + #mask, #fade {display:none;} + .game.death #parchment {display:block;} + .game .createcharacter #createcharacter, .game .loadcharacter #loadcharacter, .game .confirmation #confirmation, .game .error #error {display:none;} + + .ribbon {display:none;} + + canvas {image-rendering:optimizeSpeed;} + #moztab {display:none;} + body.intro {background:-moz-radial-gradient(rgba(0,0,0,0) 40%,rgba(0,0,0,1) 125%), url('../img/1/wood.png') repeat, #000; background-size:auto, 128px;} + body.intro {background:-webkit-gradient(radial, center center, 120, center center, 400, from(rgba(0,0,0,0)), to(rgba(0,0,0,1))), url('../img/1/wood.png') repeat, #000; background-size:auto, 128px;} + body {background:#000;} + #logosparks {-moz-animation:none;-webkit-animation:none;-o-animation:none;-ms-animation:none;display:none;} + #container {height:258px;width:480px;position:relative;left:50%;top:50%;margin:-128px auto 0 -240px;} + #canvasborder {background:none;padding:0;} + + #parchment, #logosparks, .left-ornament, .right-ornament, #character, #character div, .button, .button div, #respawn, #scroll, #instructions, .icon {background-size:422px auto;} + #parchment {background:none;} + #logo {height:84px;width:458px;position:absolute;top:10%;left:50%;margin-left:-229px;z-index:3;background-size:844px;} + #parchment {width:100%;height:auto;position:absolute;left:0;top:125px;margin-left:0;margin-top:0;font-size:10px;text-align:center;z-index:2;color:#eee;} + #parchment h1 {margin-top:0px;font-weight:normal;} + #instructions h1 {margin-top:15px;font-size:14px;} + .left-ornament, .right-ornament {height:12px;width:31px;display:inline-block;margin:0 10px;position:relative;top:3px;} + .left-ornament {background-position:-354px 0;} + .right-ornament {background-position:-385px 0;} + #character {height:21px;width:12px;margin:0 auto;background-position:-354px -12px;margin-top:15px;position:relative;display:none;} + #character div {height:21px;width:12px;position:absolute;top:0;left:0;background-position:-366px -12px;opacity:1;} + #character.disabled div {opacity:0;pointer-events:none;} + #parchment input {margin-top:10px; padding-bottom:5px; border-bottom:1px dashed #b2af9b; font-size:20px;-moz-animation:none;-webkit-animation:none;-o-animation:none;-ms-animation:none;color:#eee;} + .button {height:54px;width:204px;background-position:-500px -952px;margin:20px auto 0 auto;position:relative;background-size:844px;} + .play div {height:54px;width:204px;background-position:-458px -512px; background-size:844px;} + .play div:active {background-position:0px -1398px;} + .stroke {text-shadow:1px 1px 0 #373737, 1px -1px 0 #373737, 0 1px 0 #373737, 1px 0 0 #373737, -1px 1px 0 #373737, -1px -1px 0 #373737, 0 -1px 0 #373737, 0 1px 0 #373737, -1px 0 0 #373737;} + + #instructions {height:172px;width:417px;background-position:0 -527px;margin-left:-208px;margin-top:-93px;color:#373737;} + #instructions h1 {font-size:20px;text-align:center;margin-bottom:0;} + #instructions ul {font-size:13px;margin-top:15px;} + #instructions ul li {margin:10px 0; clear:left;} + #instructions li:nth-child(1) span {height:29px;width:15px;background-position:-378px -12px; display:block;float:left;margin: 0 10px 3px 20px;position: relative;top: -13px;} + #instructions li:nth-child(2) span {height:16px;width:13px;background-position:-393px -12px; display:block;float:left;margin: 0 12px 14px 20px;position: relative;top: -3px;} + #instructions li:nth-child(3) span {height:21px;width:16px;background-position:-406px -12px; display:block;float:left;margin: 0 9px 0 20px;position: relative;top: -6px;} + #instructions p {text-align:center;font-family:'GraphicPixel';font-size:10px;clear:left;margin:0;} + + #foreground { cursor: default; } + + #parchment.animate {-moz-animation:none;-webkit-animation:none;-o-animation:none;-webkit-animation:none;} + + #loadcharacter, #confirmation, #createcharacter, #error {display:none;margin-top:0;margin-left:0;left:0;width:auto;} + .loadcharacter #loadcharacter, .confirmation #confirmation, .createcharacter #createcharacter, .error #error {display:block;width:100%;} + + #loadcharacter h1, #confirmation h1, #error h1 {font-size:12px;font-weight:normal;} + + #loadcharacter, #confirmation, #error {height:auto;} + + #loadcharacter h1, #confirmation h1, #createcharacter h1, #error h1 {font-size:12px;} + #createcharacter{padding-bottom:20px;} + #playername {font-size:20px;margin:10px 0px;} + #create-new {margin:20px 0px;font-size:16px;} + .button.delete {background-position:-612px -1398px;} + .button.delete:active {background-position:-250px -1452px;} + #confirmation, #error {top:70%;} + #confirmation p, #error p {margin:10px 0;line-height:12px;font-size:12px;} + #cancel {font-size:20px;margin:20px 0;} + + #playerimage {display:none;} + + /*GUI Bar*/ + #bar-container {height:34px;top:-2px;background-size:960px;background-position:0 -96px;} + + #healthbar {height:26px;background-position:0 -34px;width:204px;top:6px;background-size:960px;z-index:20;} + #hitpoints {width:0px;height:22px;top:8px;left:22px;z-index:10;position:absolute;} + + #armor, #weapon {width:32px;height:32px;position:absolute;background-size:192px;background-position:-64px;} + #weapon {left:208px;top:2px;} + #armor {left:242px;top:2px;} + + #notifications {display:none;} + + #playercount {font-size:20px;left:270px;top:10px;width:114px;text-align:center;} + #playercount span {display:none;} + #playercount span.count {display:inline;} + + .barbutton {background-size:960px;height:30px;width:28px;} + #chatbutton {background-position:-204px -34px;top:2px;left:360px;} + #chatbutton:hover {background-position:-232px -34px;} + #chatbutton.active {background-position:-260px -34px;} + #achievementsbutton {background-position:-288px -34px;top:2px;left:390px;} + #achievementsbutton:hover, #achievementsbutton.blink {background-position:-316px -34px;} + #achievementsbutton.active {background-position:-344px -34px;} + #helpbutton {background-position:-372px -34px;top:2px;left:420px;} + #helpbutton:hover {background-position:-400px -34px;} + #helpbutton.active {background-position:-428px -34px;} + #mutebutton {background-position:-456px -34px;top:2px;left:450px;} + #mutebutton:hover {background-position:-484px -34px;} + #mutebutton.active {background-position:-512px -34px;} + + #chatbox {height:32px;width:480px;background-size:960px;background-position:0 -64px;margin-left:-240px;bottom:2px;} + #chatbox.active {bottom:34px;} + #chatbox input {font-size:20px;color:#eee;background:none;width:90%;border:0;margin-left:2%;padding:0px 0;} + + /*Credits*/ + .parchment-left, .upscaled .parchment-left, .parchment-middle, .upscaled .parchment-middle, .parchment-right, .upscaled .parchment-right {background:none;} + .parchment-left, .parchment-right {display:none;} + .parchment-middle {width:100%;left:0px;margin-left:0px;height:auto;position:relative;} + #toggle-credits, #credits {display:none;} + + .game.death #parchment {background:url('../img/spritesheet.png') 0 -294px;height:182px;width:422px;position:absolute;top:50%;left:50%;margin-top:-91px;margin-left:-211px;} + .game.death .parchment-middle {width:100%;position:relative;top:0;left:0;margin-left:0;margin-top:0;} + .game.death #death {position:relative;top:0;left:0;margin-top:0;margin-left:0;width:100%;} + .game.death #death p {padding-top:30px;color:#373737;font-size:20px;margin-top:0;width:80%;margin:0 auto;} + .game.death #death p em {display:block;margin-top:15px;font-style:normal;} + + #instructions, #achievements, #lists, #about {-webkit-transition:none;-moz-transition:none;-o-transition:none;-ms-transition:none;transition:none;} + + .game.death #death {height:172px;width:417px;margin-left:-208px;margin-top:-93px;color:#373737;background:url('../img/1/spritesheet.png') 0 -527px;margin:-10px 0 0 0;} + #respawn { background-position: -204px -1398px; background-size: 844px auto; width: 204px; height: 54px;} + #respawn:active {background-position:-408px -1398px;} + + footer {display:none;} + #bubbles {overflow:hidden;} + } + + @media screen and (max-width: 800px) and (orientation: portrait) { + #portrait {display:block;height:300px;width:300px;position:absolute;top:55%; left:50%; margin:-150px 0 0 -150px;} + #parchment {display:none;} + #container, .game #container {display:none;} + + #logo {height:84px;width:458px;position:absolute;top:10%;left:50%;margin-left:-229px;z-index:3;background-size:844px;} + #portrait p {color:#eee;font-family:'GraphicPixel', sans-serif;font-size:20px;text-align:center;} + + #tilt {height:120px;width:132px;background-position:-710px -82px;background-size:844px;margin:25px auto 0 auto;} + } + + @media screen and (max-width: 640px) and (orientation: portrait) { + #portrait {display:block;height:300px;width:300px;position:absolute;top:70%; left:50%; margin:-150px 0 0 -150px;} + + #logo {height:42px;width:229px;position:absolute;top:10%;left:50%;margin-left:-114px;z-index:3;background-size:422px;} + } + +/* Tablet mode */ + + .tablet .animate .parchment-left, .tablet .animate .parchment-right, .tablet .animate .parchment-middle {-webkit-animation:none;-moz-animation:none;-o-animation:none;-ms-animation:none;} + .tablet #instructions, .tablet #achievements, .tablet #lists {-webkit-transition:none;-moz-transition:none;-o-transition:none;-ms-transition:none;transition:none;} + .tablet #achievements li.unlocked .achievement-sharing {display:block;} + .tablet #coinsparks {display:none; -moz-animation:none;} + + .tablet #logo, .tablet #parchment, .tablet #container {-moz-transition:none;} + .tablet #achievement-notification .name, .tablet #achievement-notification .title, .tablet #achievement-notification .coin, .tablet #achievement-notification {-moz-transition:none;} + +/* Workarounds for chrome windows bugs */ + + .windows #parchment, .windows #parchment input, .windows #notifications, .windows #instructions, .windows #achievements, .windows #achievement-notification, + .windows #playercount, .windows #credits, .windows #loadcharacter, .windows #confirmation, .windows #death, .windows #error, .windows #about, + .windows #parchment p, .windows #portrait p, .windows .alert, .windows footer, .windows .bubble p, .windows #population 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index 0000000000000000000000000000000000000000..332616cd68c39ed2b23c278b19c436a3a6bffcd0 Binary files /dev/null and b/img/common/spinner.gif differ diff --git a/img/common/thingy.png b/img/common/thingy.png new file mode 100644 index 0000000000000000000000000000000000000000..4356b02788ff95b3fb8d41aa97f3927fe39f5715 Binary files /dev/null and b/img/common/thingy.png differ diff --git a/index.html b/index.html new file mode 100644 index 0000000000000000000000000000000000000000..38820277c570187a51fc2a6367ad6eaad7dfd5ab --- /dev/null +++ b/index.html @@ -0,0 +1,358 @@ + + + + + + + + + + + + + + + + + + + + + BrowserQuest + + + + + +
+

+ + + +

+
+

+ Please rotate your device to landscape mode +

+
+
+
+
+
+
+

+ + A Massively Multiplayer Adventure + +

+
+
+
+
+ +
+
+
+ +
+
+
+
+
+
+
+

+ + Load your character + +

+
+
+
+
+ +
+
+
+
+ +
+
+ or create a new character +
+
+
+

+ + Delete your character? + +

+

+ All your items and achievements will be lost.
+ Are you sure you wish to continue? +

+
+
+ cancel +
+
+ +
+

+ + + What is BrowserQuest? + + +

+

+ BrowserQuest is a multiplayer game inviting you to explore a + world of adventure from your Web browser. +

+
+
+

+ This demo is powered by HTML5 and WebSockets, which allow for real-time gaming and apps on the Web. +

+ + + Learn more about the technology + +
+
+
+

+ BrowserQuest is available on Firefox, Chrome, Safari as well as iOS devices and Firefox for Android. +

+ + + Grab the source on Github + +
+
+ - click anywhere to close - +
+
+
+

You are dead...

+
+
+
+

+ + Your browser cannot run BrowserQuest! + +

+

+ We're sorry, but your browser does not support WebSockets.
+ In order to play, we recommend using the latest version of Firefox, Chrome or Safari. +

+
+
+
+
+
+
+
+
+
+

+ + How to play + +

+
    +
  • Left click or tap to move, attack and pick up items.
  • +
  • Press ENTER to chat.
  • +
  • Your character is automatically saved as you play.
  • +
+

- click anywhere to close -

+
+
+
+
+
+
+
+
+ Completed +
+ 0 + / + +
+
+ +
+
+ + + +
+
+
+
+
+
+
+
+
New Achievement Unlocked!
+
+
+
+
+
+
+
+
+
+
+
+
+ + +
+
+
+ 0 players +
+
+
+
+
+
+
+
+
+
+ +
+
+
+
+ 0 players in your instance +
+
+ 0 players total +
+
+
+
+ + + + + + + +
+ + + + + + + + \ No newline at end of file diff --git a/js/animation.js b/js/animation.js new file mode 100644 index 0000000000000000000000000000000000000000..0ada1b612036cf8bcdcccf8e47fef72d7fd815fd --- /dev/null +++ b/js/animation.js @@ -0,0 +1,69 @@ + +define(function() { + + var Animation = Class.extend({ + init: function(name, length, row, width, height) { + this.name = name; + this.length = length; + this.row = row; + this.width = width; + this.height = height; + this.reset(); + }, + + tick: function() { + var i = this.currentFrame.index; + + i = (i < this.length - 1) ? i + 1 : 0; + + if(this.count > 0) { + if(i === 0) { + this.count -= 1; + if(this.count === 0) { + this.currentFrame.index = 0; + this.endcount_callback(); + return; + } + } + } + + this.currentFrame.x = this.width * i; + this.currentFrame.y = this.height * this.row; + this.currentFrame.index = i; + }, + + setSpeed: function(speed) { + this.speed = speed; + }, + + setCount: function(count, onEndCount) { + this.count = count; + this.endcount_callback = onEndCount; + }, + + isTimeToAnimate: function(time) { + return (time - this.lastTime) > this.speed; + }, + + update: function(time) { + if(this.lastTime === 0 && this.name.substr(0, 3) === "atk") { + this.lastTime = time; + } + + if(this.isTimeToAnimate(time)) { + this.lastTime = time; + this.tick(); + return true; + } else { + return false; + } + }, + + reset: function() { + this.lastTime = 0; + this.currentFrame = { index: 0, x: 0, y: this.row * this.height }; + } + }); + + return Animation; +}); \ No newline at end of file diff --git a/js/app.js b/js/app.js new file mode 100644 index 0000000000000000000000000000000000000000..1ca7de76d8196b05e6f074f66e874310e079972f --- /dev/null +++ b/js/app.js @@ -0,0 +1,534 @@ + +define(['jquery', 'storage'], function($, Storage) { + + var App = Class.extend({ + init: function() { + this.currentPage = 1; + this.blinkInterval = null; + this.previousState = null; + this.isParchmentReady = true; + this.ready = false; + this.storage = new Storage(); + this.watchNameInputInterval = setInterval(this.toggleButton.bind(this), 100); + this.$playButton = $('.play'), + this.$playDiv = $('.play div'); + }, + + setGame: function(game) { + this.game = game; + this.isMobile = this.game.renderer.mobile; + this.isTablet = this.game.renderer.tablet; + this.isDesktop = !(this.isMobile || this.isTablet); + this.supportsWorkers = !!window.Worker; + this.ready = true; + }, + + center: function() { + window.scrollTo(0, 1); + }, + + canStartGame: function() { + if(this.isDesktop) { + return (this.game && this.game.map && this.game.map.isLoaded); + } else { + return this.game; + } + }, + + tryStartingGame: function(username, starting_callback) { + var self = this, + $play = this.$playButton; + + if(username !== '') { + if(!this.ready || !this.canStartGame()) { + if(!this.isMobile) { + // on desktop and tablets, add a spinner to the play button + $play.addClass('loading'); + } + this.$playDiv.unbind('click'); + var watchCanStart = setInterval(function() { + log.debug("waiting..."); + if(self.canStartGame()) { + setTimeout(function() { + if(!self.isMobile) { + $play.removeClass('loading'); + } + }, 1500); + clearInterval(watchCanStart); + self.startGame(username, starting_callback); + } + }, 100); + } else { + this.$playDiv.unbind('click'); + this.startGame(username, starting_callback); + } + } + }, + + startGame: function(username, starting_callback) { + var self = this; + + if(starting_callback) { + starting_callback(); + } + this.hideIntro(function() { + if(!self.isDesktop) { + // On mobile and tablet we load the map after the player has clicked + // on the PLAY button instead of loading it in a web worker. + self.game.loadMap(); + } + self.start(username); + }); + }, + + start: function(username) { + var self = this, + firstTimePlaying = !self.storage.hasAlreadyPlayed(); + + if(username && !this.game.started) { + var optionsSet = false, + config = this.config; + + //>>includeStart("devHost", pragmas.devHost); + if(config.local) { + log.debug("Starting game with local dev config."); + this.game.setServerOptions(config.local.host, config.local.port, username); + } else { + log.debug("Starting game with default dev config."); + this.game.setServerOptions(config.dev.host, config.dev.port, username); + } + optionsSet = true; + //>>includeEnd("devHost"); + + //>>includeStart("prodHost", pragmas.prodHost); + if(!optionsSet) { + log.debug("Starting game with build config."); + this.game.setServerOptions(config.build.host, config.build.port, username); + } + //>>includeEnd("prodHost"); + + this.center(); + this.game.run(function() { + $('body').addClass('started'); + if(firstTimePlaying) { + self.toggleInstructions(); + } + }); + } + }, + + setMouseCoordinates: function(event) { + var gamePos = $('#container').offset(), + scale = this.game.renderer.getScaleFactor(), + width = this.game.renderer.getWidth(), + height = this.game.renderer.getHeight(), + mouse = this.game.mouse; + + mouse.x = event.pageX - gamePos.left - (this.isMobile ? 0 : 5 * scale); + mouse.y = event.pageY - gamePos.top - (this.isMobile ? 0 : 7 * scale); + + if(mouse.x <= 0) { + mouse.x = 0; + } else if(mouse.x >= width) { + mouse.x = width - 1; + } + + if(mouse.y <= 0) { + mouse.y = 0; + } else if(mouse.y >= height) { + mouse.y = height - 1; + } + }, + + initHealthBar: function() { + var scale = this.game.renderer.getScaleFactor(), + healthMaxWidth = $("#healthbar").width() - (12 * scale); + + this.game.onPlayerHealthChange(function(hp, maxHp) { + var barWidth = Math.round((healthMaxWidth / maxHp) * (hp > 0 ? hp : 0)); + $("#hitpoints").css('width', barWidth + "px"); + }); + + this.game.onPlayerHurt(this.blinkHealthBar.bind(this)); + }, + + blinkHealthBar: function() { + var $hitpoints = $('#hitpoints'); + + $hitpoints.addClass('white'); + setTimeout(function() { + $hitpoints.removeClass('white'); + }, 500) + }, + + toggleButton: function() { + var name = $('#parchment input').val(), + $play = $('#createcharacter .play'); + + if(name && name.length > 0) { + $play.removeClass('disabled'); + $('#character').removeClass('disabled'); + } else { + $play.addClass('disabled'); + $('#character').addClass('disabled'); + } + }, + + hideIntro: function(hidden_callback) { + clearInterval(this.watchNameInputInterval); + $('body').removeClass('intro'); + setTimeout(function() { + $('body').addClass('game'); + hidden_callback(); + }, 1000); + }, + + showChat: function() { + if(this.game.started) { + $('#chatbox').addClass('active'); + $('#chatinput').focus(); + $('#chatbutton').addClass('active'); + } + }, + + hideChat: function() { + if(this.game.started) { + $('#chatbox').removeClass('active'); + $('#chatinput').blur(); + $('#chatbutton').removeClass('active'); + } + }, + + toggleInstructions: function() { + if($('#achievements').hasClass('active')) { + this.toggleAchievements(); + $('#achievementsbutton').removeClass('active'); + } + $('#instructions').toggleClass('active'); + }, + + toggleAchievements: function() { + if($('#instructions').hasClass('active')) { + this.toggleInstructions(); + $('#helpbutton').removeClass('active'); + } + this.resetPage(); + $('#achievements').toggleClass('active'); + }, + + resetPage: function() { + var self = this, + $achievements = $('#achievements'); + + if($achievements.hasClass('active')) { + $achievements.bind(TRANSITIONEND, function() { + $achievements.removeClass('page' + self.currentPage).addClass('page1'); + self.currentPage = 1; + $achievements.unbind(TRANSITIONEND); + }); + } + }, + + initEquipmentIcons: function() { + var scale = this.game.renderer.getScaleFactor(); + var getIconPath = function(spriteName) { + return 'img/'+ scale +'/item-' + spriteName + '.png'; + }, + weapon = this.game.player.getWeaponName(), + armor = this.game.player.getSpriteName(), + weaponPath = getIconPath(weapon), + armorPath = getIconPath(armor); + + $('#weapon').css('background-image', 'url("' + weaponPath + '")'); + if(armor !== 'firefox') { + $('#armor').css('background-image', 'url("' + armorPath + '")'); + } + }, + + hideWindows: function() { + if($('#achievements').hasClass('active')) { + this.toggleAchievements(); + $('#achievementsbutton').removeClass('active'); + } + if($('#instructions').hasClass('active')) { + this.toggleInstructions(); + $('#helpbutton').removeClass('active'); + } + if($('body').hasClass('credits')) { + this.closeInGameCredits(); + } + if($('body').hasClass('about')) { + this.closeInGameAbout(); + } + }, + + showAchievementNotification: function(id, name) { + var $notif = $('#achievement-notification'), + $name = $notif.find('.name'), + $button = $('#achievementsbutton'); + + $notif.removeClass().addClass('active achievement' + id); + $name.text(name); + if(this.game.storage.getAchievementCount() === 1) { + this.blinkInterval = setInterval(function() { + $button.toggleClass('blink'); + }, 500); + } + setTimeout(function() { + $notif.removeClass('active'); + $button.removeClass('blink'); + }, 5000); + }, + + displayUnlockedAchievement: function(id) { + var $achievement = $('#achievements li.achievement' + id); + + var achievement = this.game.getAchievementById(id); + if(achievement && achievement.hidden) { + this.setAchievementData($achievement, achievement.name, achievement.desc); + } + $achievement.addClass('unlocked'); + }, + + unlockAchievement: function(id, name) { + this.showAchievementNotification(id, name); + this.displayUnlockedAchievement(id); + + var nb = parseInt($('#unlocked-achievements').text()); + $('#unlocked-achievements').text(nb + 1); + }, + + initAchievementList: function(achievements) { + var self = this, + $lists = $('#lists'), + $page = $('#page-tmpl'), + $achievement = $('#achievement-tmpl'), + page = 0, + count = 0, + $p = null; + + _.each(achievements, function(achievement) { + count++; + + var $a = $achievement.clone(); + $a.removeAttr('id'); + $a.addClass('achievement'+count); + if(!achievement.hidden) { + self.setAchievementData($a, achievement.name, achievement.desc); + } + $a.find('.twitter').attr('href', 'http://twitter.com/share?url=http%3A%2F%2Fbrowserquest.mozilla.org&text=I%20unlocked%20the%20%27'+ achievement.name +'%27%20achievement%20on%20Mozilla%27s%20%23BrowserQuest%21&related=glecollinet:Creators%20of%20BrowserQuest%2Cwhatthefranck'); + $a.show(); + $a.find('a').click(function() { + var url = $(this).attr('href'); + + self.openPopup('twitter', url); + return false; + }); + + if((count - 1) % 4 === 0) { + page++; + $p = $page.clone(); + $p.attr('id', 'page'+page); + $p.show(); + $lists.append($p); + } + $p.append($a); + }); + + $('#total-achievements').text($('#achievements').find('li').length); + }, + + initUnlockedAchievements: function(ids) { + var self = this; + + _.each(ids, function(id) { + self.displayUnlockedAchievement(id); + }); + $('#unlocked-achievements').text(ids.length); + }, + + setAchievementData: function($el, name, desc) { + $el.find('.achievement-name').html(name); + $el.find('.achievement-description').html(desc); + }, + + toggleCredits: function() { + var currentState = $('#parchment').attr('class'); + + if(this.game.started) { + $('#parchment').removeClass().addClass('credits'); + + $('body').toggleClass('credits'); + + if(!this.game.player) { + $('body').toggleClass('death'); + } + if($('body').hasClass('about')) { + this.closeInGameAbout(); + $('#helpbutton').removeClass('active'); + } + } else { + if(currentState !== 'animate') { + if(currentState === 'credits') { + this.animateParchment(currentState, this.previousState); + } else { + this.animateParchment(currentState, 'credits'); + this.previousState = currentState; + } + } + } + }, + + toggleAbout: function() { + var currentState = $('#parchment').attr('class'); + + if(this.game.started) { + $('#parchment').removeClass().addClass('about'); + $('body').toggleClass('about'); + if(!this.game.player) { + $('body').toggleClass('death'); + } + if($('body').hasClass('credits')) { + this.closeInGameCredits(); + } + } else { + if(currentState !== 'animate') { + if(currentState === 'about') { + if(localStorage && localStorage.data) { + this.animateParchment(currentState, 'loadcharacter'); + } else { + this.animateParchment(currentState, 'createcharacter'); + } + } else { + this.animateParchment(currentState, 'about'); + this.previousState = currentState; + } + } + } + }, + + closeInGameCredits: function() { + $('body').removeClass('credits'); + $('#parchment').removeClass('credits'); + if(!this.game.player) { + $('body').addClass('death'); + } + }, + + closeInGameAbout: function() { + $('body').removeClass('about'); + $('#parchment').removeClass('about'); + if(!this.game.player) { + $('body').addClass('death'); + } + $('#helpbutton').removeClass('active'); + }, + + togglePopulationInfo: function() { + $('#population').toggleClass('visible'); + }, + + openPopup: function(type, url) { + var h = $(window).height(), + w = $(window).width(), + popupHeight, + popupWidth, + top, + left; + + switch(type) { + case 'twitter': + popupHeight = 450; + popupWidth = 550; + break; + case 'facebook': + popupHeight = 400; + popupWidth = 580; + break; + } + + top = (h / 2) - (popupHeight / 2); + left = (w / 2) - (popupWidth / 2); + + newwindow = window.open(url,'name','height=' + popupHeight + ',width=' + popupWidth + ',top=' + top + ',left=' + left); + if (window.focus) {newwindow.focus()} + }, + + animateParchment: function(origin, destination) { + var self = this, + $parchment = $('#parchment'), + duration = 1; + + if(this.isMobile) { + $parchment.removeClass(origin).addClass(destination); + } else { + if(this.isParchmentReady) { + if(this.isTablet) { + duration = 0; + } + this.isParchmentReady = !this.isParchmentReady; + + $parchment.toggleClass('animate'); + $parchment.removeClass(origin); + + setTimeout(function() { + $('#parchment').toggleClass('animate'); + $parchment.addClass(destination); + }, duration * 1000); + + setTimeout(function() { + self.isParchmentReady = !self.isParchmentReady; + }, duration * 1000); + } + } + }, + + animateMessages: function() { + var $messages = $('#notifications div'); + + $messages.addClass('top'); + }, + + resetMessagesPosition: function() { + var message = $('#message2').text(); + + $('#notifications div').removeClass('top'); + $('#message2').text(''); + $('#message1').text(message); + }, + + showMessage: function(message) { + var $wrapper = $('#notifications div'), + $message = $('#notifications #message2'); + + this.animateMessages(); + $message.text(message); + if(this.messageTimer) { + this.resetMessageTimer(); + } + + this.messageTimer = setTimeout(function() { + $wrapper.addClass('top'); + }, 5000); + }, + + resetMessageTimer: function() { + clearTimeout(this.messageTimer); + }, + + resizeUi: function() { + if(this.game) { + if(this.game.started) { + this.game.resize(); + this.initHealthBar(); + this.game.updateBars(); + } else { + var newScale = this.game.renderer.getScaleFactor(); + this.game.renderer.rescale(newScale); + } + } + } + }); + + return App; +}); \ No newline at end of file diff --git a/js/area.js b/js/area.js new file mode 100644 index 0000000000000000000000000000000000000000..eaca1e2cbdac48635cd660accfe17d3e21ea49a7 --- /dev/null +++ b/js/area.js @@ -0,0 +1,25 @@ + +define(function() { + + var Area = Class.extend({ + init: function(x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + }, + + contains: function(entity) { + if(entity) { + return entity.gridX >= this.x + && entity.gridY >= this.y + && entity.gridX < this.x + this.width + && entity.gridY < this.y + this.height; + } else { + return false; + } + } + }); + + return Area; +}); \ No newline at end of file diff --git a/js/audio.js b/js/audio.js new file mode 100644 index 0000000000000000000000000000000000000000..3c4ca4ffc944f47f8ae0a6c72c9d0a0eedf89341 --- /dev/null +++ b/js/audio.js @@ -0,0 +1,250 @@ + +define(['area'], function(Area) { + + var AudioManager = Class.extend({ + init: function(game) { + var self = this; + + this.enabled = true; + this.extension = Detect.canPlayMP3() ? "mp3" : "ogg"; + this.sounds = {}; + this.game = game; + this.currentMusic = null; + this.areas = []; + this.musicNames = ["village", "beach", "forest", "cave", "desert", "lavaland", "boss"]; + this.soundNames = ["loot", "hit1", "hit2", "hurt", "heal", "chat", "revive", "death", "firefox", "achievement", "kill1", "kill2", "noloot", "teleport", "chest", "npc", "npc-end"]; + + var loadSoundFiles = function() { + var counter = _.size(self.soundNames); + log.info("Loading sound files..."); + _.each(self.soundNames, function(name) { self.loadSound(name, function() { + counter -= 1; + if(counter === 0) { + if(!Detect.isSafari()) { // Disable music on Safari - See bug 738008 + loadMusicFiles(); + } + } + }); + }); + }; + + var loadMusicFiles = function() { + if(!self.game.renderer.mobile) { // disable music on mobile devices + log.info("Loading music files..."); + // Load the village music first, as players always start here + self.loadMusic(self.musicNames.shift(), function() { + // Then, load all the other music files + _.each(self.musicNames, function(name) { + self.loadMusic(name); + }); + }); + } + }; + + if(!(Detect.isSafari() && Detect.isWindows())) { + loadSoundFiles(); + } else { + this.enabled = false; // Disable audio on Safari Windows + } + }, + + toggle: function() { + if(this.enabled) { + this.enabled = false; + + if(this.currentMusic) { + this.resetMusic(this.currentMusic); + } + } else { + this.enabled = true; + + if(this.currentMusic) { + this.currentMusic = null; + } + this.updateMusic(); + } + }, + + load: function (basePath, name, loaded_callback, channels) { + var path = basePath + name + "." + this.extension, + sound = document.createElement('audio'), + self = this; + + sound.addEventListener('canplaythrough', function (e) { + this.removeEventListener('canplaythrough', arguments.callee, false); + log.debug(path + " is ready to play."); + if(loaded_callback) { + loaded_callback(); + } + }, false); + sound.addEventListener('error', function (e) { + log.error("Error: "+ path +" could not be loaded."); + self.sounds[name] = null; + }, false); + + sound.preload = "auto"; + sound.autobuffer = true; + sound.src = path; + sound.load(); + + this.sounds[name] = [sound]; + _.times(channels - 1, function() { + self.sounds[name].push(sound.cloneNode(true)); + }); + }, + + loadSound: function(name, handleLoaded) { + this.load("audio/sounds/", name, handleLoaded, 4); + }, + + loadMusic: function(name, handleLoaded) { + this.load("audio/music/", name, handleLoaded, 1); + var music = this.sounds[name][0]; + music.loop = true; + music.addEventListener('ended', function() { music.play() }, false); + }, + + getSound: function(name) { + if(!this.sounds[name]) { + return null; + } + var sound = _.detect(this.sounds[name], function(sound) { + return sound.ended || sound.paused; + }); + if(sound && sound.ended) { + sound.currentTime = 0; + } else { + sound = this.sounds[name][0]; + } + return sound; + }, + + playSound: function(name) { + var sound = this.enabled && this.getSound(name); + if(sound) { + sound.play(); + } + }, + + addArea: function(x, y, width, height, musicName) { + var area = new Area(x, y, width, height); + area.musicName = musicName; + this.areas.push(area); + }, + + getSurroundingMusic: function(entity) { + var music = null, + area = _.detect(this.areas, function(area) { + return area.contains(entity); + }); + + if(area) { + music = { sound: this.getSound(area.musicName), name: area.musicName }; + } + return music; + }, + + updateMusic: function() { + if(this.enabled) { + var music = this.getSurroundingMusic(this.game.player); + + if(music) { + if(!this.isCurrentMusic(music)) { + if(this.currentMusic) { + this.fadeOutCurrentMusic(); + } + this.playMusic(music); + } + } else { + this.fadeOutCurrentMusic(); + } + } + }, + + isCurrentMusic: function(music) { + return this.currentMusic && (music.name === this.currentMusic.name); + }, + + playMusic: function(music) { + if(this.enabled && music && music.sound) { + if(music.sound.fadingOut) { + this.fadeInMusic(music); + } else { + music.sound.volume = 1; + music.sound.play(); + } + this.currentMusic = music; + } + }, + + resetMusic: function(music) { + if(music && music.sound && music.sound.readyState > 0) { + music.sound.pause(); + music.sound.currentTime = 0; + } + }, + + fadeOutMusic: function(music, ended_callback) { + var self = this; + if(music && !music.sound.fadingOut) { + this.clearFadeIn(music); + music.sound.fadingOut = setInterval(function() { + var step = 0.02; + volume = music.sound.volume - step; + + if(self.enabled && volume >= step) { + music.sound.volume = volume; + } else { + music.sound.volume = 0; + self.clearFadeOut(music); + ended_callback(music); + } + }, 50); + } + }, + + fadeInMusic: function(music) { + var self = this; + if(music && !music.sound.fadingIn) { + this.clearFadeOut(music); + music.sound.fadingIn = setInterval(function() { + var step = 0.01; + volume = music.sound.volume + step; + + if(self.enabled && volume < 1 - step) { + music.sound.volume = volume; + } else { + music.sound.volume = 1; + self.clearFadeIn(music); + } + }, 30); + } + }, + + clearFadeOut: function(music) { + if(music.sound.fadingOut) { + clearInterval(music.sound.fadingOut); + music.sound.fadingOut = null; + } + }, + + clearFadeIn: function(music) { + if(music.sound.fadingIn) { + clearInterval(music.sound.fadingIn); + music.sound.fadingIn = null; + } + }, + + fadeOutCurrentMusic : function() { + var self = this; + if(this.currentMusic) { + this.fadeOutMusic(this.currentMusic, function(music) { + self.resetMusic(music); + }); + this.currentMusic = null; + } + } + }); + + return AudioManager; +}); diff --git a/js/bubble.js b/js/bubble.js new file mode 100644 index 0000000000000000000000000000000000000000..d83df82f9f9f0f65f1499de2cc093e859a37ecd3 --- /dev/null +++ b/js/bubble.js @@ -0,0 +1,102 @@ + +define(['jquery', 'timer'], function($, Timer) { + + var Bubble = Class.extend({ + init: function(id, element, time) { + this.id = id; + this.element = element; + this.timer = new Timer(5000, time); + }, + + isOver: function(time) { + if(this.timer.isOver(time)) { + return true; + } + return false; + }, + + destroy: function() { + $(this.element).remove(); + }, + + reset: function(time) { + this.timer.lastTime = time; + } + }); + + var BubbleManager = Class.extend({ + init: function(container) { + this.container = container; + this.bubbles = {}; + }, + + getBubbleById: function(id) { + if(id in this.bubbles) { + return this.bubbles[id]; + } + return null; + }, + + create: function(id, message, time) { + if(this.bubbles[id]) { + this.bubbles[id].reset(time); + $("#"+id+" p").html(message); + } + else { + var el = $("

"+message+"

"); //.attr('id', id); + $(el).appendTo(this.container); + + this.bubbles[id] = new Bubble(id, el, time); + } + }, + + update: function(time) { + var self = this, + bubblesToDelete = []; + + _.each(this.bubbles, function(bubble) { + if(bubble.isOver(time)) { + bubble.destroy(); + bubblesToDelete.push(bubble.id); + } + }); + + _.each(bubblesToDelete, function(id) { + delete self.bubbles[id]; + }); + }, + + clean: function() { + var self = this, + bubblesToDelete = []; + + _.each(this.bubbles, function(bubble) { + bubble.destroy(); + bubblesToDelete.push(bubble.id); + }); + + _.each(bubblesToDelete, function(id) { + delete self.bubbles[id]; + }); + + this.bubbles = {}; + }, + + destroyBubble: function(id) { + var bubble = this.getBubbleById(id); + + if(bubble) { + bubble.destroy(); + delete this.bubbles[id]; + } + }, + + forEachBubble: function(callback) { + _.each(this.bubbles, function(bubble) { + callback(bubble); + }); + } + }); + + return BubbleManager; +}); diff --git a/js/build.js b/js/build.js new file mode 100644 index 0000000000000000000000000000000000000000..a676b49b585ac8f06ca2b6f1f68d46cdea39ddba --- /dev/null +++ b/js/build.js @@ -0,0 +1,35 @@ +({ + appDir: "../", + baseUrl: "js/", + dir: "../../client-build", + optimize: "uglify", + optimizeCss: "standard.keepLines", + + paths: { + "jquery": "lib/require-jquery" + }, + + modules: [ + //Optimize the require-jquery.js file by applying any minification + //that is desired via the optimize: setting above. + { + name: "jquery" + }, + + { + name: "game", + exclude: ["jquery"] + }, + + { + name: "home", + // Exclude the jquery module since it is included already in require-jquery.js + exclude: ["jquery", "game"] + } + ], + + pragmas: { + devHost: false, + prodHost: true + } +}) \ No newline at end of file diff --git a/js/camera.js b/js/camera.js new file mode 100644 index 0000000000000000000000000000000000000000..544c4334733f32f91a0cd29c14bc6f9c92e22e45 --- /dev/null +++ b/js/camera.js @@ -0,0 +1,83 @@ + +define(function() { + + var Camera = Class.extend({ + init: function(renderer) { + this.renderer = renderer; + this.x = 0; + this.y = 0; + this.gridX = 0; + this.gridY = 0; + this.offset = 0.5; + this.rescale(); + }, + + rescale: function() { + var factor = this.renderer.mobile ? 1 : 2; + + this.gridW = 15 * factor; + this.gridH = 7 * factor; + + log.debug("---------"); + log.debug("Factor:"+factor); + log.debug("W:"+this.gridW + " H:" + this.gridH); + }, + + setPosition: function(x, y) { + this.x = x; + this.y = y; + + this.gridX = Math.floor( x / 16 ); + this.gridY = Math.floor( y / 16 ); + }, + + setGridPosition: function(x, y) { + this.gridX = x; + this.gridY = y; + + this.x = this.gridX * 16; + this.y = this.gridY * 16; + }, + + lookAt: function(entity) { + var r = this.renderer, + x = Math.round( entity.x - (Math.floor(this.gridW / 2) * r.tilesize) ), + y = Math.round( entity.y - (Math.floor(this.gridH / 2) * r.tilesize) ); + + this.setPosition(x, y); + }, + + forEachVisiblePosition: function(callback, extra) { + var extra = extra || 0; + for(var y=this.gridY-extra, maxY=this.gridY+this.gridH+(extra*2); y < maxY; y += 1) { + for(var x=this.gridX-extra, maxX=this.gridX+this.gridW+(extra*2); x < maxX; x += 1) { + callback(x, y); + } + } + }, + + isVisible: function(entity) { + return this.isVisiblePosition(entity.gridX, entity.gridY); + }, + + isVisiblePosition: function(x, y) { + if(y >= this.gridY && y < this.gridY + this.gridH + && x >= this.gridX && x < this.gridX + this.gridW) { + return true; + } else { + return false; + } + }, + + focusEntity: function(entity) { + var w = this.gridW - 2, + h = this.gridH - 2, + x = Math.floor((entity.gridX - 1) / w) * w, + y = Math.floor((entity.gridY - 1) / h) * h; + + this.setGridPosition(x, y); + } + }); + + return Camera; +}); diff --git a/js/character.js b/js/character.js new file mode 100644 index 0000000000000000000000000000000000000000..8d04a6426b0037d639bec30e60a40272eb0f9743 --- /dev/null +++ b/js/character.js @@ -0,0 +1,552 @@ + +define(['entity', 'transition', 'timer'], function(Entity, Transition, Timer) { + + var Character = Entity.extend({ + init: function(id, kind) { + var self = this; + + this._super(id, kind); + + // Position and orientation + this.nextGridX = -1; + this.nextGridY = -1; + this.orientation = Types.Orientations.DOWN; + + // Speeds + this.atkSpeed = 50; + this.moveSpeed = 120; + this.walkSpeed = 100; + this.idleSpeed = 450; + this.setAttackRate(800); + + // Pathing + this.movement = new Transition(); + this.path = null; + this.newDestination = null; + this.adjacentTiles = {}; + + // Combat + this.target = null; + this.unconfirmedTarget = null; + this.attackers = {}; + + // Health + this.hitPoints = 0; + this.maxHitPoints = 0; + + // Modes + this.isDead = false; + this.attackingMode = false; + this.followingMode = false; + }, + + clean: function() { + this.forEachAttacker(function(attacker) { + attacker.disengage(); + attacker.idle(); + }); + }, + + setMaxHitPoints: function(hp) { + this.maxHitPoints = hp; + this.hitPoints = hp; + }, + + setDefaultAnimation: function() { + this.idle(); + }, + + hasWeapon: function() { + return false; + }, + + hasShadow: function() { + return true; + }, + + animate: function(animation, speed, count, onEndCount) { + var oriented = ['atk', 'walk', 'idle']; + o = this.orientation; + + if(!(this.currentAnimation && this.currentAnimation.name === "death")) { // don't change animation if the character is dying + this.flipSpriteX = false; + this.flipSpriteY = false; + + if(_.indexOf(oriented, animation) >= 0) { + animation += "_" + (o === Types.Orientations.LEFT ? "right" : Types.getOrientationAsString(o)); + this.flipSpriteX = (this.orientation === Types.Orientations.LEFT) ? true : false; + } + + this.setAnimation(animation, speed, count, onEndCount); + } + }, + + turnTo: function(orientation) { + this.orientation = orientation; + this.idle(); + }, + + setOrientation: function(orientation) { + if(orientation) { + this.orientation = orientation; + } + }, + + idle: function(orientation) { + this.setOrientation(orientation); + this.animate("idle", this.idleSpeed); + }, + + hit: function(orientation) { + this.setOrientation(orientation); + this.animate("atk", this.atkSpeed, 1); + }, + + walk: function(orientation) { + this.setOrientation(orientation); + this.animate("walk", this.walkSpeed); + }, + + moveTo_: function(x, y, callback) { + this.destination = { gridX: x, gridY: y }; + this.adjacentTiles = {}; + + if(this.isMoving()) { + this.continueTo(x, y); + } + else { + var path = this.requestPathfindingTo(x, y); + + this.followPath(path); + } + }, + + requestPathfindingTo: function(x, y) { + if(this.request_path_callback) { + return this.request_path_callback(x, y); + } else { + log.error(this.id + " couldn't request pathfinding to "+x+", "+y); + return []; + } + }, + + onRequestPath: function(callback) { + this.request_path_callback = callback; + }, + + onStartPathing: function(callback) { + this.start_pathing_callback = callback; + }, + + onStopPathing: function(callback) { + this.stop_pathing_callback = callback; + }, + + followPath: function(path) { + if(path.length > 1) { // Length of 1 means the player has clicked on himself + this.path = path; + this.step = 0; + + if(this.followingMode) { // following a character + path.pop(); + } + + if(this.start_pathing_callback) { + this.start_pathing_callback(path); + } + this.nextStep(); + } + }, + + continueTo: function(x, y) { + this.newDestination = { x: x, y: y }; + }, + + updateMovement: function() { + var p = this.path, + i = this.step; + + if(p[i][0] < p[i-1][0]) { + this.walk(Types.Orientations.LEFT); + } + if(p[i][0] > p[i-1][0]) { + this.walk(Types.Orientations.RIGHT); + } + if(p[i][1] < p[i-1][1]) { + this.walk(Types.Orientations.UP); + } + if(p[i][1] > p[i-1][1]) { + this.walk(Types.Orientations.DOWN); + } + }, + + updatePositionOnGrid: function() { + this.setGridPosition(this.path[this.step][0], this.path[this.step][1]); + }, + + nextStep: function() { + var stop = false, + x, y, path; + + if(this.isMoving()) { + if(this.before_step_callback) { + this.before_step_callback(); + } + + this.updatePositionOnGrid(); + this.checkAggro(); + + if(this.interrupted) { // if Character.stop() has been called + stop = true; + this.interrupted = false; + } + else { + if(this.hasNextStep()) { + this.nextGridX = this.path[this.step+1][0]; + this.nextGridY = this.path[this.step+1][1]; + } + + if(this.step_callback) { + this.step_callback(); + } + + if(this.hasChangedItsPath()) { + x = this.newDestination.x; + y = this.newDestination.y; + path = this.requestPathfindingTo(x, y); + + this.newDestination = null; + if(path.length < 2) { + stop = true; + } + else { + this.followPath(path); + } + } + else if(this.hasNextStep()) { + this.step += 1; + this.updateMovement(); + } + else { + stop = true; + } + } + + if(stop) { // Path is complete or has been interrupted + this.path = null; + this.idle(); + + if(this.stop_pathing_callback) { + this.stop_pathing_callback(this.gridX, this.gridY); + } + } + } + }, + + onBeforeStep: function(callback) { + this.before_step_callback = callback; + }, + + onStep: function(callback) { + this.step_callback = callback; + }, + + isMoving: function() { + return !(this.path === null); + }, + + hasNextStep: function() { + return (this.path.length - 1 > this.step); + }, + + hasChangedItsPath: function() { + return !(this.newDestination === null); + }, + + isNear: function(character, distance) { + var dx, dy, near = false; + + dx = Math.abs(this.gridX - character.gridX); + dy = Math.abs(this.gridY - character.gridY); + + if(dx <= distance && dy <= distance) { + near = true; + } + return near; + }, + + onAggro: function(callback) { + this.aggro_callback = callback; + }, + + onCheckAggro: function(callback) { + this.checkaggro_callback = callback; + }, + + checkAggro: function() { + if(this.checkaggro_callback) { + this.checkaggro_callback(); + } + }, + + aggro: function(character) { + if(this.aggro_callback) { + this.aggro_callback(character); + } + }, + + onDeath: function(callback) { + this.death_callback = callback; + }, + + /** + * Changes the character's orientation so that it is facing its target. + */ + lookAtTarget: function() { + if(this.target) { + this.turnTo(this.getOrientationTo(this.target)); + } + }, + + /** + * + */ + go: function(x, y) { + if(this.isAttacking()) { + this.disengage(); + } + else if(this.followingMode) { + this.followingMode = false; + this.target = null; + } + this.moveTo_(x, y); + }, + + /** + * Makes the character follow another one. + */ + follow: function(entity) { + if(entity) { + this.followingMode = true; + this.moveTo_(entity.gridX, entity.gridY); + } + }, + + /** + * Stops a moving character. + */ + stop: function() { + if(this.isMoving()) { + this.interrupted = true; + } + }, + + /** + * Makes the character attack another character. Same as Character.follow but with an auto-attacking behavior. + * @see Character.follow + */ + engage: function(character) { + this.attackingMode = true; + this.setTarget(character); + this.follow(character); + }, + + disengage: function() { + this.attackingMode = false; + this.followingMode = false; + this.removeTarget(); + }, + + /** + * Returns true if the character is currently attacking. + */ + isAttacking: function() { + return this.attackingMode; + }, + + /** + * Gets the right orientation to face a target character from the current position. + * Note: + * In order to work properly, this method should be used in the following + * situation : + * S + * S T S + * S + * (where S is self, T is target character) + * + * @param {Character} character The character to face. + * @returns {String} The orientation. + */ + getOrientationTo: function(character) { + if(this.gridX < character.gridX) { + return Types.Orientations.RIGHT; + } else if(this.gridX > character.gridX) { + return Types.Orientations.LEFT; + } else if(this.gridY > character.gridY) { + return Types.Orientations.UP; + } else { + return Types.Orientations.DOWN; + } + }, + + /** + * Returns true if this character is currently attacked by a given character. + * @param {Character} character The attacking character. + * @returns {Boolean} Whether this is an attacker of this character. + */ + isAttackedBy: function(character) { + return (character.id in this.attackers); + }, + + /** + * Registers a character as a current attacker of this one. + * @param {Character} character The attacking character. + */ + addAttacker: function(character) { + if(!this.isAttackedBy(character)) { + this.attackers[character.id] = character; + } else { + log.error(this.id + " is already attacked by " + character.id); + } + }, + + /** + * Unregisters a character as a current attacker of this one. + * @param {Character} character The attacking character. + */ + removeAttacker: function(character) { + if(this.isAttackedBy(character)) { + delete this.attackers[character.id]; + } else { + log.error(this.id + " is not attacked by " + character.id); + } + }, + + /** + * Loops through all the characters currently attacking this one. + * @param {Function} callback Function which must accept one character argument. + */ + forEachAttacker: function(callback) { + _.each(this.attackers, function(attacker) { + callback(attacker); + }); + }, + + /** + * Sets this character's attack target. It can only have one target at any time. + * @param {Character} character The target character. + */ + setTarget: function(character) { + if(this.target !== character) { // If it's not already set as the target + if(this.hasTarget()) { + this.removeTarget(); // Cleanly remove the previous one + } + this.unconfirmedTarget = null; + this.target = character; + } else { + log.debug(character.id + " is already the target of " + this.id); + } + }, + + /** + * Removes the current attack target. + */ + removeTarget: function() { + var self = this; + + if(this.target) { + if(this.target instanceof Character) { + this.target.removeAttacker(this); + } + this.target = null; + } + }, + + /** + * Returns true if this character has a current attack target. + * @returns {Boolean} Whether this character has a target. + */ + hasTarget: function() { + return !(this.target === null); + }, + + /** + * Marks this character as waiting to attack a target. + * By sending an "attack" message, the server will later confirm (or not) + * that this character is allowed to acquire this target. + * + * @param {Character} character The target character + */ + waitToAttack: function(character) { + this.unconfirmedTarget = character; + }, + + /** + * Returns true if this character is currently waiting to attack the target character. + * @param {Character} character The target character. + * @returns {Boolean} Whether this character is waiting to attack. + */ + isWaitingToAttack: function(character) { + return (this.unconfirmedTarget === character); + }, + + /** + * + */ + canAttack: function(time) { + if(this.canReachTarget() && this.attackCooldown.isOver(time)) { + return true; + } + return false; + }, + + canReachTarget: function() { + if(this.hasTarget() && this.isAdjacentNonDiagonal(this.target)) { + return true; + } + return false; + }, + + /** + * + */ + die: function() { + this.removeTarget(); + this.isDead = true; + + if(this.death_callback) { + this.death_callback(); + } + }, + + onHasMoved: function(callback) { + this.hasmoved_callback = callback; + }, + + hasMoved: function() { + this.setDirty(); + if(this.hasmoved_callback) { + this.hasmoved_callback(this); + } + }, + + hurt: function() { + var self = this; + + this.stopHurting(); + this.sprite = this.hurtSprite; + this.hurting = setTimeout(this.stopHurting.bind(this), 75); + }, + + stopHurting: function() { + this.sprite = this.normalSprite; + clearTimeout(this.hurting); + }, + + setAttackRate: function(rate) { + this.attackCooldown = new Timer(rate); + } + }); + + return Character; +}); \ No newline at end of file diff --git a/js/chest.js b/js/chest.js new file mode 100644 index 0000000000000000000000000000000000000000..6e7642122d981a8eb68dfcb23bb3aba88be4e708 --- /dev/null +++ b/js/chest.js @@ -0,0 +1,29 @@ + +define(['entity'], function(Entity) { + + var Chest = Entity.extend({ + init: function(id, kind) { + this._super(id, Types.Entities.CHEST); + }, + + getSpriteName: function() { + return "chest"; + }, + + isMoving: function() { + return false; + }, + + open: function() { + if(this.open_callback) { + this.open_callback(); + } + }, + + onOpen: function(callback) { + this.open_callback = callback; + } + }); + + return Chest; +}); \ No newline at end of file diff --git a/js/config.js b/js/config.js new file mode 100644 index 0000000000000000000000000000000000000000..aa47e8f85274ec516293d782cb607a5081a7b431 --- /dev/null +++ b/js/config.js @@ -0,0 +1,20 @@ + +define(['text!../config/config_build.json'], +function(build) { + var config = { + dev: { host: "localhost", port: 8000, dispatcher: false }, + build: JSON.parse(build) + }; + + //>>excludeStart("prodHost", pragmas.prodHost); + require(['text!../config/config_local.json'], function(local) { + try { + config.local = JSON.parse(local); + } catch(e) { + // Exception triggered when config_local.json does not exist. Nothing to do here. + } + }); + //>>excludeEnd("prodHost"); + + return config; +}); \ No newline at end of file diff --git a/js/detect.js b/js/detect.js new file mode 100644 index 0000000000000000000000000000000000000000..637ba86a3185829b188a03c7f70456acfe16e0b1 --- /dev/null +++ b/js/detect.js @@ -0,0 +1,40 @@ + +var Detect = {}; + +Detect.supportsWebSocket = function() { + return window.WebSocket || window.MozWebSocket; +}; + +Detect.userAgentContains = function(string) { + return navigator.userAgent.indexOf(string) != -1; +}; + +Detect.isTablet = function(screenWidth) { + if(screenWidth > 640) { + if((Detect.userAgentContains('Android') && Detect.userAgentContains('Firefox')) + || Detect.userAgentContains('Mobile')) { + return true; + } + } + return false; +}; + +Detect.isWindows = function() { + return Detect.userAgentContains('Windows'); +} + +Detect.isChromeOnWindows = function() { + return Detect.userAgentContains('Chrome') && Detect.userAgentContains('Windows'); +}; + +Detect.canPlayMP3 = function() { + return Modernizr.audio.mp3; +}; + +Detect.isSafari = function() { + return Detect.userAgentContains('Safari') && !Detect.userAgentContains('Chrome'); +}; + +Detect.isOpera = function() { + return Detect.userAgentContains('Opera'); +}; \ No newline at end of file diff --git a/js/entity.js b/js/entity.js new file mode 100644 index 0000000000000000000000000000000000000000..8e2024b04aa45f47423b3424c61eb7bcbd40a004 --- /dev/null +++ b/js/entity.js @@ -0,0 +1,259 @@ + +define(function() { + + var Entity = Class.extend({ + init: function(id, kind) { + var self = this; + + this.id = id; + this.kind = kind; + + // Renderer + this.sprite = null; + this.flipSpriteX = false; + this.flipSpriteY = false; + this.animations = null; + this.currentAnimation = null; + this.shadowOffsetY = 0; + + // Position + this.setGridPosition(0, 0); + + // Modes + this.isLoaded = false; + this.isHighlighted = false; + this.visible = true; + this.isFading = false; + this.setDirty(); + }, + + setName: function(name) { + this.name = name; + }, + + setPosition: function(x, y) { + this.x = x; + this.y = y; + }, + + setGridPosition: function(x, y) { + this.gridX = x; + this.gridY = y; + + this.setPosition(x * 16, y * 16); + }, + + setSprite: function(sprite) { + if(!sprite) { + log.error(this.id + " : sprite is null", true); + throw "Error"; + } + + if(this.sprite && this.sprite.name === sprite.name) { + return; + } + + this.sprite = sprite; + this.normalSprite = this.sprite; + + if(Types.isMob(this.kind) || Types.isPlayer(this.kind)) { + this.hurtSprite = sprite.getHurtSprite(); + } + + this.animations = sprite.createAnimations(); + + this.isLoaded = true; + if(this.ready_func) { + this.ready_func(); + } + }, + + getSprite: function() { + return this.sprite; + }, + + getSpriteName: function() { + return Types.getKindAsString(this.kind); + }, + + getAnimationByName: function(name) { + var animation = null; + + if(name in this.animations) { + animation = this.animations[name]; + } + else { + log.error("No animation called "+ name); + } + return animation; + }, + + setAnimation: function(name, speed, count, onEndCount) { + var self = this; + + if(this.isLoaded) { + if(this.currentAnimation && this.currentAnimation.name === name) { + return; + } + + var s = this.sprite, + a = this.getAnimationByName(name); + + if(a) { + this.currentAnimation = a; + if(name.substr(0, 3) === "atk") { + this.currentAnimation.reset(); + } + this.currentAnimation.setSpeed(speed); + this.currentAnimation.setCount(count ? count : 0, onEndCount || function() { + self.idle(); + }); + } + } + else { + this.log_error("Not ready for animation"); + } + }, + + hasShadow: function() { + return false; + }, + + ready: function(f) { + this.ready_func = f; + }, + + clean: function() { + this.stopBlinking(); + }, + + log_info: function(message) { + log.info("["+this.id+"] " + message); + }, + + log_error: function(message) { + log.error("["+this.id+"] " + message); + }, + + setHighlight: function(value) { + if(value === true) { + this.sprite = this.sprite.silhouetteSprite; + this.isHighlighted = true; + } + else { + this.sprite = this.normalSprite; + this.isHighlighted = false; + } + }, + + setVisible: function(value) { + this.visible = value; + }, + + isVisible: function() { + return this.visible; + }, + + toggleVisibility: function() { + if(this.visible) { + this.setVisible(false); + } else { + this.setVisible(true); + } + }, + + /** + * + */ + getDistanceToEntity: function(entity) { + var distX = Math.abs(entity.gridX - this.gridX); + var distY = Math.abs(entity.gridY - this.gridY); + + return (distX > distY) ? distX : distY; + }, + + isCloseTo: function(entity) { + var dx, dy, d, close = false; + if(entity) { + dx = Math.abs(entity.gridX - this.gridX); + dy = Math.abs(entity.gridY - this.gridY); + + if(dx < 30 && dy < 14) { + close = true; + } + } + return close; + }, + + /** + * Returns true if the entity is adjacent to the given one. + * @returns {Boolean} Whether these two entities are adjacent. + */ + isAdjacent: function(entity) { + var adjacent = false; + + if(entity) { + adjacent = this.getDistanceToEntity(entity) > 1 ? false : true; + } + return adjacent; + }, + + /** + * + */ + isAdjacentNonDiagonal: function(entity) { + var result = false; + + if(this.isAdjacent(entity) && !(this.gridX !== entity.gridX && this.gridY !== entity.gridY)) { + result = true; + } + + return result; + }, + + isDiagonallyAdjacent: function(entity) { + return this.isAdjacent(entity) && !this.isAdjacentNonDiagonal(entity); + }, + + forEachAdjacentNonDiagonalPosition: function(callback) { + callback(this.gridX - 1, this.gridY, Types.Orientations.LEFT); + callback(this.gridX, this.gridY - 1, Types.Orientations.UP); + callback(this.gridX + 1, this.gridY, Types.Orientations.RIGHT); + callback(this.gridX, this.gridY + 1, Types.Orientations.DOWN); + + }, + + fadeIn: function(currentTime) { + this.isFading = true; + this.startFadingTime = currentTime; + }, + + blink: function(speed, callback) { + var self = this; + + this.blinking = setInterval(function() { + self.toggleVisibility(); + }, speed); + }, + + stopBlinking: function() { + if(this.blinking) { + clearInterval(this.blinking); + } + this.setVisible(true); + }, + + setDirty: function() { + this.isDirty = true; + if(this.dirty_callback) { + this.dirty_callback(this); + } + }, + + onDirty: function(dirty_callback) { + this.dirty_callback = dirty_callback; + } + }); + + return Entity; +}); diff --git a/js/entityfactory.js b/js/entityfactory.js new file mode 100644 index 0000000000000000000000000000000000000000..12135d4206040e9162124ba501bbd1b72f9ae946 --- /dev/null +++ b/js/entityfactory.js @@ -0,0 +1,212 @@ + +define(['mobs', 'items', 'npcs', 'warrior', 'chest'], function(Mobs, Items, NPCs, Warrior, Chest) { + + var EntityFactory = {}; + + EntityFactory.createEntity = function(kind, id, name) { + if(!kind) { + log.error("kind is undefined", true); + return; + } + + if(!_.isFunction(EntityFactory.builders[kind])) { + throw Error(kind + " is not a valid Entity type"); + } + + return EntityFactory.builders[kind](id, name); + }; + + //===== mobs ====== + + EntityFactory.builders = []; + + EntityFactory.builders[Types.Entities.WARRIOR] = function(id, name) { + return new Warrior(id, name); + }; + + EntityFactory.builders[Types.Entities.RAT] = function(id) { + return new Mobs.Rat(id); + }; + + EntityFactory.builders[Types.Entities.SKELETON] = function(id) { + return new Mobs.Skeleton(id); + }; + + EntityFactory.builders[Types.Entities.SKELETON2] = function(id) { + return new Mobs.Skeleton2(id); + }; + + EntityFactory.builders[Types.Entities.SPECTRE] = function(id) { + return new Mobs.Spectre(id); + }; + + EntityFactory.builders[Types.Entities.DEATHKNIGHT] = function(id) { + return new Mobs.Deathknight(id); + }; + + EntityFactory.builders[Types.Entities.GOBLIN] = function(id) { + return new Mobs.Goblin(id); + }; + + EntityFactory.builders[Types.Entities.OGRE] = function(id) { + return new Mobs.Ogre(id); + }; + + EntityFactory.builders[Types.Entities.CRAB] = function(id) { + return new Mobs.Crab(id); + }; + + EntityFactory.builders[Types.Entities.SNAKE] = function(id) { + return new Mobs.Snake(id); + }; + + EntityFactory.builders[Types.Entities.EYE] = function(id) { + return new Mobs.Eye(id); + }; + + EntityFactory.builders[Types.Entities.BAT] = function(id) { + return new Mobs.Bat(id); + }; + + EntityFactory.builders[Types.Entities.WIZARD] = function(id) { + return new Mobs.Wizard(id); + }; + + EntityFactory.builders[Types.Entities.BOSS] = function(id) { + return new Mobs.Boss(id); + }; + + //===== items ====== + + EntityFactory.builders[Types.Entities.SWORD2] = function(id) { + return new Items.Sword2(id); + }; + + EntityFactory.builders[Types.Entities.AXE] = function(id) { + return new Items.Axe(id); + }; + + EntityFactory.builders[Types.Entities.REDSWORD] = function(id) { + return new Items.RedSword(id); + }; + + EntityFactory.builders[Types.Entities.BLUESWORD] = function(id) { + return new Items.BlueSword(id); + }; + + EntityFactory.builders[Types.Entities.GOLDENSWORD] = function(id) { + return new Items.GoldenSword(id); + }; + + EntityFactory.builders[Types.Entities.MORNINGSTAR] = function(id) { + return new Items.MorningStar(id); + }; + + EntityFactory.builders[Types.Entities.MAILARMOR] = function(id) { + return new Items.MailArmor(id); + }; + + EntityFactory.builders[Types.Entities.LEATHERARMOR] = function(id) { + return new Items.LeatherArmor(id); + }; + + EntityFactory.builders[Types.Entities.PLATEARMOR] = function(id) { + return new Items.PlateArmor(id); + }; + + EntityFactory.builders[Types.Entities.REDARMOR] = function(id) { + return new Items.RedArmor(id); + }; + + EntityFactory.builders[Types.Entities.GOLDENARMOR] = function(id) { + return new Items.GoldenArmor(id); + }; + + EntityFactory.builders[Types.Entities.FLASK] = function(id) { + return new Items.Flask(id); + }; + + EntityFactory.builders[Types.Entities.FIREPOTION] = function(id) { + return new Items.FirePotion(id); + }; + + EntityFactory.builders[Types.Entities.BURGER] = function(id) { + return new Items.Burger(id); + }; + + EntityFactory.builders[Types.Entities.CAKE] = function(id) { + return new Items.Cake(id); + }; + + EntityFactory.builders[Types.Entities.CHEST] = function(id) { + return new Chest(id); + }; + + //====== NPCs ====== + + EntityFactory.builders[Types.Entities.GUARD] = function(id) { + return new NPCs.Guard(id); + }; + + EntityFactory.builders[Types.Entities.KING] = function(id) { + return new NPCs.King(id); + }; + + EntityFactory.builders[Types.Entities.VILLAGEGIRL] = function(id) { + return new NPCs.VillageGirl(id); + }; + + EntityFactory.builders[Types.Entities.VILLAGER] = function(id) { + return new NPCs.Villager(id); + }; + + EntityFactory.builders[Types.Entities.CODER] = function(id) { + return new NPCs.Coder(id); + }; + + EntityFactory.builders[Types.Entities.AGENT] = function(id) { + return new NPCs.Agent(id); + }; + + EntityFactory.builders[Types.Entities.RICK] = function(id) { + return new NPCs.Rick(id); + }; + + EntityFactory.builders[Types.Entities.SCIENTIST] = function(id) { + return new NPCs.Scientist(id); + }; + + EntityFactory.builders[Types.Entities.NYAN] = function(id) { + return new NPCs.Nyan(id); + }; + + EntityFactory.builders[Types.Entities.PRIEST] = function(id) { + return new NPCs.Priest(id); + }; + + EntityFactory.builders[Types.Entities.SORCERER] = function(id) { + return new NPCs.Sorcerer(id); + }; + + EntityFactory.builders[Types.Entities.OCTOCAT] = function(id) { + return new NPCs.Octocat(id); + }; + + EntityFactory.builders[Types.Entities.BEACHNPC] = function(id) { + return new NPCs.BeachNpc(id); + }; + + EntityFactory.builders[Types.Entities.FORESTNPC] = function(id) { + return new NPCs.ForestNpc(id); + }; + + EntityFactory.builders[Types.Entities.DESERTNPC] = function(id) { + return new NPCs.DesertNpc(id); + }; + + EntityFactory.builders[Types.Entities.LAVANPC] = function(id) { + return new NPCs.LavaNpc(id); + }; + + return EntityFactory; +}); diff --git a/js/exceptions.js b/js/exceptions.js new file mode 100644 index 0000000000000000000000000000000000000000..46bb9e22d87bff87c9856210d7dfefeb9e83636e --- /dev/null +++ b/js/exceptions.js @@ -0,0 +1,14 @@ + +define(function() { + + var Exceptions = { + + LootException: Class.extend({ + init: function(message) { + this.message = message; + } + }) + }; + + return Exceptions; +}); \ No newline at end of file diff --git a/js/game.js b/js/game.js new file mode 100644 index 0000000000000000000000000000000000000000..7ab811361b5a249b3a9835bc2a64b441a4f51408 --- /dev/null +++ b/js/game.js @@ -0,0 +1,2454 @@ + +define(['infomanager', 'bubble', 'renderer', 'map', 'animation', 'sprite', 'tile', + 'warrior', 'gameclient', 'audio', 'updater', 'transition', 'pathfinder', + 'item', 'mob', 'npc', 'player', 'character', 'chest', 'mobs', 'exceptions', 'config', 'gametypes'], +function(InfoManager, BubbleManager, Renderer, Map, Animation, Sprite, AnimatedTile, + Warrior, GameClient, AudioManager, Updater, Transition, Pathfinder, + Item, Mob, Npc, Player, Character, Chest, Mobs, Exceptions, config) { + + var Game = Class.extend({ + init: function(app) { + this.app = app; + this.app.config = config; + this.ready = false; + this.started = false; + this.hasNeverStarted = true; + + this.renderer = null; + this.updater = null; + this.pathfinder = null; + this.chatinput = null; + this.bubbleManager = null; + this.audioManager = null; + + // Player + this.player = new Warrior("player", ""); + + // Game state + this.entities = {}; + this.deathpositions = {}; + this.entityGrid = null; + this.pathingGrid = null; + this.renderingGrid = null; + this.itemGrid = null; + this.currentCursor = null; + this.mouse = { x: 0, y: 0 }; + this.zoningQueue = []; + this.previousClickPosition = {}; + + this.selectedX = 0; + this.selectedY = 0; + this.selectedCellVisible = false; + this.targetColor = "rgba(255, 255, 255, 0.5)"; + this.targetCellVisible = true; + this.hoveringTarget = false; + this.hoveringMob = false; + this.hoveringItem = false; + this.hoveringCollidingTile = false; + + // combat + this.infoManager = new InfoManager(this); + + // zoning + this.currentZoning = null; + + this.cursors = {}; + + this.sprites = {}; + + // tile animation + this.animatedTiles = null; + + // debug + this.debugPathing = false; + + // sprites + this.spriteNames = ["hand", "sword", "loot", "target", "talk", "sparks", "shadow16", "rat", "skeleton", "skeleton2", "spectre", "boss", "deathknight", + "ogre", "crab", "snake", "eye", "bat", "goblin", "wizard", "guard", "king", "villagegirl", "villager", "coder", "agent", "rick", "scientist", "nyan", "priest", + "sorcerer", "octocat", "beachnpc", "forestnpc", "desertnpc", "lavanpc", "clotharmor", "leatherarmor", "mailarmor", + "platearmor", "redarmor", "goldenarmor", "firefox", "death", "sword1", "axe", "chest", + "sword2", "redsword", "bluesword", "goldensword", "item-sword2", "item-axe", "item-redsword", "item-bluesword", "item-goldensword", "item-leatherarmor", "item-mailarmor", + "item-platearmor", "item-redarmor", "item-goldenarmor", "item-flask", "item-cake", "item-burger", "morningstar", "item-morningstar", "item-firepotion"]; + }, + + setup: function($bubbleContainer, canvas, background, foreground, input) { + this.setBubbleManager(new BubbleManager($bubbleContainer)); + this.setRenderer(new Renderer(this, canvas, background, foreground)); + this.setChatInput(input); + }, + + setStorage: function(storage) { + this.storage = storage; + }, + + setRenderer: function(renderer) { + this.renderer = renderer; + }, + + setUpdater: function(updater) { + this.updater = updater; + }, + + setPathfinder: function(pathfinder) { + this.pathfinder = pathfinder; + }, + + setChatInput: function(element) { + this.chatinput = element; + }, + + setBubbleManager: function(bubbleManager) { + this.bubbleManager = bubbleManager; + }, + + loadMap: function() { + var self = this; + + this.map = new Map(!this.renderer.upscaledRendering, this); + + this.map.ready(function() { + log.info("Map loaded."); + var tilesetIndex = self.renderer.upscaledRendering ? 0 : self.renderer.scale - 1; + self.renderer.setTileset(self.map.tilesets[tilesetIndex]); + }); + }, + + initPlayer: function() { + if(this.storage.hasAlreadyPlayed()) { + this.player.setSpriteName(this.storage.data.player.armor); + this.player.setWeaponName(this.storage.data.player.weapon); + } + + this.player.setSprite(this.sprites[this.player.getSpriteName()]); + this.player.idle(); + + log.debug("Finished initPlayer"); + }, + + initShadows: function() { + this.shadows = {}; + this.shadows["small"] = this.sprites["shadow16"]; + }, + + initCursors: function() { + this.cursors["hand"] = this.sprites["hand"]; + this.cursors["sword"] = this.sprites["sword"]; + this.cursors["loot"] = this.sprites["loot"]; + this.cursors["target"] = this.sprites["target"]; + this.cursors["arrow"] = this.sprites["arrow"]; + this.cursors["talk"] = this.sprites["talk"]; + }, + + initAnimations: function() { + this.targetAnimation = new Animation("idle_down", 4, 0, 16, 16); + this.targetAnimation.setSpeed(50); + + this.sparksAnimation = new Animation("idle_down", 6, 0, 16, 16); + this.sparksAnimation.setSpeed(120); + }, + + initHurtSprites: function() { + var self = this; + + Types.forEachArmorKind(function(kind, kindName) { + self.sprites[kindName].createHurtSprite(); + }); + }, + + initSilhouettes: function() { + var self = this; + + Types.forEachMobOrNpcKind(function(kind, kindName) { + self.sprites[kindName].createSilhouette(); + }); + self.sprites["chest"].createSilhouette(); + self.sprites["item-cake"].createSilhouette(); + }, + + initAchievements: function() { + var self = this; + + this.achievements = { + A_TRUE_WARRIOR: { + id: 1, + name: "A True Warrior", + desc: "Find a new weapon" + }, + INTO_THE_WILD: { + id: 2, + name: "Into the Wild", + desc: "Venture outside the village" + }, + ANGRY_RATS: { + id: 3, + name: "Angry Rats", + desc: "Kill 10 rats", + isCompleted: function() { + return self.storage.getRatCount() >= 10; + } + }, + SMALL_TALK: { + id: 4, + name: "Small Talk", + desc: "Talk to a non-player character" + }, + FAT_LOOT: { + id: 5, + name: "Fat Loot", + desc: "Get a new armor set" + }, + UNDERGROUND: { + id: 6, + name: "Underground", + desc: "Explore at least one cave" + }, + AT_WORLDS_END: { + id: 7, + name: "At World's End", + desc: "Reach the south shore" + }, + COWARD: { + id: 8, + name: "Coward", + desc: "Successfully escape an enemy" + }, + TOMB_RAIDER: { + id: 9, + name: "Tomb Raider", + desc: "Find the graveyard" + }, + SKULL_COLLECTOR: { + id: 10, + name: "Skull Collector", + desc: "Kill 10 skeletons", + isCompleted: function() { + return self.storage.getSkeletonCount() >= 10; + } + }, + NINJA_LOOT: { + id: 11, + name: "Ninja Loot", + desc: "Get hold of an item you didn't fight for" + }, + NO_MANS_LAND: { + id: 12, + name: "No Man's Land", + desc: "Travel through the desert" + }, + HUNTER: { + id: 13, + name: "Hunter", + desc: "Kill 50 enemies", + isCompleted: function() { + return self.storage.getTotalKills() >= 50; + } + }, + STILL_ALIVE: { + id: 14, + name: "Still Alive", + desc: "Revive your character five times", + isCompleted: function() { + return self.storage.getTotalRevives() >= 5; + } + }, + MEATSHIELD: { + id: 15, + name: "Meatshield", + desc: "Take 5,000 points of damage", + isCompleted: function() { + return self.storage.getTotalDamageTaken() >= 5000; + } + }, + HOT_SPOT: { + id: 16, + name: "Hot Spot", + desc: "Enter the volcanic mountains" + }, + HERO: { + id: 17, + name: "Hero", + desc: "Defeat the final boss" + }, + FOXY: { + id: 18, + name: "Foxy", + desc: "Find the Firefox costume", + hidden: true + }, + FOR_SCIENCE: { + id: 19, + name: "For Science", + desc: "Enter into a portal", + hidden: true + }, + RICKROLLD: { + id: 20, + name: "Rickroll'd", + desc: "Take some singing lessons", + hidden: true + } + }; + + _.each(this.achievements, function(obj) { + if(!obj.isCompleted) { + obj.isCompleted = function() { return true; } + } + if(!obj.hidden) { + obj.hidden = false; + } + }); + + this.app.initAchievementList(this.achievements); + + if(this.storage.hasAlreadyPlayed()) { + this.app.initUnlockedAchievements(this.storage.data.achievements.unlocked); + } + }, + + getAchievementById: function(id) { + var found = null; + _.each(this.achievements, function(achievement, key) { + if(achievement.id === parseInt(id)) { + found = achievement; + } + }); + return found; + }, + + loadSprite: function(name) { + if(this.renderer.upscaledRendering) { + this.spritesets[0][name] = new Sprite(name, 1); + } else { + this.spritesets[1][name] = new Sprite(name, 2); + if(!this.renderer.mobile && !this.renderer.tablet) { + this.spritesets[2][name] = new Sprite(name, 3); + } + } + }, + + setSpriteScale: function(scale) { + var self = this; + + if(this.renderer.upscaledRendering) { + this.sprites = this.spritesets[0]; + } else { + this.sprites = this.spritesets[scale - 1]; + + _.each(this.entities, function(entity) { + entity.sprite = null; + entity.setSprite(self.sprites[entity.getSpriteName()]); + }); + this.initHurtSprites(); + this.initShadows(); + this.initCursors(); + } + }, + + loadSprites: function() { + log.info("Loading sprites..."); + this.spritesets = []; + this.spritesets[0] = {}; + this.spritesets[1] = {}; + this.spritesets[2] = {}; + _.map(this.spriteNames, this.loadSprite, this); + }, + + spritesLoaded: function() { + if(_.any(this.sprites, function(sprite) { return !sprite.isLoaded; })) { + return false; + } + return true; + }, + + setCursor: function(name, orientation) { + if(name in this.cursors) { + this.currentCursor = this.cursors[name]; + this.currentCursorOrientation = orientation; + } else { + log.error("Unknown cursor name :"+name); + } + }, + + updateCursorLogic: function() { + if(this.hoveringCollidingTile && this.started) { + this.targetColor = "rgba(255, 50, 50, 0.5)"; + } + else { + this.targetColor = "rgba(255, 255, 255, 0.5)"; + } + + if(this.hoveringMob && this.started) { + this.setCursor("sword"); + this.hoveringTarget = false; + this.targetCellVisible = false; + } + else if(this.hoveringNpc && this.started) { + this.setCursor("talk"); + this.hoveringTarget = false; + this.targetCellVisible = false; + } + else if((this.hoveringItem || this.hoveringChest) && this.started) { + this.setCursor("loot"); + this.hoveringTarget = false; + this.targetCellVisible = true; + } + else { + this.setCursor("hand"); + this.hoveringTarget = false; + this.targetCellVisible = true; + } + }, + + focusPlayer: function() { + this.renderer.camera.lookAt(this.player); + }, + + addEntity: function(entity) { + var self = this; + + if(this.entities[entity.id] === undefined) { + this.entities[entity.id] = entity; + this.registerEntityPosition(entity); + + if(!(entity instanceof Item && entity.wasDropped) + && !(this.renderer.mobile || this.renderer.tablet)) { + entity.fadeIn(this.currentTime); + } + + if(this.renderer.mobile || this.renderer.tablet) { + entity.onDirty(function(e) { + if(self.camera.isVisible(e)) { + e.dirtyRect = self.renderer.getEntityBoundingRect(e); + self.checkOtherDirtyRects(e.dirtyRect, e, e.gridX, e.gridY); + } + }); + } + } + else { + log.error("This entity already exists : " + entity.id + " ("+entity.kind+")"); + } + }, + + removeEntity: function(entity) { + if(entity.id in this.entities) { + this.unregisterEntityPosition(entity); + delete this.entities[entity.id]; + } + else { + log.error("Cannot remove entity. Unknown ID : " + entity.id); + } + }, + + addItem: function(item, x, y) { + item.setSprite(this.sprites[item.getSpriteName()]); + item.setGridPosition(x, y); + item.setAnimation("idle", 150); + this.addEntity(item); + }, + + removeItem: function(item) { + if(item) { + this.removeFromItemGrid(item, item.gridX, item.gridY); + this.removeFromRenderingGrid(item, item.gridX, item.gridY); + delete this.entities[item.id]; + } else { + log.error("Cannot remove item. Unknown ID : " + item.id); + } + }, + + initPathingGrid: function() { + this.pathingGrid = []; + for(var i=0; i < this.map.height; i += 1) { + this.pathingGrid[i] = []; + for(var j=0; j < this.map.width; j += 1) { + this.pathingGrid[i][j] = this.map.grid[i][j]; + } + } + log.info("Initialized the pathing grid with static colliding cells."); + }, + + initEntityGrid: function() { + this.entityGrid = []; + for(var i=0; i < this.map.height; i += 1) { + this.entityGrid[i] = []; + for(var j=0; j < this.map.width; j += 1) { + this.entityGrid[i][j] = {}; + } + } + log.info("Initialized the entity grid."); + }, + + initRenderingGrid: function() { + this.renderingGrid = []; + for(var i=0; i < this.map.height; i += 1) { + this.renderingGrid[i] = []; + for(var j=0; j < this.map.width; j += 1) { + this.renderingGrid[i][j] = {}; + } + } + log.info("Initialized the rendering grid."); + }, + + initItemGrid: function() { + this.itemGrid = []; + for(var i=0; i < this.map.height; i += 1) { + this.itemGrid[i] = []; + for(var j=0; j < this.map.width; j += 1) { + this.itemGrid[i][j] = {}; + } + } + log.info("Initialized the item grid."); + }, + + /** + * + */ + initAnimatedTiles: function() { + var self = this, + m = this.map; + + this.animatedTiles = []; + this.forEachVisibleTile(function (id, index) { + if(m.isAnimatedTile(id)) { + var tile = new AnimatedTile(id, m.getTileAnimationLength(id), m.getTileAnimationDelay(id), index), + pos = self.map.tileIndexToGridPosition(tile.index); + + tile.x = pos.x; + tile.y = pos.y; + self.animatedTiles.push(tile); + } + }, 1); + //log.info("Initialized animated tiles."); + }, + + addToRenderingGrid: function(entity, x, y) { + if(!this.map.isOutOfBounds(x, y)) { + this.renderingGrid[y][x][entity.id] = entity; + } + }, + + removeFromRenderingGrid: function(entity, x, y) { + if(entity && this.renderingGrid[y][x] && entity.id in this.renderingGrid[y][x]) { + delete this.renderingGrid[y][x][entity.id]; + } + }, + + removeFromEntityGrid: function(entity, x, y) { + if(this.entityGrid[y][x][entity.id]) { + delete this.entityGrid[y][x][entity.id]; + } + }, + + removeFromItemGrid: function(item, x, y) { + if(item && this.itemGrid[y][x][item.id]) { + delete this.itemGrid[y][x][item.id]; + } + }, + + removeFromPathingGrid: function(x, y) { + this.pathingGrid[y][x] = 0; + }, + + /** + * Registers the entity at two adjacent positions on the grid at the same time. + * This situation is temporary and should only occur when the entity is moving. + * This is useful for the hit testing algorithm used when hovering entities with the mouse cursor. + * + * @param {Entity} entity The moving entity + */ + registerEntityDualPosition: function(entity) { + if(entity) { + this.entityGrid[entity.gridY][entity.gridX][entity.id] = entity; + + this.addToRenderingGrid(entity, entity.gridX, entity.gridY); + + if(entity.nextGridX >= 0 && entity.nextGridY >= 0) { + this.entityGrid[entity.nextGridY][entity.nextGridX][entity.id] = entity; + if(!(entity instanceof Player)) { + this.pathingGrid[entity.nextGridY][entity.nextGridX] = 1; + } + } + } + }, + + /** + * Clears the position(s) of this entity in the entity grid. + * + * @param {Entity} entity The moving entity + */ + unregisterEntityPosition: function(entity) { + if(entity) { + this.removeFromEntityGrid(entity, entity.gridX, entity.gridY); + this.removeFromPathingGrid(entity.gridX, entity.gridY); + + this.removeFromRenderingGrid(entity, entity.gridX, entity.gridY); + + if(entity.nextGridX >= 0 && entity.nextGridY >= 0) { + this.removeFromEntityGrid(entity, entity.nextGridX, entity.nextGridY); + this.removeFromPathingGrid(entity.nextGridX, entity.nextGridY); + } + } + }, + + registerEntityPosition: function(entity) { + var x = entity.gridX, + y = entity.gridY; + + if(entity) { + if(entity instanceof Character || entity instanceof Chest) { + this.entityGrid[y][x][entity.id] = entity; + if(!(entity instanceof Player)) { + this.pathingGrid[y][x] = 1; + } + } + if(entity instanceof Item) { + this.itemGrid[y][x][entity.id] = entity; + } + + this.addToRenderingGrid(entity, x, y); + } + }, + + setServerOptions: function(host, port, username) { + this.host = host; + this.port = port; + this.username = username; + }, + + loadAudio: function() { + this.audioManager = new AudioManager(this); + }, + + initMusicAreas: function() { + var self = this; + _.each(this.map.musicAreas, function(area) { + self.audioManager.addArea(area.x, area.y, area.w, area.h, area.id); + }); + }, + + run: function(started_callback) { + var self = this; + + this.loadSprites(); + this.setUpdater(new Updater(this)); + this.camera = this.renderer.camera; + + this.setSpriteScale(this.renderer.scale); + + var wait = setInterval(function() { + if(self.map.isLoaded && self.spritesLoaded()) { + self.ready = true; + log.debug('All sprites loaded.'); + + self.loadAudio(); + + self.initMusicAreas(); + self.initAchievements(); + self.initCursors(); + self.initAnimations(); + self.initShadows(); + self.initHurtSprites(); + + if(!self.renderer.mobile + && !self.renderer.tablet + && self.renderer.upscaledRendering) { + self.initSilhouettes(); + } + + self.initEntityGrid(); + self.initItemGrid(); + self.initPathingGrid(); + self.initRenderingGrid(); + + self.setPathfinder(new Pathfinder(self.map.width, self.map.height)); + + self.initPlayer(); + self.setCursor("hand"); + + self.connect(started_callback); + + clearInterval(wait); + } + }, 100); + }, + + tick: function() { + this.currentTime = new Date().getTime(); + + if(this.started) { + this.updateCursorLogic(); + this.updater.update(); + this.renderer.renderFrame(); + } + + if(!this.isStopped) { + requestAnimFrame(this.tick.bind(this)); + } + }, + + start: function() { + this.tick(); + this.hasNeverStarted = false; + log.info("Game loop started."); + }, + + stop: function() { + log.info("Game stopped."); + this.isStopped = true; + }, + + entityIdExists: function(id) { + return id in this.entities; + }, + + getEntityById: function(id) { + if(id in this.entities) { + return this.entities[id]; + } + else { + log.error("Unknown entity id : " + id, true); + } + }, + + connect: function(started_callback) { + var self = this, + connecting = false; // always in dispatcher mode in the build version + + this.client = new GameClient(this.host, this.port); + + //>>excludeStart("prodHost", pragmas.prodHost); + var config = this.app.config.local || this.app.config.dev; + if(config) { + this.client.connect(config.dispatcher); // false if the client connects directly to a game server + connecting = true; + } + //>>excludeEnd("prodHost"); + + //>>includeStart("prodHost", pragmas.prodHost); + if(!connecting) { + this.client.connect(true); // always use the dispatcher in production + } + //>>includeEnd("prodHost"); + + this.client.onDispatched(function(host, port) { + log.debug("Dispatched to game server "+host+ ":"+port); + + self.client.host = host; + self.client.port = port; + self.client.connect(); // connect to actual game server + }); + + this.client.onConnected(function() { + log.info("Starting client/server handshake"); + + self.player.name = self.username; + self.started = true; + + self.sendHello(self.player); + }); + + this.client.onEntityList(function(list) { + var entityIds = _.pluck(self.entities, 'id'), + knownIds = _.intersection(entityIds, list), + newIds = _.difference(list, knownIds); + + self.obsoleteEntities = _.reject(self.entities, function(entity) { + return _.include(knownIds, entity.id) || entity.id === self.player.id; + }); + + // Destroy entities outside of the player's zone group + self.removeObsoleteEntities(); + + // Ask the server for spawn information about unknown entities + if(_.size(newIds) > 0) { + self.client.sendWho(newIds); + } + }); + + this.client.onWelcome(function(id, name, x, y, hp) { + log.info("Received player ID from server : "+ id); + self.player.id = id; + self.playerId = id; + // Always accept name received from the server which will + // sanitize and shorten names exceeding the allowed length. + self.player.name = name; + self.player.setGridPosition(x, y); + self.player.setMaxHitPoints(hp); + + self.updateBars(); + self.resetCamera(); + self.updatePlateauMode(); + self.audioManager.updateMusic(); + + self.addEntity(self.player); + self.player.dirtyRect = self.renderer.getEntityBoundingRect(self.player); + + setTimeout(function() { + self.tryUnlockingAchievement("STILL_ALIVE"); + }, 1500); + + if(!self.storage.hasAlreadyPlayed()) { + self.storage.initPlayer(self.player.name); + self.storage.savePlayer(self.renderer.getPlayerImage(), + self.player.getSpriteName(), + self.player.getWeaponName()); + self.showNotification("Welcome to BrowserQuest!"); + } else { + self.showNotification("Welcome back to BrowserQuest!"); + self.storage.setPlayerName(name); + } + + self.player.onStartPathing(function(path) { + var i = path.length - 1, + x = path[i][0], + y = path[i][1]; + + if(self.player.isMovingToLoot()) { + self.player.isLootMoving = false; + } + else if(!self.player.isAttacking()) { + self.client.sendMove(x, y); + } + + // Target cursor position + self.selectedX = x; + self.selectedY = y; + self.selectedCellVisible = true; + + if(self.renderer.mobile || self.renderer.tablet) { + self.drawTarget = true; + self.clearTarget = true; + self.renderer.targetRect = self.renderer.getTargetBoundingRect(); + self.checkOtherDirtyRects(self.renderer.targetRect, null, self.selectedX, self.selectedY); + } + }); + + self.player.onCheckAggro(function() { + self.forEachMob(function(mob) { + if(mob.isAggressive && !mob.isAttacking() && self.player.isNear(mob, mob.aggroRange)) { + self.player.aggro(mob); + } + }); + }); + + self.player.onAggro(function(mob) { + if(!mob.isWaitingToAttack(self.player) && !self.player.isAttackedBy(mob)) { + self.player.log_info("Aggroed by " + mob.id + " at ("+self.player.gridX+", "+self.player.gridY+")"); + self.client.sendAggro(mob); + mob.waitToAttack(self.player); + } + }); + + self.player.onBeforeStep(function() { + var blockingEntity = self.getEntityAt(self.player.nextGridX, self.player.nextGridY); + if(blockingEntity && blockingEntity.id !== self.playerId) { + log.debug("Blocked by " + blockingEntity.id); + } + self.unregisterEntityPosition(self.player); + }); + + self.player.onStep(function() { + if(self.player.hasNextStep()) { + self.registerEntityDualPosition(self.player); + } + + if(self.isZoningTile(self.player.gridX, self.player.gridY)) { + self.enqueueZoningFrom(self.player.gridX, self.player.gridY); + } + + self.player.forEachAttacker(function(attacker) { + if(attacker.isAdjacent(attacker.target)) { + attacker.lookAtTarget(); + } else { + attacker.follow(self.player); + } + }); + + if((self.player.gridX <= 85 && self.player.gridY <= 179 && self.player.gridY > 178) || (self.player.gridX <= 85 && self.player.gridY <= 266 && self.player.gridY > 265)) { + self.tryUnlockingAchievement("INTO_THE_WILD"); + } + + if(self.player.gridX <= 85 && self.player.gridY <= 293 && self.player.gridY > 292) { + self.tryUnlockingAchievement("AT_WORLDS_END"); + } + + if(self.player.gridX <= 85 && self.player.gridY <= 100 && self.player.gridY > 99) { + self.tryUnlockingAchievement("NO_MANS_LAND"); + } + + if(self.player.gridX <= 85 && self.player.gridY <= 51 && self.player.gridY > 50) { + self.tryUnlockingAchievement("HOT_SPOT"); + } + + if(self.player.gridX <= 27 && self.player.gridY <= 123 && self.player.gridY > 112) { + self.tryUnlockingAchievement("TOMB_RAIDER"); + } + + self.updatePlayerCheckpoint(); + + if(!self.player.isDead) { + self.audioManager.updateMusic(); + } + }); + + self.player.onStopPathing(function(x, y) { + if(self.player.hasTarget()) { + self.player.lookAtTarget(); + } + + self.selectedCellVisible = false; + + if(self.isItemAt(x, y)) { + var item = self.getItemAt(x, y); + + try { + self.player.loot(item); + self.client.sendLoot(item); // Notify the server that this item has been looted + self.removeItem(item); + self.showNotification(item.getLootMessage()); + + if(item.type === "armor") { + self.tryUnlockingAchievement("FAT_LOOT"); + } + + if(item.type === "weapon") { + self.tryUnlockingAchievement("A_TRUE_WARRIOR"); + } + + if(item.kind === Types.Entities.CAKE) { + self.tryUnlockingAchievement("FOR_SCIENCE"); + } + + if(item.kind === Types.Entities.FIREPOTION) { + self.tryUnlockingAchievement("FOXY"); + self.audioManager.playSound("firefox"); + } + + if(Types.isHealingItem(item.kind)) { + self.audioManager.playSound("heal"); + } else { + self.audioManager.playSound("loot"); + } + + if(item.wasDropped && !_(item.playersInvolved).include(self.playerId)) { + self.tryUnlockingAchievement("NINJA_LOOT"); + } + } catch(e) { + if(e instanceof Exceptions.LootException) { + self.showNotification(e.message); + self.audioManager.playSound("noloot"); + } else { + throw e; + } + } + } + + if(!self.player.hasTarget() && self.map.isDoor(x, y)) { + var dest = self.map.getDoorDestination(x, y); + + self.player.setGridPosition(dest.x, dest.y); + self.player.nextGridX = dest.x; + self.player.nextGridY = dest.y; + self.player.turnTo(dest.orientation); + self.client.sendTeleport(dest.x, dest.y); + + if(self.renderer.mobile && dest.cameraX && dest.cameraY) { + self.camera.setGridPosition(dest.cameraX, dest.cameraY); + self.resetZone(); + } else { + if(dest.portal) { + self.assignBubbleTo(self.player); + } else { + self.camera.focusEntity(self.player); + self.resetZone(); + } + } + + if(_.size(self.player.attackers) > 0) { + setTimeout(function() { self.tryUnlockingAchievement("COWARD"); }, 500); + } + self.player.forEachAttacker(function(attacker) { + attacker.disengage(); + attacker.idle(); + }); + + self.updatePlateauMode(); + + self.checkUndergroundAchievement(); + + if(self.renderer.mobile || self.renderer.tablet) { + // When rendering with dirty rects, clear the whole screen when entering a door. + self.renderer.clearScreen(self.renderer.context); + } + + if(dest.portal) { + self.audioManager.playSound("teleport"); + } + + if(!self.player.isDead) { + self.audioManager.updateMusic(); + } + } + + if(self.player.target instanceof Npc) { + self.makeNpcTalk(self.player.target); + } else if(self.player.target instanceof Chest) { + self.client.sendOpen(self.player.target); + self.audioManager.playSound("chest"); + } + + self.player.forEachAttacker(function(attacker) { + if(!attacker.isAdjacentNonDiagonal(self.player)) { + attacker.follow(self.player); + } + }); + + self.unregisterEntityPosition(self.player); + self.registerEntityPosition(self.player); + }); + + self.player.onRequestPath(function(x, y) { + var ignored = [self.player]; // Always ignore self + + if(self.player.hasTarget()) { + ignored.push(self.player.target); + } + return self.findPath(self.player, x, y, ignored); + }); + + self.player.onDeath(function() { + log.info(self.playerId + " is dead"); + + self.player.stopBlinking(); + self.player.setSprite(self.sprites["death"]); + self.player.animate("death", 120, 1, function() { + log.info(self.playerId + " was removed"); + + self.removeEntity(self.player); + self.removeFromRenderingGrid(self.player, self.player.gridX, self.player.gridY); + + self.player = null; + self.client.disable(); + + setTimeout(function() { + self.playerdeath_callback(); + }, 1000); + }); + + self.player.forEachAttacker(function(attacker) { + attacker.disengage(); + attacker.idle(); + }); + + self.audioManager.fadeOutCurrentMusic(); + self.audioManager.playSound("death"); + }); + + self.player.onHasMoved(function(player) { + self.assignBubbleTo(player); + }); + + self.player.onArmorLoot(function(armorName) { + self.player.switchArmor(self.sprites[armorName]); + }); + + self.player.onSwitchItem(function() { + self.storage.savePlayer(self.renderer.getPlayerImage(), + self.player.getArmorName(), + self.player.getWeaponName()); + if(self.equipment_callback) { + self.equipment_callback(); + } + }); + + self.player.onInvincible(function() { + self.invincible_callback(); + self.player.switchArmor(self.sprites["firefox"]); + }); + + self.client.onSpawnItem(function(item, x, y) { + log.info("Spawned " + Types.getKindAsString(item.kind) + " (" + item.id + ") at "+x+", "+y); + self.addItem(item, x, y); + }); + + self.client.onSpawnChest(function(chest, x, y) { + log.info("Spawned chest (" + chest.id + ") at "+x+", "+y); + chest.setSprite(self.sprites[chest.getSpriteName()]); + chest.setGridPosition(x, y); + chest.setAnimation("idle_down", 150); + self.addEntity(chest, x, y); + + chest.onOpen(function() { + chest.stopBlinking(); + chest.setSprite(self.sprites["death"]); + chest.setAnimation("death", 120, 1, function() { + log.info(chest.id + " was removed"); + self.removeEntity(chest); + self.removeFromRenderingGrid(chest, chest.gridX, chest.gridY); + self.previousClickPosition = {}; + }); + }); + }); + + self.client.onSpawnCharacter(function(entity, x, y, orientation, targetId) { + if(!self.entityIdExists(entity.id)) { + try { + if(entity.id !== self.playerId) { + entity.setSprite(self.sprites[entity.getSpriteName()]); + entity.setGridPosition(x, y); + entity.setOrientation(orientation); + entity.idle(); + + self.addEntity(entity); + + log.debug("Spawned " + Types.getKindAsString(entity.kind) + " (" + entity.id + ") at "+entity.gridX+", "+entity.gridY); + + if(entity instanceof Character) { + entity.onBeforeStep(function() { + self.unregisterEntityPosition(entity); + }); + + entity.onStep(function() { + if(!entity.isDying) { + self.registerEntityDualPosition(entity); + + entity.forEachAttacker(function(attacker) { + if(attacker.isAdjacent(attacker.target)) { + attacker.lookAtTarget(); + } else { + attacker.follow(entity); + } + }); + } + }); + + entity.onStopPathing(function(x, y) { + if(!entity.isDying) { + if(entity.hasTarget() && entity.isAdjacent(entity.target)) { + entity.lookAtTarget(); + } + + if(entity instanceof Player) { + var gridX = entity.destination.gridX, + gridY = entity.destination.gridY; + + if(self.map.isDoor(gridX, gridY)) { + var dest = self.map.getDoorDestination(gridX, gridY); + entity.setGridPosition(dest.x, dest.y); + } + } + + entity.forEachAttacker(function(attacker) { + if(!attacker.isAdjacentNonDiagonal(entity) && attacker.id !== self.playerId) { + attacker.follow(entity); + } + }); + + self.unregisterEntityPosition(entity); + self.registerEntityPosition(entity); + } + }); + + entity.onRequestPath(function(x, y) { + var ignored = [entity], // Always ignore self + ignoreTarget = function(target) { + ignored.push(target); + + // also ignore other attackers of the target entity + target.forEachAttacker(function(attacker) { + ignored.push(attacker); + }); + }; + + if(entity.hasTarget()) { + ignoreTarget(entity.target); + } else if(entity.previousTarget) { + // If repositioning before attacking again, ignore previous target + // See: tryMovingToADifferentTile() + ignoreTarget(entity.previousTarget); + } + + return self.findPath(entity, x, y, ignored); + }); + + entity.onDeath(function() { + log.info(entity.id + " is dead"); + + if(entity instanceof Mob) { + // Keep track of where mobs die in order to spawn their dropped items + // at the right position later. + self.deathpositions[entity.id] = {x: entity.gridX, y: entity.gridY}; + } + + entity.isDying = true; + entity.setSprite(self.sprites[entity instanceof Mobs.Rat ? "rat" : "death"]); + entity.animate("death", 120, 1, function() { + log.info(entity.id + " was removed"); + + self.removeEntity(entity); + self.removeFromRenderingGrid(entity, entity.gridX, entity.gridY); + }); + + entity.forEachAttacker(function(attacker) { + attacker.disengage(); + }); + + if(self.player.target && self.player.target.id === entity.id) { + self.player.disengage(); + } + + // Upon death, this entity is removed from both grids, allowing the player + // to click very fast in order to loot the dropped item and not be blocked. + // The entity is completely removed only after the death animation has ended. + self.removeFromEntityGrid(entity, entity.gridX, entity.gridY); + self.removeFromPathingGrid(entity.gridX, entity.gridY); + + if(self.camera.isVisible(entity)) { + self.audioManager.playSound("kill"+Math.floor(Math.random()*2+1)); + } + + self.updateCursor(); + }); + + entity.onHasMoved(function(entity) { + self.assignBubbleTo(entity); // Make chat bubbles follow moving entities + }); + + if(entity instanceof Mob) { + if(targetId) { + var player = self.getEntityById(targetId); + if(player) { + self.createAttackLink(entity, player); + } + } + } + } + } + } + catch(e) { + log.error(e); + } + } else { + log.debug("Character "+entity.id+" already exists. Don't respawn."); + } + }); + + self.client.onDespawnEntity(function(entityId) { + var entity = self.getEntityById(entityId); + + if(entity) { + log.info("Despawning " + Types.getKindAsString(entity.kind) + " (" + entity.id+ ")"); + + if(entity.gridX === self.previousClickPosition.x + && entity.gridY === self.previousClickPosition.y) { + self.previousClickPosition = {}; + } + + if(entity instanceof Item) { + self.removeItem(entity); + } else if(entity instanceof Character) { + entity.forEachAttacker(function(attacker) { + if(attacker.canReachTarget()) { + attacker.hit(); + } + }); + entity.die(); + } else if(entity instanceof Chest) { + entity.open(); + } + + entity.clean(); + } + }); + + self.client.onItemBlink(function(id) { + var item = self.getEntityById(id); + + if(item) { + item.blink(150); + } + }); + + self.client.onEntityMove(function(id, x, y) { + var entity = null; + + if(id !== self.playerId) { + entity = self.getEntityById(id); + + if(entity) { + if(self.player.isAttackedBy(entity)) { + self.tryUnlockingAchievement("COWARD"); + } + entity.disengage(); + entity.idle(); + self.makeCharacterGoTo(entity, x, y); + } + } + }); + + self.client.onEntityDestroy(function(id) { + var entity = self.getEntityById(id); + if(entity) { + if(entity instanceof Item) { + self.removeItem(entity); + } else { + self.removeEntity(entity); + } + log.debug("Entity was destroyed: "+entity.id); + } + }); + + self.client.onPlayerMoveToItem(function(playerId, itemId) { + var player, item; + + if(playerId !== self.playerId) { + player = self.getEntityById(playerId); + item = self.getEntityById(itemId); + + if(player && item) { + self.makeCharacterGoTo(player, item.gridX, item.gridY); + } + } + }); + + self.client.onEntityAttack(function(attackerId, targetId) { + var attacker = self.getEntityById(attackerId), + target = self.getEntityById(targetId); + + if(attacker && target && attacker.id !== self.playerId) { + log.debug(attacker.id + " attacks " + target.id); + + if(attacker && target instanceof Player && target.id !== self.playerId && target.target && target.target.id === attacker.id && attacker.getDistanceToEntity(target) < 3) { + setTimeout(function() { + self.createAttackLink(attacker, target); + }, 200); // delay to prevent other players attacking mobs from ending up on the same tile as they walk towards each other. + } else { + self.createAttackLink(attacker, target); + } + } + }); + + self.client.onPlayerDamageMob(function(mobId, points) { + var mob = self.getEntityById(mobId); + if(mob && points) { + self.infoManager.addDamageInfo(points, mob.x, mob.y - 15, "inflicted"); + } + }); + + self.client.onPlayerKillMob(function(kind) { + var mobName = Types.getKindAsString(kind); + + if(mobName === 'skeleton2') { + mobName = 'greater skeleton'; + } + + if(mobName === 'eye') { + mobName = 'evil eye'; + } + + if(mobName === 'deathknight') { + mobName = 'death knight'; + } + + if(mobName === 'boss') { + self.showNotification("You killed the skeleton king"); + } else { + if(_.include(['a', 'e', 'i', 'o', 'u'], mobName[0])) { + self.showNotification("You killed an " + mobName); + } else { + self.showNotification("You killed a " + mobName); + } + } + + self.storage.incrementTotalKills(); + self.tryUnlockingAchievement("HUNTER"); + + if(kind === Types.Entities.RAT) { + self.storage.incrementRatCount(); + self.tryUnlockingAchievement("ANGRY_RATS"); + } + + if(kind === Types.Entities.SKELETON || kind === Types.Entities.SKELETON2) { + self.storage.incrementSkeletonCount(); + self.tryUnlockingAchievement("SKULL_COLLECTOR"); + } + + if(kind === Types.Entities.BOSS) { + self.tryUnlockingAchievement("HERO"); + } + }); + + self.client.onPlayerChangeHealth(function(points, isRegen) { + var player = self.player, + diff, + isHurt; + + if(player && !player.isDead && !player.invincible) { + isHurt = points <= player.hitPoints; + diff = points - player.hitPoints; + player.hitPoints = points; + + if(player.hitPoints <= 0) { + player.die(); + } + if(isHurt) { + player.hurt(); + self.infoManager.addDamageInfo(diff, player.x, player.y - 15, "received"); + self.audioManager.playSound("hurt"); + self.storage.addDamage(-diff); + self.tryUnlockingAchievement("MEATSHIELD"); + if(self.playerhurt_callback) { + self.playerhurt_callback(); + } + } else if(!isRegen){ + self.infoManager.addDamageInfo("+"+diff, player.x, player.y - 15, "healed"); + } + self.updateBars(); + } + }); + + self.client.onPlayerChangeMaxHitPoints(function(hp) { + self.player.maxHitPoints = hp; + self.player.hitPoints = hp; + self.updateBars(); + }); + + self.client.onPlayerEquipItem(function(playerId, itemKind) { + var player = self.getEntityById(playerId), + itemName = Types.getKindAsString(itemKind); + + if(player) { + if(Types.isArmor(itemKind)) { + player.setSprite(self.sprites[itemName]); + } else if(Types.isWeapon(itemKind)) { + player.setWeaponName(itemName); + } + } + }); + + self.client.onPlayerTeleport(function(id, x, y) { + var entity = null, + currentOrientation; + + if(id !== self.playerId) { + entity = self.getEntityById(id); + + if(entity) { + currentOrientation = entity.orientation; + + self.makeCharacterTeleportTo(entity, x, y); + entity.setOrientation(currentOrientation); + + entity.forEachAttacker(function(attacker) { + attacker.disengage(); + attacker.idle(); + attacker.stop(); + }); + } + } + }); + + self.client.onDropItem(function(item, mobId) { + var pos = self.getDeadMobPosition(mobId); + + if(pos) { + self.addItem(item, pos.x, pos.y); + self.updateCursor(); + } + }); + + self.client.onChatMessage(function(entityId, message) { + var entity = self.getEntityById(entityId); + self.createBubble(entityId, message); + self.assignBubbleTo(entity); + self.audioManager.playSound("chat"); + }); + + self.client.onPopulationChange(function(worldPlayers, totalPlayers) { + if(self.nbplayers_callback) { + self.nbplayers_callback(worldPlayers, totalPlayers); + } + }); + + self.client.onDisconnected(function(message) { + if(self.player) { + self.player.die(); + } + if(self.disconnect_callback) { + self.disconnect_callback(message); + } + }); + + self.gamestart_callback(); + + if(self.hasNeverStarted) { + self.start(); + started_callback(); + } + }); + }, + + /** + * Links two entities in an attacker<-->target relationship. + * This is just a utility method to wrap a set of instructions. + * + * @param {Entity} attacker The attacker entity + * @param {Entity} target The target entity + */ + createAttackLink: function(attacker, target) { + if(attacker.hasTarget()) { + attacker.removeTarget(); + } + attacker.engage(target); + + if(attacker.id !== this.playerId) { + target.addAttacker(attacker); + } + }, + + /** + * Sends a "hello" message to the server, as a way of initiating the player connection handshake. + * @see GameClient.sendHello + */ + sendHello: function() { + this.client.sendHello(this.player); + }, + + /** + * Converts the current mouse position on the screen to world grid coordinates. + * @returns {Object} An object containing x and y properties. + */ + getMouseGridPosition: function() { + var mx = this.mouse.x, + my = this.mouse.y, + c = this.renderer.camera, + s = this.renderer.scale, + ts = this.renderer.tilesize, + offsetX = mx % (ts * s), + offsetY = my % (ts * s), + x = ((mx - offsetX) / (ts * s)) + c.gridX, + y = ((my - offsetY) / (ts * s)) + c.gridY; + + return { x: x, y: y }; + }, + + /** + * Moves a character to a given location on the world grid. + * + * @param {Number} x The x coordinate of the target location. + * @param {Number} y The y coordinate of the target location. + */ + makeCharacterGoTo: function(character, x, y) { + if(!this.map.isOutOfBounds(x, y)) { + character.go(x, y); + } + }, + + /** + * + */ + makeCharacterTeleportTo: function(character, x, y) { + if(!this.map.isOutOfBounds(x, y)) { + this.unregisterEntityPosition(character); + + character.setGridPosition(x, y); + + this.registerEntityPosition(character); + this.assignBubbleTo(character); + } else { + log.debug("Teleport out of bounds: "+x+", "+y); + } + }, + + /** + * Moves the current player to a given target location. + * @see makeCharacterGoTo + */ + makePlayerGoTo: function(x, y) { + this.makeCharacterGoTo(this.player, x, y); + }, + + /** + * Moves the current player towards a specific item. + * @see makeCharacterGoTo + */ + makePlayerGoToItem: function(item) { + if(item) { + this.player.isLootMoving = true; + this.makePlayerGoTo(item.gridX, item.gridY); + this.client.sendLootMove(item, item.gridX, item.gridY); + } + }, + + /** + * + */ + makePlayerTalkTo: function(npc) { + if(npc) { + this.player.setTarget(npc); + this.player.follow(npc); + } + }, + + makePlayerOpenChest: function(chest) { + if(chest) { + this.player.setTarget(chest); + this.player.follow(chest); + } + }, + + /** + * + */ + makePlayerAttack: function(mob) { + this.createAttackLink(this.player, mob); + this.client.sendAttack(mob); + }, + + /** + * + */ + makeNpcTalk: function(npc) { + var msg; + + if(npc) { + msg = npc.talk(); + this.previousClickPosition = {}; + if(msg) { + this.createBubble(npc.id, msg); + this.assignBubbleTo(npc); + this.audioManager.playSound("npc"); + } else { + this.destroyBubble(npc.id); + this.audioManager.playSound("npc-end"); + } + this.tryUnlockingAchievement("SMALL_TALK"); + + if(npc.kind === Types.Entities.RICK) { + this.tryUnlockingAchievement("RICKROLLD"); + } + } + }, + + /** + * Loops through all the entities currently present in the game. + * @param {Function} callback The function to call back (must accept one entity argument). + */ + forEachEntity: function(callback) { + _.each(this.entities, function(entity) { + callback(entity); + }); + }, + + /** + * Same as forEachEntity but only for instances of the Mob subclass. + * @see forEachEntity + */ + forEachMob: function(callback) { + _.each(this.entities, function(entity) { + if(entity instanceof Mob) { + callback(entity); + } + }); + }, + + /** + * Loops through all entities visible by the camera and sorted by depth : + * Lower 'y' value means higher depth. + * Note: This is used by the Renderer to know in which order to render entities. + */ + forEachVisibleEntityByDepth: function(callback) { + var self = this, + m = this.map; + + this.camera.forEachVisiblePosition(function(x, y) { + if(!m.isOutOfBounds(x, y)) { + if(self.renderingGrid[y][x]) { + _.each(self.renderingGrid[y][x], function(entity) { + callback(entity); + }); + } + } + }, this.renderer.mobile ? 0 : 2); + }, + + /** + * + */ + forEachVisibleTileIndex: function(callback, extra) { + var m = this.map; + + this.camera.forEachVisiblePosition(function(x, y) { + if(!m.isOutOfBounds(x, y)) { + callback(m.GridPositionToTileIndex(x, y) - 1); + } + }, extra); + }, + + /** + * + */ + forEachVisibleTile: function(callback, extra) { + var self = this, + m = this.map; + + if(m.isLoaded) { + this.forEachVisibleTileIndex(function(tileIndex) { + if(_.isArray(m.data[tileIndex])) { + _.each(m.data[tileIndex], function(id) { + callback(id-1, tileIndex); + }); + } + else { + if(_.isNaN(m.data[tileIndex]-1)) { + //throw Error("Tile number for index:"+tileIndex+" is NaN"); + } else { + callback(m.data[tileIndex]-1, tileIndex); + } + } + }, extra); + } + }, + + /** + * + */ + forEachAnimatedTile: function(callback) { + if(this.animatedTiles) { + _.each(this.animatedTiles, function(tile) { + callback(tile); + }); + } + }, + + /** + * Returns the entity located at the given position on the world grid. + * @returns {Entity} the entity located at (x, y) or null if there is none. + */ + getEntityAt: function(x, y) { + if(this.map.isOutOfBounds(x, y) || !this.entityGrid) { + return null; + } + + var entities = this.entityGrid[y][x], + entity = null; + if(_.size(entities) > 0) { + entity = entities[_.keys(entities)[0]]; + } else { + entity = this.getItemAt(x, y); + } + return entity; + }, + + getMobAt: function(x, y) { + var entity = this.getEntityAt(x, y); + if(entity && (entity instanceof Mob)) { + return entity; + } + return null; + }, + + getNpcAt: function(x, y) { + var entity = this.getEntityAt(x, y); + if(entity && (entity instanceof Npc)) { + return entity; + } + return null; + }, + + getChestAt: function(x, y) { + var entity = this.getEntityAt(x, y); + if(entity && (entity instanceof Chest)) { + return entity; + } + return null; + }, + + getItemAt: function(x, y) { + if(this.map.isOutOfBounds(x, y) || !this.itemGrid) { + return null; + } + var items = this.itemGrid[y][x], + item = null; + + if(_.size(items) > 0) { + // If there are potions/burgers stacked with equipment items on the same tile, always get expendable items first. + _.each(items, function(i) { + if(Types.isExpendableItem(i.kind)) { + item = i; + }; + }); + + // Else, get the first item of the stack + if(!item) { + item = items[_.keys(items)[0]]; + } + } + return item; + }, + + /** + * Returns true if an entity is located at the given position on the world grid. + * @returns {Boolean} Whether an entity is at (x, y). + */ + isEntityAt: function(x, y) { + return !_.isNull(this.getEntityAt(x, y)); + }, + + isMobAt: function(x, y) { + return !_.isNull(this.getMobAt(x, y)); + }, + + isItemAt: function(x, y) { + return !_.isNull(this.getItemAt(x, y)); + }, + + isNpcAt: function(x, y) { + return !_.isNull(this.getNpcAt(x, y)); + }, + + isChestAt: function(x, y) { + return !_.isNull(this.getChestAt(x, y)); + }, + + /** + * Finds a path to a grid position for the specified character. + * The path will pass through any entity present in the ignore list. + */ + findPath: function(character, x, y, ignoreList) { + var self = this, + grid = this.pathingGrid; + path = [], + isPlayer = (character === this.player); + + if(this.map.isColliding(x, y)) { + return path; + } + + if(this.pathfinder && character) { + if(ignoreList) { + _.each(ignoreList, function(entity) { + self.pathfinder.ignoreEntity(entity); + }); + } + + path = this.pathfinder.findPath(grid, character, x, y, false); + + if(ignoreList) { + this.pathfinder.clearIgnoreList(); + } + } else { + log.error("Error while finding the path to "+x+", "+y+" for "+character.id); + } + return path; + }, + + /** + * Toggles the visibility of the pathing grid for debugging purposes. + */ + togglePathingGrid: function() { + if(this.debugPathing) { + this.debugPathing = false; + } else { + this.debugPathing = true; + } + }, + + /** + * Toggles the visibility of the FPS counter and other debugging info. + */ + toggleDebugInfo: function() { + if(this.renderer && this.renderer.isDebugInfoVisible) { + this.renderer.isDebugInfoVisible = false; + } else { + this.renderer.isDebugInfoVisible = true; + } + }, + + /** + * + */ + movecursor: function() { + var mouse = this.getMouseGridPosition(), + x = mouse.x, + y = mouse.y; + + if(this.player && !this.renderer.mobile && !this.renderer.tablet) { + this.hoveringCollidingTile = this.map.isColliding(x, y); + this.hoveringPlateauTile = this.player.isOnPlateau ? !this.map.isPlateau(x, y) : this.map.isPlateau(x, y); + this.hoveringMob = this.isMobAt(x, y); + this.hoveringItem = this.isItemAt(x, y); + this.hoveringNpc = this.isNpcAt(x, y); + this.hoveringChest = this.isChestAt(x, y); + + if(this.hoveringMob || this.hoveringNpc || this.hoveringChest) { + var entity = this.getEntityAt(x, y); + + if(!entity.isHighlighted && this.renderer.supportsSilhouettes) { + if(this.lastHovered) { + this.lastHovered.setHighlight(false); + } + this.lastHovered = entity; + entity.setHighlight(true); + } + } + else if(this.lastHovered) { + this.lastHovered.setHighlight(false); + this.lastHovered = null; + } + } + }, + + /** + * Processes game logic when the user triggers a click/touch event during the game. + */ + click: function() { + var pos = this.getMouseGridPosition(), + entity; + + if(pos.x === this.previousClickPosition.x + && pos.y === this.previousClickPosition.y) { + return; + } else { + this.previousClickPosition = pos; + } + + if(this.started + && this.player + && !this.isZoning() + && !this.isZoningTile(this.player.nextGridX, this.player.nextGridY) + && !this.player.isDead + && !this.hoveringCollidingTile + && !this.hoveringPlateauTile) { + entity = this.getEntityAt(pos.x, pos.y); + + if(entity instanceof Mob) { + this.makePlayerAttack(entity); + } + else if(entity instanceof Item) { + this.makePlayerGoToItem(entity); + } + else if(entity instanceof Npc) { + if(this.player.isAdjacentNonDiagonal(entity) === false) { + this.makePlayerTalkTo(entity); + } else { + this.makeNpcTalk(entity); + } + } + else if(entity instanceof Chest) { + this.makePlayerOpenChest(entity); + } + else { + this.makePlayerGoTo(pos.x, pos.y); + } + } + }, + + isMobOnSameTile: function(mob, x, y) { + var X = x || mob.gridX, + Y = y || mob.gridY, + list = this.entityGrid[Y][X], + result = false; + + _.each(list, function(entity) { + if(entity instanceof Mob && entity.id !== mob.id) { + result = true; + } + }); + return result; + }, + + getFreeAdjacentNonDiagonalPosition: function(entity) { + var self = this, + result = null; + + entity.forEachAdjacentNonDiagonalPosition(function(x, y, orientation) { + if(!result && !self.map.isColliding(x, y) && !self.isMobAt(x, y)) { + result = {x: x, y: y, o: orientation}; + } + }); + return result; + }, + + tryMovingToADifferentTile: function(character) { + var attacker = character, + target = character.target; + + if(attacker && target && target instanceof Player) { + if(!target.isMoving() && attacker.getDistanceToEntity(target) === 0) { + var pos; + + switch(target.orientation) { + case Types.Orientations.UP: + pos = {x: target.gridX, y: target.gridY - 1, o: target.orientation}; break; + case Types.Orientations.DOWN: + pos = {x: target.gridX, y: target.gridY + 1, o: target.orientation}; break; + case Types.Orientations.LEFT: + pos = {x: target.gridX - 1, y: target.gridY, o: target.orientation}; break; + case Types.Orientations.RIGHT: + pos = {x: target.gridX + 1, y: target.gridY, o: target.orientation}; break; + } + + if(pos) { + attacker.previousTarget = target; + attacker.disengage(); + attacker.idle(); + this.makeCharacterGoTo(attacker, pos.x, pos.y); + target.adjacentTiles[pos.o] = true; + + return true; + } + } + + if(!target.isMoving() && attacker.isAdjacentNonDiagonal(target) && this.isMobOnSameTile(attacker)) { + var pos = this.getFreeAdjacentNonDiagonalPosition(target); + + // avoid stacking mobs on the same tile next to a player + // by making them go to adjacent tiles if they are available + if(pos && !target.adjacentTiles[pos.o]) { + if(this.player.target && attacker.id === this.player.target.id) { + return false; // never unstack the player's target + } + + attacker.previousTarget = target; + attacker.disengage(); + attacker.idle(); + this.makeCharacterGoTo(attacker, pos.x, pos.y); + target.adjacentTiles[pos.o] = true; + + return true; + } + } + } + return false; + }, + + /** + * + */ + onCharacterUpdate: function(character) { + var time = this.currentTime, + self = this; + + // If mob has finished moving to a different tile in order to avoid stacking, attack again from the new position. + if(character.previousTarget && !character.isMoving() && character instanceof Mob) { + var t = character.previousTarget; + + if(this.getEntityById(t.id)) { // does it still exist? + character.previousTarget = null; + this.createAttackLink(character, t); + return; + } + } + + if(character.isAttacking() && !character.previousTarget) { + var isMoving = this.tryMovingToADifferentTile(character); // Don't let multiple mobs stack on the same tile when attacking a player. + + if(character.canAttack(time)) { + if(!isMoving) { // don't hit target if moving to a different tile. + if(character.hasTarget() && character.getOrientationTo(character.target) !== character.orientation) { + character.lookAtTarget(); + } + + character.hit(); + + if(character.id === this.playerId) { + this.client.sendHit(character.target); + } + + if(character instanceof Player && this.camera.isVisible(character)) { + this.audioManager.playSound("hit"+Math.floor(Math.random()*2+1)); + } + + if(character.hasTarget() && character.target.id === this.playerId && this.player && !this.player.invincible) { + this.client.sendHurt(character); + } + } + } else { + if(character.hasTarget() + && character.isDiagonallyAdjacent(character.target) + && character.target instanceof Player + && !character.target.isMoving()) { + character.follow(character.target); + } + } + } + }, + + /** + * + */ + isZoningTile: function(x, y) { + var c = this.camera; + + x = x - c.gridX; + y = y - c.gridY; + + if(x === 0 || y === 0 || x === c.gridW-1 || y === c.gridH-1) { + return true; + } + return false; + }, + + /** + * + */ + getZoningOrientation: function(x, y) { + var orientation = "", + c = this.camera; + + x = x - c.gridX; + y = y - c.gridY; + + if(x === 0) { + orientation = Types.Orientations.LEFT; + } + else if(y === 0) { + orientation = Types.Orientations.UP; + } + else if(x === c.gridW-1) { + orientation = Types.Orientations.RIGHT; + } + else if(y === c.gridH-1) { + orientation = Types.Orientations.DOWN; + } + + return orientation; + }, + + startZoningFrom: function(x, y) { + this.zoningOrientation = this.getZoningOrientation(x, y); + + if(this.renderer.mobile || this.renderer.tablet) { + var z = this.zoningOrientation, + c = this.camera, + ts = this.renderer.tilesize, + x = c.x, + y = c.y, + xoffset = (c.gridW - 2) * ts, + yoffset = (c.gridH - 2) * ts; + + if(z === Types.Orientations.LEFT || z === Types.Orientations.RIGHT) { + x = (z === Types.Orientations.LEFT) ? c.x - xoffset : c.x + xoffset; + } else if(z === Types.Orientations.UP || z === Types.Orientations.DOWN) { + y = (z === Types.Orientations.UP) ? c.y - yoffset : c.y + yoffset; + } + c.setPosition(x, y); + + this.renderer.clearScreen(this.renderer.context); + this.endZoning(); + + // Force immediate drawing of all visible entities in the new zone + this.forEachVisibleEntityByDepth(function(entity) { + entity.setDirty(); + }); + } + else { + this.currentZoning = new Transition(); + } + this.bubbleManager.clean(); + this.client.sendZone(); + }, + + enqueueZoningFrom: function(x, y) { + this.zoningQueue.push({x: x, y: y}); + + if(this.zoningQueue.length === 1) { + this.startZoningFrom(x, y); + } + }, + + endZoning: function() { + this.currentZoning = null; + this.resetZone(); + this.zoningQueue.shift(); + + if(this.zoningQueue.length > 0) { + var pos = this.zoningQueue[0]; + this.startZoningFrom(pos.x, pos.y); + } + }, + + isZoning: function() { + return !_.isNull(this.currentZoning); + }, + + resetZone: function() { + this.bubbleManager.clean(); + this.initAnimatedTiles(); + this.renderer.renderStaticCanvases(); + }, + + resetCamera: function() { + this.camera.focusEntity(this.player); + this.resetZone(); + }, + + say: function(message) { + this.client.sendChat(message); + }, + + createBubble: function(id, message) { + this.bubbleManager.create(id, message, this.currentTime); + }, + + destroyBubble: function(id) { + this.bubbleManager.destroyBubble(id); + }, + + assignBubbleTo: function(character) { + var bubble = this.bubbleManager.getBubbleById(character.id); + + if(bubble) { + var s = this.renderer.scale, + t = 16 * s, // tile size + x = ((character.x - this.camera.x) * s), + w = parseInt(bubble.element.css('width')) + 24, + offset = (w / 2) - (t / 2), + offsetY, + y; + + if(character instanceof Npc) { + offsetY = 0; + } else { + if(s === 2) { + if(this.renderer.mobile) { + offsetY = 0; + } else { + offsetY = 15; + } + } else { + offsetY = 12; + } + } + + y = ((character.y - this.camera.y) * s) - (t * 2) - offsetY; + + bubble.element.css('left', x - offset + 'px'); + bubble.element.css('top', y + 'px'); + } + }, + + restart: function() { + log.debug("Beginning restart"); + + this.entities = {}; + this.initEntityGrid(); + this.initPathingGrid(); + this.initRenderingGrid(); + + this.player = new Warrior("player", this.username); + this.initPlayer(); + + this.started = true; + this.client.enable(); + this.sendHello(this.player); + + this.storage.incrementRevives(); + + if(this.renderer.mobile || this.renderer.tablet) { + this.renderer.clearScreen(this.renderer.context); + } + + log.debug("Finished restart"); + }, + + onGameStart: function(callback) { + this.gamestart_callback = callback; + }, + + onDisconnect: function(callback) { + this.disconnect_callback = callback; + }, + + onPlayerDeath: function(callback) { + this.playerdeath_callback = callback; + }, + + onPlayerHealthChange: function(callback) { + this.playerhp_callback = callback; + }, + + onPlayerHurt: function(callback) { + this.playerhurt_callback = callback; + }, + + onPlayerEquipmentChange: function(callback) { + this.equipment_callback = callback; + }, + + onNbPlayersChange: function(callback) { + this.nbplayers_callback = callback; + }, + + onNotification: function(callback) { + this.notification_callback = callback; + }, + + onPlayerInvincible: function(callback) { + this.invincible_callback = callback + }, + + resize: function() { + var x = this.camera.x, + y = this.camera.y, + currentScale = this.renderer.scale, + newScale = this.renderer.getScaleFactor(); + + this.renderer.rescale(newScale); + this.camera = this.renderer.camera; + this.camera.setPosition(x, y); + + this.renderer.renderStaticCanvases(); + }, + + updateBars: function() { + if(this.player && this.playerhp_callback) { + this.playerhp_callback(this.player.hitPoints, this.player.maxHitPoints); + } + }, + + getDeadMobPosition: function(mobId) { + var position; + + if(mobId in this.deathpositions) { + position = this.deathpositions[mobId]; + delete this.deathpositions[mobId]; + } + + return position; + }, + + onAchievementUnlock: function(callback) { + this.unlock_callback = callback; + }, + + tryUnlockingAchievement: function(name) { + var achievement = null; + if(name in this.achievements) { + achievement = this.achievements[name]; + + if(achievement.isCompleted() && this.storage.unlockAchievement(achievement.id)) { + if(this.unlock_callback) { + this.unlock_callback(achievement.id, achievement.name, achievement.desc); + this.audioManager.playSound("achievement"); + } + } + } + }, + + showNotification: function(message) { + if(this.notification_callback) { + this.notification_callback(message); + } + }, + + removeObsoleteEntities: function() { + var nb = _.size(this.obsoleteEntities), + self = this; + + if(nb > 0) { + _.each(this.obsoleteEntities, function(entity) { + if(entity.id != self.player.id) { // never remove yourself + self.removeEntity(entity); + } + }); + log.debug("Removed "+nb+" entities: "+_.pluck(_.reject(this.obsoleteEntities, function(id) { return id === self.player.id }), 'id')); + this.obsoleteEntities = null; + } + }, + + /** + * Fake a mouse move event in order to update the cursor. + * + * For instance, to get rid of the sword cursor in case the mouse is still hovering over a dying mob. + * Also useful when the mouse is hovering a tile where an item is appearing. + */ + updateCursor: function() { + this.movecursor(); + this.updateCursorLogic(); + }, + + /** + * Change player plateau mode when necessary + */ + updatePlateauMode: function() { + if(this.map.isPlateau(this.player.gridX, this.player.gridY)) { + this.player.isOnPlateau = true; + } else { + this.player.isOnPlateau = false; + } + }, + + updatePlayerCheckpoint: function() { + var checkpoint = this.map.getCurrentCheckpoint(this.player); + + if(checkpoint) { + var lastCheckpoint = this.player.lastCheckpoint; + if(!lastCheckpoint || (lastCheckpoint && lastCheckpoint.id !== checkpoint.id)) { + this.player.lastCheckpoint = checkpoint; + this.client.sendCheck(checkpoint.id); + } + } + }, + + checkUndergroundAchievement: function() { + var music = this.audioManager.getSurroundingMusic(this.player); + + if(music) { + if(music.name === 'cave') { + this.tryUnlockingAchievement("UNDERGROUND"); + } + } + }, + + forEachEntityAround: function(x, y, r, callback) { + for(var i = x-r, max_i = x+r; i <= max_i; i += 1) { + for(var j = y-r, max_j = y+r; j <= max_j; j += 1) { + if(!this.map.isOutOfBounds(i, j)) { + _.each(this.renderingGrid[j][i], function(entity) { + callback(entity); + }); + } + } + } + }, + + checkOtherDirtyRects: function(r1, source, x, y) { + var r = this.renderer; + + this.forEachEntityAround(x, y, 2, function(e2) { + if(source && source.id && e2.id === source.id) { + return; + } + if(!e2.isDirty) { + var r2 = r.getEntityBoundingRect(e2); + if(r.isIntersecting(r1, r2)) { + e2.setDirty(); + } + } + }); + + if(source && !(source.hasOwnProperty("index"))) { + this.forEachAnimatedTile(function(tile) { + if(!tile.isDirty) { + var r2 = r.getTileBoundingRect(tile); + if(r.isIntersecting(r1, r2)) { + tile.isDirty = true; + } + } + }); + } + + if(!this.drawTarget && this.selectedCellVisible) { + var targetRect = r.getTargetBoundingRect(); + if(r.isIntersecting(r1, targetRect)) { + this.drawTarget = true; + this.renderer.targetRect = targetRect; + } + } + } + }); + + return Game; +}); diff --git a/js/gameclient.js b/js/gameclient.js new file mode 100644 index 0000000000000000000000000000000000000000..0f34d72426ec7c6954078f0f34e2303eaf7d249e --- /dev/null +++ b/js/gameclient.js @@ -0,0 +1,544 @@ + +define(['player', 'entityfactory', 'lib/bison'], function(Player, EntityFactory, BISON) { + + var GameClient = Class.extend({ + init: function(host, port) { + this.connection = null; + this.host = host; + this.port = port; + + this.connected_callback = null; + this.spawn_callback = null; + this.movement_callback = null; + + this.handlers = []; + this.handlers[Types.Messages.WELCOME] = this.receiveWelcome; + this.handlers[Types.Messages.MOVE] = this.receiveMove; + this.handlers[Types.Messages.LOOTMOVE] = this.receiveLootMove; + this.handlers[Types.Messages.ATTACK] = this.receiveAttack; + this.handlers[Types.Messages.SPAWN] = this.receiveSpawn; + this.handlers[Types.Messages.DESPAWN] = this.receiveDespawn; + this.handlers[Types.Messages.SPAWN_BATCH] = this.receiveSpawnBatch; + this.handlers[Types.Messages.HEALTH] = this.receiveHealth; + this.handlers[Types.Messages.CHAT] = this.receiveChat; + this.handlers[Types.Messages.EQUIP] = this.receiveEquipItem; + this.handlers[Types.Messages.DROP] = this.receiveDrop; + this.handlers[Types.Messages.TELEPORT] = this.receiveTeleport; + this.handlers[Types.Messages.DAMAGE] = this.receiveDamage; + this.handlers[Types.Messages.POPULATION] = this.receivePopulation; + this.handlers[Types.Messages.LIST] = this.receiveList; + this.handlers[Types.Messages.DESTROY] = this.receiveDestroy; + this.handlers[Types.Messages.KILL] = this.receiveKill; + this.handlers[Types.Messages.HP] = this.receiveHitPoints; + this.handlers[Types.Messages.BLINK] = this.receiveBlink; + + this.useBison = false; + this.enable(); + }, + + enable: function() { + this.isListening = true; + }, + + disable: function() { + this.isListening = false; + }, + + connect: function(dispatcherMode) { + var url = "ws://"+ this.host +":"+ this.port +"/ws", + self = this; + + log.info("Trying to connect to server : "+url); + + if(window.MozWebSocket) { + this.connection = new MozWebSocket(url); + } else { + this.connection = new WebSocket(url); + } + + if(dispatcherMode) { + this.connection.onmessage = function(e) { + var reply = JSON.parse(e.data); + + if(reply.status === 'OK') { + self.dispatched_callback(reply.host, reply.port); + } else if(reply.status === 'FULL') { + alert("BrowserQuest is currently at maximum player population. Please retry later."); + } else { + alert("Unknown error while connecting to BrowserQuest."); + } + }; + } else { + this.connection.onopen = function(e) { + log.info("Connected to server "+self.host+":"+self.port); + }; + + this.connection.onmessage = function(e) { + if(e.data === "go") { + if(self.connected_callback) { + self.connected_callback(); + } + return; + } + if(e.data === 'timeout') { + self.isTimeout = true; + return; + } + + self.receiveMessage(e.data); + }; + + this.connection.onerror = function(e) { + log.error(e, true); + }; + + this.connection.onclose = function() { + log.debug("Connection closed"); + $('#container').addClass('error'); + + if(self.disconnected_callback) { + if(self.isTimeout) { + self.disconnected_callback("You have been disconnected for being inactive for too long"); + } else { + self.disconnected_callback("The connection to BrowserQuest has been lost"); + } + } + }; + } + }, + + sendMessage: function(json) { + var data; + if(this.connection.readyState === 1) { + if(this.useBison) { + data = BISON.encode(json); + } else { + data = JSON.stringify(json); + } + this.connection.send(data); + } + }, + + receiveMessage: function(message) { + var data, action; + + if(this.isListening) { + if(this.useBison) { + data = BISON.decode(message); + } else { + data = JSON.parse(message); + } + + log.debug("data: " + message); + + if(data instanceof Array) { + if(data[0] instanceof Array) { + // Multiple actions received + this.receiveActionBatch(data); + } else { + // Only one action received + this.receiveAction(data); + } + } + } + }, + + receiveAction: function(data) { + var action = data[0]; + if(this.handlers[action] && _.isFunction(this.handlers[action])) { + this.handlers[action].call(this, data); + } + else { + log.error("Unknown action : " + action); + } + }, + + receiveActionBatch: function(actions) { + var self = this; + + _.each(actions, function(action) { + self.receiveAction(action); + }); + }, + + receiveWelcome: function(data) { + var id = data[1], + name = data[2], + x = data[3], + y = data[4], + hp = data[5]; + + if(this.welcome_callback) { + this.welcome_callback(id, name, x, y, hp); + } + }, + + receiveMove: function(data) { + var id = data[1], + x = data[2], + y = data[3]; + + if(this.move_callback) { + this.move_callback(id, x, y); + } + }, + + receiveLootMove: function(data) { + var id = data[1], + item = data[2]; + + if(this.lootmove_callback) { + this.lootmove_callback(id, item); + } + }, + + receiveAttack: function(data) { + var attacker = data[1], + target = data[2]; + + if(this.attack_callback) { + this.attack_callback(attacker, target); + } + }, + + receiveSpawn: function(data) { + var id = data[1], + kind = data[2], + x = data[3], + y = data[4]; + + if(Types.isItem(kind)) { + var item = EntityFactory.createEntity(kind, id); + + if(this.spawn_item_callback) { + this.spawn_item_callback(item, x, y); + } + } else if(Types.isChest(kind)) { + var item = EntityFactory.createEntity(kind, id); + + if(this.spawn_chest_callback) { + this.spawn_chest_callback(item, x, y); + } + } else { + var name, orientation, target, weapon, armor; + + if(Types.isPlayer(kind)) { + name = data[5]; + orientation = data[6]; + armor = data[7]; + weapon = data[8]; + if(data.length > 9) { + target = data[9]; + } + } + else if(Types.isMob(kind)) { + orientation = data[5]; + if(data.length > 6) { + target = data[6]; + } + } + + var character = EntityFactory.createEntity(kind, id, name); + + if(character instanceof Player) { + character.weaponName = Types.getKindAsString(weapon); + character.spriteName = Types.getKindAsString(armor); + } + + if(this.spawn_character_callback) { + this.spawn_character_callback(character, x, y, orientation, target); + } + } + }, + + receiveDespawn: function(data) { + var id = data[1]; + + if(this.despawn_callback) { + this.despawn_callback(id); + } + }, + + receiveHealth: function(data) { + var points = data[1], + isRegen = false; + + if(data[2]) { + isRegen = true; + } + + if(this.health_callback) { + this.health_callback(points, isRegen); + } + }, + + receiveChat: function(data) { + var id = data[1], + text = data[2]; + + if(this.chat_callback) { + this.chat_callback(id, text); + } + }, + + receiveEquipItem: function(data) { + var id = data[1], + itemKind = data[2]; + + if(this.equip_callback) { + this.equip_callback(id, itemKind); + } + }, + + receiveDrop: function(data) { + var mobId = data[1], + id = data[2], + kind = data[3]; + + var item = EntityFactory.createEntity(kind, id); + item.wasDropped = true; + item.playersInvolved = data[4]; + + if(this.drop_callback) { + this.drop_callback(item, mobId); + } + }, + + receiveTeleport: function(data) { + var id = data[1], + x = data[2], + y = data[3]; + + if(this.teleport_callback) { + this.teleport_callback(id, x, y); + } + }, + + receiveDamage: function(data) { + var id = data[1], + dmg = data[2]; + + if(this.dmg_callback) { + this.dmg_callback(id, dmg); + } + }, + + receivePopulation: function(data) { + var worldPlayers = data[1], + totalPlayers = data[2]; + + if(this.population_callback) { + this.population_callback(worldPlayers, totalPlayers); + } + }, + + receiveKill: function(data) { + var mobKind = data[1]; + + if(this.kill_callback) { + this.kill_callback(mobKind); + } + }, + + receiveList: function(data) { + data.shift(); + + if(this.list_callback) { + this.list_callback(data); + } + }, + + receiveDestroy: function(data) { + var id = data[1]; + + if(this.destroy_callback) { + this.destroy_callback(id); + } + }, + + receiveHitPoints: function(data) { + var maxHp = data[1]; + + if(this.hp_callback) { + this.hp_callback(maxHp); + } + }, + + receiveBlink: function(data) { + var id = data[1]; + + if(this.blink_callback) { + this.blink_callback(id); + } + }, + + onDispatched: function(callback) { + this.dispatched_callback = callback; + }, + + onConnected: function(callback) { + this.connected_callback = callback; + }, + + onDisconnected: function(callback) { + this.disconnected_callback = callback; + }, + + onWelcome: function(callback) { + this.welcome_callback = callback; + }, + + onSpawnCharacter: function(callback) { + this.spawn_character_callback = callback; + }, + + onSpawnItem: function(callback) { + this.spawn_item_callback = callback; + }, + + onSpawnChest: function(callback) { + this.spawn_chest_callback = callback; + }, + + onDespawnEntity: function(callback) { + this.despawn_callback = callback; + }, + + onEntityMove: function(callback) { + this.move_callback = callback; + }, + + onEntityAttack: function(callback) { + this.attack_callback = callback; + }, + + onPlayerChangeHealth: function(callback) { + this.health_callback = callback; + }, + + onPlayerEquipItem: function(callback) { + this.equip_callback = callback; + }, + + onPlayerMoveToItem: function(callback) { + this.lootmove_callback = callback; + }, + + onPlayerTeleport: function(callback) { + this.teleport_callback = callback; + }, + + onChatMessage: function(callback) { + this.chat_callback = callback; + }, + + onDropItem: function(callback) { + this.drop_callback = callback; + }, + + onPlayerDamageMob: function(callback) { + this.dmg_callback = callback; + }, + + onPlayerKillMob: function(callback) { + this.kill_callback = callback; + }, + + onPopulationChange: function(callback) { + this.population_callback = callback; + }, + + onEntityList: function(callback) { + this.list_callback = callback; + }, + + onEntityDestroy: function(callback) { + this.destroy_callback = callback; + }, + + onPlayerChangeMaxHitPoints: function(callback) { + this.hp_callback = callback; + }, + + onItemBlink: function(callback) { + this.blink_callback = callback; + }, + + sendHello: function(player) { + this.sendMessage([Types.Messages.HELLO, + player.name, + Types.getKindFromString(player.getSpriteName()), + Types.getKindFromString(player.getWeaponName())]); + }, + + sendMove: function(x, y) { + this.sendMessage([Types.Messages.MOVE, + x, + y]); + }, + + sendLootMove: function(item, x, y) { + this.sendMessage([Types.Messages.LOOTMOVE, + x, + y, + item.id]); + }, + + sendAggro: function(mob) { + this.sendMessage([Types.Messages.AGGRO, + mob.id]); + }, + + sendAttack: function(mob) { + this.sendMessage([Types.Messages.ATTACK, + mob.id]); + }, + + sendHit: function(mob) { + this.sendMessage([Types.Messages.HIT, + mob.id]); + }, + + sendHurt: function(mob) { + this.sendMessage([Types.Messages.HURT, + mob.id]); + }, + + sendChat: function(text) { + this.sendMessage([Types.Messages.CHAT, + text]); + }, + + sendLoot: function(item) { + this.sendMessage([Types.Messages.LOOT, + item.id]); + }, + + sendTeleport: function(x, y) { + this.sendMessage([Types.Messages.TELEPORT, + x, + y]); + }, + + sendWho: function(ids) { + ids.unshift(Types.Messages.WHO); + this.sendMessage(ids); + }, + + sendZone: function() { + this.sendMessage([Types.Messages.ZONE]); + }, + + sendOpen: function(chest) { + this.sendMessage([Types.Messages.OPEN, + chest.id]); + }, + + sendCheck: function(id) { + this.sendMessage([Types.Messages.CHECK, + id]); + } + }); + + return GameClient; +}); \ No newline at end of file diff --git a/js/gametypes.js b/js/gametypes.js new file mode 100644 index 0000000000000000000000000000000000000000..02e3864c395e40c1c254d44c8e47498e84e16520 --- /dev/null +++ b/js/gametypes.js @@ -0,0 +1,317 @@ + +Types = { + Messages: { + HELLO: 0, + WELCOME: 1, + SPAWN: 2, + DESPAWN: 3, + MOVE: 4, + LOOTMOVE: 5, + AGGRO: 6, + ATTACK: 7, + HIT: 8, + HURT: 9, + HEALTH: 10, + CHAT: 11, + LOOT: 12, + EQUIP: 13, + DROP: 14, + TELEPORT: 15, + DAMAGE: 16, + POPULATION: 17, + KILL: 18, + LIST: 19, + WHO: 20, + ZONE: 21, + DESTROY: 22, + HP: 23, + BLINK: 24, + OPEN: 25, + CHECK: 26 + }, + + Entities: { + WARRIOR: 1, + + // Mobs + RAT: 2, + SKELETON: 3, + GOBLIN: 4, + OGRE: 5, + SPECTRE: 6, + CRAB: 7, + BAT: 8, + WIZARD: 9, + EYE: 10, + SNAKE: 11, + SKELETON2: 12, + BOSS: 13, + DEATHKNIGHT: 14, + + // Armors + FIREFOX: 20, + CLOTHARMOR: 21, + LEATHERARMOR: 22, + MAILARMOR: 23, + PLATEARMOR: 24, + REDARMOR: 25, + GOLDENARMOR: 26, + + // Objects + FLASK: 35, + BURGER: 36, + CHEST: 37, + FIREPOTION: 38, + CAKE: 39, + + // NPCs + GUARD: 40, + KING: 41, + OCTOCAT: 42, + VILLAGEGIRL: 43, + VILLAGER: 44, + PRIEST: 45, + SCIENTIST: 46, + AGENT: 47, + RICK: 48, + NYAN: 49, + SORCERER: 50, + BEACHNPC: 51, + FORESTNPC: 52, + DESERTNPC: 53, + LAVANPC: 54, + CODER: 55, + + // Weapons + SWORD1: 60, + SWORD2: 61, + REDSWORD: 62, + GOLDENSWORD: 63, + MORNINGSTAR: 64, + AXE: 65, + BLUESWORD: 66 + }, + + Orientations: { + UP: 1, + DOWN: 2, + LEFT: 3, + RIGHT: 4 + } +}; + +var kinds = { + warrior: [Types.Entities.WARRIOR, "player"], + + rat: [Types.Entities.RAT, "mob"], + skeleton: [Types.Entities.SKELETON , "mob"], + goblin: [Types.Entities.GOBLIN, "mob"], + ogre: [Types.Entities.OGRE, "mob"], + spectre: [Types.Entities.SPECTRE, "mob"], + deathknight: [Types.Entities.DEATHKNIGHT, "mob"], + crab: [Types.Entities.CRAB, "mob"], + snake: [Types.Entities.SNAKE, "mob"], + bat: [Types.Entities.BAT, "mob"], + wizard: [Types.Entities.WIZARD, "mob"], + eye: [Types.Entities.EYE, "mob"], + skeleton2: [Types.Entities.SKELETON2, "mob"], + boss: [Types.Entities.BOSS, "mob"], + + sword1: [Types.Entities.SWORD1, "weapon"], + sword2: [Types.Entities.SWORD2, "weapon"], + axe: [Types.Entities.AXE, "weapon"], + redsword: [Types.Entities.REDSWORD, "weapon"], + bluesword: [Types.Entities.BLUESWORD, "weapon"], + goldensword: [Types.Entities.GOLDENSWORD, "weapon"], + morningstar: [Types.Entities.MORNINGSTAR, "weapon"], + + firefox: [Types.Entities.FIREFOX, "armor"], + clotharmor: [Types.Entities.CLOTHARMOR, "armor"], + leatherarmor: [Types.Entities.LEATHERARMOR, "armor"], + mailarmor: [Types.Entities.MAILARMOR, "armor"], + platearmor: [Types.Entities.PLATEARMOR, "armor"], + redarmor: [Types.Entities.REDARMOR, "armor"], + goldenarmor: [Types.Entities.GOLDENARMOR, "armor"], + + flask: [Types.Entities.FLASK, "object"], + cake: [Types.Entities.CAKE, "object"], + burger: [Types.Entities.BURGER, "object"], + chest: [Types.Entities.CHEST, "object"], + firepotion: [Types.Entities.FIREPOTION, "object"], + + guard: [Types.Entities.GUARD, "npc"], + villagegirl: [Types.Entities.VILLAGEGIRL, "npc"], + villager: [Types.Entities.VILLAGER, "npc"], + coder: [Types.Entities.CODER, "npc"], + scientist: [Types.Entities.SCIENTIST, "npc"], + priest: [Types.Entities.PRIEST, "npc"], + king: [Types.Entities.KING, "npc"], + rick: [Types.Entities.RICK, "npc"], + nyan: [Types.Entities.NYAN, "npc"], + sorcerer: [Types.Entities.SORCERER, "npc"], + agent: [Types.Entities.AGENT, "npc"], + octocat: [Types.Entities.OCTOCAT, "npc"], + beachnpc: [Types.Entities.BEACHNPC, "npc"], + forestnpc: [Types.Entities.FORESTNPC, "npc"], + desertnpc: [Types.Entities.DESERTNPC, "npc"], + lavanpc: [Types.Entities.LAVANPC, "npc"], + + getType: function(kind) { + return kinds[Types.getKindAsString(kind)][1]; + } +}; + +Types.rankedWeapons = [ + Types.Entities.SWORD1, + Types.Entities.SWORD2, + Types.Entities.AXE, + Types.Entities.MORNINGSTAR, + Types.Entities.BLUESWORD, + Types.Entities.REDSWORD, + Types.Entities.GOLDENSWORD +]; + +Types.rankedArmors = [ + Types.Entities.CLOTHARMOR, + Types.Entities.LEATHERARMOR, + Types.Entities.MAILARMOR, + Types.Entities.PLATEARMOR, + Types.Entities.REDARMOR, + Types.Entities.GOLDENARMOR +]; + +Types.getWeaponRank = function(weaponKind) { + return _.indexOf(Types.rankedWeapons, weaponKind); +}; + +Types.getArmorRank = function(armorKind) { + return _.indexOf(Types.rankedArmors, armorKind); +}; + +Types.isPlayer = function(kind) { + return kinds.getType(kind) === "player"; +}; + +Types.isMob = function(kind) { + return kinds.getType(kind) === "mob"; +}; + +Types.isNpc = function(kind) { + return kinds.getType(kind) === "npc"; +}; + +Types.isCharacter = function(kind) { + return Types.isMob(kind) || Types.isNpc(kind) || Types.isPlayer(kind); +}; + +Types.isArmor = function(kind) { + return kinds.getType(kind) === "armor"; +}; + +Types.isWeapon = function(kind) { + return kinds.getType(kind) === "weapon"; +}; + +Types.isObject = function(kind) { + return kinds.getType(kind) === "object"; +}; + +Types.isChest = function(kind) { + return kind === Types.Entities.CHEST; +}; + +Types.isItem = function(kind) { + return Types.isWeapon(kind) + || Types.isArmor(kind) + || (Types.isObject(kind) && !Types.isChest(kind)); +}; + +Types.isHealingItem = function(kind) { + return kind === Types.Entities.FLASK + || kind === Types.Entities.BURGER; +}; + +Types.isExpendableItem = function(kind) { + return Types.isHealingItem(kind) + || kind === Types.Entities.FIREPOTION + || kind === Types.Entities.CAKE; +}; + +Types.getKindFromString = function(kind) { + if(kind in kinds) { + return kinds[kind][0]; + } +}; + +Types.getKindAsString = function(kind) { + for(var k in kinds) { + if(kinds[k][0] === kind) { + return k; + } + } +}; + +Types.forEachKind = function(callback) { + for(var k in kinds) { + callback(kinds[k][0], k); + } +}; + +Types.forEachArmor = function(callback) { + Types.forEachKind(function(kind, kindName) { + if(Types.isArmor(kind)) { + callback(kind, kindName); + } + }); +}; + +Types.forEachMobOrNpcKind = function(callback) { + Types.forEachKind(function(kind, kindName) { + if(Types.isMob(kind) || Types.isNpc(kind)) { + callback(kind, kindName); + } + }); +}; + +Types.forEachArmorKind = function(callback) { + Types.forEachKind(function(kind, kindName) { + if(Types.isArmor(kind)) { + callback(kind, kindName); + } + }); +}; + +Types.getOrientationAsString = function(orientation) { + switch(orientation) { + case Types.Orientations.LEFT: return "left"; break; + case Types.Orientations.RIGHT: return "right"; break; + case Types.Orientations.UP: return "up"; break; + case Types.Orientations.DOWN: return "down"; break; + } +}; + +Types.getRandomItemKind = function(item) { + var all = _.union(this.rankedWeapons, this.rankedArmors), + forbidden = [Types.Entities.SWORD1, Types.Entities.CLOTHARMOR], + itemKinds = _.difference(all, forbidden), + i = Math.floor(Math.random() * _.size(itemKinds)); + + return itemKinds[i]; +}; + +Types.getMessageTypeAsString = function(type) { + var typeName; + _.each(Types.Messages, function(value, name) { + if(value === type) { + typeName = name; + } + }); + if(!typeName) { + typeName = "UNKNOWN"; + } + return typeName; +}; + +if(!(typeof exports === 'undefined')) { + module.exports = Types; +} \ No newline at end of file diff --git a/js/home.js b/js/home.js new file mode 100644 index 0000000000000000000000000000000000000000..d3b7d8d725969231e35ffc6b1025fcfe0fbbf6b0 --- /dev/null +++ b/js/home.js @@ -0,0 +1,4 @@ + +define(['lib/class', 'lib/underscore.min', 'lib/stacktrace', 'util'], function() { + require(["main"]); +}); \ No newline at end of file diff --git a/js/infomanager.js b/js/infomanager.js new file mode 100644 index 0000000000000000000000000000000000000000..594d2695e381a611485e353b2a849a5ee62583a8 --- /dev/null +++ b/js/infomanager.js @@ -0,0 +1,109 @@ + +define(function() { + + var InfoManager = Class.extend({ + init: function(game) { + this.game = game; + this.infos = {}; + this.destroyQueue = []; + }, + + addDamageInfo: function(value, x, y, type) { + var time = this.game.currentTime, + id = time+""+Math.abs(value)+""+x+""+y, + self = this, + info = new DamageInfo(id, value, x, y, DamageInfo.DURATION, type); + + info.onDestroy(function(id) { + self.destroyQueue.push(id); + }); + this.infos[id] = info; + }, + + forEachInfo: function(callback) { + var self = this; + + _.each(this.infos, function(info, id) { + callback(info); + }); + }, + + update: function(time) { + var self = this; + + this.forEachInfo(function(info) { + info.update(time); + }); + + _.each(this.destroyQueue, function(id) { + delete self.infos[id]; + }); + this.destroyQueue = []; + } + }); + + + var damageInfoColors = { + "received": { + fill: "rgb(255, 50, 50)", + stroke: "rgb(255, 180, 180)" + }, + "inflicted": { + fill: "white", + stroke: "#373737" + }, + "healed": { + fill: "rgb(80, 255, 80)", + stroke: "rgb(50, 120, 50)" + } + }; + + + var DamageInfo = Class.extend({ + DURATION: 1000, + + init: function(id, value, x, y, duration, type) { + this.id = id; + this.value = value; + this.duration = duration; + this.x = x; + this.y = y; + this.opacity = 1.0; + this.lastTime = 0; + this.speed = 100; + this.fillColor = damageInfoColors[type].fill; + this.strokeColor = damageInfoColors[type].stroke; + }, + + isTimeToAnimate: function(time) { + return (time - this.lastTime) > this.speed; + }, + + update: function(time) { + if(this.isTimeToAnimate(time)) { + this.lastTime = time; + this.tick(); + } + }, + + tick: function() { + this.y -= 1; + this.opacity -= 0.07; + if(this.opacity < 0) { + this.destroy(); + } + }, + + onDestroy: function(callback) { + this.destroy_callback = callback; + }, + + destroy: function() { + if(this.destroy_callback) { + this.destroy_callback(this.id); + } + } + }); + + return InfoManager; +}); diff --git a/js/item.js b/js/item.js new file mode 100644 index 0000000000000000000000000000000000000000..b603ae7c2ae3422f12cf5c5e1565b929f5a7918a --- /dev/null +++ b/js/item.js @@ -0,0 +1,36 @@ + +define(['entity'], function(Entity) { + + var Item = Entity.extend({ + init: function(id, kind, type) { + this._super(id, kind); + + this.itemKind = Types.getKindAsString(kind); + this.type = type; + this.wasDropped = false; + }, + + hasShadow: function() { + return true; + }, + + onLoot: function(player) { + if(this.type === "weapon") { + player.switchWeapon(this.itemKind); + } + else if(this.type === "armor") { + player.armorloot_callback(this.itemKind); + } + }, + + getSpriteName: function() { + return "item-"+ this.itemKind; + }, + + getLootMessage: function() { + return this.lootMessage; + } + }); + + return Item; +}); \ No newline at end of file diff --git a/js/items.js b/js/items.js new file mode 100644 index 0000000000000000000000000000000000000000..537dbe47720f93c7313756c5c7c2a9399c8662bd --- /dev/null +++ b/js/items.js @@ -0,0 +1,117 @@ + +define(['item'], function(Item) { + + var Items = { + + Sword2: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.SWORD2, "weapon"); + this.lootMessage = "You pick up a steel sword"; + }, + }), + + Axe: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.AXE, "weapon"); + this.lootMessage = "You pick up an axe"; + }, + }), + + RedSword: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.REDSWORD, "weapon"); + this.lootMessage = "You pick up a blazing sword"; + }, + }), + + BlueSword: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.BLUESWORD, "weapon"); + this.lootMessage = "You pick up a magic sword"; + }, + }), + + GoldenSword: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.GOLDENSWORD, "weapon"); + this.lootMessage = "You pick up the ultimate sword"; + }, + }), + + MorningStar: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.MORNINGSTAR, "weapon"); + this.lootMessage = "You pick up a morning star"; + }, + }), + + LeatherArmor: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.LEATHERARMOR, "armor"); + this.lootMessage = "You equip a leather armor"; + }, + }), + + MailArmor: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.MAILARMOR, "armor"); + this.lootMessage = "You equip a mail armor"; + }, + }), + + PlateArmor: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.PLATEARMOR, "armor"); + this.lootMessage = "You equip a plate armor"; + }, + }), + + RedArmor: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.REDARMOR, "armor"); + this.lootMessage = "You equip a ruby armor"; + }, + }), + + GoldenArmor: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.GOLDENARMOR, "armor"); + this.lootMessage = "You equip a golden armor"; + }, + }), + + Flask: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.FLASK, "object"); + this.lootMessage = "You drink a health potion"; + }, + }), + + Cake: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.CAKE, "object"); + this.lootMessage = "You eat a cake"; + }, + }), + + Burger: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.BURGER, "object"); + this.lootMessage = "You can haz rat burger"; + }, + }), + + FirePotion: Item.extend({ + init: function(id) { + this._super(id, Types.Entities.FIREPOTION, "object"); + this.lootMessage = "You feel the power of Firefox!"; + }, + + onLoot: function(player) { + player.startInvincibility(); + }, + }), + }; + + return Items; +}); diff --git a/js/lib/astar.js b/js/lib/astar.js new file mode 100644 index 0000000000000000000000000000000000000000..0603e6a590573266b3cded236d585ae438ca377e --- /dev/null +++ b/js/lib/astar.js @@ -0,0 +1,151 @@ + +define(function() { + + var AStar = (function () { + + /** + * A* (A-Star) algorithm for a path finder + * @author Andrea Giammarchi + * @license Mit Style License + */ + + function diagonalSuccessors($N, $S, $E, $W, N, S, E, W, grid, rows, cols, result, i) { + if($N) { + $E && !grid[N][E] && (result[i++] = {x:E, y:N}); + $W && !grid[N][W] && (result[i++] = {x:W, y:N}); + } + if($S){ + $E && !grid[S][E] && (result[i++] = {x:E, y:S}); + $W && !grid[S][W] && (result[i++] = {x:W, y:S}); + } + return result; + } + + function diagonalSuccessorsFree($N, $S, $E, $W, N, S, E, W, grid, rows, cols, result, i) { + $N = N > -1; + $S = S < rows; + $E = E < cols; + $W = W > -1; + if($E) { + $N && !grid[N][E] && (result[i++] = {x:E, y:N}); + $S && !grid[S][E] && (result[i++] = {x:E, y:S}); + } + if($W) { + $N && !grid[N][W] && (result[i++] = {x:W, y:N}); + $S && !grid[S][W] && (result[i++] = {x:W, y:S}); + } + return result; + } + + function nothingToDo($N, $S, $E, $W, N, S, E, W, grid, rows, cols, result, i) { + return result; + } + + function successors(find, x, y, grid, rows, cols){ + var + N = y - 1, + S = y + 1, + E = x + 1, + W = x - 1, + $N = N > -1 && !grid[N][x], + $S = S < rows && !grid[S][x], + $E = E < cols && !grid[y][E], + $W = W > -1 && !grid[y][W], + result = [], + i = 0 + ; + $N && (result[i++] = {x:x, y:N}); + $E && (result[i++] = {x:E, y:y}); + $S && (result[i++] = {x:x, y:S}); + $W && (result[i++] = {x:W, y:y}); + return find($N, $S, $E, $W, N, S, E, W, grid, rows, cols, result, i); + } + + function diagonal(start, end, f1, f2) { + return f2(f1(start.x - end.x), f1(start.y - end.y)); + } + + function euclidean(start, end, f1, f2) { + var + x = start.x - end.x, + y = start.y - end.y + ; + return f2(x * x + y * y); + } + + function manhattan(start, end, f1, f2) { + return f1(start.x - end.x) + f1(start.y - end.y); + } + + function AStar(grid, start, end, f) { + var + cols = grid[0].length, + rows = grid.length, + limit = cols * rows, + f1 = Math.abs, + f2 = Math.max, + list = {}, + result = [], + open = [{x:start[0], y:start[1], f:0, g:0, v:start[0]+start[1]*cols}], + length = 1, + adj, distance, find, i, j, max, min, current, next + ; + end = {x:end[0], y:end[1], v:end[0]+end[1]*cols}; + switch (f) { + case "Diagonal": + find = diagonalSuccessors; + case "DiagonalFree": + distance = diagonal; + break; + case "Euclidean": + find = diagonalSuccessors; + case "EuclideanFree": + f2 = Math.sqrt; + distance = euclidean; + break; + default: + distance = manhattan; + find = nothingToDo; + break; + } + find || (find = diagonalSuccessorsFree); + do { + max = limit; + min = 0; + for(i = 0; i < length; ++i) { + if((f = open[i].f) < max) { + max = f; + min = i; + } + }; + current = open.splice(min, 1)[0]; + if (current.v != end.v) { + --length; + next = successors(find, current.x, current.y, grid, rows, cols); + for(i = 0, j = next.length; i < j; ++i){ + (adj = next[i]).p = current; + adj.f = adj.g = 0; + adj.v = adj.x + adj.y * cols; + if(!(adj.v in list)){ + adj.f = (adj.g = current.g + distance(adj, current, f1, f2)) + distance(adj, end, f1, f2); + open[length++] = adj; + list[adj.v] = 1; + } + } + } else { + i = length = 0; + do { + result[i++] = [current.x, current.y]; + } while (current = current.p); + result.reverse(); + } + } while (length); + return result; + } + + return AStar; + + }()); + + return AStar; +}); \ No newline at end of file diff --git a/js/lib/bison.js b/js/lib/bison.js new file mode 100644 index 0000000000000000000000000000000000000000..86a3af2bdbe42d175da182ab16335762608be25f --- /dev/null +++ b/js/lib/bison.js @@ -0,0 +1,252 @@ +/* + Copyright (c) 2010-2011 Ivo Wetzel. + + 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. +*/ + +(function(undefined) { + var chr = String.fromCharCode; + var tok = new Array(65536); + for (var i = 0; i < 65536; i++) { + tok[i] = chr(i); + } + + var enc = ''; + function _encode(data, top) { + if (typeof data === 'number') { + + // Floats + var m = data | 0; + if (m !== data) { + var add = 0, r = (data - m) * 100; + if (r < 0) { + add = (r + 1 | 0) - r; + r = (add >= 1.0 && add <= 1.5) ? r | 0 : r - 1 | 0; + + } else { + add = r | 0; + r = r - add >= 0.5 ? r + 1 | 0 : add; + } + + add = 0; + if (data < 0) { + m = 0 - m; + r = 0 - r; + add = 1; + } + + if (m < 65536) { + if (m === 0) { + enc += tok[13 + add] + tok[r + 128]; + + } else { + enc += tok[13 + add] + tok[r] + tok[m]; + } + + } else { + enc += tok[15 + add] + tok[m >> 16 & 0xffff] + + tok[m & 0xffff] + tok[r]; + } + + // Fixed + } else { + var add = 0; + if (data <= 0) { + data = 0 - data; + add = 1; + + } else { + data--; + } + + if (data < 116) { + enc += tok[17 + data + add * 116]; + + } else if (data < 65536) { + enc += tok[1 + add] + tok[data]; + + } else { + enc += tok[3 + add] + tok[data >> 16 & 0xffff] + + tok[data & 0xffff]; + } + } + + // Strings + } else if (typeof data === 'string') { + var l = data.length; + enc += tok[7]; + while (l >= 65535) { + l -= 65535; + enc += tok[65535]; + } + enc += tok[l] + data; + + // Booleans + } else if (data === true) { + enc += tok[5]; + + } else if (data === false) { + enc += tok[6]; + + // Null + } else if (data === null) { + enc += tok[0]; + + // Arrays + } else if (data instanceof Array) { + enc += tok[8]; + for (var i = 0, l = data.length; i < l; i++) { + _encode(data[i], false); + } + if (!top) { + enc += tok[9]; + } + + // Objects + } else if (data instanceof Object) { + enc += tok[10]; + for (var e in data) { + enc += tok[17 + e.length] + e; + _encode(data[e], false); + } + if (!top) { + enc += tok[11]; + } + } + } + + function encode(data) { + enc = ''; + _encode(data, true); + return enc; + } + + function decode(data) { + var p = 0, l = data.length; + var stack = [], dec = undefined, f = null, t = 0, i = -1; + var dict = false, set = false; + var key = '', e = null, r = 0; + while (p < l) { + t = data.charCodeAt(p++); + f = stack[i]; + + // Keys + if (dict && set && t > 16) { + key = data.substring(p, p + t - 17); + p += t - 17; + set = false; + + // Array / Objects + } else if (t === 8 || t === 10) { + e = t === 8 ? new Array() : new Object(); + set = dict = t === 10; + dec !== undefined ? f instanceof Array ? f.push(e) + : f[key] = e : dec = e; + + stack.push(e); + i++; + + } else if (t === 11 || t === 9) { + stack.pop(); + set = dict = !(stack[--i] instanceof Array); + + // Fixed + } else if (t > 16) { + t = t - 17; + t = t > 115 ? (0 - t + 116) : t + 1; + f instanceof Array ? f.push(t) : f[key] = t; + set = true; + + } else if (t > 0 && t < 5) { + if (((t - 1) / 2 | 0) === 0) { + e = data.charCodeAt(p); + p++; + + } else { + e = (data.charCodeAt(p) << 16) + data.charCodeAt(p + 1); + p += 2; + } + e = t % 2 ? e + 1 : 0 - e; + f instanceof Array ? f.push(e) : f[key] = e; + set = true; + + // Floats + } else if (t > 12 && t < 17) { + if (((t - 13) / 2 | 0) === 0) { + r = data.charCodeAt(p); + if (r > 127) { + e = 0; + r -= 128; + p++; + + } else { + e = data.charCodeAt(p + 1); + p += 2; + } + + } else { + e = (data.charCodeAt(p) << 16) + data.charCodeAt(p + 1); + r = data.charCodeAt(p + 2); + p += 3; + } + + e = t % 2 ? e + r * 0.01 : 0 - (e + r * 0.01); + f instanceof Array ? f.push(e) : f[key] = e; + set = true; + + // Booleans + } else if (t > 4 && t < 7) { + f instanceof Array ? f.push(t === 5) : f[key] = t === 5; + set = true; + + // Null + } else if (t === 0) { + f instanceof Array ? f.push(null) : f[key] = null; + set = true; + + // Strings + } else if (t === 7) { + e = 0; + while (data.charCodeAt(p) === 65535) { + e += 65535; + p++; + } + e += data.charCodeAt(p++); + f instanceof Array ? f.push(data.substr(p, e)) + : f[key] = data.substr(p, e); + + p += e; + set = true; + } + } + return dec; + } + + if (typeof window === 'undefined') { + exports.encode = encode; + exports.decode = decode; + + } else { + window.BISON = { + encode: encode, + decode: decode + }; + } +})(); + diff --git a/js/lib/class.js b/js/lib/class.js new file mode 100644 index 0000000000000000000000000000000000000000..1c73231867836798161f59ec77e7d645e5c6c526 --- /dev/null +++ b/js/lib/class.js @@ -0,0 +1,68 @@ + +/* Simple JavaScript Inheritance + * By John Resig http://ejohn.org/ + * MIT Licensed. + */ +// Inspired by base2 and Prototype +var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/; + +// The base Class implementation (does nothing) +Class = function() {}; + +// Create a new Class that inherits from this class +Class.extend = function(prop) { + var _super = this.prototype; + + // Instantiate a base class (but only create the instance, + // don't run the init constructor) + initializing = true; + var prototype = new this(); + initializing = false; + + // Copy the properties over onto the new prototype + for (var name in prop) { + // Check if we're overwriting an existing function + prototype[name] = typeof prop[name] == "function" && + typeof _super[name] == "function" && fnTest.test(prop[name]) ? + (function(name, fn){ + return function() { + var tmp = this._super; + + // Add a new ._super() method that is the same method + // but on the super-class + this._super = _super[name]; + + // The method only need to be bound temporarily, so we + // remove it when we're done executing + var ret = fn.apply(this, arguments); + this._super = tmp; + + return ret; + }; + })(name, prop[name]) : + prop[name]; + } + + // The dummy class constructor + Class = function () { + // All construction is actually done in the init method + if ( !initializing && this.init ) + this.init.apply(this, arguments); + } + + // Populate our constructed prototype object + Class.prototype = prototype; + + // Enforce the constructor to be what we expect + Class.constructor = Class; + + // And make this class extendable + Class.extend = arguments.callee; + + return Class; +}; + +if(!(typeof exports === 'undefined')) { + exports.Class = Class; +} + diff --git a/js/lib/css3-mediaqueries.js b/js/lib/css3-mediaqueries.js new file mode 100644 index 0000000000000000000000000000000000000000..76bc26048e1a55ab2110c5db6e8fc7c5eaa57fb4 --- /dev/null +++ b/js/lib/css3-mediaqueries.js @@ -0,0 +1,779 @@ +if(typeof Object.create!=="function"){ +Object.create=function(o){ +function F(){ +}; +F.prototype=o; +return new F(); +}; +} +var ua={toString:function(){ +return navigator.userAgent; +},test:function(s){ +return this.toString().toLowerCase().indexOf(s.toLowerCase())>-1; +}}; +ua.version=(ua.toString().toLowerCase().match(/[\s\S]+(?:rv|it|ra|ie)[\/: ]([\d.]+)/)||[])[1]; +ua.webkit=ua.test("webkit"); +ua.gecko=ua.test("gecko")&&!ua.webkit; +ua.opera=ua.test("opera"); +ua.ie=ua.test("msie")&&!ua.opera; +ua.ie6=ua.ie&&document.compatMode&&typeof document.documentElement.style.maxHeight==="undefined"; +ua.ie7=ua.ie&&document.documentElement&&typeof document.documentElement.style.maxHeight!=="undefined"&&typeof XDomainRequest==="undefined"; +ua.ie8=ua.ie&&typeof XDomainRequest!=="undefined"; +var domReady=function(){ +var _1=[]; +var _2=function(){ +if(!arguments.callee.done){ +arguments.callee.done=true; +for(var i=0;i<_1.length;i++){ +_1[i](); +} +} +}; +if(document.addEventListener){ +document.addEventListener("DOMContentLoaded",_2,false); +} +if(ua.ie){ +(function(){ +try{ +document.documentElement.doScroll("left"); +} +catch(e){ +setTimeout(arguments.callee,50); +return; +} +_2(); +})(); +document.onreadystatechange=function(){ +if(document.readyState==="complete"){ +document.onreadystatechange=null; +_2(); +} +}; +} +if(ua.webkit&&document.readyState){ +(function(){ +if(document.readyState!=="loading"){ +_2(); +}else{ +setTimeout(arguments.callee,10); +} +})(); +} +window.onload=_2; +return function(fn){ +if(typeof fn==="function"){ +_1[_1.length]=fn; +} +return fn; +}; +}(); +var cssHelper=function(){ +var _3={BLOCKS:/[^\s{][^{]*\{(?:[^{}]*\{[^{}]*\}[^{}]*|[^{}]*)*\}/g,BLOCKS_INSIDE:/[^\s{][^{]*\{[^{}]*\}/g,DECLARATIONS:/[a-zA-Z\-]+[^;]*:[^;]+;/g,RELATIVE_URLS:/url\(['"]?([^\/\)'"][^:\)'"]+)['"]?\)/g,REDUNDANT_COMPONENTS:/(?:\/\*([^*\\\\]|\*(?!\/))+\*\/|@import[^;]+;)/g,REDUNDANT_WHITESPACE:/\s*(,|:|;|\{|\})\s*/g,MORE_WHITESPACE:/\s{2,}/g,FINAL_SEMICOLONS:/;\}/g,NOT_WHITESPACE:/\S+/g}; +var _4,_5=false; +var _6=[]; +var _7=function(fn){ +if(typeof fn==="function"){ +_6[_6.length]=fn; +} +}; +var _8=function(){ +for(var i=0;i<_6.length;i++){ +_6[i](_4); +} +}; +var _9={}; +var _a=function(n,v){ +if(_9[n]){ +var _b=_9[n].listeners; +if(_b){ +for(var i=0;i<_b.length;i++){ +_b[i](v); +} +} +} +}; +var _c=function(_d,_e,_f){ +if(ua.ie&&!window.XMLHttpRequest){ +window.XMLHttpRequest=function(){ +return new ActiveXObject("Microsoft.XMLHTTP"); +}; +} +if(!XMLHttpRequest){ +return ""; +} +var r=new XMLHttpRequest(); +try{ +r.open("get",_d,true); +r.setRequestHeader("X_REQUESTED_WITH","XMLHttpRequest"); +} +catch(e){ +_f(); +return; +} +var _10=false; +setTimeout(function(){ +_10=true; +},5000); +document.documentElement.style.cursor="progress"; +r.onreadystatechange=function(){ +if(r.readyState===4&&!_10){ +if(!r.status&&location.protocol==="file:"||(r.status>=200&&r.status<300)||r.status===304||navigator.userAgent.indexOf("Safari")>-1&&typeof r.status==="undefined"){ +_e(r.responseText); +}else{ +_f(); +} +document.documentElement.style.cursor=""; +r=null; +} +}; +r.send(""); +}; +var _11=function(_12){ +_12=_12.replace(_3.REDUNDANT_COMPONENTS,""); +_12=_12.replace(_3.REDUNDANT_WHITESPACE,"$1"); +_12=_12.replace(_3.MORE_WHITESPACE," "); +_12=_12.replace(_3.FINAL_SEMICOLONS,"}"); +return _12; +}; +var _13={mediaQueryList:function(s){ +var o={}; +var idx=s.indexOf("{"); +var lt=s.substring(0,idx); +s=s.substring(idx+1,s.length-1); +var mqs=[],rs=[]; +var qts=lt.toLowerCase().substring(7).split(","); +for(var i=0;i-1&&_23.href&&_23.href.length!==0&&!_23.disabled){ +_1f[_1f.length]=_23; +} +} +if(_1f.length>0){ +var c=0; +var _24=function(){ +c++; +if(c===_1f.length){ +_20(); +} +}; +var _25=function(_26){ +var _27=_26.href; +_c(_27,function(_28){ +_28=_11(_28).replace(_3.RELATIVE_URLS,"url("+_27.substring(0,_27.lastIndexOf("/"))+"/$1)"); +_26.cssHelperText=_28; +_24(); +},_24); +}; +for(i=0;i<_1f.length;i++){ +_25(_1f[i]); +} +}else{ +_20(); +} +}; +var _29={mediaQueryLists:"array",rules:"array",selectors:"object",declarations:"array",properties:"object"}; +var _2a={mediaQueryLists:null,rules:null,selectors:null,declarations:null,properties:null}; +var _2b=function(_2c,v){ +if(_2a[_2c]!==null){ +if(_29[_2c]==="array"){ +return (_2a[_2c]=_2a[_2c].concat(v)); +}else{ +var c=_2a[_2c]; +for(var n in v){ +if(v.hasOwnProperty(n)){ +if(!c[n]){ +c[n]=v[n]; +}else{ +c[n]=c[n].concat(v[n]); +} +} +} +return c; +} +} +}; +var _2d=function(_2e){ +_2a[_2e]=(_29[_2e]==="array")?[]:{}; +for(var i=0;i<_4.length;i++){ +_2b(_2e,_4[i].cssHelperParsed[_2e]); +} +return _2a[_2e]; +}; +domReady(function(){ +var els=document.body.getElementsByTagName("*"); +for(var i=0;i=_44)||(max&&_46<_44)||(!min&&!max&&_46===_44)); +}else{ +return false; +} +}else{ +return _46>0; +} +}else{ +if("device-height"===_41.substring(l-13,l)){ +_47=screen.height; +if(_42!==null){ +if(_43==="length"){ +return ((min&&_47>=_44)||(max&&_47<_44)||(!min&&!max&&_47===_44)); +}else{ +return false; +} +}else{ +return _47>0; +} +}else{ +if("width"===_41.substring(l-5,l)){ +_46=document.documentElement.clientWidth||document.body.clientWidth; +if(_42!==null){ +if(_43==="length"){ +return ((min&&_46>=_44)||(max&&_46<_44)||(!min&&!max&&_46===_44)); +}else{ +return false; +} +}else{ +return _46>0; +} +}else{ +if("height"===_41.substring(l-6,l)){ +_47=document.documentElement.clientHeight||document.body.clientHeight; +if(_42!==null){ +if(_43==="length"){ +return ((min&&_47>=_44)||(max&&_47<_44)||(!min&&!max&&_47===_44)); +}else{ +return false; +} +}else{ +return _47>0; +} +}else{ +if("device-aspect-ratio"===_41.substring(l-19,l)){ +return _43==="aspect-ratio"&&screen.width*_44[1]===screen.height*_44[0]; +}else{ +if("color-index"===_41.substring(l-11,l)){ +var _48=Math.pow(2,screen.colorDepth); +if(_42!==null){ +if(_43==="absolute"){ +return ((min&&_48>=_44)||(max&&_48<_44)||(!min&&!max&&_48===_44)); +}else{ +return false; +} +}else{ +return _48>0; +} +}else{ +if("color"===_41.substring(l-5,l)){ +var _49=screen.colorDepth; +if(_42!==null){ +if(_43==="absolute"){ +return ((min&&_49>=_44)||(max&&_49<_44)||(!min&&!max&&_49===_44)); +}else{ +return false; +} +}else{ +return _49>0; +} +}else{ +if("resolution"===_41.substring(l-10,l)){ +var res; +if(_45==="dpcm"){ +res=_3d("1cm"); +}else{ +res=_3d("1in"); +} +if(_42!==null){ +if(_43==="resolution"){ +return ((min&&res>=_44)||(max&&res<_44)||(!min&&!max&&res===_44)); +}else{ +return false; +} +}else{ +return res>0; +} +}else{ +return false; +} +} +} +} +} +} +} +} +}; +var _4a=function(mq){ +var _4b=mq.getValid(); +var _4c=mq.getExpressions(); +var l=_4c.length; +if(l>0){ +for(var i=0;i0){ +s[c++]=","; +} +s[c++]=n; +} +} +if(s.length>0){ +_39[_39.length]=cssHelper.addStyle("@media "+s.join("")+"{"+mql.getCssText()+"}",false); +} +}; +var _4e=function(_4f){ +for(var i=0;i<_4f.length;i++){ +_4d(_4f[i]); +} +if(ua.ie){ +document.documentElement.style.display="block"; +setTimeout(function(){ +document.documentElement.style.display=""; +},0); +setTimeout(function(){ +cssHelper.broadcast("cssMediaQueriesTested"); +},100); +}else{ +cssHelper.broadcast("cssMediaQueriesTested"); +} +}; +var _50=function(){ +for(var i=0;i<_39.length;i++){ +cssHelper.removeStyle(_39[i]); +} +_39=[]; +cssHelper.mediaQueryLists(_4e); +}; +var _51=0; +var _52=function(){ +var _53=cssHelper.getViewportWidth(); +var _54=cssHelper.getViewportHeight(); +if(ua.ie){ +var el=document.createElement("div"); +el.style.position="absolute"; +el.style.top="-9999em"; +el.style.overflow="scroll"; +document.body.appendChild(el); +_51=el.offsetWidth-el.clientWidth; +document.body.removeChild(el); +} +var _55; +var _56=function(){ +var vpw=cssHelper.getViewportWidth(); +var vph=cssHelper.getViewportHeight(); +if(Math.abs(vpw-_53)>_51||Math.abs(vph-_54)>_51){ +_53=vpw; +_54=vph; +clearTimeout(_55); +_55=setTimeout(function(){ +if(!_3a()){ +_50(); +}else{ +cssHelper.broadcast("cssMediaQueriesTested"); +} +},500); +} +}; +window.onresize=function(){ +var x=window.onresize||function(){ +}; +return function(){ +x(); +_56(); +}; +}(); +}; +var _57=document.documentElement; +_57.style.marginLeft="-32767px"; +setTimeout(function(){ +_57.style.marginTop=""; +},20000); +return function(){ +if(!_3a()){ +cssHelper.addListener("newStyleParsed",function(el){ +_4e(el.cssHelperParsed.mediaQueryLists); +}); +cssHelper.addListener("cssMediaQueriesTested",function(){ +if(ua.ie){ +_57.style.width="1px"; +} +setTimeout(function(){ +_57.style.width=""; +_57.style.marginLeft=""; +},0); +cssHelper.removeListener("cssMediaQueriesTested",arguments.callee); +}); +_3c(); +_50(); +}else{ +_57.style.marginLeft=""; +} +_52(); +}; +}()); +try{ +document.execCommand("BackgroundImageCache",false,true); +} +catch(e){ +} + diff --git a/js/lib/log.js b/js/lib/log.js new file mode 100644 index 0000000000000000000000000000000000000000..7123a0916032ccb5a693e5c37eeaa2ceb7200bff --- /dev/null +++ b/js/lib/log.js @@ -0,0 +1,39 @@ + +var Logger = function(level) { + this.level = level; +}; + +Logger.prototype.info = function() {}; +Logger.prototype.debug = function() {}; +Logger.prototype.error = function() {}; + +//>>excludeStart("prodHost", pragmas.prodHost); +Logger.prototype.info = function(message) { + if(this.level === "debug" || this.level === "info") { + if(window.console) { + console.info(message); + } + } +}; + +Logger.prototype.debug = function(message) { + if(this.level === "debug") { + if(window.console) { + console.log(message); + } + } +}; + +Logger.prototype.error = function(message, stacktrace) { + if(window.console) { + console.error(message); + if(stacktrace !== undefined && stacktrace === true) { + var trace = printStackTrace(); + console.error(trace.join('\n\n')); + console.error('-----------------------------'); + } + } +}; +//>>excludeEnd("prodHost"); + +log = new Logger("debug"); \ No newline at end of file diff --git a/js/lib/modernizr.js b/js/lib/modernizr.js new file mode 100644 index 0000000000000000000000000000000000000000..f09010e8213c5f21bc532ee45a1dcc0974dd8b7c --- /dev/null +++ b/js/lib/modernizr.js @@ -0,0 +1,4 @@ +/* Modernizr 2.5.3 (Custom Build) | MIT & BSD + * Build: http://www.modernizr.com/download/#-opacity-audio-localstorage-prefixes + */ +;window.Modernizr=function(a,b,c){function u(a){i.cssText=a}function v(a,b){return u(l.join(a+";")+(b||""))}function w(a,b){return typeof a===b}function x(a,b){return!!~(""+a).indexOf(b)}function y(a,b,d){for(var e in a){var f=b[a[e]];if(f!==c)return d===!1?a[e]:w(f,"function")?f.bind(d||b):f}return!1}var d="2.5.3",e={},f=b.documentElement,g="modernizr",h=b.createElement(g),i=h.style,j,k={}.toString,l=" -webkit- -moz- -o- -ms- ".split(" "),m={},n={},o={},p=[],q=p.slice,r,s={}.hasOwnProperty,t;!w(s,"undefined")&&!w(s.call,"undefined")?t=function(a,b){return s.call(a,b)}:t=function(a,b){return b in a&&w(a.constructor.prototype[b],"undefined")},Function.prototype.bind||(Function.prototype.bind=function(b){var c=this;if(typeof c!="function")throw new TypeError;var d=q.call(arguments,1),e=function(){if(this instanceof e){var a=function(){};a.prototype=c.prototype;var f=new a,g=c.apply(f,d.concat(q.call(arguments)));return Object(g)===g?g:f}return c.apply(b,d.concat(q.call(arguments)))};return e}),m.opacity=function(){return v("opacity:.55"),/^0.55$/.test(i.opacity)},m.audio=function(){var a=b.createElement("audio"),c=!1;try{if(c=!!a.canPlayType)c=new Boolean(c),c.ogg=a.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/,""),c.mp3=a.canPlayType("audio/mpeg;").replace(/^no$/,""),c.wav=a.canPlayType('audio/wav; codecs="1"').replace(/^no$/,""),c.m4a=(a.canPlayType("audio/x-m4a;")||a.canPlayType("audio/aac;")).replace(/^no$/,"")}catch(d){}return c},m.localstorage=function(){try{return localStorage.setItem(g,g),localStorage.removeItem(g),!0}catch(a){return!1}};for(var z in m)t(m,z)&&(r=z.toLowerCase(),e[r]=m[z](),p.push((e[r]?"":"no-")+r));return u(""),h=j=null,e._version=d,e._prefixes=l,e}(this,this.document); \ No newline at end of file diff --git a/js/lib/require-jquery.js b/js/lib/require-jquery.js new file mode 100644 index 0000000000000000000000000000000000000000..f9d76917f07e32ab9e57b14b25195c29aeca899c --- /dev/null +++ b/js/lib/require-jquery.js @@ -0,0 +1,11065 @@ + +/** vim: et:ts=4:sw=4:sts=4 + * @license RequireJS 0.26.0 Copyright (c) 2010-2011, The Dojo Foundation All Rights Reserved. + * Available via the MIT or new BSD license. + * see: http://github.com/jrburke/requirejs for details + */ +/*jslint strict: false, plusplus: false */ +/*global window: false, navigator: false, document: false, importScripts: false, + jQuery: false, clearInterval: false, setInterval: false, self: false, + setTimeout: false, opera: false */ + +var requirejs, require, define; +(function () { + //Change this version number for each release. + var version = "0.26.0", + commentRegExp = /(\/\*([\s\S]*?)\*\/|\/\/(.*)$)/mg, + cjsRequireRegExp = /require\(\s*["']([^'"\s]+)["']\s*\)/g, + currDirRegExp = /^\.\//, + jsSuffixRegExp = /\.js$/, + ostring = Object.prototype.toString, + ap = Array.prototype, + aps = ap.slice, + apsp = ap.splice, + isBrowser = !!(typeof window !== "undefined" && navigator && document), + isWebWorker = !isBrowser && typeof importScripts !== "undefined", + //PS3 indicates loaded and complete, but need to wait for complete + //specifically. Sequence is "loading", "loaded", execution, + // then "complete". The UA check is unfortunate, but not sure how + //to feature test w/o causing perf issues. + readyRegExp = isBrowser && navigator.platform === 'PLAYSTATION 3' ? + /^complete$/ : /^(complete|loaded)$/, + defContextName = "_", + //Oh the tragedy, detecting opera. See the usage of isOpera for reason. + isOpera = typeof opera !== "undefined" && opera.toString() === "[object Opera]", + reqWaitIdPrefix = "_r@@", + empty = {}, + contexts = {}, + globalDefQueue = [], + interactiveScript = null, + isDone = false, + checkLoadedDepth = 0, + useInteractive = false, + req, cfg = {}, currentlyAddingScript, s, head, baseElement, scripts, script, + src, subPath, mainScript, dataMain, i, scrollIntervalId, setReadyState, ctx, + jQueryCheck, checkLoadedTimeoutId; + + function isFunction(it) { + return ostring.call(it) === "[object Function]"; + } + + function isArray(it) { + return ostring.call(it) === "[object Array]"; + } + + /** + * Simple function to mix in properties from source into target, + * but only if target does not already have a property of the same name. + * This is not robust in IE for transferring methods that match + * Object.prototype names, but the uses of mixin here seem unlikely to + * trigger a problem related to that. + */ + function mixin(target, source, force) { + for (var prop in source) { + if (!(prop in empty) && (!(prop in target) || force)) { + target[prop] = source[prop]; + } + } + return req; + } + + /** + * Constructs an error with a pointer to an URL with more information. + * @param {String} id the error ID that maps to an ID on a web page. + * @param {String} message human readable error. + * @param {Error} [err] the original error, if there is one. + * + * @returns {Error} + */ + function makeError(id, msg, err) { + var e = new Error(msg + '\nhttp://requirejs.org/docs/errors.html#' + id); + if (err) { + e.originalError = err; + } + return e; + } + + /** + * Used to set up package paths from a packagePaths or packages config object. + * @param {Object} pkgs the object to store the new package config + * @param {Array} currentPackages an array of packages to configure + * @param {String} [dir] a prefix dir to use. + */ + function configurePackageDir(pkgs, currentPackages, dir) { + var i, location, pkgObj; + + for (i = 0; (pkgObj = currentPackages[i]); i++) { + pkgObj = typeof pkgObj === "string" ? { name: pkgObj } : pkgObj; + location = pkgObj.location; + + //Add dir to the path, but avoid paths that start with a slash + //or have a colon (indicates a protocol) + if (dir && (!location || (location.indexOf("/") !== 0 && location.indexOf(":") === -1))) { + location = dir + "/" + (location || pkgObj.name); + } + + //Create a brand new object on pkgs, since currentPackages can + //be passed in again, and config.pkgs is the internal transformed + //state for all package configs. + pkgs[pkgObj.name] = { + name: pkgObj.name, + location: location || pkgObj.name, + //Remove leading dot in main, so main paths are normalized, + //and remove any trailing .js, since different package + //envs have different conventions: some use a module name, + //some use a file name. + main: (pkgObj.main || "main") + .replace(currDirRegExp, '') + .replace(jsSuffixRegExp, '') + }; + } + } + + /** + * jQuery 1.4.3-1.5.x use a readyWait/ready() pairing to hold DOM + * ready callbacks, but jQuery 1.6 supports a holdReady() API instead. + * At some point remove the readyWait/ready() support and just stick + * with using holdReady. + */ + function jQueryHoldReady($, shouldHold) { + if ($.holdReady) { + $.holdReady(shouldHold); + } else if (shouldHold) { + $.readyWait += 1; + } else { + $.ready(true); + } + } + + if (typeof define !== "undefined") { + //If a define is already in play via another AMD loader, + //do not overwrite. + return; + } + + if (typeof requirejs !== "undefined") { + if (isFunction(requirejs)) { + //Do not overwrite and existing requirejs instance. + return; + } else { + cfg = requirejs; + requirejs = undefined; + } + } + + //Allow for a require config object + if (typeof require !== "undefined" && !isFunction(require)) { + //assume it is a config object. + cfg = require; + require = undefined; + } + + /** + * Creates a new context for use in require and define calls. + * Handle most of the heavy lifting. Do not want to use an object + * with prototype here to avoid using "this" in require, in case it + * needs to be used in more super secure envs that do not want this. + * Also there should not be that many contexts in the page. Usually just + * one for the default context, but could be extra for multiversion cases + * or if a package needs a special context for a dependency that conflicts + * with the standard context. + */ + function newContext(contextName) { + var context, resume, + config = { + waitSeconds: 7, + baseUrl: s.baseUrl || "./", + paths: {}, + pkgs: {}, + catchError: {} + }, + defQueue = [], + specified = { + "require": true, + "exports": true, + "module": true + }, + urlMap = {}, + defined = {}, + loaded = {}, + waiting = {}, + waitAry = [], + waitIdCounter = 0, + managerCallbacks = {}, + plugins = {}, + pluginsQueue = {}, + resumeDepth = 0, + normalizedWaiting = {}; + + /** + * Trims the . and .. from an array of path segments. + * It will keep a leading path segment if a .. will become + * the first path segment, to help with module name lookups, + * which act like paths, but can be remapped. But the end result, + * all paths that use this function should look normalized. + * NOTE: this method MODIFIES the input array. + * @param {Array} ary the array of path segments. + */ + function trimDots(ary) { + var i, part; + for (i = 0; (part = ary[i]); i++) { + if (part === ".") { + ary.splice(i, 1); + i -= 1; + } else if (part === "..") { + if (i === 1 && (ary[2] === '..' || ary[0] === '..')) { + //End of the line. Keep at least one non-dot + //path segment at the front so it can be mapped + //correctly to disk. Otherwise, there is likely + //no path mapping for a path starting with '..'. + //This can still fail, but catches the most reasonable + //uses of .. + break; + } else if (i > 0) { + ary.splice(i - 1, 2); + i -= 2; + } + } + } + } + + /** + * Given a relative module name, like ./something, normalize it to + * a real name that can be mapped to a path. + * @param {String} name the relative name + * @param {String} baseName a real name that the name arg is relative + * to. + * @returns {String} normalized name + */ + function normalize(name, baseName) { + var pkgName, pkgConfig; + + //Adjust any relative paths. + if (name && name.charAt(0) === ".") { + //If have a base name, try to normalize against it, + //otherwise, assume it is a top-level require that will + //be relative to baseUrl in the end. + if (baseName) { + if (config.pkgs[baseName]) { + //If the baseName is a package name, then just treat it as one + //name to concat the name with. + baseName = [baseName]; + } else { + //Convert baseName to array, and lop off the last part, + //so that . matches that "directory" and not name of the baseName's + //module. For instance, baseName of "one/two/three", maps to + //"one/two/three.js", but we want the directory, "one/two" for + //this normalization. + baseName = baseName.split("/"); + baseName = baseName.slice(0, baseName.length - 1); + } + + name = baseName.concat(name.split("/")); + trimDots(name); + + //Some use of packages may use a . path to reference the + //"main" module name, so normalize for that. + pkgConfig = config.pkgs[(pkgName = name[0])]; + name = name.join("/"); + if (pkgConfig && name === pkgName + '/' + pkgConfig.main) { + name = pkgName; + } + } + } + return name; + } + + /** + * Creates a module mapping that includes plugin prefix, module + * name, and path. If parentModuleMap is provided it will + * also normalize the name via require.normalize() + * + * @param {String} name the module name + * @param {String} [parentModuleMap] parent module map + * for the module name, used to resolve relative names. + * + * @returns {Object} + */ + function makeModuleMap(name, parentModuleMap) { + var index = name ? name.indexOf("!") : -1, + prefix = null, + parentName = parentModuleMap ? parentModuleMap.name : null, + originalName = name, + normalizedName, url, pluginModule; + + if (index !== -1) { + prefix = name.substring(0, index); + name = name.substring(index + 1, name.length); + } + + if (prefix) { + prefix = normalize(prefix, parentName); + } + + //Account for relative paths if there is a base name. + if (name) { + if (prefix) { + pluginModule = defined[prefix]; + if (pluginModule) { + //Plugin is loaded, use its normalize method, otherwise, + //normalize name as usual. + if (pluginModule.normalize) { + normalizedName = pluginModule.normalize(name, function (name) { + return normalize(name, parentName); + }); + } else { + normalizedName = normalize(name, parentName); + } + } else { + //Plugin is not loaded yet, so do not normalize + //the name, wait for plugin to load to see if + //it has a normalize method. To avoid possible + //ambiguity with relative names loaded from another + //plugin, use the parent's name as part of this name. + normalizedName = '__$p' + parentName + '@' + (name || ''); + } + } else { + normalizedName = normalize(name, parentName); + } + + url = urlMap[normalizedName]; + if (!url) { + //Calculate url for the module, if it has a name. + if (req.toModuleUrl) { + //Special logic required for a particular engine, + //like Node. + url = req.toModuleUrl(context, normalizedName, parentModuleMap); + } else { + url = context.nameToUrl(normalizedName, null, parentModuleMap); + } + + //Store the URL mapping for later. + urlMap[normalizedName] = url; + } + } + + return { + prefix: prefix, + name: normalizedName, + parentMap: parentModuleMap, + url: url, + originalName: originalName, + fullName: prefix ? prefix + "!" + (normalizedName || '') : normalizedName + }; + } + + /** + * Determine if priority loading is done. If so clear the priorityWait + */ + function isPriorityDone() { + var priorityDone = true, + priorityWait = config.priorityWait, + priorityName, i; + if (priorityWait) { + for (i = 0; (priorityName = priorityWait[i]); i++) { + if (!loaded[priorityName]) { + priorityDone = false; + break; + } + } + if (priorityDone) { + delete config.priorityWait; + } + } + return priorityDone; + } + + /** + * Helper function that creates a setExports function for a "module" + * CommonJS dependency. Do this here to avoid creating a closure that + * is part of a loop. + */ + function makeSetExports(moduleObj) { + return function (exports) { + moduleObj.exports = exports; + }; + } + + function makeContextModuleFunc(func, relModuleMap, enableBuildCallback) { + return function () { + //A version of a require function that passes a moduleName + //value for items that may need to + //look up paths relative to the moduleName + var args = [].concat(aps.call(arguments, 0)), lastArg; + if (enableBuildCallback && + isFunction((lastArg = args[args.length - 1]))) { + lastArg.__requireJsBuild = true; + } + args.push(relModuleMap); + return func.apply(null, args); + }; + } + + /** + * Helper function that creates a require function object to give to + * modules that ask for it as a dependency. It needs to be specific + * per module because of the implication of path mappings that may + * need to be relative to the module name. + */ + function makeRequire(relModuleMap, enableBuildCallback) { + var modRequire = makeContextModuleFunc(context.require, relModuleMap, enableBuildCallback); + + mixin(modRequire, { + nameToUrl: makeContextModuleFunc(context.nameToUrl, relModuleMap), + toUrl: makeContextModuleFunc(context.toUrl, relModuleMap), + defined: makeContextModuleFunc(context.requireDefined, relModuleMap), + specified: makeContextModuleFunc(context.requireSpecified, relModuleMap), + ready: req.ready, + isBrowser: req.isBrowser + }); + //Something used by node. + if (req.paths) { + modRequire.paths = req.paths; + } + return modRequire; + } + + /** + * Used to update the normalized name for plugin-based dependencies + * after a plugin loads, since it can have its own normalization structure. + * @param {String} pluginName the normalized plugin module name. + */ + function updateNormalizedNames(pluginName) { + + var oldFullName, oldModuleMap, moduleMap, fullName, callbacks, + i, j, k, depArray, existingCallbacks, + maps = normalizedWaiting[pluginName]; + + if (maps) { + for (i = 0; (oldModuleMap = maps[i]); i++) { + oldFullName = oldModuleMap.fullName; + moduleMap = makeModuleMap(oldModuleMap.originalName, oldModuleMap.parentMap); + fullName = moduleMap.fullName; + //Callbacks could be undefined if the same plugin!name was + //required twice in a row, so use empty array in that case. + callbacks = managerCallbacks[oldFullName] || []; + existingCallbacks = managerCallbacks[fullName]; + + if (fullName !== oldFullName) { + //Update the specified object, but only if it is already + //in there. In sync environments, it may not be yet. + if (oldFullName in specified) { + delete specified[oldFullName]; + specified[fullName] = true; + } + + //Update managerCallbacks to use the correct normalized name. + //If there are already callbacks for the normalized name, + //just add to them. + if (existingCallbacks) { + managerCallbacks[fullName] = existingCallbacks.concat(callbacks); + } else { + managerCallbacks[fullName] = callbacks; + } + delete managerCallbacks[oldFullName]; + + //In each manager callback, update the normalized name in the depArray. + for (j = 0; j < callbacks.length; j++) { + depArray = callbacks[j].depArray; + for (k = 0; k < depArray.length; k++) { + if (depArray[k] === oldFullName) { + depArray[k] = fullName; + } + } + } + } + } + } + + delete normalizedWaiting[pluginName]; + } + + /* + * Queues a dependency for checking after the loader is out of a + * "paused" state, for example while a script file is being loaded + * in the browser, where it may have many modules defined in it. + * + * depName will be fully qualified, no relative . or .. path. + */ + function queueDependency(dep) { + //Make sure to load any plugin and associate the dependency + //with that plugin. + var prefix = dep.prefix, + fullName = dep.fullName; + + //Do not bother if the depName is already in transit + if (specified[fullName] || fullName in defined) { + return; + } + + if (prefix && !plugins[prefix]) { + //Queue up loading of the dependency, track it + //via context.plugins. Mark it as a plugin so + //that the build system will know to treat it + //special. + plugins[prefix] = undefined; + + //Remember this dep that needs to have normaliztion done + //after the plugin loads. + (normalizedWaiting[prefix] || (normalizedWaiting[prefix] = [])) + .push(dep); + + //Register an action to do once the plugin loads, to update + //all managerCallbacks to use a properly normalized module + //name. + (managerCallbacks[prefix] || + (managerCallbacks[prefix] = [])).push({ + onDep: function (name, value) { + if (name === prefix) { + updateNormalizedNames(prefix); + } + } + }); + + queueDependency(makeModuleMap(prefix)); + } + + context.paused.push(dep); + } + + function execManager(manager) { + var i, ret, waitingCallbacks, err, errFile, + cb = manager.callback, + fullName = manager.fullName, + args = [], + ary = manager.depArray; + + //Call the callback to define the module, if necessary. + if (cb && isFunction(cb)) { + //Pull out the defined dependencies and pass the ordered + //values to the callback. + if (ary) { + for (i = 0; i < ary.length; i++) { + args.push(manager.deps[ary[i]]); + } + } + + if (config.catchError.define) { + try { + ret = req.execCb(fullName, manager.callback, args, defined[fullName]); + } catch (e) { + err = e; + } + } else { + ret = req.execCb(fullName, manager.callback, args, defined[fullName]); + } + + if (fullName) { + //If setting exports via "module" is in play, + //favor that over return value and exports. After that, + //favor a non-undefined return value over exports use. + if (manager.cjsModule && manager.cjsModule.exports !== undefined) { + ret = defined[fullName] = manager.cjsModule.exports; + } else if (ret === undefined && manager.usingExports) { + //exports already set the defined value. + ret = defined[fullName]; + } else { + //Use the return value from the function. + defined[fullName] = ret; + } + } + } else if (fullName) { + //May just be an object definition for the module. Only + //worry about defining if have a module name. + ret = defined[fullName] = cb; + } + + //Clean up waiting. Do this before error calls, and before + //calling back waitingCallbacks, so that bookkeeping is correct + //in the event of an error and error is reported in correct order, + //since the waitingCallbacks will likely have errors if the + //onError function does not throw. + if (waiting[manager.waitId]) { + delete waiting[manager.waitId]; + manager.isDone = true; + context.waitCount -= 1; + if (context.waitCount === 0) { + //Clear the wait array used for cycles. + waitAry = []; + } + } + + if (err) { + errFile = (fullName ? makeModuleMap(fullName).url : '') || + err.fileName || err.sourceURL; + err = makeError('defineerror', 'Error evaluating ' + + 'module "' + fullName + '" at location "' + + errFile + '":\n' + + err + '\nfileName:' + errFile + + '\nlineNumber: ' + (err.lineNumber || err.line), err); + err.moduleName = fullName; + return req.onError(err); + } + + if (fullName) { + //If anything was waiting for this module to be defined, + //notify them now. + waitingCallbacks = managerCallbacks[fullName]; + if (waitingCallbacks) { + for (i = 0; i < waitingCallbacks.length; i++) { + waitingCallbacks[i].onDep(fullName, ret); + } + delete managerCallbacks[fullName]; + } + } + + return undefined; + } + + function main(inName, depArray, callback, relModuleMap) { + var moduleMap = makeModuleMap(inName, relModuleMap), + name = moduleMap.name, + fullName = moduleMap.fullName, + uniques = {}, + manager = { + //Use a wait ID because some entries are anon + //async require calls. + waitId: name || reqWaitIdPrefix + (waitIdCounter++), + depCount: 0, + depMax: 0, + prefix: moduleMap.prefix, + name: name, + fullName: fullName, + deps: {}, + depArray: depArray, + callback: callback, + onDep: function (depName, value) { + if (!(depName in manager.deps)) { + manager.deps[depName] = value; + manager.depCount += 1; + if (manager.depCount === manager.depMax) { + //All done, execute! + execManager(manager); + } + } + } + }, + i, depArg, depName, cjsMod; + + if (fullName) { + //If module already defined for context, or already loaded, + //then leave. Also leave if jQuery is registering but it does + //not match the desired version number in the config. + if (fullName in defined || loaded[fullName] === true || + (fullName === "jquery" && config.jQuery && + config.jQuery !== callback().fn.jquery)) { + return; + } + + //Set specified/loaded here for modules that are also loaded + //as part of a layer, where onScriptLoad is not fired + //for those cases. Do this after the inline define and + //dependency tracing is done. + specified[fullName] = true; + loaded[fullName] = true; + + //If module is jQuery set up delaying its dom ready listeners. + if (fullName === "jquery" && callback) { + jQueryCheck(callback()); + } + } + + //Add the dependencies to the deps field, and register for callbacks + //on the dependencies. + for (i = 0; i < depArray.length; i++) { + depArg = depArray[i]; + //There could be cases like in IE, where a trailing comma will + //introduce a null dependency, so only treat a real dependency + //value as a dependency. + if (depArg) { + //Split the dependency name into plugin and name parts + depArg = makeModuleMap(depArg, (name ? moduleMap : relModuleMap)); + depName = depArg.fullName; + + //Fix the name in depArray to be just the name, since + //that is how it will be called back later. + depArray[i] = depName; + + //Fast path CommonJS standard dependencies. + if (depName === "require") { + manager.deps[depName] = makeRequire(moduleMap); + } else if (depName === "exports") { + //CommonJS module spec 1.1 + manager.deps[depName] = defined[fullName] = {}; + manager.usingExports = true; + } else if (depName === "module") { + //CommonJS module spec 1.1 + manager.cjsModule = cjsMod = manager.deps[depName] = { + id: name, + uri: name ? context.nameToUrl(name, null, relModuleMap) : undefined, + exports: defined[fullName] + }; + cjsMod.setExports = makeSetExports(cjsMod); + } else if (depName in defined && !(depName in waiting)) { + //Module already defined, no need to wait for it. + manager.deps[depName] = defined[depName]; + } else if (!uniques[depName]) { + + //A dynamic dependency. + manager.depMax += 1; + + queueDependency(depArg); + + //Register to get notification when dependency loads. + (managerCallbacks[depName] || + (managerCallbacks[depName] = [])).push(manager); + + uniques[depName] = true; + } + } + } + + //Do not bother tracking the manager if it is all done. + if (manager.depCount === manager.depMax) { + //All done, execute! + execManager(manager); + } else { + waiting[manager.waitId] = manager; + waitAry.push(manager); + context.waitCount += 1; + } + } + + /** + * Convenience method to call main for a define call that was put on + * hold in the defQueue. + */ + function callDefMain(args) { + main.apply(null, args); + //Mark the module loaded. Must do it here in addition + //to doing it in define in case a script does + //not call define + loaded[args[0]] = true; + } + + /** + * jQuery 1.4.3+ supports ways to hold off calling + * calling jQuery ready callbacks until all scripts are loaded. Be sure + * to track it if the capability exists.. Also, since jQuery 1.4.3 does + * not register as a module, need to do some global inference checking. + * Even if it does register as a module, not guaranteed to be the precise + * name of the global. If a jQuery is tracked for this context, then go + * ahead and register it as a module too, if not already in process. + */ + jQueryCheck = function (jqCandidate) { + if (!context.jQuery) { + var $ = jqCandidate || (typeof jQuery !== "undefined" ? jQuery : null); + + if ($) { + //If a specific version of jQuery is wanted, make sure to only + //use this jQuery if it matches. + if (config.jQuery && $.fn.jquery !== config.jQuery) { + return; + } + + if ("holdReady" in $ || "readyWait" in $) { + context.jQuery = $; + + //Manually create a "jquery" module entry if not one already + //or in process. Note this could trigger an attempt at + //a second jQuery registration, but does no harm since + //the first one wins, and it is the same value anyway. + callDefMain(["jquery", [], function () { + return jQuery; + }]); + + //Ask jQuery to hold DOM ready callbacks. + if (context.scriptCount) { + jQueryHoldReady($, true); + context.jQueryIncremented = true; + } + } + } + } + }; + + function forceExec(manager, traced) { + if (manager.isDone) { + return undefined; + } + + var fullName = manager.fullName, + depArray = manager.depArray, + depName, i; + if (fullName) { + if (traced[fullName]) { + return defined[fullName]; + } + + traced[fullName] = true; + } + + //forceExec all of its dependencies. + for (i = 0; i < depArray.length; i++) { + //Some array members may be null, like if a trailing comma + //IE, so do the explicit [i] access and check if it has a value. + depName = depArray[i]; + if (depName) { + if (!manager.deps[depName] && waiting[depName]) { + manager.onDep(depName, forceExec(waiting[depName], traced)); + } + } + } + + return fullName ? defined[fullName] : undefined; + } + + /** + * Checks if all modules for a context are loaded, and if so, evaluates the + * new ones in right dependency order. + * + * @private + */ + function checkLoaded() { + var waitInterval = config.waitSeconds * 1000, + //It is possible to disable the wait interval by using waitSeconds of 0. + expired = waitInterval && (context.startTime + waitInterval) < new Date().getTime(), + noLoads = "", hasLoadedProp = false, stillLoading = false, prop, + err, manager; + + //If there are items still in the paused queue processing wait. + //This is particularly important in the sync case where each paused + //item is processed right away but there may be more waiting. + if (context.pausedCount > 0) { + return undefined; + } + + //Determine if priority loading is done. If so clear the priority. If + //not, then do not check + if (config.priorityWait) { + if (isPriorityDone()) { + //Call resume, since it could have + //some waiting dependencies to trace. + resume(); + } else { + return undefined; + } + } + + //See if anything is still in flight. + for (prop in loaded) { + if (!(prop in empty)) { + hasLoadedProp = true; + if (!loaded[prop]) { + if (expired) { + noLoads += prop + " "; + } else { + stillLoading = true; + break; + } + } + } + } + + //Check for exit conditions. + if (!hasLoadedProp && !context.waitCount) { + //If the loaded object had no items, then the rest of + //the work below does not need to be done. + return undefined; + } + if (expired && noLoads) { + //If wait time expired, throw error of unloaded modules. + err = makeError("timeout", "Load timeout for modules: " + noLoads); + err.requireType = "timeout"; + err.requireModules = noLoads; + return req.onError(err); + } + if (stillLoading || context.scriptCount) { + //Something is still waiting to load. Wait for it, but only + //if a timeout is not already in effect. + if ((isBrowser || isWebWorker) && !checkLoadedTimeoutId) { + checkLoadedTimeoutId = setTimeout(function () { + checkLoadedTimeoutId = 0; + checkLoaded(); + }, 50); + } + return undefined; + } + + //If still have items in the waiting cue, but all modules have + //been loaded, then it means there are some circular dependencies + //that need to be broken. + //However, as a waiting thing is fired, then it can add items to + //the waiting cue, and those items should not be fired yet, so + //make sure to redo the checkLoaded call after breaking a single + //cycle, if nothing else loaded then this logic will pick it up + //again. + if (context.waitCount) { + //Cycle through the waitAry, and call items in sequence. + for (i = 0; (manager = waitAry[i]); i++) { + forceExec(manager, {}); + } + + //Only allow this recursion to a certain depth. Only + //triggered by errors in calling a module in which its + //modules waiting on it cannot finish loading, or some circular + //dependencies that then may add more dependencies. + //The value of 5 is a bit arbitrary. Hopefully just one extra + //pass, or two for the case of circular dependencies generating + //more work that gets resolved in the sync node case. + if (checkLoadedDepth < 5) { + checkLoadedDepth += 1; + checkLoaded(); + } + } + + checkLoadedDepth = 0; + + //Check for DOM ready, and nothing is waiting across contexts. + req.checkReadyState(); + + return undefined; + } + + function callPlugin(pluginName, dep) { + var name = dep.name, + fullName = dep.fullName, + load; + + //Do not bother if plugin is already defined or being loaded. + if (fullName in defined || fullName in loaded) { + return; + } + + if (!plugins[pluginName]) { + plugins[pluginName] = defined[pluginName]; + } + + //Only set loaded to false for tracking if it has not already been set. + if (!loaded[fullName]) { + loaded[fullName] = false; + } + + load = function (ret) { + //Allow the build process to register plugin-loaded dependencies. + if (req.onPluginLoad) { + req.onPluginLoad(context, pluginName, name, ret); + } + + execManager({ + prefix: dep.prefix, + name: dep.name, + fullName: dep.fullName, + callback: function () { + return ret; + } + }); + loaded[fullName] = true; + }; + + //Allow plugins to load other code without having to know the + //context or how to "complete" the load. + load.fromText = function (moduleName, text) { + /*jslint evil: true */ + var hasInteractive = useInteractive; + + //Indicate a the module is in process of loading. + context.loaded[moduleName] = false; + context.scriptCount += 1; + + //Turn off interactive script matching for IE for any define + //calls in the text, then turn it back on at the end. + if (hasInteractive) { + useInteractive = false; + } + + req.exec(text); + + if (hasInteractive) { + useInteractive = true; + } + + //Support anonymous modules. + context.completeLoad(moduleName); + }; + + //Use parentName here since the plugin's name is not reliable, + //could be some weird string with no path that actually wants to + //reference the parentName's path. + plugins[pluginName].load(name, makeRequire(dep.parentMap, true), load, config); + } + + function loadPaused(dep) { + //Renormalize dependency if its name was waiting on a plugin + //to load, which as since loaded. + if (dep.prefix && dep.name && dep.name.indexOf('__$p') === 0 && defined[dep.prefix]) { + dep = makeModuleMap(dep.originalName, dep.parentMap); + } + + var pluginName = dep.prefix, + fullName = dep.fullName, + urlFetched = context.urlFetched; + + //Do not bother if the dependency has already been specified. + if (specified[fullName] || loaded[fullName]) { + return; + } else { + specified[fullName] = true; + } + + if (pluginName) { + //If plugin not loaded, wait for it. + //set up callback list. if no list, then register + //managerCallback for that plugin. + if (defined[pluginName]) { + callPlugin(pluginName, dep); + } else { + if (!pluginsQueue[pluginName]) { + pluginsQueue[pluginName] = []; + (managerCallbacks[pluginName] || + (managerCallbacks[pluginName] = [])).push({ + onDep: function (name, value) { + if (name === pluginName) { + var i, oldModuleMap, ary = pluginsQueue[pluginName]; + + //Now update all queued plugin actions. + for (i = 0; i < ary.length; i++) { + oldModuleMap = ary[i]; + //Update the moduleMap since the + //module name may be normalized + //differently now. + callPlugin(pluginName, + makeModuleMap(oldModuleMap.originalName, oldModuleMap.parentMap)); + } + delete pluginsQueue[pluginName]; + } + } + }); + } + pluginsQueue[pluginName].push(dep); + } + } else { + if (!urlFetched[dep.url]) { + req.load(context, fullName, dep.url); + urlFetched[dep.url] = true; + } + } + } + + /** + * Resumes tracing of dependencies and then checks if everything is loaded. + */ + resume = function () { + var args, i, p; + + resumeDepth += 1; + + if (context.scriptCount <= 0) { + //Synchronous envs will push the number below zero with the + //decrement above, be sure to set it back to zero for good measure. + //require() calls that also do not end up loading scripts could + //push the number negative too. + context.scriptCount = 0; + } + + //Make sure any remaining defQueue items get properly processed. + while (defQueue.length) { + args = defQueue.shift(); + if (args[0] === null) { + return req.onError(makeError('mismatch', 'Mismatched anonymous define() module: ' + args[args.length - 1])); + } else { + callDefMain(args); + } + } + + //Skip the resume of paused dependencies + //if current context is in priority wait. + if (!config.priorityWait || isPriorityDone()) { + while (context.paused.length) { + p = context.paused; + context.pausedCount += p.length; + //Reset paused list + context.paused = []; + + for (i = 0; (args = p[i]); i++) { + loadPaused(args); + } + //Move the start time for timeout forward. + context.startTime = (new Date()).getTime(); + context.pausedCount -= p.length; + } + } + + //Only check if loaded when resume depth is 1. It is likely that + //it is only greater than 1 in sync environments where a factory + //function also then calls the callback-style require. In those + //cases, the checkLoaded should not occur until the resume + //depth is back at the top level. + if (resumeDepth === 1) { + checkLoaded(); + } + + resumeDepth -= 1; + + return undefined; + }; + + //Define the context object. Many of these fields are on here + //just to make debugging easier. + context = { + contextName: contextName, + config: config, + defQueue: defQueue, + waiting: waiting, + waitCount: 0, + specified: specified, + loaded: loaded, + urlMap: urlMap, + scriptCount: 0, + urlFetched: {}, + defined: defined, + paused: [], + pausedCount: 0, + plugins: plugins, + managerCallbacks: managerCallbacks, + makeModuleMap: makeModuleMap, + normalize: normalize, + /** + * Set a configuration for the context. + * @param {Object} cfg config object to integrate. + */ + configure: function (cfg) { + var paths, prop, packages, pkgs, packagePaths, requireWait; + + //Make sure the baseUrl ends in a slash. + if (cfg.baseUrl) { + if (cfg.baseUrl.charAt(cfg.baseUrl.length - 1) !== "/") { + cfg.baseUrl += "/"; + } + } + + //Save off the paths and packages since they require special processing, + //they are additive. + paths = config.paths; + packages = config.packages; + pkgs = config.pkgs; + + //Mix in the config values, favoring the new values over + //existing ones in context.config. + mixin(config, cfg, true); + + //Adjust paths if necessary. + if (cfg.paths) { + for (prop in cfg.paths) { + if (!(prop in empty)) { + paths[prop] = cfg.paths[prop]; + } + } + config.paths = paths; + } + + packagePaths = cfg.packagePaths; + if (packagePaths || cfg.packages) { + //Convert packagePaths into a packages config. + if (packagePaths) { + for (prop in packagePaths) { + if (!(prop in empty)) { + configurePackageDir(pkgs, packagePaths[prop], prop); + } + } + } + + //Adjust packages if necessary. + if (cfg.packages) { + configurePackageDir(pkgs, cfg.packages); + } + + //Done with modifications, assing packages back to context config + config.pkgs = pkgs; + } + + //If priority loading is in effect, trigger the loads now + if (cfg.priority) { + //Hold on to requireWait value, and reset it after done + requireWait = context.requireWait; + + //Allow tracing some require calls to allow the fetching + //of the priority config. + context.requireWait = false; + + //But first, call resume to register any defined modules that may + //be in a data-main built file before the priority config + //call. Also grab any waiting define calls for this context. + context.takeGlobalQueue(); + resume(); + + context.require(cfg.priority); + + //Trigger a resume right away, for the case when + //the script with the priority load is done as part + //of a data-main call. In that case the normal resume + //call will not happen because the scriptCount will be + //at 1, since the script for data-main is being processed. + resume(); + + //Restore previous state. + context.requireWait = requireWait; + config.priorityWait = cfg.priority; + } + + //If a deps array or a config callback is specified, then call + //require with those args. This is useful when require is defined as a + //config object before require.js is loaded. + if (cfg.deps || cfg.callback) { + context.require(cfg.deps || [], cfg.callback); + } + + //Set up ready callback, if asked. Useful when require is defined as a + //config object before require.js is loaded. + if (cfg.ready) { + req.ready(cfg.ready); + } + }, + + requireDefined: function (moduleName, relModuleMap) { + return makeModuleMap(moduleName, relModuleMap).fullName in defined; + }, + + requireSpecified: function (moduleName, relModuleMap) { + return makeModuleMap(moduleName, relModuleMap).fullName in specified; + }, + + require: function (deps, callback, relModuleMap) { + var moduleName, fullName, moduleMap; + if (typeof deps === "string") { + //Synchronous access to one module. If require.get is + //available (as in the Node adapter), prefer that. + //In this case deps is the moduleName and callback is + //the relModuleMap + if (req.get) { + return req.get(context, deps, callback); + } + + //Just return the module wanted. In this scenario, the + //second arg (if passed) is just the relModuleMap. + moduleName = deps; + relModuleMap = callback; + + //Normalize module name, if it contains . or .. + moduleMap = makeModuleMap(moduleName, relModuleMap); + fullName = moduleMap.fullName; + + if (!(fullName in defined)) { + return req.onError(makeError("notloaded", "Module name '" + + moduleMap.fullName + + "' has not been loaded yet for context: " + + contextName)); + } + return defined[fullName]; + } + + main(null, deps, callback, relModuleMap); + + //If the require call does not trigger anything new to load, + //then resume the dependency processing. + if (!context.requireWait) { + while (!context.scriptCount && context.paused.length) { + //For built layers, there can be some defined + //modules waiting for intake into the context, + //in particular module plugins. Take them. + context.takeGlobalQueue(); + resume(); + } + } + return context.require; + }, + + /** + * Internal method to transfer globalQueue items to this context's + * defQueue. + */ + takeGlobalQueue: function () { + //Push all the globalDefQueue items into the context's defQueue + if (globalDefQueue.length) { + //Array splice in the values since the context code has a + //local var ref to defQueue, so cannot just reassign the one + //on context. + apsp.apply(context.defQueue, + [context.defQueue.length - 1, 0].concat(globalDefQueue)); + globalDefQueue = []; + } + }, + + /** + * Internal method used by environment adapters to complete a load event. + * A load event could be a script load or just a load pass from a synchronous + * load call. + * @param {String} moduleName the name of the module to potentially complete. + */ + completeLoad: function (moduleName) { + var args; + + context.takeGlobalQueue(); + + while (defQueue.length) { + args = defQueue.shift(); + + if (args[0] === null) { + args[0] = moduleName; + break; + } else if (args[0] === moduleName) { + //Found matching define call for this script! + break; + } else { + //Some other named define call, most likely the result + //of a build layer that included many define calls. + callDefMain(args); + args = null; + } + } + if (args) { + callDefMain(args); + } else { + //A script that does not call define(), so just simulate + //the call for it. Special exception for jQuery dynamic load. + callDefMain([moduleName, [], + moduleName === "jquery" && typeof jQuery !== "undefined" ? + function () { + return jQuery; + } : null]); + } + + //Mark the script as loaded. Note that this can be different from a + //moduleName that maps to a define call. This line is important + //for traditional browser scripts. + loaded[moduleName] = true; + + //If a global jQuery is defined, check for it. Need to do it here + //instead of main() since stock jQuery does not register as + //a module via define. + jQueryCheck(); + + //Doing this scriptCount decrement branching because sync envs + //need to decrement after resume, otherwise it looks like + //loading is complete after the first dependency is fetched. + //For browsers, it works fine to decrement after, but it means + //the checkLoaded setTimeout 50 ms cost is taken. To avoid + //that cost, decrement beforehand. + if (req.isAsync) { + context.scriptCount -= 1; + } + resume(); + if (!req.isAsync) { + context.scriptCount -= 1; + } + }, + + /** + * Converts a module name + .extension into an URL path. + * *Requires* the use of a module name. It does not support using + * plain URLs like nameToUrl. + */ + toUrl: function (moduleNamePlusExt, relModuleMap) { + var index = moduleNamePlusExt.lastIndexOf("."), + ext = null; + + if (index !== -1) { + ext = moduleNamePlusExt.substring(index, moduleNamePlusExt.length); + moduleNamePlusExt = moduleNamePlusExt.substring(0, index); + } + + return context.nameToUrl(moduleNamePlusExt, ext, relModuleMap); + }, + + /** + * Converts a module name to a file path. Supports cases where + * moduleName may actually be just an URL. + */ + nameToUrl: function (moduleName, ext, relModuleMap) { + var paths, pkgs, pkg, pkgPath, syms, i, parentModule, url, + config = context.config; + + //Normalize module name if have a base relative module name to work from. + moduleName = normalize(moduleName, relModuleMap && relModuleMap.fullName); + + //If a colon is in the URL, it indicates a protocol is used and it is just + //an URL to a file, or if it starts with a slash or ends with .js, it is just a plain file. + //The slash is important for protocol-less URLs as well as full paths. + if (req.jsExtRegExp.test(moduleName)) { + //Just a plain path, not module name lookup, so just return it. + //Add extension if it is included. This is a bit wonky, only non-.js things pass + //an extension, this method probably needs to be reworked. + url = moduleName + (ext ? ext : ""); + } else { + //A module that needs to be converted to a path. + paths = config.paths; + pkgs = config.pkgs; + + syms = moduleName.split("/"); + //For each module name segment, see if there is a path + //registered for it. Start with most specific name + //and work up from it. + for (i = syms.length; i > 0; i--) { + parentModule = syms.slice(0, i).join("/"); + if (paths[parentModule]) { + syms.splice(0, i, paths[parentModule]); + break; + } else if ((pkg = pkgs[parentModule])) { + //If module name is just the package name, then looking + //for the main module. + if (moduleName === pkg.name) { + pkgPath = pkg.location + '/' + pkg.main; + } else { + pkgPath = pkg.location; + } + syms.splice(0, i, pkgPath); + break; + } + } + + //Join the path parts together, then figure out if baseUrl is needed. + url = syms.join("/") + (ext || ".js"); + url = (url.charAt(0) === '/' || url.match(/^\w+:/) ? "" : config.baseUrl) + url; + } + + return config.urlArgs ? url + + ((url.indexOf('?') === -1 ? '?' : '&') + + config.urlArgs) : url; + } + }; + + //Make these visible on the context so can be called at the very + //end of the file to bootstrap + context.jQueryCheck = jQueryCheck; + context.resume = resume; + + return context; + } + + /** + * Main entry point. + * + * If the only argument to require is a string, then the module that + * is represented by that string is fetched for the appropriate context. + * + * If the first argument is an array, then it will be treated as an array + * of dependency string names to fetch. An optional function callback can + * be specified to execute when all of those dependencies are available. + * + * Make a local req variable to help Caja compliance (it assumes things + * on a require that are not standardized), and to give a short + * name for minification/local scope use. + */ + req = requirejs = function (deps, callback) { + + //Find the right context, use default + var contextName = defContextName, + context, config; + + // Determine if have config object in the call. + if (!isArray(deps) && typeof deps !== "string") { + // deps is a config object + config = deps; + if (isArray(callback)) { + // Adjust args if there are dependencies + deps = callback; + callback = arguments[2]; + } else { + deps = []; + } + } + + if (config && config.context) { + contextName = config.context; + } + + context = contexts[contextName] || + (contexts[contextName] = newContext(contextName)); + + if (config) { + context.configure(config); + } + + return context.require(deps, callback); + }; + + /** + * Support require.config() to make it easier to cooperate with other + * AMD loaders on globally agreed names. + */ + req.config = function (config) { + return req(config); + }; + + /** + * Export require as a global, but only if it does not already exist. + */ + if (typeof require === "undefined") { + require = req; + } + + /** + * Global require.toUrl(), to match global require, mostly useful + * for debugging/work in the global space. + */ + req.toUrl = function (moduleNamePlusExt) { + return contexts[defContextName].toUrl(moduleNamePlusExt); + }; + + req.version = version; + req.isArray = isArray; + req.isFunction = isFunction; + req.mixin = mixin; + //Used to filter out dependencies that are already paths. + req.jsExtRegExp = /^\/|:|\?|\.js$/; + s = req.s = { + contexts: contexts, + //Stores a list of URLs that should not get async script tag treatment. + skipAsync: {}, + isPageLoaded: !isBrowser, + readyCalls: [] + }; + + req.isAsync = req.isBrowser = isBrowser; + if (isBrowser) { + head = s.head = document.getElementsByTagName("head")[0]; + //If BASE tag is in play, using appendChild is a problem for IE6. + //When that browser dies, this can be removed. Details in this jQuery bug: + //http://dev.jquery.com/ticket/2709 + baseElement = document.getElementsByTagName("base")[0]; + if (baseElement) { + head = s.head = baseElement.parentNode; + } + } + + /** + * Any errors that require explicitly generates will be passed to this + * function. Intercept/override it if you want custom error handling. + * @param {Error} err the error object. + */ + req.onError = function (err) { + throw err; + }; + + /** + * Does the request to load a module for the browser case. + * Make this a separate function to allow other environments + * to override it. + * + * @param {Object} context the require context to find state. + * @param {String} moduleName the name of the module. + * @param {Object} url the URL to the module. + */ + req.load = function (context, moduleName, url) { + var loaded = context.loaded; + + isDone = false; + + //Only set loaded to false for tracking if it has not already been set. + if (!loaded[moduleName]) { + loaded[moduleName] = false; + } + + context.scriptCount += 1; + req.attach(url, context, moduleName); + + //If tracking a jQuery, then make sure its ready callbacks + //are put on hold to prevent its ready callbacks from + //triggering too soon. + if (context.jQuery && !context.jQueryIncremented) { + jQueryHoldReady(context.jQuery, true); + context.jQueryIncremented = true; + } + }; + + function getInteractiveScript() { + var scripts, i, script; + if (interactiveScript && interactiveScript.readyState === 'interactive') { + return interactiveScript; + } + + scripts = document.getElementsByTagName('script'); + for (i = scripts.length - 1; i > -1 && (script = scripts[i]); i--) { + if (script.readyState === 'interactive') { + return (interactiveScript = script); + } + } + + return null; + } + + /** + * The function that handles definitions of modules. Differs from + * require() in that a string for the module should be the first argument, + * and the function to execute after dependencies are loaded should + * return a value to define the module corresponding to the first argument's + * name. + */ + define = req.def = function (name, deps, callback) { + var node, context; + + //Allow for anonymous functions + if (typeof name !== 'string') { + //Adjust args appropriately + callback = deps; + deps = name; + name = null; + } + + //This module may not have dependencies + if (!req.isArray(deps)) { + callback = deps; + deps = []; + } + + //If no name, and callback is a function, then figure out if it a + //CommonJS thing with dependencies. + if (!name && !deps.length && req.isFunction(callback)) { + //Remove comments from the callback string, + //look for require calls, and pull them into the dependencies, + //but only if there are function args. + if (callback.length) { + callback + .toString() + .replace(commentRegExp, "") + .replace(cjsRequireRegExp, function (match, dep) { + deps.push(dep); + }); + + //May be a CommonJS thing even without require calls, but still + //could use exports, and module. Avoid doing exports and module + //work though if it just needs require. + //REQUIRES the function to expect the CommonJS variables in the + //order listed below. + deps = (callback.length === 1 ? ["require"] : ["require", "exports", "module"]).concat(deps); + } + } + + //If in IE 6-8 and hit an anonymous define() call, do the interactive + //work. + if (useInteractive) { + node = currentlyAddingScript || getInteractiveScript(); + if (node) { + if (!name) { + name = node.getAttribute("data-requiremodule"); + } + context = contexts[node.getAttribute("data-requirecontext")]; + } + } + + //Always save off evaluating the def call until the script onload handler. + //This allows multiple modules to be in a file without prematurely + //tracing dependencies, and allows for anonymous module support, + //where the module name is not known until the script onload event + //occurs. If no context, use the global queue, and get it processed + //in the onscript load callback. + (context ? context.defQueue : globalDefQueue).push([name, deps, callback]); + + return undefined; + }; + + define.amd = { + multiversion: true, + plugins: true, + jQuery: true + }; + + /** + * Executes the text. Normally just uses eval, but can be modified + * to use a more environment specific call. + * @param {String} text the text to execute/evaluate. + */ + req.exec = function (text) { + return eval(text); + }; + + /** + * Executes a module callack function. Broken out as a separate function + * solely to allow the build system to sequence the files in the built + * layer in the right sequence. + * + * @private + */ + req.execCb = function (name, callback, args, exports) { + return callback.apply(exports, args); + }; + + /** + * callback for script loads, used to check status of loading. + * + * @param {Event} evt the event from the browser for the script + * that was loaded. + * + * @private + */ + req.onScriptLoad = function (evt) { + //Using currentTarget instead of target for Firefox 2.0's sake. Not + //all old browsers will be supported, but this one was easy enough + //to support and still makes sense. + var node = evt.currentTarget || evt.srcElement, contextName, moduleName, + context; + + if (evt.type === "load" || readyRegExp.test(node.readyState)) { + //Reset interactive script so a script node is not held onto for + //to long. + interactiveScript = null; + + //Pull out the name of the module and the context. + contextName = node.getAttribute("data-requirecontext"); + moduleName = node.getAttribute("data-requiremodule"); + context = contexts[contextName]; + + contexts[contextName].completeLoad(moduleName); + + //Clean up script binding. Favor detachEvent because of IE9 + //issue, see attachEvent/addEventListener comment elsewhere + //in this file. + if (node.detachEvent && !isOpera) { + //Probably IE. If not it will throw an error, which will be + //useful to know. + node.detachEvent("onreadystatechange", req.onScriptLoad); + } else { + node.removeEventListener("load", req.onScriptLoad, false); + } + } + }; + + /** + * Attaches the script represented by the URL to the current + * environment. Right now only supports browser loading, + * but can be redefined in other environments to do the right thing. + * @param {String} url the url of the script to attach. + * @param {Object} context the context that wants the script. + * @param {moduleName} the name of the module that is associated with the script. + * @param {Function} [callback] optional callback, defaults to require.onScriptLoad + * @param {String} [type] optional type, defaults to text/javascript + */ + req.attach = function (url, context, moduleName, callback, type) { + var node, loaded; + if (isBrowser) { + //In the browser so use a script tag + callback = callback || req.onScriptLoad; + node = context && context.config && context.config.xhtml ? + document.createElementNS("http://www.w3.org/1999/xhtml", "html:script") : + document.createElement("script"); + node.type = type || "text/javascript"; + node.charset = "utf-8"; + //Use async so Gecko does not block on executing the script if something + //like a long-polling comet tag is being run first. Gecko likes + //to evaluate scripts in DOM order, even for dynamic scripts. + //It will fetch them async, but only evaluate the contents in DOM + //order, so a long-polling script tag can delay execution of scripts + //after it. But telling Gecko we expect async gets us the behavior + //we want -- execute it whenever it is finished downloading. Only + //Helps Firefox 3.6+ + //Allow some URLs to not be fetched async. Mostly helps the order! + //plugin + node.async = !s.skipAsync[url]; + + if (context) { + node.setAttribute("data-requirecontext", context.contextName); + } + node.setAttribute("data-requiremodule", moduleName); + + //Set up load listener. Test attachEvent first because IE9 has + //a subtle issue in its addEventListener and script onload firings + //that do not match the behavior of all other browsers with + //addEventListener support, which fire the onload event for a + //script right after the script execution. See: + //https://connect.microsoft.com/IE/feedback/details/648057/script-onload-event-is-not-fired-immediately-after-script-execution + //UNFORTUNATELY Opera implements attachEvent but does not follow the script + //script execution mode. + if (node.attachEvent && !isOpera) { + //Probably IE. IE (at least 6-8) do not fire + //script onload right after executing the script, so + //we cannot tie the anonymous define call to a name. + //However, IE reports the script as being in "interactive" + //readyState at the time of the define call. + useInteractive = true; + node.attachEvent("onreadystatechange", callback); + } else { + node.addEventListener("load", callback, false); + } + node.src = url; + + //For some cache cases in IE 6-8, the script executes before the end + //of the appendChild execution, so to tie an anonymous define + //call to the module name (which is stored on the node), hold on + //to a reference to this node, but clear after the DOM insertion. + currentlyAddingScript = node; + if (baseElement) { + head.insertBefore(node, baseElement); + } else { + head.appendChild(node); + } + currentlyAddingScript = null; + return node; + } else if (isWebWorker) { + //In a web worker, use importScripts. This is not a very + //efficient use of importScripts, importScripts will block until + //its script is downloaded and evaluated. However, if web workers + //are in play, the expectation that a build has been done so that + //only one script needs to be loaded anyway. This may need to be + //reevaluated if other use cases become common. + loaded = context.loaded; + loaded[moduleName] = false; + + importScripts(url); + + //Account for anonymous modules + context.completeLoad(moduleName); + } + return null; + }; + + //Look for a data-main script attribute, which could also adjust the baseUrl. + if (isBrowser) { + //Figure out baseUrl. Get it from the script tag with require.js in it. + scripts = document.getElementsByTagName("script"); + + for (i = scripts.length - 1; i > -1 && (script = scripts[i]); i--) { + //Set the "head" where we can append children by + //using the script's parent. + if (!head) { + head = script.parentNode; + } + + //Look for a data-main attribute to set main script for the page + //to load. If it is there, the path to data main becomes the + //baseUrl, if it is not already set. + if ((dataMain = script.getAttribute('data-main'))) { + if (!cfg.baseUrl) { + //Pull off the directory of data-main for use as the + //baseUrl. + src = dataMain.split('/'); + mainScript = src.pop(); + subPath = src.length ? src.join('/') + '/' : './'; + + //Set final config. + cfg.baseUrl = subPath; + //Strip off any trailing .js since dataMain is now + //like a module name. + dataMain = mainScript.replace(jsSuffixRegExp, ''); + } + + //Put the data-main script in the files to load. + cfg.deps = cfg.deps ? cfg.deps.concat(dataMain) : [dataMain]; + + break; + } + } + } + + //Set baseUrl based on config. + s.baseUrl = cfg.baseUrl; + + //****** START page load functionality **************** + /** + * Sets the page as loaded and triggers check for all modules loaded. + */ + req.pageLoaded = function () { + if (!s.isPageLoaded) { + s.isPageLoaded = true; + if (scrollIntervalId) { + clearInterval(scrollIntervalId); + } + + //Part of a fix for FF < 3.6 where readyState was not set to + //complete so libraries like jQuery that check for readyState + //after page load where not getting initialized correctly. + //Original approach suggested by Andrea Giammarchi: + //http://webreflection.blogspot.com/2009/11/195-chars-to-help-lazy-loading.html + //see other setReadyState reference for the rest of the fix. + if (setReadyState) { + document.readyState = "complete"; + } + + req.callReady(); + } + }; + + //See if there is nothing waiting across contexts, and if not, trigger + //callReady. + req.checkReadyState = function () { + var contexts = s.contexts, prop; + for (prop in contexts) { + if (!(prop in empty)) { + if (contexts[prop].waitCount) { + return; + } + } + } + s.isDone = true; + req.callReady(); + }; + + /** + * Internal function that calls back any ready functions. If you are + * integrating RequireJS with another library without require.ready support, + * you can define this method to call your page ready code instead. + */ + req.callReady = function () { + var callbacks = s.readyCalls, i, callback, contexts, context, prop; + + if (s.isPageLoaded && s.isDone) { + if (callbacks.length) { + s.readyCalls = []; + for (i = 0; (callback = callbacks[i]); i++) { + callback(); + } + } + + //If jQuery with DOM ready delayed, release it now. + contexts = s.contexts; + for (prop in contexts) { + if (!(prop in empty)) { + context = contexts[prop]; + if (context.jQueryIncremented) { + jQueryHoldReady(context.jQuery, false); + context.jQueryIncremented = false; + } + } + } + } + }; + + /** + * Registers functions to call when the page is loaded + */ + req.ready = function (callback) { + if (s.isPageLoaded && s.isDone) { + callback(); + } else { + s.readyCalls.push(callback); + } + return req; + }; + + if (isBrowser) { + if (document.addEventListener) { + //Standards. Hooray! Assumption here that if standards based, + //it knows about DOMContentLoaded. + document.addEventListener("DOMContentLoaded", req.pageLoaded, false); + window.addEventListener("load", req.pageLoaded, false); + //Part of FF < 3.6 readystate fix (see setReadyState refs for more info) + if (!document.readyState) { + setReadyState = true; + document.readyState = "loading"; + } + } else if (window.attachEvent) { + window.attachEvent("onload", req.pageLoaded); + + //DOMContentLoaded approximation, as found by Diego Perini: + //http://javascript.nwbox.com/IEContentLoaded/ + if (self === self.top) { + scrollIntervalId = setInterval(function () { + try { + //From this ticket: + //http://bugs.dojotoolkit.org/ticket/11106, + //In IE HTML Application (HTA), such as in a selenium test, + //javascript in the iframe can't see anything outside + //of it, so self===self.top is true, but the iframe is + //not the top window and doScroll will be available + //before document.body is set. Test document.body + //before trying the doScroll trick. + if (document.body) { + document.documentElement.doScroll("left"); + req.pageLoaded(); + } + } catch (e) {} + }, 30); + } + } + + //Check if document already complete, and if so, just trigger page load + //listeners. NOTE: does not work with Firefox before 3.6. To support + //those browsers, manually call require.pageLoaded(). + if (document.readyState === "complete") { + req.pageLoaded(); + } + } + //****** END page load functionality **************** + + //Set up default context. If require was a configuration object, use that as base config. + req(cfg); + + //If modules are built into require.js, then need to make sure dependencies are + //traced. Use a setTimeout in the browser world, to allow all the modules to register + //themselves. In a non-browser env, assume that modules are not built into require.js, + //which seems odd to do on the server. + if (req.isAsync && typeof setTimeout !== "undefined") { + ctx = s.contexts[(cfg.context || defContextName)]; + //Indicate that the script that includes require() is still loading, + //so that require()'d dependencies are not traced until the end of the + //file is parsed (approximated via the setTimeout call). + ctx.requireWait = true; + setTimeout(function () { + ctx.requireWait = false; + + //Any modules included with the require.js file will be in the + //global queue, assign them to this context. + ctx.takeGlobalQueue(); + + //Allow for jQuery to be loaded/already in the page, and if jQuery 1.4.3, + //make sure to hold onto it for readyWait triggering. + ctx.jQueryCheck(); + + if (!ctx.scriptCount) { + ctx.resume(); + } + req.checkReadyState(); + }, 0); + } +}()); +/*! + * jQuery JavaScript Library v1.6.4 + * http://jquery.com/ + * + * Copyright 2011, John Resig + * Dual licensed under the MIT or GPL Version 2 licenses. + * http://jquery.org/license + * + * Includes Sizzle.js + * http://sizzlejs.com/ + * Copyright 2011, The Dojo Foundation + * Released under the MIT, BSD, and GPL Licenses. + * + * Date: Mon Sep 12 18:54:48 2011 -0400 + */ +(function( window, undefined ) { + +// Use the correct document accordingly with window argument (sandbox) +var document = window.document, + navigator = window.navigator, + location = window.location; +var jQuery = (function() { + +// Define a local copy of jQuery +var jQuery = function( selector, context ) { + // The jQuery object is actually just the init constructor 'enhanced' + return new jQuery.fn.init( selector, context, rootjQuery ); + }, + + // Map over jQuery in case of overwrite + _jQuery = window.jQuery, + + // Map over the $ in case of overwrite + _$ = window.$, + + // A central reference to the root jQuery(document) + rootjQuery, + + // A simple way to check for HTML strings or ID strings + // Prioritize #id over to avoid XSS via location.hash (#9521) + quickExpr = /^(?:[^#<]*(<[\w\W]+>)[^>]*$|#([\w\-]*)$)/, + + // Check if a string has a non-whitespace character in it + rnotwhite = /\S/, + + // Used for trimming whitespace + trimLeft = /^\s+/, + trimRight = /\s+$/, + + // Check for digits + rdigit = /\d/, + + // Match a standalone tag + rsingleTag = /^<(\w+)\s*\/?>(?:<\/\1>)?$/, + + // JSON RegExp + rvalidchars = /^[\],:{}\s]*$/, + rvalidescape = /\\(?:["\\\/bfnrt]|u[0-9a-fA-F]{4})/g, + rvalidtokens = /"[^"\\\n\r]*"|true|false|null|-?\d+(?:\.\d*)?(?:[eE][+\-]?\d+)?/g, + rvalidbraces = /(?:^|:|,)(?:\s*\[)+/g, + + // Useragent RegExp + rwebkit = /(webkit)[ \/]([\w.]+)/, + ropera = /(opera)(?:.*version)?[ \/]([\w.]+)/, + rmsie = /(msie) ([\w.]+)/, + rmozilla = /(mozilla)(?:.*? rv:([\w.]+))?/, + + // Matches dashed string for camelizing + rdashAlpha = /-([a-z]|[0-9])/ig, + rmsPrefix = /^-ms-/, + + // Used by jQuery.camelCase as callback to replace() + fcamelCase = function( all, letter ) { + return ( letter + "" ).toUpperCase(); + }, + + // Keep a UserAgent string for use with jQuery.browser + userAgent = navigator.userAgent, + + // For matching the engine and version of the browser + browserMatch, + + // The deferred used on DOM ready + readyList, + + // The ready event handler + DOMContentLoaded, + + // Save a reference to some core methods + toString = Object.prototype.toString, + hasOwn = Object.prototype.hasOwnProperty, + push = Array.prototype.push, + slice = Array.prototype.slice, + trim = String.prototype.trim, + indexOf = Array.prototype.indexOf, + + // [[Class]] -> type pairs + class2type = {}; + +jQuery.fn = jQuery.prototype = { + constructor: jQuery, + init: function( selector, context, rootjQuery ) { + var match, elem, ret, doc; + + // Handle $(""), $(null), or $(undefined) + if ( !selector ) { + return this; + } + + // Handle $(DOMElement) + if ( selector.nodeType ) { + this.context = this[0] = selector; + this.length = 1; + return this; + } + + // The body element only exists once, optimize finding it + if ( selector === "body" && !context && document.body ) { + this.context = document; + this[0] = document.body; + this.selector = selector; + this.length = 1; + return this; + } + + // Handle HTML strings + if ( typeof selector === "string" ) { + // Are we dealing with HTML string or an ID? + if ( selector.charAt(0) === "<" && selector.charAt( selector.length - 1 ) === ">" && selector.length >= 3 ) { + // Assume that strings that start and end with <> are HTML and skip the regex check + match = [ null, selector, null ]; + + } else { + match = quickExpr.exec( selector ); + } + + // Verify a match, and that no context was specified for #id + if ( match && (match[1] || !context) ) { + + // HANDLE: $(html) -> $(array) + if ( match[1] ) { + context = context instanceof jQuery ? context[0] : context; + doc = (context ? context.ownerDocument || context : document); + + // If a single string is passed in and it's a single tag + // just do a createElement and skip the rest + ret = rsingleTag.exec( selector ); + + if ( ret ) { + if ( jQuery.isPlainObject( context ) ) { + selector = [ document.createElement( ret[1] ) ]; + jQuery.fn.attr.call( selector, context, true ); + + } else { + selector = [ doc.createElement( ret[1] ) ]; + } + + } else { + ret = jQuery.buildFragment( [ match[1] ], [ doc ] ); + selector = (ret.cacheable ? jQuery.clone(ret.fragment) : ret.fragment).childNodes; + } + + return jQuery.merge( this, selector ); + + // HANDLE: $("#id") + } else { + elem = document.getElementById( match[2] ); + + // Check parentNode to catch when Blackberry 4.6 returns + // nodes that are no longer in the document #6963 + if ( elem && elem.parentNode ) { + // Handle the case where IE and Opera return items + // by name instead of ID + if ( elem.id !== match[2] ) { + return rootjQuery.find( selector ); + } + + // Otherwise, we inject the element directly into the jQuery object + this.length = 1; + this[0] = elem; + } + + this.context = document; + this.selector = selector; + return this; + } + + // HANDLE: $(expr, $(...)) + } else if ( !context || context.jquery ) { + return (context || rootjQuery).find( selector ); + + // HANDLE: $(expr, context) + // (which is just equivalent to: $(context).find(expr) + } else { + return this.constructor( context ).find( selector ); + } + + // HANDLE: $(function) + // Shortcut for document ready + } else if ( jQuery.isFunction( selector ) ) { + return rootjQuery.ready( selector ); + } + + if (selector.selector !== undefined) { + this.selector = selector.selector; + this.context = selector.context; + } + + return jQuery.makeArray( selector, this ); + }, + + // Start with an empty selector + selector: "", + + // The current version of jQuery being used + jquery: "1.6.4", + + // The default length of a jQuery object is 0 + length: 0, + + // The number of elements contained in the matched element set + size: function() { + return this.length; + }, + + toArray: function() { + return slice.call( this, 0 ); + }, + + // Get the Nth element in the matched element set OR + // Get the whole matched element set as a clean array + get: function( num ) { + return num == null ? + + // Return a 'clean' array + this.toArray() : + + // Return just the object + ( num < 0 ? this[ this.length + num ] : this[ num ] ); + }, + + // Take an array of elements and push it onto the stack + // (returning the new matched element set) + pushStack: function( elems, name, selector ) { + // Build a new jQuery matched element set + var ret = this.constructor(); + + if ( jQuery.isArray( elems ) ) { + push.apply( ret, elems ); + + } else { + jQuery.merge( ret, elems ); + } + + // Add the old object onto the stack (as a reference) + ret.prevObject = this; + + ret.context = this.context; + + if ( name === "find" ) { + ret.selector = this.selector + (this.selector ? " " : "") + selector; + } else if ( name ) { + ret.selector = this.selector + "." + name + "(" + selector + ")"; + } + + // Return the newly-formed element set + return ret; + }, + + // Execute a callback for every element in the matched set. + // (You can seed the arguments with an array of args, but this is + // only used internally.) + each: function( callback, args ) { + return jQuery.each( this, callback, args ); + }, + + ready: function( fn ) { + // Attach the listeners + jQuery.bindReady(); + + // Add the callback + readyList.done( fn ); + + return this; + }, + + eq: function( i ) { + return i === -1 ? + this.slice( i ) : + this.slice( i, +i + 1 ); + }, + + first: function() { + return this.eq( 0 ); + }, + + last: function() { + return this.eq( -1 ); + }, + + slice: function() { + return this.pushStack( slice.apply( this, arguments ), + "slice", slice.call(arguments).join(",") ); + }, + + map: function( callback ) { + return this.pushStack( jQuery.map(this, function( elem, i ) { + return callback.call( elem, i, elem ); + })); + }, + + end: function() { + return this.prevObject || this.constructor(null); + }, + + // For internal use only. + // Behaves like an Array's method, not like a jQuery method. + push: push, + sort: [].sort, + splice: [].splice +}; + +// Give the init function the jQuery prototype for later instantiation +jQuery.fn.init.prototype = jQuery.fn; + +jQuery.extend = jQuery.fn.extend = function() { + var options, name, src, copy, copyIsArray, clone, + target = arguments[0] || {}, + i = 1, + length = arguments.length, + deep = false; + + // Handle a deep copy situation + if ( typeof target === "boolean" ) { + deep = target; + target = arguments[1] || {}; + // skip the boolean and the target + i = 2; + } + + // Handle case when target is a string or something (possible in deep copy) + if ( typeof target !== "object" && !jQuery.isFunction(target) ) { + target = {}; + } + + // extend jQuery itself if only one argument is passed + if ( length === i ) { + target = this; + --i; + } + + for ( ; i < length; i++ ) { + // Only deal with non-null/undefined values + if ( (options = arguments[ i ]) != null ) { + // Extend the base object + for ( name in options ) { + src = target[ name ]; + copy = options[ name ]; + + // Prevent never-ending loop + if ( target === copy ) { + continue; + } + + // Recurse if we're merging plain objects or arrays + if ( deep && copy && ( jQuery.isPlainObject(copy) || (copyIsArray = jQuery.isArray(copy)) ) ) { + if ( copyIsArray ) { + copyIsArray = false; + clone = src && jQuery.isArray(src) ? src : []; + + } else { + clone = src && jQuery.isPlainObject(src) ? src : {}; + } + + // Never move original objects, clone them + target[ name ] = jQuery.extend( deep, clone, copy ); + + // Don't bring in undefined values + } else if ( copy !== undefined ) { + target[ name ] = copy; + } + } + } + } + + // Return the modified object + return target; +}; + +jQuery.extend({ + noConflict: function( deep ) { + if ( window.$ === jQuery ) { + window.$ = _$; + } + + if ( deep && window.jQuery === jQuery ) { + window.jQuery = _jQuery; + } + + return jQuery; + }, + + // Is the DOM ready to be used? Set to true once it occurs. + isReady: false, + + // A counter to track how many items to wait for before + // the ready event fires. See #6781 + readyWait: 1, + + // Hold (or release) the ready event + holdReady: function( hold ) { + if ( hold ) { + jQuery.readyWait++; + } else { + jQuery.ready( true ); + } + }, + + // Handle when the DOM is ready + ready: function( wait ) { + // Either a released hold or an DOMready/load event and not yet ready + if ( (wait === true && !--jQuery.readyWait) || (wait !== true && !jQuery.isReady) ) { + // Make sure body exists, at least, in case IE gets a little overzealous (ticket #5443). + if ( !document.body ) { + return setTimeout( jQuery.ready, 1 ); + } + + // Remember that the DOM is ready + jQuery.isReady = true; + + // If a normal DOM Ready event fired, decrement, and wait if need be + if ( wait !== true && --jQuery.readyWait > 0 ) { + return; + } + + // If there are functions bound, to execute + readyList.resolveWith( document, [ jQuery ] ); + + // Trigger any bound ready events + if ( jQuery.fn.trigger ) { + jQuery( document ).trigger( "ready" ).unbind( "ready" ); + } + } + }, + + bindReady: function() { + if ( readyList ) { + return; + } + + readyList = jQuery._Deferred(); + + // Catch cases where $(document).ready() is called after the + // browser event has already occurred. + if ( document.readyState === "complete" ) { + // Handle it asynchronously to allow scripts the opportunity to delay ready + return setTimeout( jQuery.ready, 1 ); + } + + // Mozilla, Opera and webkit nightlies currently support this event + if ( document.addEventListener ) { + // Use the handy event callback + document.addEventListener( "DOMContentLoaded", DOMContentLoaded, false ); + + // A fallback to window.onload, that will always work + window.addEventListener( "load", jQuery.ready, false ); + + // If IE event model is used + } else if ( document.attachEvent ) { + // ensure firing before onload, + // maybe late but safe also for iframes + document.attachEvent( "onreadystatechange", DOMContentLoaded ); + + // A fallback to window.onload, that will always work + window.attachEvent( "onload", jQuery.ready ); + + // If IE and not a frame + // continually check to see if the document is ready + var toplevel = false; + + try { + toplevel = window.frameElement == null; + } catch(e) {} + + if ( document.documentElement.doScroll && toplevel ) { + doScrollCheck(); + } + } + }, + + // See test/unit/core.js for details concerning isFunction. + // Since version 1.3, DOM methods and functions like alert + // aren't supported. They return false on IE (#2968). + isFunction: function( obj ) { + return jQuery.type(obj) === "function"; + }, + + isArray: Array.isArray || function( obj ) { + return jQuery.type(obj) === "array"; + }, + + // A crude way of determining if an object is a window + isWindow: function( obj ) { + return obj && typeof obj === "object" && "setInterval" in obj; + }, + + isNaN: function( obj ) { + return obj == null || !rdigit.test( obj ) || isNaN( obj ); + }, + + type: function( obj ) { + return obj == null ? + String( obj ) : + class2type[ toString.call(obj) ] || "object"; + }, + + isPlainObject: function( obj ) { + // Must be an Object. + // Because of IE, we also have to check the presence of the constructor property. + // Make sure that DOM nodes and window objects don't pass through, as well + if ( !obj || jQuery.type(obj) !== "object" || obj.nodeType || jQuery.isWindow( obj ) ) { + return false; + } + + try { + // Not own constructor property must be Object + if ( obj.constructor && + !hasOwn.call(obj, "constructor") && + !hasOwn.call(obj.constructor.prototype, "isPrototypeOf") ) { + return false; + } + } catch ( e ) { + // IE8,9 Will throw exceptions on certain host objects #9897 + return false; + } + + // Own properties are enumerated firstly, so to speed up, + // if last one is own, then all properties are own. + + var key; + for ( key in obj ) {} + + return key === undefined || hasOwn.call( obj, key ); + }, + + isEmptyObject: function( obj ) { + for ( var name in obj ) { + return false; + } + return true; + }, + + error: function( msg ) { + throw msg; + }, + + parseJSON: function( data ) { + if ( typeof data !== "string" || !data ) { + return null; + } + + // Make sure leading/trailing whitespace is removed (IE can't handle it) + data = jQuery.trim( data ); + + // Attempt to parse using the native JSON parser first + if ( window.JSON && window.JSON.parse ) { + return window.JSON.parse( data ); + } + + // Make sure the incoming data is actual JSON + // Logic borrowed from http://json.org/json2.js + if ( rvalidchars.test( data.replace( rvalidescape, "@" ) + .replace( rvalidtokens, "]" ) + .replace( rvalidbraces, "")) ) { + + return (new Function( "return " + data ))(); + + } + jQuery.error( "Invalid JSON: " + data ); + }, + + // Cross-browser xml parsing + parseXML: function( data ) { + var xml, tmp; + try { + if ( window.DOMParser ) { // Standard + tmp = new DOMParser(); + xml = tmp.parseFromString( data , "text/xml" ); + } else { // IE + xml = new ActiveXObject( "Microsoft.XMLDOM" ); + xml.async = "false"; + xml.loadXML( data ); + } + } catch( e ) { + xml = undefined; + } + if ( !xml || !xml.documentElement || xml.getElementsByTagName( "parsererror" ).length ) { + jQuery.error( "Invalid XML: " + data ); + } + return xml; + }, + + noop: function() {}, + + // Evaluates a script in a global context + // Workarounds based on findings by Jim Driscoll + // http://weblogs.java.net/blog/driscoll/archive/2009/09/08/eval-javascript-global-context + globalEval: function( data ) { + if ( data && rnotwhite.test( data ) ) { + // We use execScript on Internet Explorer + // We use an anonymous function so that context is window + // rather than jQuery in Firefox + ( window.execScript || function( data ) { + window[ "eval" ].call( window, data ); + } )( data ); + } + }, + + // Convert dashed to camelCase; used by the css and data modules + // Microsoft forgot to hump their vendor prefix (#9572) + camelCase: function( string ) { + return string.replace( rmsPrefix, "ms-" ).replace( rdashAlpha, fcamelCase ); + }, + + nodeName: function( elem, name ) { + return elem.nodeName && elem.nodeName.toUpperCase() === name.toUpperCase(); + }, + + // args is for internal usage only + each: function( object, callback, args ) { + var name, i = 0, + length = object.length, + isObj = length === undefined || jQuery.isFunction( object ); + + if ( args ) { + if ( isObj ) { + for ( name in object ) { + if ( callback.apply( object[ name ], args ) === false ) { + break; + } + } + } else { + for ( ; i < length; ) { + if ( callback.apply( object[ i++ ], args ) === false ) { + break; + } + } + } + + // A special, fast, case for the most common use of each + } else { + if ( isObj ) { + for ( name in object ) { + if ( callback.call( object[ name ], name, object[ name ] ) === false ) { + break; + } + } + } else { + for ( ; i < length; ) { + if ( callback.call( object[ i ], i, object[ i++ ] ) === false ) { + break; + } + } + } + } + + return object; + }, + + // Use native String.trim function wherever possible + trim: trim ? + function( text ) { + return text == null ? + "" : + trim.call( text ); + } : + + // Otherwise use our own trimming functionality + function( text ) { + return text == null ? + "" : + text.toString().replace( trimLeft, "" ).replace( trimRight, "" ); + }, + + // results is for internal usage only + makeArray: function( array, results ) { + var ret = results || []; + + if ( array != null ) { + // The window, strings (and functions) also have 'length' + // The extra typeof function check is to prevent crashes + // in Safari 2 (See: #3039) + // Tweaked logic slightly to handle Blackberry 4.7 RegExp issues #6930 + var type = jQuery.type( array ); + + if ( array.length == null || type === "string" || type === "function" || type === "regexp" || jQuery.isWindow( array ) ) { + push.call( ret, array ); + } else { + jQuery.merge( ret, array ); + } + } + + return ret; + }, + + inArray: function( elem, array ) { + if ( !array ) { + return -1; + } + + if ( indexOf ) { + return indexOf.call( array, elem ); + } + + for ( var i = 0, length = array.length; i < length; i++ ) { + if ( array[ i ] === elem ) { + return i; + } + } + + return -1; + }, + + merge: function( first, second ) { + var i = first.length, + j = 0; + + if ( typeof second.length === "number" ) { + for ( var l = second.length; j < l; j++ ) { + first[ i++ ] = second[ j ]; + } + + } else { + while ( second[j] !== undefined ) { + first[ i++ ] = second[ j++ ]; + } + } + + first.length = i; + + return first; + }, + + grep: function( elems, callback, inv ) { + var ret = [], retVal; + inv = !!inv; + + // Go through the array, only saving the items + // that pass the validator function + for ( var i = 0, length = elems.length; i < length; i++ ) { + retVal = !!callback( elems[ i ], i ); + if ( inv !== retVal ) { + ret.push( elems[ i ] ); + } + } + + return ret; + }, + + // arg is for internal usage only + map: function( elems, callback, arg ) { + var value, key, ret = [], + i = 0, + length = elems.length, + // jquery objects are treated as arrays + isArray = elems instanceof jQuery || length !== undefined && typeof length === "number" && ( ( length > 0 && elems[ 0 ] && elems[ length -1 ] ) || length === 0 || jQuery.isArray( elems ) ) ; + + // Go through the array, translating each of the items to their + if ( isArray ) { + for ( ; i < length; i++ ) { + value = callback( elems[ i ], i, arg ); + + if ( value != null ) { + ret[ ret.length ] = value; + } + } + + // Go through every key on the object, + } else { + for ( key in elems ) { + value = callback( elems[ key ], key, arg ); + + if ( value != null ) { + ret[ ret.length ] = value; + } + } + } + + // Flatten any nested arrays + return ret.concat.apply( [], ret ); + }, + + // A global GUID counter for objects + guid: 1, + + // Bind a function to a context, optionally partially applying any + // arguments. + proxy: function( fn, context ) { + if ( typeof context === "string" ) { + var tmp = fn[ context ]; + context = fn; + fn = tmp; + } + + // Quick check to determine if target is callable, in the spec + // this throws a TypeError, but we will just return undefined. + if ( !jQuery.isFunction( fn ) ) { + return undefined; + } + + // Simulated bind + var args = slice.call( arguments, 2 ), + proxy = function() { + return fn.apply( context, args.concat( slice.call( arguments ) ) ); + }; + + // Set the guid of unique handler to the same of original handler, so it can be removed + proxy.guid = fn.guid = fn.guid || proxy.guid || jQuery.guid++; + + return proxy; + }, + + // Mutifunctional method to get and set values to a collection + // The value/s can optionally be executed if it's a function + access: function( elems, key, value, exec, fn, pass ) { + var length = elems.length; + + // Setting many attributes + if ( typeof key === "object" ) { + for ( var k in key ) { + jQuery.access( elems, k, key[k], exec, fn, value ); + } + return elems; + } + + // Setting one attribute + if ( value !== undefined ) { + // Optionally, function values get executed if exec is true + exec = !pass && exec && jQuery.isFunction(value); + + for ( var i = 0; i < length; i++ ) { + fn( elems[i], key, exec ? value.call( elems[i], i, fn( elems[i], key ) ) : value, pass ); + } + + return elems; + } + + // Getting an attribute + return length ? fn( elems[0], key ) : undefined; + }, + + now: function() { + return (new Date()).getTime(); + }, + + // Use of jQuery.browser is frowned upon. + // More details: http://docs.jquery.com/Utilities/jQuery.browser + uaMatch: function( ua ) { + ua = ua.toLowerCase(); + + var match = rwebkit.exec( ua ) || + ropera.exec( ua ) || + rmsie.exec( ua ) || + ua.indexOf("compatible") < 0 && rmozilla.exec( ua ) || + []; + + return { browser: match[1] || "", version: match[2] || "0" }; + }, + + sub: function() { + function jQuerySub( selector, context ) { + return new jQuerySub.fn.init( selector, context ); + } + jQuery.extend( true, jQuerySub, this ); + jQuerySub.superclass = this; + jQuerySub.fn = jQuerySub.prototype = this(); + jQuerySub.fn.constructor = jQuerySub; + jQuerySub.sub = this.sub; + jQuerySub.fn.init = function init( selector, context ) { + if ( context && context instanceof jQuery && !(context instanceof jQuerySub) ) { + context = jQuerySub( context ); + } + + return jQuery.fn.init.call( this, selector, context, rootjQuerySub ); + }; + jQuerySub.fn.init.prototype = jQuerySub.fn; + var rootjQuerySub = jQuerySub(document); + return jQuerySub; + }, + + browser: {} +}); + +// Populate the class2type map +jQuery.each("Boolean Number String Function Array Date RegExp Object".split(" "), function(i, name) { + class2type[ "[object " + name + "]" ] = name.toLowerCase(); +}); + +browserMatch = jQuery.uaMatch( userAgent ); +if ( browserMatch.browser ) { + jQuery.browser[ browserMatch.browser ] = true; + jQuery.browser.version = browserMatch.version; +} + +// Deprecated, use jQuery.browser.webkit instead +if ( jQuery.browser.webkit ) { + jQuery.browser.safari = true; +} + +// IE doesn't match non-breaking spaces with \s +if ( rnotwhite.test( "\xA0" ) ) { + trimLeft = /^[\s\xA0]+/; + trimRight = /[\s\xA0]+$/; +} + +// All jQuery objects should point back to these +rootjQuery = jQuery(document); + +// Cleanup functions for the document ready method +if ( document.addEventListener ) { + DOMContentLoaded = function() { + document.removeEventListener( "DOMContentLoaded", DOMContentLoaded, false ); + jQuery.ready(); + }; + +} else if ( document.attachEvent ) { + DOMContentLoaded = function() { + // Make sure body exists, at least, in case IE gets a little overzealous (ticket #5443). + if ( document.readyState === "complete" ) { + document.detachEvent( "onreadystatechange", DOMContentLoaded ); + jQuery.ready(); + } + }; +} + +// The DOM ready check for Internet Explorer +function doScrollCheck() { + if ( jQuery.isReady ) { + return; + } + + try { + // If IE is used, use the trick by Diego Perini + // http://javascript.nwbox.com/IEContentLoaded/ + document.documentElement.doScroll("left"); + } catch(e) { + setTimeout( doScrollCheck, 1 ); + return; + } + + // and execute any waiting functions + jQuery.ready(); +} + +return jQuery; + +})(); + + +var // Promise methods + promiseMethods = "done fail isResolved isRejected promise then always pipe".split( " " ), + // Static reference to slice + sliceDeferred = [].slice; + +jQuery.extend({ + // Create a simple deferred (one callbacks list) + _Deferred: function() { + var // callbacks list + callbacks = [], + // stored [ context , args ] + fired, + // to avoid firing when already doing so + firing, + // flag to know if the deferred has been cancelled + cancelled, + // the deferred itself + deferred = { + + // done( f1, f2, ...) + done: function() { + if ( !cancelled ) { + var args = arguments, + i, + length, + elem, + type, + _fired; + if ( fired ) { + _fired = fired; + fired = 0; + } + for ( i = 0, length = args.length; i < length; i++ ) { + elem = args[ i ]; + type = jQuery.type( elem ); + if ( type === "array" ) { + deferred.done.apply( deferred, elem ); + } else if ( type === "function" ) { + callbacks.push( elem ); + } + } + if ( _fired ) { + deferred.resolveWith( _fired[ 0 ], _fired[ 1 ] ); + } + } + return this; + }, + + // resolve with given context and args + resolveWith: function( context, args ) { + if ( !cancelled && !fired && !firing ) { + // make sure args are available (#8421) + args = args || []; + firing = 1; + try { + while( callbacks[ 0 ] ) { + callbacks.shift().apply( context, args ); + } + } + finally { + fired = [ context, args ]; + firing = 0; + } + } + return this; + }, + + // resolve with this as context and given arguments + resolve: function() { + deferred.resolveWith( this, arguments ); + return this; + }, + + // Has this deferred been resolved? + isResolved: function() { + return !!( firing || fired ); + }, + + // Cancel + cancel: function() { + cancelled = 1; + callbacks = []; + return this; + } + }; + + return deferred; + }, + + // Full fledged deferred (two callbacks list) + Deferred: function( func ) { + var deferred = jQuery._Deferred(), + failDeferred = jQuery._Deferred(), + promise; + // Add errorDeferred methods, then and promise + jQuery.extend( deferred, { + then: function( doneCallbacks, failCallbacks ) { + deferred.done( doneCallbacks ).fail( failCallbacks ); + return this; + }, + always: function() { + return deferred.done.apply( deferred, arguments ).fail.apply( this, arguments ); + }, + fail: failDeferred.done, + rejectWith: failDeferred.resolveWith, + reject: failDeferred.resolve, + isRejected: failDeferred.isResolved, + pipe: function( fnDone, fnFail ) { + return jQuery.Deferred(function( newDefer ) { + jQuery.each( { + done: [ fnDone, "resolve" ], + fail: [ fnFail, "reject" ] + }, function( handler, data ) { + var fn = data[ 0 ], + action = data[ 1 ], + returned; + if ( jQuery.isFunction( fn ) ) { + deferred[ handler ](function() { + returned = fn.apply( this, arguments ); + if ( returned && jQuery.isFunction( returned.promise ) ) { + returned.promise().then( newDefer.resolve, newDefer.reject ); + } else { + newDefer[ action + "With" ]( this === deferred ? newDefer : this, [ returned ] ); + } + }); + } else { + deferred[ handler ]( newDefer[ action ] ); + } + }); + }).promise(); + }, + // Get a promise for this deferred + // If obj is provided, the promise aspect is added to the object + promise: function( obj ) { + if ( obj == null ) { + if ( promise ) { + return promise; + } + promise = obj = {}; + } + var i = promiseMethods.length; + while( i-- ) { + obj[ promiseMethods[i] ] = deferred[ promiseMethods[i] ]; + } + return obj; + } + }); + // Make sure only one callback list will be used + deferred.done( failDeferred.cancel ).fail( deferred.cancel ); + // Unexpose cancel + delete deferred.cancel; + // Call given func if any + if ( func ) { + func.call( deferred, deferred ); + } + return deferred; + }, + + // Deferred helper + when: function( firstParam ) { + var args = arguments, + i = 0, + length = args.length, + count = length, + deferred = length <= 1 && firstParam && jQuery.isFunction( firstParam.promise ) ? + firstParam : + jQuery.Deferred(); + function resolveFunc( i ) { + return function( value ) { + args[ i ] = arguments.length > 1 ? sliceDeferred.call( arguments, 0 ) : value; + if ( !( --count ) ) { + // Strange bug in FF4: + // Values changed onto the arguments object sometimes end up as undefined values + // outside the $.when method. Cloning the object into a fresh array solves the issue + deferred.resolveWith( deferred, sliceDeferred.call( args, 0 ) ); + } + }; + } + if ( length > 1 ) { + for( ; i < length; i++ ) { + if ( args[ i ] && jQuery.isFunction( args[ i ].promise ) ) { + args[ i ].promise().then( resolveFunc(i), deferred.reject ); + } else { + --count; + } + } + if ( !count ) { + deferred.resolveWith( deferred, args ); + } + } else if ( deferred !== firstParam ) { + deferred.resolveWith( deferred, length ? [ firstParam ] : [] ); + } + return deferred.promise(); + } +}); + + + +jQuery.support = (function() { + + var div = document.createElement( "div" ), + documentElement = document.documentElement, + all, + a, + select, + opt, + input, + marginDiv, + support, + fragment, + body, + testElementParent, + testElement, + testElementStyle, + tds, + events, + eventName, + i, + isSupported; + + // Preliminary tests + div.setAttribute("className", "t"); + div.innerHTML = "
a"; + + + all = div.getElementsByTagName( "*" ); + a = div.getElementsByTagName( "a" )[ 0 ]; + + // Can't get basic test support + if ( !all || !all.length || !a ) { + return {}; + } + + // First batch of supports tests + select = document.createElement( "select" ); + opt = select.appendChild( document.createElement("option") ); + input = div.getElementsByTagName( "input" )[ 0 ]; + + support = { + // IE strips leading whitespace when .innerHTML is used + leadingWhitespace: ( div.firstChild.nodeType === 3 ), + + // Make sure that tbody elements aren't automatically inserted + // IE will insert them into empty tables + tbody: !div.getElementsByTagName( "tbody" ).length, + + // Make sure that link elements get serialized correctly by innerHTML + // This requires a wrapper element in IE + htmlSerialize: !!div.getElementsByTagName( "link" ).length, + + // Get the style information from getAttribute + // (IE uses .cssText instead) + style: /top/.test( a.getAttribute("style") ), + + // Make sure that URLs aren't manipulated + // (IE normalizes it by default) + hrefNormalized: ( a.getAttribute( "href" ) === "/a" ), + + // Make sure that element opacity exists + // (IE uses filter instead) + // Use a regex to work around a WebKit issue. See #5145 + opacity: /^0.55$/.test( a.style.opacity ), + + // Verify style float existence + // (IE uses styleFloat instead of cssFloat) + cssFloat: !!a.style.cssFloat, + + // Make sure that if no value is specified for a checkbox + // that it defaults to "on". + // (WebKit defaults to "" instead) + checkOn: ( input.value === "on" ), + + // Make sure that a selected-by-default option has a working selected property. + // (WebKit defaults to false instead of true, IE too, if it's in an optgroup) + optSelected: opt.selected, + + // Test setAttribute on camelCase class. If it works, we need attrFixes when doing get/setAttribute (ie6/7) + getSetAttribute: div.className !== "t", + + // Will be defined later + submitBubbles: true, + changeBubbles: true, + focusinBubbles: false, + deleteExpando: true, + noCloneEvent: true, + inlineBlockNeedsLayout: false, + shrinkWrapBlocks: false, + reliableMarginRight: true + }; + + // Make sure checked status is properly cloned + input.checked = true; + support.noCloneChecked = input.cloneNode( true ).checked; + + // Make sure that the options inside disabled selects aren't marked as disabled + // (WebKit marks them as disabled) + select.disabled = true; + support.optDisabled = !opt.disabled; + + // Test to see if it's possible to delete an expando from an element + // Fails in Internet Explorer + try { + delete div.test; + } catch( e ) { + support.deleteExpando = false; + } + + if ( !div.addEventListener && div.attachEvent && div.fireEvent ) { + div.attachEvent( "onclick", function() { + // Cloning a node shouldn't copy over any + // bound event handlers (IE does this) + support.noCloneEvent = false; + }); + div.cloneNode( true ).fireEvent( "onclick" ); + } + + // Check if a radio maintains it's value + // after being appended to the DOM + input = document.createElement("input"); + input.value = "t"; + input.setAttribute("type", "radio"); + support.radioValue = input.value === "t"; + + input.setAttribute("checked", "checked"); + div.appendChild( input ); + fragment = document.createDocumentFragment(); + fragment.appendChild( div.firstChild ); + + // WebKit doesn't clone checked state correctly in fragments + support.checkClone = fragment.cloneNode( true ).cloneNode( true ).lastChild.checked; + + div.innerHTML = ""; + + // Figure out if the W3C box model works as expected + div.style.width = div.style.paddingLeft = "1px"; + + body = document.getElementsByTagName( "body" )[ 0 ]; + // We use our own, invisible, body unless the body is already present + // in which case we use a div (#9239) + testElement = document.createElement( body ? "div" : "body" ); + testElementStyle = { + visibility: "hidden", + width: 0, + height: 0, + border: 0, + margin: 0, + background: "none" + }; + if ( body ) { + jQuery.extend( testElementStyle, { + position: "absolute", + left: "-1000px", + top: "-1000px" + }); + } + for ( i in testElementStyle ) { + testElement.style[ i ] = testElementStyle[ i ]; + } + testElement.appendChild( div ); + testElementParent = body || documentElement; + testElementParent.insertBefore( testElement, testElementParent.firstChild ); + + // Check if a disconnected checkbox will retain its checked + // value of true after appended to the DOM (IE6/7) + support.appendChecked = input.checked; + + support.boxModel = div.offsetWidth === 2; + + if ( "zoom" in div.style ) { + // Check if natively block-level elements act like inline-block + // elements when setting their display to 'inline' and giving + // them layout + // (IE < 8 does this) + div.style.display = "inline"; + div.style.zoom = 1; + support.inlineBlockNeedsLayout = ( div.offsetWidth === 2 ); + + // Check if elements with layout shrink-wrap their children + // (IE 6 does this) + div.style.display = ""; + div.innerHTML = "
"; + support.shrinkWrapBlocks = ( div.offsetWidth !== 2 ); + } + + div.innerHTML = "
t
"; + tds = div.getElementsByTagName( "td" ); + + // Check if table cells still have offsetWidth/Height when they are set + // to display:none and there are still other visible table cells in a + // table row; if so, offsetWidth/Height are not reliable for use when + // determining if an element has been hidden directly using + // display:none (it is still safe to use offsets if a parent element is + // hidden; don safety goggles and see bug #4512 for more information). + // (only IE 8 fails this test) + isSupported = ( tds[ 0 ].offsetHeight === 0 ); + + tds[ 0 ].style.display = ""; + tds[ 1 ].style.display = "none"; + + // Check if empty table cells still have offsetWidth/Height + // (IE < 8 fail this test) + support.reliableHiddenOffsets = isSupported && ( tds[ 0 ].offsetHeight === 0 ); + div.innerHTML = ""; + + // Check if div with explicit width and no margin-right incorrectly + // gets computed margin-right based on width of container. For more + // info see bug #3333 + // Fails in WebKit before Feb 2011 nightlies + // WebKit Bug 13343 - getComputedStyle returns wrong value for margin-right + if ( document.defaultView && document.defaultView.getComputedStyle ) { + marginDiv = document.createElement( "div" ); + marginDiv.style.width = "0"; + marginDiv.style.marginRight = "0"; + div.appendChild( marginDiv ); + support.reliableMarginRight = + ( parseInt( ( document.defaultView.getComputedStyle( marginDiv, null ) || { marginRight: 0 } ).marginRight, 10 ) || 0 ) === 0; + } + + // Remove the body element we added + testElement.innerHTML = ""; + testElementParent.removeChild( testElement ); + + // Technique from Juriy Zaytsev + // http://thinkweb2.com/projects/prototype/detecting-event-support-without-browser-sniffing/ + // We only care about the case where non-standard event systems + // are used, namely in IE. Short-circuiting here helps us to + // avoid an eval call (in setAttribute) which can cause CSP + // to go haywire. See: https://developer.mozilla.org/en/Security/CSP + if ( div.attachEvent ) { + for( i in { + submit: 1, + change: 1, + focusin: 1 + } ) { + eventName = "on" + i; + isSupported = ( eventName in div ); + if ( !isSupported ) { + div.setAttribute( eventName, "return;" ); + isSupported = ( typeof div[ eventName ] === "function" ); + } + support[ i + "Bubbles" ] = isSupported; + } + } + + // Null connected elements to avoid leaks in IE + testElement = fragment = select = opt = body = marginDiv = div = input = null; + + return support; +})(); + +// Keep track of boxModel +jQuery.boxModel = jQuery.support.boxModel; + + + + +var rbrace = /^(?:\{.*\}|\[.*\])$/, + rmultiDash = /([A-Z])/g; + +jQuery.extend({ + cache: {}, + + // Please use with caution + uuid: 0, + + // Unique for each copy of jQuery on the page + // Non-digits removed to match rinlinejQuery + expando: "jQuery" + ( jQuery.fn.jquery + Math.random() ).replace( /\D/g, "" ), + + // The following elements throw uncatchable exceptions if you + // attempt to add expando properties to them. + noData: { + "embed": true, + // Ban all objects except for Flash (which handle expandos) + "object": "clsid:D27CDB6E-AE6D-11cf-96B8-444553540000", + "applet": true + }, + + hasData: function( elem ) { + elem = elem.nodeType ? jQuery.cache[ elem[jQuery.expando] ] : elem[ jQuery.expando ]; + + return !!elem && !isEmptyDataObject( elem ); + }, + + data: function( elem, name, data, pvt /* Internal Use Only */ ) { + if ( !jQuery.acceptData( elem ) ) { + return; + } + + var thisCache, ret, + internalKey = jQuery.expando, + getByName = typeof name === "string", + + // We have to handle DOM nodes and JS objects differently because IE6-7 + // can't GC object references properly across the DOM-JS boundary + isNode = elem.nodeType, + + // Only DOM nodes need the global jQuery cache; JS object data is + // attached directly to the object so GC can occur automatically + cache = isNode ? jQuery.cache : elem, + + // Only defining an ID for JS objects if its cache already exists allows + // the code to shortcut on the same path as a DOM node with no cache + id = isNode ? elem[ jQuery.expando ] : elem[ jQuery.expando ] && jQuery.expando; + + // Avoid doing any more work than we need to when trying to get data on an + // object that has no data at all + if ( (!id || (pvt && id && (cache[ id ] && !cache[ id ][ internalKey ]))) && getByName && data === undefined ) { + return; + } + + if ( !id ) { + // Only DOM nodes need a new unique ID for each element since their data + // ends up in the global cache + if ( isNode ) { + elem[ jQuery.expando ] = id = ++jQuery.uuid; + } else { + id = jQuery.expando; + } + } + + if ( !cache[ id ] ) { + cache[ id ] = {}; + + // TODO: This is a hack for 1.5 ONLY. Avoids exposing jQuery + // metadata on plain JS objects when the object is serialized using + // JSON.stringify + if ( !isNode ) { + cache[ id ].toJSON = jQuery.noop; + } + } + + // An object can be passed to jQuery.data instead of a key/value pair; this gets + // shallow copied over onto the existing cache + if ( typeof name === "object" || typeof name === "function" ) { + if ( pvt ) { + cache[ id ][ internalKey ] = jQuery.extend(cache[ id ][ internalKey ], name); + } else { + cache[ id ] = jQuery.extend(cache[ id ], name); + } + } + + thisCache = cache[ id ]; + + // Internal jQuery data is stored in a separate object inside the object's data + // cache in order to avoid key collisions between internal data and user-defined + // data + if ( pvt ) { + if ( !thisCache[ internalKey ] ) { + thisCache[ internalKey ] = {}; + } + + thisCache = thisCache[ internalKey ]; + } + + if ( data !== undefined ) { + thisCache[ jQuery.camelCase( name ) ] = data; + } + + // TODO: This is a hack for 1.5 ONLY. It will be removed in 1.6. Users should + // not attempt to inspect the internal events object using jQuery.data, as this + // internal data object is undocumented and subject to change. + if ( name === "events" && !thisCache[name] ) { + return thisCache[ internalKey ] && thisCache[ internalKey ].events; + } + + // Check for both converted-to-camel and non-converted data property names + // If a data property was specified + if ( getByName ) { + + // First Try to find as-is property data + ret = thisCache[ name ]; + + // Test for null|undefined property data + if ( ret == null ) { + + // Try to find the camelCased property + ret = thisCache[ jQuery.camelCase( name ) ]; + } + } else { + ret = thisCache; + } + + return ret; + }, + + removeData: function( elem, name, pvt /* Internal Use Only */ ) { + if ( !jQuery.acceptData( elem ) ) { + return; + } + + var thisCache, + + // Reference to internal data cache key + internalKey = jQuery.expando, + + isNode = elem.nodeType, + + // See jQuery.data for more information + cache = isNode ? jQuery.cache : elem, + + // See jQuery.data for more information + id = isNode ? elem[ jQuery.expando ] : jQuery.expando; + + // If there is already no cache entry for this object, there is no + // purpose in continuing + if ( !cache[ id ] ) { + return; + } + + if ( name ) { + + thisCache = pvt ? cache[ id ][ internalKey ] : cache[ id ]; + + if ( thisCache ) { + + // Support interoperable removal of hyphenated or camelcased keys + if ( !thisCache[ name ] ) { + name = jQuery.camelCase( name ); + } + + delete thisCache[ name ]; + + // If there is no data left in the cache, we want to continue + // and let the cache object itself get destroyed + if ( !isEmptyDataObject(thisCache) ) { + return; + } + } + } + + // See jQuery.data for more information + if ( pvt ) { + delete cache[ id ][ internalKey ]; + + // Don't destroy the parent cache unless the internal data object + // had been the only thing left in it + if ( !isEmptyDataObject(cache[ id ]) ) { + return; + } + } + + var internalCache = cache[ id ][ internalKey ]; + + // Browsers that fail expando deletion also refuse to delete expandos on + // the window, but it will allow it on all other JS objects; other browsers + // don't care + // Ensure that `cache` is not a window object #10080 + if ( jQuery.support.deleteExpando || !cache.setInterval ) { + delete cache[ id ]; + } else { + cache[ id ] = null; + } + + // We destroyed the entire user cache at once because it's faster than + // iterating through each key, but we need to continue to persist internal + // data if it existed + if ( internalCache ) { + cache[ id ] = {}; + // TODO: This is a hack for 1.5 ONLY. Avoids exposing jQuery + // metadata on plain JS objects when the object is serialized using + // JSON.stringify + if ( !isNode ) { + cache[ id ].toJSON = jQuery.noop; + } + + cache[ id ][ internalKey ] = internalCache; + + // Otherwise, we need to eliminate the expando on the node to avoid + // false lookups in the cache for entries that no longer exist + } else if ( isNode ) { + // IE does not allow us to delete expando properties from nodes, + // nor does it have a removeAttribute function on Document nodes; + // we must handle all of these cases + if ( jQuery.support.deleteExpando ) { + delete elem[ jQuery.expando ]; + } else if ( elem.removeAttribute ) { + elem.removeAttribute( jQuery.expando ); + } else { + elem[ jQuery.expando ] = null; + } + } + }, + + // For internal use only. + _data: function( elem, name, data ) { + return jQuery.data( elem, name, data, true ); + }, + + // A method for determining if a DOM node can handle the data expando + acceptData: function( elem ) { + if ( elem.nodeName ) { + var match = jQuery.noData[ elem.nodeName.toLowerCase() ]; + + if ( match ) { + return !(match === true || elem.getAttribute("classid") !== match); + } + } + + return true; + } +}); + +jQuery.fn.extend({ + data: function( key, value ) { + var data = null; + + if ( typeof key === "undefined" ) { + if ( this.length ) { + data = jQuery.data( this[0] ); + + if ( this[0].nodeType === 1 ) { + var attr = this[0].attributes, name; + for ( var i = 0, l = attr.length; i < l; i++ ) { + name = attr[i].name; + + if ( name.indexOf( "data-" ) === 0 ) { + name = jQuery.camelCase( name.substring(5) ); + + dataAttr( this[0], name, data[ name ] ); + } + } + } + } + + return data; + + } else if ( typeof key === "object" ) { + return this.each(function() { + jQuery.data( this, key ); + }); + } + + var parts = key.split("."); + parts[1] = parts[1] ? "." + parts[1] : ""; + + if ( value === undefined ) { + data = this.triggerHandler("getData" + parts[1] + "!", [parts[0]]); + + // Try to fetch any internally stored data first + if ( data === undefined && this.length ) { + data = jQuery.data( this[0], key ); + data = dataAttr( this[0], key, data ); + } + + return data === undefined && parts[1] ? + this.data( parts[0] ) : + data; + + } else { + return this.each(function() { + var $this = jQuery( this ), + args = [ parts[0], value ]; + + $this.triggerHandler( "setData" + parts[1] + "!", args ); + jQuery.data( this, key, value ); + $this.triggerHandler( "changeData" + parts[1] + "!", args ); + }); + } + }, + + removeData: function( key ) { + return this.each(function() { + jQuery.removeData( this, key ); + }); + } +}); + +function dataAttr( elem, key, data ) { + // If nothing was found internally, try to fetch any + // data from the HTML5 data-* attribute + if ( data === undefined && elem.nodeType === 1 ) { + + var name = "data-" + key.replace( rmultiDash, "-$1" ).toLowerCase(); + + data = elem.getAttribute( name ); + + if ( typeof data === "string" ) { + try { + data = data === "true" ? true : + data === "false" ? false : + data === "null" ? null : + !jQuery.isNaN( data ) ? parseFloat( data ) : + rbrace.test( data ) ? jQuery.parseJSON( data ) : + data; + } catch( e ) {} + + // Make sure we set the data so it isn't changed later + jQuery.data( elem, key, data ); + + } else { + data = undefined; + } + } + + return data; +} + +// TODO: This is a hack for 1.5 ONLY to allow objects with a single toJSON +// property to be considered empty objects; this property always exists in +// order to make sure JSON.stringify does not expose internal metadata +function isEmptyDataObject( obj ) { + for ( var name in obj ) { + if ( name !== "toJSON" ) { + return false; + } + } + + return true; +} + + + + +function handleQueueMarkDefer( elem, type, src ) { + var deferDataKey = type + "defer", + queueDataKey = type + "queue", + markDataKey = type + "mark", + defer = jQuery.data( elem, deferDataKey, undefined, true ); + if ( defer && + ( src === "queue" || !jQuery.data( elem, queueDataKey, undefined, true ) ) && + ( src === "mark" || !jQuery.data( elem, markDataKey, undefined, true ) ) ) { + // Give room for hard-coded callbacks to fire first + // and eventually mark/queue something else on the element + setTimeout( function() { + if ( !jQuery.data( elem, queueDataKey, undefined, true ) && + !jQuery.data( elem, markDataKey, undefined, true ) ) { + jQuery.removeData( elem, deferDataKey, true ); + defer.resolve(); + } + }, 0 ); + } +} + +jQuery.extend({ + + _mark: function( elem, type ) { + if ( elem ) { + type = (type || "fx") + "mark"; + jQuery.data( elem, type, (jQuery.data(elem,type,undefined,true) || 0) + 1, true ); + } + }, + + _unmark: function( force, elem, type ) { + if ( force !== true ) { + type = elem; + elem = force; + force = false; + } + if ( elem ) { + type = type || "fx"; + var key = type + "mark", + count = force ? 0 : ( (jQuery.data( elem, key, undefined, true) || 1 ) - 1 ); + if ( count ) { + jQuery.data( elem, key, count, true ); + } else { + jQuery.removeData( elem, key, true ); + handleQueueMarkDefer( elem, type, "mark" ); + } + } + }, + + queue: function( elem, type, data ) { + if ( elem ) { + type = (type || "fx") + "queue"; + var q = jQuery.data( elem, type, undefined, true ); + // Speed up dequeue by getting out quickly if this is just a lookup + if ( data ) { + if ( !q || jQuery.isArray(data) ) { + q = jQuery.data( elem, type, jQuery.makeArray(data), true ); + } else { + q.push( data ); + } + } + return q || []; + } + }, + + dequeue: function( elem, type ) { + type = type || "fx"; + + var queue = jQuery.queue( elem, type ), + fn = queue.shift(), + defer; + + // If the fx queue is dequeued, always remove the progress sentinel + if ( fn === "inprogress" ) { + fn = queue.shift(); + } + + if ( fn ) { + // Add a progress sentinel to prevent the fx queue from being + // automatically dequeued + if ( type === "fx" ) { + queue.unshift("inprogress"); + } + + fn.call(elem, function() { + jQuery.dequeue(elem, type); + }); + } + + if ( !queue.length ) { + jQuery.removeData( elem, type + "queue", true ); + handleQueueMarkDefer( elem, type, "queue" ); + } + } +}); + +jQuery.fn.extend({ + queue: function( type, data ) { + if ( typeof type !== "string" ) { + data = type; + type = "fx"; + } + + if ( data === undefined ) { + return jQuery.queue( this[0], type ); + } + return this.each(function() { + var queue = jQuery.queue( this, type, data ); + + if ( type === "fx" && queue[0] !== "inprogress" ) { + jQuery.dequeue( this, type ); + } + }); + }, + dequeue: function( type ) { + return this.each(function() { + jQuery.dequeue( this, type ); + }); + }, + // Based off of the plugin by Clint Helfers, with permission. + // http://blindsignals.com/index.php/2009/07/jquery-delay/ + delay: function( time, type ) { + time = jQuery.fx ? jQuery.fx.speeds[time] || time : time; + type = type || "fx"; + + return this.queue( type, function() { + var elem = this; + setTimeout(function() { + jQuery.dequeue( elem, type ); + }, time ); + }); + }, + clearQueue: function( type ) { + return this.queue( type || "fx", [] ); + }, + // Get a promise resolved when queues of a certain type + // are emptied (fx is the type by default) + promise: function( type, object ) { + if ( typeof type !== "string" ) { + object = type; + type = undefined; + } + type = type || "fx"; + var defer = jQuery.Deferred(), + elements = this, + i = elements.length, + count = 1, + deferDataKey = type + "defer", + queueDataKey = type + "queue", + markDataKey = type + "mark", + tmp; + function resolve() { + if ( !( --count ) ) { + defer.resolveWith( elements, [ elements ] ); + } + } + while( i-- ) { + if (( tmp = jQuery.data( elements[ i ], deferDataKey, undefined, true ) || + ( jQuery.data( elements[ i ], queueDataKey, undefined, true ) || + jQuery.data( elements[ i ], markDataKey, undefined, true ) ) && + jQuery.data( elements[ i ], deferDataKey, jQuery._Deferred(), true ) )) { + count++; + tmp.done( resolve ); + } + } + resolve(); + return defer.promise(); + } +}); + + + + +var rclass = /[\n\t\r]/g, + rspace = /\s+/, + rreturn = /\r/g, + rtype = /^(?:button|input)$/i, + rfocusable = /^(?:button|input|object|select|textarea)$/i, + rclickable = /^a(?:rea)?$/i, + rboolean = /^(?:autofocus|autoplay|async|checked|controls|defer|disabled|hidden|loop|multiple|open|readonly|required|scoped|selected)$/i, + nodeHook, boolHook; + +jQuery.fn.extend({ + attr: function( name, value ) { + return jQuery.access( this, name, value, true, jQuery.attr ); + }, + + removeAttr: function( name ) { + return this.each(function() { + jQuery.removeAttr( this, name ); + }); + }, + + prop: function( name, value ) { + return jQuery.access( this, name, value, true, jQuery.prop ); + }, + + removeProp: function( name ) { + name = jQuery.propFix[ name ] || name; + return this.each(function() { + // try/catch handles cases where IE balks (such as removing a property on window) + try { + this[ name ] = undefined; + delete this[ name ]; + } catch( e ) {} + }); + }, + + addClass: function( value ) { + var classNames, i, l, elem, + setClass, c, cl; + + if ( jQuery.isFunction( value ) ) { + return this.each(function( j ) { + jQuery( this ).addClass( value.call(this, j, this.className) ); + }); + } + + if ( value && typeof value === "string" ) { + classNames = value.split( rspace ); + + for ( i = 0, l = this.length; i < l; i++ ) { + elem = this[ i ]; + + if ( elem.nodeType === 1 ) { + if ( !elem.className && classNames.length === 1 ) { + elem.className = value; + + } else { + setClass = " " + elem.className + " "; + + for ( c = 0, cl = classNames.length; c < cl; c++ ) { + if ( !~setClass.indexOf( " " + classNames[ c ] + " " ) ) { + setClass += classNames[ c ] + " "; + } + } + elem.className = jQuery.trim( setClass ); + } + } + } + } + + return this; + }, + + removeClass: function( value ) { + var classNames, i, l, elem, className, c, cl; + + if ( jQuery.isFunction( value ) ) { + return this.each(function( j ) { + jQuery( this ).removeClass( value.call(this, j, this.className) ); + }); + } + + if ( (value && typeof value === "string") || value === undefined ) { + classNames = (value || "").split( rspace ); + + for ( i = 0, l = this.length; i < l; i++ ) { + elem = this[ i ]; + + if ( elem.nodeType === 1 && elem.className ) { + if ( value ) { + className = (" " + elem.className + " ").replace( rclass, " " ); + for ( c = 0, cl = classNames.length; c < cl; c++ ) { + className = className.replace(" " + classNames[ c ] + " ", " "); + } + elem.className = jQuery.trim( className ); + + } else { + elem.className = ""; + } + } + } + } + + return this; + }, + + toggleClass: function( value, stateVal ) { + var type = typeof value, + isBool = typeof stateVal === "boolean"; + + if ( jQuery.isFunction( value ) ) { + return this.each(function( i ) { + jQuery( this ).toggleClass( value.call(this, i, this.className, stateVal), stateVal ); + }); + } + + return this.each(function() { + if ( type === "string" ) { + // toggle individual class names + var className, + i = 0, + self = jQuery( this ), + state = stateVal, + classNames = value.split( rspace ); + + while ( (className = classNames[ i++ ]) ) { + // check each className given, space seperated list + state = isBool ? state : !self.hasClass( className ); + self[ state ? "addClass" : "removeClass" ]( className ); + } + + } else if ( type === "undefined" || type === "boolean" ) { + if ( this.className ) { + // store className if set + jQuery._data( this, "__className__", this.className ); + } + + // toggle whole className + this.className = this.className || value === false ? "" : jQuery._data( this, "__className__" ) || ""; + } + }); + }, + + hasClass: function( selector ) { + var className = " " + selector + " "; + for ( var i = 0, l = this.length; i < l; i++ ) { + if ( this[i].nodeType === 1 && (" " + this[i].className + " ").replace(rclass, " ").indexOf( className ) > -1 ) { + return true; + } + } + + return false; + }, + + val: function( value ) { + var hooks, ret, + elem = this[0]; + + if ( !arguments.length ) { + if ( elem ) { + hooks = jQuery.valHooks[ elem.nodeName.toLowerCase() ] || jQuery.valHooks[ elem.type ]; + + if ( hooks && "get" in hooks && (ret = hooks.get( elem, "value" )) !== undefined ) { + return ret; + } + + ret = elem.value; + + return typeof ret === "string" ? + // handle most common string cases + ret.replace(rreturn, "") : + // handle cases where value is null/undef or number + ret == null ? "" : ret; + } + + return undefined; + } + + var isFunction = jQuery.isFunction( value ); + + return this.each(function( i ) { + var self = jQuery(this), val; + + if ( this.nodeType !== 1 ) { + return; + } + + if ( isFunction ) { + val = value.call( this, i, self.val() ); + } else { + val = value; + } + + // Treat null/undefined as ""; convert numbers to string + if ( val == null ) { + val = ""; + } else if ( typeof val === "number" ) { + val += ""; + } else if ( jQuery.isArray( val ) ) { + val = jQuery.map(val, function ( value ) { + return value == null ? "" : value + ""; + }); + } + + hooks = jQuery.valHooks[ this.nodeName.toLowerCase() ] || jQuery.valHooks[ this.type ]; + + // If set returns undefined, fall back to normal setting + if ( !hooks || !("set" in hooks) || hooks.set( this, val, "value" ) === undefined ) { + this.value = val; + } + }); + } +}); + +jQuery.extend({ + valHooks: { + option: { + get: function( elem ) { + // attributes.value is undefined in Blackberry 4.7 but + // uses .value. See #6932 + var val = elem.attributes.value; + return !val || val.specified ? elem.value : elem.text; + } + }, + select: { + get: function( elem ) { + var value, + index = elem.selectedIndex, + values = [], + options = elem.options, + one = elem.type === "select-one"; + + // Nothing was selected + if ( index < 0 ) { + return null; + } + + // Loop through all the selected options + for ( var i = one ? index : 0, max = one ? index + 1 : options.length; i < max; i++ ) { + var option = options[ i ]; + + // Don't return options that are disabled or in a disabled optgroup + if ( option.selected && (jQuery.support.optDisabled ? !option.disabled : option.getAttribute("disabled") === null) && + (!option.parentNode.disabled || !jQuery.nodeName( option.parentNode, "optgroup" )) ) { + + // Get the specific value for the option + value = jQuery( option ).val(); + + // We don't need an array for one selects + if ( one ) { + return value; + } + + // Multi-Selects return an array + values.push( value ); + } + } + + // Fixes Bug #2551 -- select.val() broken in IE after form.reset() + if ( one && !values.length && options.length ) { + return jQuery( options[ index ] ).val(); + } + + return values; + }, + + set: function( elem, value ) { + var values = jQuery.makeArray( value ); + + jQuery(elem).find("option").each(function() { + this.selected = jQuery.inArray( jQuery(this).val(), values ) >= 0; + }); + + if ( !values.length ) { + elem.selectedIndex = -1; + } + return values; + } + } + }, + + attrFn: { + val: true, + css: true, + html: true, + text: true, + data: true, + width: true, + height: true, + offset: true + }, + + attrFix: { + // Always normalize to ensure hook usage + tabindex: "tabIndex" + }, + + attr: function( elem, name, value, pass ) { + var nType = elem.nodeType; + + // don't get/set attributes on text, comment and attribute nodes + if ( !elem || nType === 3 || nType === 8 || nType === 2 ) { + return undefined; + } + + if ( pass && name in jQuery.attrFn ) { + return jQuery( elem )[ name ]( value ); + } + + // Fallback to prop when attributes are not supported + if ( !("getAttribute" in elem) ) { + return jQuery.prop( elem, name, value ); + } + + var ret, hooks, + notxml = nType !== 1 || !jQuery.isXMLDoc( elem ); + + // Normalize the name if needed + if ( notxml ) { + name = jQuery.attrFix[ name ] || name; + + hooks = jQuery.attrHooks[ name ]; + + if ( !hooks ) { + // Use boolHook for boolean attributes + if ( rboolean.test( name ) ) { + hooks = boolHook; + + // Use nodeHook if available( IE6/7 ) + } else if ( nodeHook ) { + hooks = nodeHook; + } + } + } + + if ( value !== undefined ) { + + if ( value === null ) { + jQuery.removeAttr( elem, name ); + return undefined; + + } else if ( hooks && "set" in hooks && notxml && (ret = hooks.set( elem, value, name )) !== undefined ) { + return ret; + + } else { + elem.setAttribute( name, "" + value ); + return value; + } + + } else if ( hooks && "get" in hooks && notxml && (ret = hooks.get( elem, name )) !== null ) { + return ret; + + } else { + + ret = elem.getAttribute( name ); + + // Non-existent attributes return null, we normalize to undefined + return ret === null ? + undefined : + ret; + } + }, + + removeAttr: function( elem, name ) { + var propName; + if ( elem.nodeType === 1 ) { + name = jQuery.attrFix[ name ] || name; + + jQuery.attr( elem, name, "" ); + elem.removeAttribute( name ); + + // Set corresponding property to false for boolean attributes + if ( rboolean.test( name ) && (propName = jQuery.propFix[ name ] || name) in elem ) { + elem[ propName ] = false; + } + } + }, + + attrHooks: { + type: { + set: function( elem, value ) { + // We can't allow the type property to be changed (since it causes problems in IE) + if ( rtype.test( elem.nodeName ) && elem.parentNode ) { + jQuery.error( "type property can't be changed" ); + } else if ( !jQuery.support.radioValue && value === "radio" && jQuery.nodeName(elem, "input") ) { + // Setting the type on a radio button after the value resets the value in IE6-9 + // Reset value to it's default in case type is set after value + // This is for element creation + var val = elem.value; + elem.setAttribute( "type", value ); + if ( val ) { + elem.value = val; + } + return value; + } + } + }, + // Use the value property for back compat + // Use the nodeHook for button elements in IE6/7 (#1954) + value: { + get: function( elem, name ) { + if ( nodeHook && jQuery.nodeName( elem, "button" ) ) { + return nodeHook.get( elem, name ); + } + return name in elem ? + elem.value : + null; + }, + set: function( elem, value, name ) { + if ( nodeHook && jQuery.nodeName( elem, "button" ) ) { + return nodeHook.set( elem, value, name ); + } + // Does not return so that setAttribute is also used + elem.value = value; + } + } + }, + + propFix: { + tabindex: "tabIndex", + readonly: "readOnly", + "for": "htmlFor", + "class": "className", + maxlength: "maxLength", + cellspacing: "cellSpacing", + cellpadding: "cellPadding", + rowspan: "rowSpan", + colspan: "colSpan", + usemap: "useMap", + frameborder: "frameBorder", + contenteditable: "contentEditable" + }, + + prop: function( elem, name, value ) { + var nType = elem.nodeType; + + // don't get/set properties on text, comment and attribute nodes + if ( !elem || nType === 3 || nType === 8 || nType === 2 ) { + return undefined; + } + + var ret, hooks, + notxml = nType !== 1 || !jQuery.isXMLDoc( elem ); + + if ( notxml ) { + // Fix name and attach hooks + name = jQuery.propFix[ name ] || name; + hooks = jQuery.propHooks[ name ]; + } + + if ( value !== undefined ) { + if ( hooks && "set" in hooks && (ret = hooks.set( elem, value, name )) !== undefined ) { + return ret; + + } else { + return (elem[ name ] = value); + } + + } else { + if ( hooks && "get" in hooks && (ret = hooks.get( elem, name )) !== null ) { + return ret; + + } else { + return elem[ name ]; + } + } + }, + + propHooks: { + tabIndex: { + get: function( elem ) { + // elem.tabIndex doesn't always return the correct value when it hasn't been explicitly set + // http://fluidproject.org/blog/2008/01/09/getting-setting-and-removing-tabindex-values-with-javascript/ + var attributeNode = elem.getAttributeNode("tabindex"); + + return attributeNode && attributeNode.specified ? + parseInt( attributeNode.value, 10 ) : + rfocusable.test( elem.nodeName ) || rclickable.test( elem.nodeName ) && elem.href ? + 0 : + undefined; + } + } + } +}); + +// Add the tabindex propHook to attrHooks for back-compat +jQuery.attrHooks.tabIndex = jQuery.propHooks.tabIndex; + +// Hook for boolean attributes +boolHook = { + get: function( elem, name ) { + // Align boolean attributes with corresponding properties + // Fall back to attribute presence where some booleans are not supported + var attrNode; + return jQuery.prop( elem, name ) === true || ( attrNode = elem.getAttributeNode( name ) ) && attrNode.nodeValue !== false ? + name.toLowerCase() : + undefined; + }, + set: function( elem, value, name ) { + var propName; + if ( value === false ) { + // Remove boolean attributes when set to false + jQuery.removeAttr( elem, name ); + } else { + // value is true since we know at this point it's type boolean and not false + // Set boolean attributes to the same name and set the DOM property + propName = jQuery.propFix[ name ] || name; + if ( propName in elem ) { + // Only set the IDL specifically if it already exists on the element + elem[ propName ] = true; + } + + elem.setAttribute( name, name.toLowerCase() ); + } + return name; + } +}; + +// IE6/7 do not support getting/setting some attributes with get/setAttribute +if ( !jQuery.support.getSetAttribute ) { + + // Use this for any attribute in IE6/7 + // This fixes almost every IE6/7 issue + nodeHook = jQuery.valHooks.button = { + get: function( elem, name ) { + var ret; + ret = elem.getAttributeNode( name ); + // Return undefined if nodeValue is empty string + return ret && ret.nodeValue !== "" ? + ret.nodeValue : + undefined; + }, + set: function( elem, value, name ) { + // Set the existing or create a new attribute node + var ret = elem.getAttributeNode( name ); + if ( !ret ) { + ret = document.createAttribute( name ); + elem.setAttributeNode( ret ); + } + return (ret.nodeValue = value + ""); + } + }; + + // Set width and height to auto instead of 0 on empty string( Bug #8150 ) + // This is for removals + jQuery.each([ "width", "height" ], function( i, name ) { + jQuery.attrHooks[ name ] = jQuery.extend( jQuery.attrHooks[ name ], { + set: function( elem, value ) { + if ( value === "" ) { + elem.setAttribute( name, "auto" ); + return value; + } + } + }); + }); +} + + +// Some attributes require a special call on IE +if ( !jQuery.support.hrefNormalized ) { + jQuery.each([ "href", "src", "width", "height" ], function( i, name ) { + jQuery.attrHooks[ name ] = jQuery.extend( jQuery.attrHooks[ name ], { + get: function( elem ) { + var ret = elem.getAttribute( name, 2 ); + return ret === null ? undefined : ret; + } + }); + }); +} + +if ( !jQuery.support.style ) { + jQuery.attrHooks.style = { + get: function( elem ) { + // Return undefined in the case of empty string + // Normalize to lowercase since IE uppercases css property names + return elem.style.cssText.toLowerCase() || undefined; + }, + set: function( elem, value ) { + return (elem.style.cssText = "" + value); + } + }; +} + +// Safari mis-reports the default selected property of an option +// Accessing the parent's selectedIndex property fixes it +if ( !jQuery.support.optSelected ) { + jQuery.propHooks.selected = jQuery.extend( jQuery.propHooks.selected, { + get: function( elem ) { + var parent = elem.parentNode; + + if ( parent ) { + parent.selectedIndex; + + // Make sure that it also works with optgroups, see #5701 + if ( parent.parentNode ) { + parent.parentNode.selectedIndex; + } + } + return null; + } + }); +} + +// Radios and checkboxes getter/setter +if ( !jQuery.support.checkOn ) { + jQuery.each([ "radio", "checkbox" ], function() { + jQuery.valHooks[ this ] = { + get: function( elem ) { + // Handle the case where in Webkit "" is returned instead of "on" if a value isn't specified + return elem.getAttribute("value") === null ? "on" : elem.value; + } + }; + }); +} +jQuery.each([ "radio", "checkbox" ], function() { + jQuery.valHooks[ this ] = jQuery.extend( jQuery.valHooks[ this ], { + set: function( elem, value ) { + if ( jQuery.isArray( value ) ) { + return (elem.checked = jQuery.inArray( jQuery(elem).val(), value ) >= 0); + } + } + }); +}); + + + + +var rnamespaces = /\.(.*)$/, + rformElems = /^(?:textarea|input|select)$/i, + rperiod = /\./g, + rspaces = / /g, + rescape = /[^\w\s.|`]/g, + fcleanup = function( nm ) { + return nm.replace(rescape, "\\$&"); + }; + +/* + * A number of helper functions used for managing events. + * Many of the ideas behind this code originated from + * Dean Edwards' addEvent library. + */ +jQuery.event = { + + // Bind an event to an element + // Original by Dean Edwards + add: function( elem, types, handler, data ) { + if ( elem.nodeType === 3 || elem.nodeType === 8 ) { + return; + } + + if ( handler === false ) { + handler = returnFalse; + } else if ( !handler ) { + // Fixes bug #7229. Fix recommended by jdalton + return; + } + + var handleObjIn, handleObj; + + if ( handler.handler ) { + handleObjIn = handler; + handler = handleObjIn.handler; + } + + // Make sure that the function being executed has a unique ID + if ( !handler.guid ) { + handler.guid = jQuery.guid++; + } + + // Init the element's event structure + var elemData = jQuery._data( elem ); + + // If no elemData is found then we must be trying to bind to one of the + // banned noData elements + if ( !elemData ) { + return; + } + + var events = elemData.events, + eventHandle = elemData.handle; + + if ( !events ) { + elemData.events = events = {}; + } + + if ( !eventHandle ) { + elemData.handle = eventHandle = function( e ) { + // Discard the second event of a jQuery.event.trigger() and + // when an event is called after a page has unloaded + return typeof jQuery !== "undefined" && (!e || jQuery.event.triggered !== e.type) ? + jQuery.event.handle.apply( eventHandle.elem, arguments ) : + undefined; + }; + } + + // Add elem as a property of the handle function + // This is to prevent a memory leak with non-native events in IE. + eventHandle.elem = elem; + + // Handle multiple events separated by a space + // jQuery(...).bind("mouseover mouseout", fn); + types = types.split(" "); + + var type, i = 0, namespaces; + + while ( (type = types[ i++ ]) ) { + handleObj = handleObjIn ? + jQuery.extend({}, handleObjIn) : + { handler: handler, data: data }; + + // Namespaced event handlers + if ( type.indexOf(".") > -1 ) { + namespaces = type.split("."); + type = namespaces.shift(); + handleObj.namespace = namespaces.slice(0).sort().join("."); + + } else { + namespaces = []; + handleObj.namespace = ""; + } + + handleObj.type = type; + if ( !handleObj.guid ) { + handleObj.guid = handler.guid; + } + + // Get the current list of functions bound to this event + var handlers = events[ type ], + special = jQuery.event.special[ type ] || {}; + + // Init the event handler queue + if ( !handlers ) { + handlers = events[ type ] = []; + + // Check for a special event handler + // Only use addEventListener/attachEvent if the special + // events handler returns false + if ( !special.setup || special.setup.call( elem, data, namespaces, eventHandle ) === false ) { + // Bind the global event handler to the element + if ( elem.addEventListener ) { + elem.addEventListener( type, eventHandle, false ); + + } else if ( elem.attachEvent ) { + elem.attachEvent( "on" + type, eventHandle ); + } + } + } + + if ( special.add ) { + special.add.call( elem, handleObj ); + + if ( !handleObj.handler.guid ) { + handleObj.handler.guid = handler.guid; + } + } + + // Add the function to the element's handler list + handlers.push( handleObj ); + + // Keep track of which events have been used, for event optimization + jQuery.event.global[ type ] = true; + } + + // Nullify elem to prevent memory leaks in IE + elem = null; + }, + + global: {}, + + // Detach an event or set of events from an element + remove: function( elem, types, handler, pos ) { + // don't do events on text and comment nodes + if ( elem.nodeType === 3 || elem.nodeType === 8 ) { + return; + } + + if ( handler === false ) { + handler = returnFalse; + } + + var ret, type, fn, j, i = 0, all, namespaces, namespace, special, eventType, handleObj, origType, + elemData = jQuery.hasData( elem ) && jQuery._data( elem ), + events = elemData && elemData.events; + + if ( !elemData || !events ) { + return; + } + + // types is actually an event object here + if ( types && types.type ) { + handler = types.handler; + types = types.type; + } + + // Unbind all events for the element + if ( !types || typeof types === "string" && types.charAt(0) === "." ) { + types = types || ""; + + for ( type in events ) { + jQuery.event.remove( elem, type + types ); + } + + return; + } + + // Handle multiple events separated by a space + // jQuery(...).unbind("mouseover mouseout", fn); + types = types.split(" "); + + while ( (type = types[ i++ ]) ) { + origType = type; + handleObj = null; + all = type.indexOf(".") < 0; + namespaces = []; + + if ( !all ) { + // Namespaced event handlers + namespaces = type.split("."); + type = namespaces.shift(); + + namespace = new RegExp("(^|\\.)" + + jQuery.map( namespaces.slice(0).sort(), fcleanup ).join("\\.(?:.*\\.)?") + "(\\.|$)"); + } + + eventType = events[ type ]; + + if ( !eventType ) { + continue; + } + + if ( !handler ) { + for ( j = 0; j < eventType.length; j++ ) { + handleObj = eventType[ j ]; + + if ( all || namespace.test( handleObj.namespace ) ) { + jQuery.event.remove( elem, origType, handleObj.handler, j ); + eventType.splice( j--, 1 ); + } + } + + continue; + } + + special = jQuery.event.special[ type ] || {}; + + for ( j = pos || 0; j < eventType.length; j++ ) { + handleObj = eventType[ j ]; + + if ( handler.guid === handleObj.guid ) { + // remove the given handler for the given type + if ( all || namespace.test( handleObj.namespace ) ) { + if ( pos == null ) { + eventType.splice( j--, 1 ); + } + + if ( special.remove ) { + special.remove.call( elem, handleObj ); + } + } + + if ( pos != null ) { + break; + } + } + } + + // remove generic event handler if no more handlers exist + if ( eventType.length === 0 || pos != null && eventType.length === 1 ) { + if ( !special.teardown || special.teardown.call( elem, namespaces ) === false ) { + jQuery.removeEvent( elem, type, elemData.handle ); + } + + ret = null; + delete events[ type ]; + } + } + + // Remove the expando if it's no longer used + if ( jQuery.isEmptyObject( events ) ) { + var handle = elemData.handle; + if ( handle ) { + handle.elem = null; + } + + delete elemData.events; + delete elemData.handle; + + if ( jQuery.isEmptyObject( elemData ) ) { + jQuery.removeData( elem, undefined, true ); + } + } + }, + + // Events that are safe to short-circuit if no handlers are attached. + // Native DOM events should not be added, they may have inline handlers. + customEvent: { + "getData": true, + "setData": true, + "changeData": true + }, + + trigger: function( event, data, elem, onlyHandlers ) { + // Event object or event type + var type = event.type || event, + namespaces = [], + exclusive; + + if ( type.indexOf("!") >= 0 ) { + // Exclusive events trigger only for the exact event (no namespaces) + type = type.slice(0, -1); + exclusive = true; + } + + if ( type.indexOf(".") >= 0 ) { + // Namespaced trigger; create a regexp to match event type in handle() + namespaces = type.split("."); + type = namespaces.shift(); + namespaces.sort(); + } + + if ( (!elem || jQuery.event.customEvent[ type ]) && !jQuery.event.global[ type ] ) { + // No jQuery handlers for this event type, and it can't have inline handlers + return; + } + + // Caller can pass in an Event, Object, or just an event type string + event = typeof event === "object" ? + // jQuery.Event object + event[ jQuery.expando ] ? event : + // Object literal + new jQuery.Event( type, event ) : + // Just the event type (string) + new jQuery.Event( type ); + + event.type = type; + event.exclusive = exclusive; + event.namespace = namespaces.join("."); + event.namespace_re = new RegExp("(^|\\.)" + namespaces.join("\\.(?:.*\\.)?") + "(\\.|$)"); + + // triggerHandler() and global events don't bubble or run the default action + if ( onlyHandlers || !elem ) { + event.preventDefault(); + event.stopPropagation(); + } + + // Handle a global trigger + if ( !elem ) { + // TODO: Stop taunting the data cache; remove global events and always attach to document + jQuery.each( jQuery.cache, function() { + // internalKey variable is just used to make it easier to find + // and potentially change this stuff later; currently it just + // points to jQuery.expando + var internalKey = jQuery.expando, + internalCache = this[ internalKey ]; + if ( internalCache && internalCache.events && internalCache.events[ type ] ) { + jQuery.event.trigger( event, data, internalCache.handle.elem ); + } + }); + return; + } + + // Don't do events on text and comment nodes + if ( elem.nodeType === 3 || elem.nodeType === 8 ) { + return; + } + + // Clean up the event in case it is being reused + event.result = undefined; + event.target = elem; + + // Clone any incoming data and prepend the event, creating the handler arg list + data = data != null ? jQuery.makeArray( data ) : []; + data.unshift( event ); + + var cur = elem, + // IE doesn't like method names with a colon (#3533, #8272) + ontype = type.indexOf(":") < 0 ? "on" + type : ""; + + // Fire event on the current element, then bubble up the DOM tree + do { + var handle = jQuery._data( cur, "handle" ); + + event.currentTarget = cur; + if ( handle ) { + handle.apply( cur, data ); + } + + // Trigger an inline bound script + if ( ontype && jQuery.acceptData( cur ) && cur[ ontype ] && cur[ ontype ].apply( cur, data ) === false ) { + event.result = false; + event.preventDefault(); + } + + // Bubble up to document, then to window + cur = cur.parentNode || cur.ownerDocument || cur === event.target.ownerDocument && window; + } while ( cur && !event.isPropagationStopped() ); + + // If nobody prevented the default action, do it now + if ( !event.isDefaultPrevented() ) { + var old, + special = jQuery.event.special[ type ] || {}; + + if ( (!special._default || special._default.call( elem.ownerDocument, event ) === false) && + !(type === "click" && jQuery.nodeName( elem, "a" )) && jQuery.acceptData( elem ) ) { + + // Call a native DOM method on the target with the same name name as the event. + // Can't use an .isFunction)() check here because IE6/7 fails that test. + // IE<9 dies on focus to hidden element (#1486), may want to revisit a try/catch. + try { + if ( ontype && elem[ type ] ) { + // Don't re-trigger an onFOO event when we call its FOO() method + old = elem[ ontype ]; + + if ( old ) { + elem[ ontype ] = null; + } + + jQuery.event.triggered = type; + elem[ type ](); + } + } catch ( ieError ) {} + + if ( old ) { + elem[ ontype ] = old; + } + + jQuery.event.triggered = undefined; + } + } + + return event.result; + }, + + handle: function( event ) { + event = jQuery.event.fix( event || window.event ); + // Snapshot the handlers list since a called handler may add/remove events. + var handlers = ((jQuery._data( this, "events" ) || {})[ event.type ] || []).slice(0), + run_all = !event.exclusive && !event.namespace, + args = Array.prototype.slice.call( arguments, 0 ); + + // Use the fix-ed Event rather than the (read-only) native event + args[0] = event; + event.currentTarget = this; + + for ( var j = 0, l = handlers.length; j < l; j++ ) { + var handleObj = handlers[ j ]; + + // Triggered event must 1) be non-exclusive and have no namespace, or + // 2) have namespace(s) a subset or equal to those in the bound event. + if ( run_all || event.namespace_re.test( handleObj.namespace ) ) { + // Pass in a reference to the handler function itself + // So that we can later remove it + event.handler = handleObj.handler; + event.data = handleObj.data; + event.handleObj = handleObj; + + var ret = handleObj.handler.apply( this, args ); + + if ( ret !== undefined ) { + event.result = ret; + if ( ret === false ) { + event.preventDefault(); + event.stopPropagation(); + } + } + + if ( event.isImmediatePropagationStopped() ) { + break; + } + } + } + return event.result; + }, + + props: "altKey attrChange attrName bubbles button cancelable charCode clientX clientY ctrlKey currentTarget data detail eventPhase fromElement handler keyCode layerX layerY metaKey newValue offsetX offsetY pageX pageY prevValue relatedNode relatedTarget screenX screenY shiftKey srcElement target toElement view wheelDelta which".split(" "), + + fix: function( event ) { + if ( event[ jQuery.expando ] ) { + return event; + } + + // store a copy of the original event object + // and "clone" to set read-only properties + var originalEvent = event; + event = jQuery.Event( originalEvent ); + + for ( var i = this.props.length, prop; i; ) { + prop = this.props[ --i ]; + event[ prop ] = originalEvent[ prop ]; + } + + // Fix target property, if necessary + if ( !event.target ) { + // Fixes #1925 where srcElement might not be defined either + event.target = event.srcElement || document; + } + + // check if target is a textnode (safari) + if ( event.target.nodeType === 3 ) { + event.target = event.target.parentNode; + } + + // Add relatedTarget, if necessary + if ( !event.relatedTarget && event.fromElement ) { + event.relatedTarget = event.fromElement === event.target ? event.toElement : event.fromElement; + } + + // Calculate pageX/Y if missing and clientX/Y available + if ( event.pageX == null && event.clientX != null ) { + var eventDocument = event.target.ownerDocument || document, + doc = eventDocument.documentElement, + body = eventDocument.body; + + event.pageX = event.clientX + (doc && doc.scrollLeft || body && body.scrollLeft || 0) - (doc && doc.clientLeft || body && body.clientLeft || 0); + event.pageY = event.clientY + (doc && doc.scrollTop || body && body.scrollTop || 0) - (doc && doc.clientTop || body && body.clientTop || 0); + } + + // Add which for key events + if ( event.which == null && (event.charCode != null || event.keyCode != null) ) { + event.which = event.charCode != null ? event.charCode : event.keyCode; + } + + // Add metaKey to non-Mac browsers (use ctrl for PC's and Meta for Macs) + if ( !event.metaKey && event.ctrlKey ) { + event.metaKey = event.ctrlKey; + } + + // Add which for click: 1 === left; 2 === middle; 3 === right + // Note: button is not normalized, so don't use it + if ( !event.which && event.button !== undefined ) { + event.which = (event.button & 1 ? 1 : ( event.button & 2 ? 3 : ( event.button & 4 ? 2 : 0 ) )); + } + + return event; + }, + + // Deprecated, use jQuery.guid instead + guid: 1E8, + + // Deprecated, use jQuery.proxy instead + proxy: jQuery.proxy, + + special: { + ready: { + // Make sure the ready event is setup + setup: jQuery.bindReady, + teardown: jQuery.noop + }, + + live: { + add: function( handleObj ) { + jQuery.event.add( this, + liveConvert( handleObj.origType, handleObj.selector ), + jQuery.extend({}, handleObj, {handler: liveHandler, guid: handleObj.handler.guid}) ); + }, + + remove: function( handleObj ) { + jQuery.event.remove( this, liveConvert( handleObj.origType, handleObj.selector ), handleObj ); + } + }, + + beforeunload: { + setup: function( data, namespaces, eventHandle ) { + // We only want to do this special case on windows + if ( jQuery.isWindow( this ) ) { + this.onbeforeunload = eventHandle; + } + }, + + teardown: function( namespaces, eventHandle ) { + if ( this.onbeforeunload === eventHandle ) { + this.onbeforeunload = null; + } + } + } + } +}; + +jQuery.removeEvent = document.removeEventListener ? + function( elem, type, handle ) { + if ( elem.removeEventListener ) { + elem.removeEventListener( type, handle, false ); + } + } : + function( elem, type, handle ) { + if ( elem.detachEvent ) { + elem.detachEvent( "on" + type, handle ); + } + }; + +jQuery.Event = function( src, props ) { + // Allow instantiation without the 'new' keyword + if ( !this.preventDefault ) { + return new jQuery.Event( src, props ); + } + + // Event object + if ( src && src.type ) { + this.originalEvent = src; + this.type = src.type; + + // Events bubbling up the document may have been marked as prevented + // by a handler lower down the tree; reflect the correct value. + this.isDefaultPrevented = (src.defaultPrevented || src.returnValue === false || + src.getPreventDefault && src.getPreventDefault()) ? returnTrue : returnFalse; + + // Event type + } else { + this.type = src; + } + + // Put explicitly provided properties onto the event object + if ( props ) { + jQuery.extend( this, props ); + } + + // timeStamp is buggy for some events on Firefox(#3843) + // So we won't rely on the native value + this.timeStamp = jQuery.now(); + + // Mark it as fixed + this[ jQuery.expando ] = true; +}; + +function returnFalse() { + return false; +} +function returnTrue() { + return true; +} + +// jQuery.Event is based on DOM3 Events as specified by the ECMAScript Language Binding +// http://www.w3.org/TR/2003/WD-DOM-Level-3-Events-20030331/ecma-script-binding.html +jQuery.Event.prototype = { + preventDefault: function() { + this.isDefaultPrevented = returnTrue; + + var e = this.originalEvent; + if ( !e ) { + return; + } + + // if preventDefault exists run it on the original event + if ( e.preventDefault ) { + e.preventDefault(); + + // otherwise set the returnValue property of the original event to false (IE) + } else { + e.returnValue = false; + } + }, + stopPropagation: function() { + this.isPropagationStopped = returnTrue; + + var e = this.originalEvent; + if ( !e ) { + return; + } + // if stopPropagation exists run it on the original event + if ( e.stopPropagation ) { + e.stopPropagation(); + } + // otherwise set the cancelBubble property of the original event to true (IE) + e.cancelBubble = true; + }, + stopImmediatePropagation: function() { + this.isImmediatePropagationStopped = returnTrue; + this.stopPropagation(); + }, + isDefaultPrevented: returnFalse, + isPropagationStopped: returnFalse, + isImmediatePropagationStopped: returnFalse +}; + +// Checks if an event happened on an element within another element +// Used in jQuery.event.special.mouseenter and mouseleave handlers +var withinElement = function( event ) { + + // Check if mouse(over|out) are still within the same parent element + var related = event.relatedTarget, + inside = false, + eventType = event.type; + + event.type = event.data; + + if ( related !== this ) { + + if ( related ) { + inside = jQuery.contains( this, related ); + } + + if ( !inside ) { + + jQuery.event.handle.apply( this, arguments ); + + event.type = eventType; + } + } +}, + +// In case of event delegation, we only need to rename the event.type, +// liveHandler will take care of the rest. +delegate = function( event ) { + event.type = event.data; + jQuery.event.handle.apply( this, arguments ); +}; + +// Create mouseenter and mouseleave events +jQuery.each({ + mouseenter: "mouseover", + mouseleave: "mouseout" +}, function( orig, fix ) { + jQuery.event.special[ orig ] = { + setup: function( data ) { + jQuery.event.add( this, fix, data && data.selector ? delegate : withinElement, orig ); + }, + teardown: function( data ) { + jQuery.event.remove( this, fix, data && data.selector ? delegate : withinElement ); + } + }; +}); + +// submit delegation +if ( !jQuery.support.submitBubbles ) { + + jQuery.event.special.submit = { + setup: function( data, namespaces ) { + if ( !jQuery.nodeName( this, "form" ) ) { + jQuery.event.add(this, "click.specialSubmit", function( e ) { + // Avoid triggering error on non-existent type attribute in IE VML (#7071) + var elem = e.target, + type = jQuery.nodeName( elem, "input" ) || jQuery.nodeName( elem, "button" ) ? elem.type : ""; + + if ( (type === "submit" || type === "image") && jQuery( elem ).closest("form").length ) { + trigger( "submit", this, arguments ); + } + }); + + jQuery.event.add(this, "keypress.specialSubmit", function( e ) { + var elem = e.target, + type = jQuery.nodeName( elem, "input" ) || jQuery.nodeName( elem, "button" ) ? elem.type : ""; + + if ( (type === "text" || type === "password") && jQuery( elem ).closest("form").length && e.keyCode === 13 ) { + trigger( "submit", this, arguments ); + } + }); + + } else { + return false; + } + }, + + teardown: function( namespaces ) { + jQuery.event.remove( this, ".specialSubmit" ); + } + }; + +} + +// change delegation, happens here so we have bind. +if ( !jQuery.support.changeBubbles ) { + + var changeFilters, + + getVal = function( elem ) { + var type = jQuery.nodeName( elem, "input" ) ? elem.type : "", + val = elem.value; + + if ( type === "radio" || type === "checkbox" ) { + val = elem.checked; + + } else if ( type === "select-multiple" ) { + val = elem.selectedIndex > -1 ? + jQuery.map( elem.options, function( elem ) { + return elem.selected; + }).join("-") : + ""; + + } else if ( jQuery.nodeName( elem, "select" ) ) { + val = elem.selectedIndex; + } + + return val; + }, + + testChange = function testChange( e ) { + var elem = e.target, data, val; + + if ( !rformElems.test( elem.nodeName ) || elem.readOnly ) { + return; + } + + data = jQuery._data( elem, "_change_data" ); + val = getVal(elem); + + // the current data will be also retrieved by beforeactivate + if ( e.type !== "focusout" || elem.type !== "radio" ) { + jQuery._data( elem, "_change_data", val ); + } + + if ( data === undefined || val === data ) { + return; + } + + if ( data != null || val ) { + e.type = "change"; + e.liveFired = undefined; + jQuery.event.trigger( e, arguments[1], elem ); + } + }; + + jQuery.event.special.change = { + filters: { + focusout: testChange, + + beforedeactivate: testChange, + + click: function( e ) { + var elem = e.target, type = jQuery.nodeName( elem, "input" ) ? elem.type : ""; + + if ( type === "radio" || type === "checkbox" || jQuery.nodeName( elem, "select" ) ) { + testChange.call( this, e ); + } + }, + + // Change has to be called before submit + // Keydown will be called before keypress, which is used in submit-event delegation + keydown: function( e ) { + var elem = e.target, type = jQuery.nodeName( elem, "input" ) ? elem.type : ""; + + if ( (e.keyCode === 13 && !jQuery.nodeName( elem, "textarea" ) ) || + (e.keyCode === 32 && (type === "checkbox" || type === "radio")) || + type === "select-multiple" ) { + testChange.call( this, e ); + } + }, + + // Beforeactivate happens also before the previous element is blurred + // with this event you can't trigger a change event, but you can store + // information + beforeactivate: function( e ) { + var elem = e.target; + jQuery._data( elem, "_change_data", getVal(elem) ); + } + }, + + setup: function( data, namespaces ) { + if ( this.type === "file" ) { + return false; + } + + for ( var type in changeFilters ) { + jQuery.event.add( this, type + ".specialChange", changeFilters[type] ); + } + + return rformElems.test( this.nodeName ); + }, + + teardown: function( namespaces ) { + jQuery.event.remove( this, ".specialChange" ); + + return rformElems.test( this.nodeName ); + } + }; + + changeFilters = jQuery.event.special.change.filters; + + // Handle when the input is .focus()'d + changeFilters.focus = changeFilters.beforeactivate; +} + +function trigger( type, elem, args ) { + // Piggyback on a donor event to simulate a different one. + // Fake originalEvent to avoid donor's stopPropagation, but if the + // simulated event prevents default then we do the same on the donor. + // Don't pass args or remember liveFired; they apply to the donor event. + var event = jQuery.extend( {}, args[ 0 ] ); + event.type = type; + event.originalEvent = {}; + event.liveFired = undefined; + jQuery.event.handle.call( elem, event ); + if ( event.isDefaultPrevented() ) { + args[ 0 ].preventDefault(); + } +} + +// Create "bubbling" focus and blur events +if ( !jQuery.support.focusinBubbles ) { + jQuery.each({ focus: "focusin", blur: "focusout" }, function( orig, fix ) { + + // Attach a single capturing handler while someone wants focusin/focusout + var attaches = 0; + + jQuery.event.special[ fix ] = { + setup: function() { + if ( attaches++ === 0 ) { + document.addEventListener( orig, handler, true ); + } + }, + teardown: function() { + if ( --attaches === 0 ) { + document.removeEventListener( orig, handler, true ); + } + } + }; + + function handler( donor ) { + // Donor event is always a native one; fix it and switch its type. + // Let focusin/out handler cancel the donor focus/blur event. + var e = jQuery.event.fix( donor ); + e.type = fix; + e.originalEvent = {}; + jQuery.event.trigger( e, null, e.target ); + if ( e.isDefaultPrevented() ) { + donor.preventDefault(); + } + } + }); +} + +jQuery.each(["bind", "one"], function( i, name ) { + jQuery.fn[ name ] = function( type, data, fn ) { + var handler; + + // Handle object literals + if ( typeof type === "object" ) { + for ( var key in type ) { + this[ name ](key, data, type[key], fn); + } + return this; + } + + if ( arguments.length === 2 || data === false ) { + fn = data; + data = undefined; + } + + if ( name === "one" ) { + handler = function( event ) { + jQuery( this ).unbind( event, handler ); + return fn.apply( this, arguments ); + }; + handler.guid = fn.guid || jQuery.guid++; + } else { + handler = fn; + } + + if ( type === "unload" && name !== "one" ) { + this.one( type, data, fn ); + + } else { + for ( var i = 0, l = this.length; i < l; i++ ) { + jQuery.event.add( this[i], type, handler, data ); + } + } + + return this; + }; +}); + +jQuery.fn.extend({ + unbind: function( type, fn ) { + // Handle object literals + if ( typeof type === "object" && !type.preventDefault ) { + for ( var key in type ) { + this.unbind(key, type[key]); + } + + } else { + for ( var i = 0, l = this.length; i < l; i++ ) { + jQuery.event.remove( this[i], type, fn ); + } + } + + return this; + }, + + delegate: function( selector, types, data, fn ) { + return this.live( types, data, fn, selector ); + }, + + undelegate: function( selector, types, fn ) { + if ( arguments.length === 0 ) { + return this.unbind( "live" ); + + } else { + return this.die( types, null, fn, selector ); + } + }, + + trigger: function( type, data ) { + return this.each(function() { + jQuery.event.trigger( type, data, this ); + }); + }, + + triggerHandler: function( type, data ) { + if ( this[0] ) { + return jQuery.event.trigger( type, data, this[0], true ); + } + }, + + toggle: function( fn ) { + // Save reference to arguments for access in closure + var args = arguments, + guid = fn.guid || jQuery.guid++, + i = 0, + toggler = function( event ) { + // Figure out which function to execute + var lastToggle = ( jQuery.data( this, "lastToggle" + fn.guid ) || 0 ) % i; + jQuery.data( this, "lastToggle" + fn.guid, lastToggle + 1 ); + + // Make sure that clicks stop + event.preventDefault(); + + // and execute the function + return args[ lastToggle ].apply( this, arguments ) || false; + }; + + // link all the functions, so any of them can unbind this click handler + toggler.guid = guid; + while ( i < args.length ) { + args[ i++ ].guid = guid; + } + + return this.click( toggler ); + }, + + hover: function( fnOver, fnOut ) { + return this.mouseenter( fnOver ).mouseleave( fnOut || fnOver ); + } +}); + +var liveMap = { + focus: "focusin", + blur: "focusout", + mouseenter: "mouseover", + mouseleave: "mouseout" +}; + +jQuery.each(["live", "die"], function( i, name ) { + jQuery.fn[ name ] = function( types, data, fn, origSelector /* Internal Use Only */ ) { + var type, i = 0, match, namespaces, preType, + selector = origSelector || this.selector, + context = origSelector ? this : jQuery( this.context ); + + if ( typeof types === "object" && !types.preventDefault ) { + for ( var key in types ) { + context[ name ]( key, data, types[key], selector ); + } + + return this; + } + + if ( name === "die" && !types && + origSelector && origSelector.charAt(0) === "." ) { + + context.unbind( origSelector ); + + return this; + } + + if ( data === false || jQuery.isFunction( data ) ) { + fn = data || returnFalse; + data = undefined; + } + + types = (types || "").split(" "); + + while ( (type = types[ i++ ]) != null ) { + match = rnamespaces.exec( type ); + namespaces = ""; + + if ( match ) { + namespaces = match[0]; + type = type.replace( rnamespaces, "" ); + } + + if ( type === "hover" ) { + types.push( "mouseenter" + namespaces, "mouseleave" + namespaces ); + continue; + } + + preType = type; + + if ( liveMap[ type ] ) { + types.push( liveMap[ type ] + namespaces ); + type = type + namespaces; + + } else { + type = (liveMap[ type ] || type) + namespaces; + } + + if ( name === "live" ) { + // bind live handler + for ( var j = 0, l = context.length; j < l; j++ ) { + jQuery.event.add( context[j], "live." + liveConvert( type, selector ), + { data: data, selector: selector, handler: fn, origType: type, origHandler: fn, preType: preType } ); + } + + } else { + // unbind live handler + context.unbind( "live." + liveConvert( type, selector ), fn ); + } + } + + return this; + }; +}); + +function liveHandler( event ) { + var stop, maxLevel, related, match, handleObj, elem, j, i, l, data, close, namespace, ret, + elems = [], + selectors = [], + events = jQuery._data( this, "events" ); + + // Make sure we avoid non-left-click bubbling in Firefox (#3861) and disabled elements in IE (#6911) + if ( event.liveFired === this || !events || !events.live || event.target.disabled || event.button && event.type === "click" ) { + return; + } + + if ( event.namespace ) { + namespace = new RegExp("(^|\\.)" + event.namespace.split(".").join("\\.(?:.*\\.)?") + "(\\.|$)"); + } + + event.liveFired = this; + + var live = events.live.slice(0); + + for ( j = 0; j < live.length; j++ ) { + handleObj = live[j]; + + if ( handleObj.origType.replace( rnamespaces, "" ) === event.type ) { + selectors.push( handleObj.selector ); + + } else { + live.splice( j--, 1 ); + } + } + + match = jQuery( event.target ).closest( selectors, event.currentTarget ); + + for ( i = 0, l = match.length; i < l; i++ ) { + close = match[i]; + + for ( j = 0; j < live.length; j++ ) { + handleObj = live[j]; + + if ( close.selector === handleObj.selector && (!namespace || namespace.test( handleObj.namespace )) && !close.elem.disabled ) { + elem = close.elem; + related = null; + + // Those two events require additional checking + if ( handleObj.preType === "mouseenter" || handleObj.preType === "mouseleave" ) { + event.type = handleObj.preType; + related = jQuery( event.relatedTarget ).closest( handleObj.selector )[0]; + + // Make sure not to accidentally match a child element with the same selector + if ( related && jQuery.contains( elem, related ) ) { + related = elem; + } + } + + if ( !related || related !== elem ) { + elems.push({ elem: elem, handleObj: handleObj, level: close.level }); + } + } + } + } + + for ( i = 0, l = elems.length; i < l; i++ ) { + match = elems[i]; + + if ( maxLevel && match.level > maxLevel ) { + break; + } + + event.currentTarget = match.elem; + event.data = match.handleObj.data; + event.handleObj = match.handleObj; + + ret = match.handleObj.origHandler.apply( match.elem, arguments ); + + if ( ret === false || event.isPropagationStopped() ) { + maxLevel = match.level; + + if ( ret === false ) { + stop = false; + } + if ( event.isImmediatePropagationStopped() ) { + break; + } + } + } + + return stop; +} + +function liveConvert( type, selector ) { + return (type && type !== "*" ? type + "." : "") + selector.replace(rperiod, "`").replace(rspaces, "&"); +} + +jQuery.each( ("blur focus focusin focusout load resize scroll unload click dblclick " + + "mousedown mouseup mousemove mouseover mouseout mouseenter mouseleave " + + "change select submit keydown keypress keyup error").split(" "), function( i, name ) { + + // Handle event binding + jQuery.fn[ name ] = function( data, fn ) { + if ( fn == null ) { + fn = data; + data = null; + } + + return arguments.length > 0 ? + this.bind( name, data, fn ) : + this.trigger( name ); + }; + + if ( jQuery.attrFn ) { + jQuery.attrFn[ name ] = true; + } +}); + + + +/*! + * Sizzle CSS Selector Engine + * Copyright 2011, The Dojo Foundation + * Released under the MIT, BSD, and GPL Licenses. + * More information: http://sizzlejs.com/ + */ +(function(){ + +var chunker = /((?:\((?:\([^()]+\)|[^()]+)+\)|\[(?:\[[^\[\]]*\]|['"][^'"]*['"]|[^\[\]'"]+)+\]|\\.|[^ >+~,(\[\\]+)+|[>+~])(\s*,\s*)?((?:.|\r|\n)*)/g, + done = 0, + toString = Object.prototype.toString, + hasDuplicate = false, + baseHasDuplicate = true, + rBackslash = /\\/g, + rNonWord = /\W/; + +// Here we check if the JavaScript engine is using some sort of +// optimization where it does not always call our comparision +// function. If that is the case, discard the hasDuplicate value. +// Thus far that includes Google Chrome. +[0, 0].sort(function() { + baseHasDuplicate = false; + return 0; +}); + +var Sizzle = function( selector, context, results, seed ) { + results = results || []; + context = context || document; + + var origContext = context; + + if ( context.nodeType !== 1 && context.nodeType !== 9 ) { + return []; + } + + if ( !selector || typeof selector !== "string" ) { + return results; + } + + var m, set, checkSet, extra, ret, cur, pop, i, + prune = true, + contextXML = Sizzle.isXML( context ), + parts = [], + soFar = selector; + + // Reset the position of the chunker regexp (start from head) + do { + chunker.exec( "" ); + m = chunker.exec( soFar ); + + if ( m ) { + soFar = m[3]; + + parts.push( m[1] ); + + if ( m[2] ) { + extra = m[3]; + break; + } + } + } while ( m ); + + if ( parts.length > 1 && origPOS.exec( selector ) ) { + + if ( parts.length === 2 && Expr.relative[ parts[0] ] ) { + set = posProcess( parts[0] + parts[1], context ); + + } else { + set = Expr.relative[ parts[0] ] ? + [ context ] : + Sizzle( parts.shift(), context ); + + while ( parts.length ) { + selector = parts.shift(); + + if ( Expr.relative[ selector ] ) { + selector += parts.shift(); + } + + set = posProcess( selector, set ); + } + } + + } else { + // Take a shortcut and set the context if the root selector is an ID + // (but not if it'll be faster if the inner selector is an ID) + if ( !seed && parts.length > 1 && context.nodeType === 9 && !contextXML && + Expr.match.ID.test(parts[0]) && !Expr.match.ID.test(parts[parts.length - 1]) ) { + + ret = Sizzle.find( parts.shift(), context, contextXML ); + context = ret.expr ? + Sizzle.filter( ret.expr, ret.set )[0] : + ret.set[0]; + } + + if ( context ) { + ret = seed ? + { expr: parts.pop(), set: makeArray(seed) } : + Sizzle.find( parts.pop(), parts.length === 1 && (parts[0] === "~" || parts[0] === "+") && context.parentNode ? context.parentNode : context, contextXML ); + + set = ret.expr ? + Sizzle.filter( ret.expr, ret.set ) : + ret.set; + + if ( parts.length > 0 ) { + checkSet = makeArray( set ); + + } else { + prune = false; + } + + while ( parts.length ) { + cur = parts.pop(); + pop = cur; + + if ( !Expr.relative[ cur ] ) { + cur = ""; + } else { + pop = parts.pop(); + } + + if ( pop == null ) { + pop = context; + } + + Expr.relative[ cur ]( checkSet, pop, contextXML ); + } + + } else { + checkSet = parts = []; + } + } + + if ( !checkSet ) { + checkSet = set; + } + + if ( !checkSet ) { + Sizzle.error( cur || selector ); + } + + if ( toString.call(checkSet) === "[object Array]" ) { + if ( !prune ) { + results.push.apply( results, checkSet ); + + } else if ( context && context.nodeType === 1 ) { + for ( i = 0; checkSet[i] != null; i++ ) { + if ( checkSet[i] && (checkSet[i] === true || checkSet[i].nodeType === 1 && Sizzle.contains(context, checkSet[i])) ) { + results.push( set[i] ); + } + } + + } else { + for ( i = 0; checkSet[i] != null; i++ ) { + if ( checkSet[i] && checkSet[i].nodeType === 1 ) { + results.push( set[i] ); + } + } + } + + } else { + makeArray( checkSet, results ); + } + + if ( extra ) { + Sizzle( extra, origContext, results, seed ); + Sizzle.uniqueSort( results ); + } + + return results; +}; + +Sizzle.uniqueSort = function( results ) { + if ( sortOrder ) { + hasDuplicate = baseHasDuplicate; + results.sort( sortOrder ); + + if ( hasDuplicate ) { + for ( var i = 1; i < results.length; i++ ) { + if ( results[i] === results[ i - 1 ] ) { + results.splice( i--, 1 ); + } + } + } + } + + return results; +}; + +Sizzle.matches = function( expr, set ) { + return Sizzle( expr, null, null, set ); +}; + +Sizzle.matchesSelector = function( node, expr ) { + return Sizzle( expr, null, null, [node] ).length > 0; +}; + +Sizzle.find = function( expr, context, isXML ) { + var set; + + if ( !expr ) { + return []; + } + + for ( var i = 0, l = Expr.order.length; i < l; i++ ) { + var match, + type = Expr.order[i]; + + if ( (match = Expr.leftMatch[ type ].exec( expr )) ) { + var left = match[1]; + match.splice( 1, 1 ); + + if ( left.substr( left.length - 1 ) !== "\\" ) { + match[1] = (match[1] || "").replace( rBackslash, "" ); + set = Expr.find[ type ]( match, context, isXML ); + + if ( set != null ) { + expr = expr.replace( Expr.match[ type ], "" ); + break; + } + } + } + } + + if ( !set ) { + set = typeof context.getElementsByTagName !== "undefined" ? + context.getElementsByTagName( "*" ) : + []; + } + + return { set: set, expr: expr }; +}; + +Sizzle.filter = function( expr, set, inplace, not ) { + var match, anyFound, + old = expr, + result = [], + curLoop = set, + isXMLFilter = set && set[0] && Sizzle.isXML( set[0] ); + + while ( expr && set.length ) { + for ( var type in Expr.filter ) { + if ( (match = Expr.leftMatch[ type ].exec( expr )) != null && match[2] ) { + var found, item, + filter = Expr.filter[ type ], + left = match[1]; + + anyFound = false; + + match.splice(1,1); + + if ( left.substr( left.length - 1 ) === "\\" ) { + continue; + } + + if ( curLoop === result ) { + result = []; + } + + if ( Expr.preFilter[ type ] ) { + match = Expr.preFilter[ type ]( match, curLoop, inplace, result, not, isXMLFilter ); + + if ( !match ) { + anyFound = found = true; + + } else if ( match === true ) { + continue; + } + } + + if ( match ) { + for ( var i = 0; (item = curLoop[i]) != null; i++ ) { + if ( item ) { + found = filter( item, match, i, curLoop ); + var pass = not ^ !!found; + + if ( inplace && found != null ) { + if ( pass ) { + anyFound = true; + + } else { + curLoop[i] = false; + } + + } else if ( pass ) { + result.push( item ); + anyFound = true; + } + } + } + } + + if ( found !== undefined ) { + if ( !inplace ) { + curLoop = result; + } + + expr = expr.replace( Expr.match[ type ], "" ); + + if ( !anyFound ) { + return []; + } + + break; + } + } + } + + // Improper expression + if ( expr === old ) { + if ( anyFound == null ) { + Sizzle.error( expr ); + + } else { + break; + } + } + + old = expr; + } + + return curLoop; +}; + +Sizzle.error = function( msg ) { + throw "Syntax error, unrecognized expression: " + msg; +}; + +var Expr = Sizzle.selectors = { + order: [ "ID", "NAME", "TAG" ], + + match: { + ID: /#((?:[\w\u00c0-\uFFFF\-]|\\.)+)/, + CLASS: /\.((?:[\w\u00c0-\uFFFF\-]|\\.)+)/, + NAME: /\[name=['"]*((?:[\w\u00c0-\uFFFF\-]|\\.)+)['"]*\]/, + ATTR: /\[\s*((?:[\w\u00c0-\uFFFF\-]|\\.)+)\s*(?:(\S?=)\s*(?:(['"])(.*?)\3|(#?(?:[\w\u00c0-\uFFFF\-]|\\.)*)|)|)\s*\]/, + TAG: /^((?:[\w\u00c0-\uFFFF\*\-]|\\.)+)/, + CHILD: /:(only|nth|last|first)-child(?:\(\s*(even|odd|(?:[+\-]?\d+|(?:[+\-]?\d*)?n\s*(?:[+\-]\s*\d+)?))\s*\))?/, + POS: /:(nth|eq|gt|lt|first|last|even|odd)(?:\((\d*)\))?(?=[^\-]|$)/, + PSEUDO: /:((?:[\w\u00c0-\uFFFF\-]|\\.)+)(?:\((['"]?)((?:\([^\)]+\)|[^\(\)]*)+)\2\))?/ + }, + + leftMatch: {}, + + attrMap: { + "class": "className", + "for": "htmlFor" + }, + + attrHandle: { + href: function( elem ) { + return elem.getAttribute( "href" ); + }, + type: function( elem ) { + return elem.getAttribute( "type" ); + } + }, + + relative: { + "+": function(checkSet, part){ + var isPartStr = typeof part === "string", + isTag = isPartStr && !rNonWord.test( part ), + isPartStrNotTag = isPartStr && !isTag; + + if ( isTag ) { + part = part.toLowerCase(); + } + + for ( var i = 0, l = checkSet.length, elem; i < l; i++ ) { + if ( (elem = checkSet[i]) ) { + while ( (elem = elem.previousSibling) && elem.nodeType !== 1 ) {} + + checkSet[i] = isPartStrNotTag || elem && elem.nodeName.toLowerCase() === part ? + elem || false : + elem === part; + } + } + + if ( isPartStrNotTag ) { + Sizzle.filter( part, checkSet, true ); + } + }, + + ">": function( checkSet, part ) { + var elem, + isPartStr = typeof part === "string", + i = 0, + l = checkSet.length; + + if ( isPartStr && !rNonWord.test( part ) ) { + part = part.toLowerCase(); + + for ( ; i < l; i++ ) { + elem = checkSet[i]; + + if ( elem ) { + var parent = elem.parentNode; + checkSet[i] = parent.nodeName.toLowerCase() === part ? parent : false; + } + } + + } else { + for ( ; i < l; i++ ) { + elem = checkSet[i]; + + if ( elem ) { + checkSet[i] = isPartStr ? + elem.parentNode : + elem.parentNode === part; + } + } + + if ( isPartStr ) { + Sizzle.filter( part, checkSet, true ); + } + } + }, + + "": function(checkSet, part, isXML){ + var nodeCheck, + doneName = done++, + checkFn = dirCheck; + + if ( typeof part === "string" && !rNonWord.test( part ) ) { + part = part.toLowerCase(); + nodeCheck = part; + checkFn = dirNodeCheck; + } + + checkFn( "parentNode", part, doneName, checkSet, nodeCheck, isXML ); + }, + + "~": function( checkSet, part, isXML ) { + var nodeCheck, + doneName = done++, + checkFn = dirCheck; + + if ( typeof part === "string" && !rNonWord.test( part ) ) { + part = part.toLowerCase(); + nodeCheck = part; + checkFn = dirNodeCheck; + } + + checkFn( "previousSibling", part, doneName, checkSet, nodeCheck, isXML ); + } + }, + + find: { + ID: function( match, context, isXML ) { + if ( typeof context.getElementById !== "undefined" && !isXML ) { + var m = context.getElementById(match[1]); + // Check parentNode to catch when Blackberry 4.6 returns + // nodes that are no longer in the document #6963 + return m && m.parentNode ? [m] : []; + } + }, + + NAME: function( match, context ) { + if ( typeof context.getElementsByName !== "undefined" ) { + var ret = [], + results = context.getElementsByName( match[1] ); + + for ( var i = 0, l = results.length; i < l; i++ ) { + if ( results[i].getAttribute("name") === match[1] ) { + ret.push( results[i] ); + } + } + + return ret.length === 0 ? null : ret; + } + }, + + TAG: function( match, context ) { + if ( typeof context.getElementsByTagName !== "undefined" ) { + return context.getElementsByTagName( match[1] ); + } + } + }, + preFilter: { + CLASS: function( match, curLoop, inplace, result, not, isXML ) { + match = " " + match[1].replace( rBackslash, "" ) + " "; + + if ( isXML ) { + return match; + } + + for ( var i = 0, elem; (elem = curLoop[i]) != null; i++ ) { + if ( elem ) { + if ( not ^ (elem.className && (" " + elem.className + " ").replace(/[\t\n\r]/g, " ").indexOf(match) >= 0) ) { + if ( !inplace ) { + result.push( elem ); + } + + } else if ( inplace ) { + curLoop[i] = false; + } + } + } + + return false; + }, + + ID: function( match ) { + return match[1].replace( rBackslash, "" ); + }, + + TAG: function( match, curLoop ) { + return match[1].replace( rBackslash, "" ).toLowerCase(); + }, + + CHILD: function( match ) { + if ( match[1] === "nth" ) { + if ( !match[2] ) { + Sizzle.error( match[0] ); + } + + match[2] = match[2].replace(/^\+|\s*/g, ''); + + // parse equations like 'even', 'odd', '5', '2n', '3n+2', '4n-1', '-n+6' + var test = /(-?)(\d*)(?:n([+\-]?\d*))?/.exec( + match[2] === "even" && "2n" || match[2] === "odd" && "2n+1" || + !/\D/.test( match[2] ) && "0n+" + match[2] || match[2]); + + // calculate the numbers (first)n+(last) including if they are negative + match[2] = (test[1] + (test[2] || 1)) - 0; + match[3] = test[3] - 0; + } + else if ( match[2] ) { + Sizzle.error( match[0] ); + } + + // TODO: Move to normal caching system + match[0] = done++; + + return match; + }, + + ATTR: function( match, curLoop, inplace, result, not, isXML ) { + var name = match[1] = match[1].replace( rBackslash, "" ); + + if ( !isXML && Expr.attrMap[name] ) { + match[1] = Expr.attrMap[name]; + } + + // Handle if an un-quoted value was used + match[4] = ( match[4] || match[5] || "" ).replace( rBackslash, "" ); + + if ( match[2] === "~=" ) { + match[4] = " " + match[4] + " "; + } + + return match; + }, + + PSEUDO: function( match, curLoop, inplace, result, not ) { + if ( match[1] === "not" ) { + // If we're dealing with a complex expression, or a simple one + if ( ( chunker.exec(match[3]) || "" ).length > 1 || /^\w/.test(match[3]) ) { + match[3] = Sizzle(match[3], null, null, curLoop); + + } else { + var ret = Sizzle.filter(match[3], curLoop, inplace, true ^ not); + + if ( !inplace ) { + result.push.apply( result, ret ); + } + + return false; + } + + } else if ( Expr.match.POS.test( match[0] ) || Expr.match.CHILD.test( match[0] ) ) { + return true; + } + + return match; + }, + + POS: function( match ) { + match.unshift( true ); + + return match; + } + }, + + filters: { + enabled: function( elem ) { + return elem.disabled === false && elem.type !== "hidden"; + }, + + disabled: function( elem ) { + return elem.disabled === true; + }, + + checked: function( elem ) { + return elem.checked === true; + }, + + selected: function( elem ) { + // Accessing this property makes selected-by-default + // options in Safari work properly + if ( elem.parentNode ) { + elem.parentNode.selectedIndex; + } + + return elem.selected === true; + }, + + parent: function( elem ) { + return !!elem.firstChild; + }, + + empty: function( elem ) { + return !elem.firstChild; + }, + + has: function( elem, i, match ) { + return !!Sizzle( match[3], elem ).length; + }, + + header: function( elem ) { + return (/h\d/i).test( elem.nodeName ); + }, + + text: function( elem ) { + var attr = elem.getAttribute( "type" ), type = elem.type; + // IE6 and 7 will map elem.type to 'text' for new HTML5 types (search, etc) + // use getAttribute instead to test this case + return elem.nodeName.toLowerCase() === "input" && "text" === type && ( attr === type || attr === null ); + }, + + radio: function( elem ) { + return elem.nodeName.toLowerCase() === "input" && "radio" === elem.type; + }, + + checkbox: function( elem ) { + return elem.nodeName.toLowerCase() === "input" && "checkbox" === elem.type; + }, + + file: function( elem ) { + return elem.nodeName.toLowerCase() === "input" && "file" === elem.type; + }, + + password: function( elem ) { + return elem.nodeName.toLowerCase() === "input" && "password" === elem.type; + }, + + submit: function( elem ) { + var name = elem.nodeName.toLowerCase(); + return (name === "input" || name === "button") && "submit" === elem.type; + }, + + image: function( elem ) { + return elem.nodeName.toLowerCase() === "input" && "image" === elem.type; + }, + + reset: function( elem ) { + var name = elem.nodeName.toLowerCase(); + return (name === "input" || name === "button") && "reset" === elem.type; + }, + + button: function( elem ) { + var name = elem.nodeName.toLowerCase(); + return name === "input" && "button" === elem.type || name === "button"; + }, + + input: function( elem ) { + return (/input|select|textarea|button/i).test( elem.nodeName ); + }, + + focus: function( elem ) { + return elem === elem.ownerDocument.activeElement; + } + }, + setFilters: { + first: function( elem, i ) { + return i === 0; + }, + + last: function( elem, i, match, array ) { + return i === array.length - 1; + }, + + even: function( elem, i ) { + return i % 2 === 0; + }, + + odd: function( elem, i ) { + return i % 2 === 1; + }, + + lt: function( elem, i, match ) { + return i < match[3] - 0; + }, + + gt: function( elem, i, match ) { + return i > match[3] - 0; + }, + + nth: function( elem, i, match ) { + return match[3] - 0 === i; + }, + + eq: function( elem, i, match ) { + return match[3] - 0 === i; + } + }, + filter: { + PSEUDO: function( elem, match, i, array ) { + var name = match[1], + filter = Expr.filters[ name ]; + + if ( filter ) { + return filter( elem, i, match, array ); + + } else if ( name === "contains" ) { + return (elem.textContent || elem.innerText || Sizzle.getText([ elem ]) || "").indexOf(match[3]) >= 0; + + } else if ( name === "not" ) { + var not = match[3]; + + for ( var j = 0, l = not.length; j < l; j++ ) { + if ( not[j] === elem ) { + return false; + } + } + + return true; + + } else { + Sizzle.error( name ); + } + }, + + CHILD: function( elem, match ) { + var type = match[1], + node = elem; + + switch ( type ) { + case "only": + case "first": + while ( (node = node.previousSibling) ) { + if ( node.nodeType === 1 ) { + return false; + } + } + + if ( type === "first" ) { + return true; + } + + node = elem; + + case "last": + while ( (node = node.nextSibling) ) { + if ( node.nodeType === 1 ) { + return false; + } + } + + return true; + + case "nth": + var first = match[2], + last = match[3]; + + if ( first === 1 && last === 0 ) { + return true; + } + + var doneName = match[0], + parent = elem.parentNode; + + if ( parent && (parent.sizcache !== doneName || !elem.nodeIndex) ) { + var count = 0; + + for ( node = parent.firstChild; node; node = node.nextSibling ) { + if ( node.nodeType === 1 ) { + node.nodeIndex = ++count; + } + } + + parent.sizcache = doneName; + } + + var diff = elem.nodeIndex - last; + + if ( first === 0 ) { + return diff === 0; + + } else { + return ( diff % first === 0 && diff / first >= 0 ); + } + } + }, + + ID: function( elem, match ) { + return elem.nodeType === 1 && elem.getAttribute("id") === match; + }, + + TAG: function( elem, match ) { + return (match === "*" && elem.nodeType === 1) || elem.nodeName.toLowerCase() === match; + }, + + CLASS: function( elem, match ) { + return (" " + (elem.className || elem.getAttribute("class")) + " ") + .indexOf( match ) > -1; + }, + + ATTR: function( elem, match ) { + var name = match[1], + result = Expr.attrHandle[ name ] ? + Expr.attrHandle[ name ]( elem ) : + elem[ name ] != null ? + elem[ name ] : + elem.getAttribute( name ), + value = result + "", + type = match[2], + check = match[4]; + + return result == null ? + type === "!=" : + type === "=" ? + value === check : + type === "*=" ? + value.indexOf(check) >= 0 : + type === "~=" ? + (" " + value + " ").indexOf(check) >= 0 : + !check ? + value && result !== false : + type === "!=" ? + value !== check : + type === "^=" ? + value.indexOf(check) === 0 : + type === "$=" ? + value.substr(value.length - check.length) === check : + type === "|=" ? + value === check || value.substr(0, check.length + 1) === check + "-" : + false; + }, + + POS: function( elem, match, i, array ) { + var name = match[2], + filter = Expr.setFilters[ name ]; + + if ( filter ) { + return filter( elem, i, match, array ); + } + } + } +}; + +var origPOS = Expr.match.POS, + fescape = function(all, num){ + return "\\" + (num - 0 + 1); + }; + +for ( var type in Expr.match ) { + Expr.match[ type ] = new RegExp( Expr.match[ type ].source + (/(?![^\[]*\])(?![^\(]*\))/.source) ); + Expr.leftMatch[ type ] = new RegExp( /(^(?:.|\r|\n)*?)/.source + Expr.match[ type ].source.replace(/\\(\d+)/g, fescape) ); +} + +var makeArray = function( array, results ) { + array = Array.prototype.slice.call( array, 0 ); + + if ( results ) { + results.push.apply( results, array ); + return results; + } + + return array; +}; + +// Perform a simple check to determine if the browser is capable of +// converting a NodeList to an array using builtin methods. +// Also verifies that the returned array holds DOM nodes +// (which is not the case in the Blackberry browser) +try { + Array.prototype.slice.call( document.documentElement.childNodes, 0 )[0].nodeType; + +// Provide a fallback method if it does not work +} catch( e ) { + makeArray = function( array, results ) { + var i = 0, + ret = results || []; + + if ( toString.call(array) === "[object Array]" ) { + Array.prototype.push.apply( ret, array ); + + } else { + if ( typeof array.length === "number" ) { + for ( var l = array.length; i < l; i++ ) { + ret.push( array[i] ); + } + + } else { + for ( ; array[i]; i++ ) { + ret.push( array[i] ); + } + } + } + + return ret; + }; +} + +var sortOrder, siblingCheck; + +if ( document.documentElement.compareDocumentPosition ) { + sortOrder = function( a, b ) { + if ( a === b ) { + hasDuplicate = true; + return 0; + } + + if ( !a.compareDocumentPosition || !b.compareDocumentPosition ) { + return a.compareDocumentPosition ? -1 : 1; + } + + return a.compareDocumentPosition(b) & 4 ? -1 : 1; + }; + +} else { + sortOrder = function( a, b ) { + // The nodes are identical, we can exit early + if ( a === b ) { + hasDuplicate = true; + return 0; + + // Fallback to using sourceIndex (in IE) if it's available on both nodes + } else if ( a.sourceIndex && b.sourceIndex ) { + return a.sourceIndex - b.sourceIndex; + } + + var al, bl, + ap = [], + bp = [], + aup = a.parentNode, + bup = b.parentNode, + cur = aup; + + // If the nodes are siblings (or identical) we can do a quick check + if ( aup === bup ) { + return siblingCheck( a, b ); + + // If no parents were found then the nodes are disconnected + } else if ( !aup ) { + return -1; + + } else if ( !bup ) { + return 1; + } + + // Otherwise they're somewhere else in the tree so we need + // to build up a full list of the parentNodes for comparison + while ( cur ) { + ap.unshift( cur ); + cur = cur.parentNode; + } + + cur = bup; + + while ( cur ) { + bp.unshift( cur ); + cur = cur.parentNode; + } + + al = ap.length; + bl = bp.length; + + // Start walking down the tree looking for a discrepancy + for ( var i = 0; i < al && i < bl; i++ ) { + if ( ap[i] !== bp[i] ) { + return siblingCheck( ap[i], bp[i] ); + } + } + + // We ended someplace up the tree so do a sibling check + return i === al ? + siblingCheck( a, bp[i], -1 ) : + siblingCheck( ap[i], b, 1 ); + }; + + siblingCheck = function( a, b, ret ) { + if ( a === b ) { + return ret; + } + + var cur = a.nextSibling; + + while ( cur ) { + if ( cur === b ) { + return -1; + } + + cur = cur.nextSibling; + } + + return 1; + }; +} + +// Utility function for retreiving the text value of an array of DOM nodes +Sizzle.getText = function( elems ) { + var ret = "", elem; + + for ( var i = 0; elems[i]; i++ ) { + elem = elems[i]; + + // Get the text from text nodes and CDATA nodes + if ( elem.nodeType === 3 || elem.nodeType === 4 ) { + ret += elem.nodeValue; + + // Traverse everything else, except comment nodes + } else if ( elem.nodeType !== 8 ) { + ret += Sizzle.getText( elem.childNodes ); + } + } + + return ret; +}; + +// Check to see if the browser returns elements by name when +// querying by getElementById (and provide a workaround) +(function(){ + // We're going to inject a fake input element with a specified name + var form = document.createElement("div"), + id = "script" + (new Date()).getTime(), + root = document.documentElement; + + form.innerHTML = ""; + + // Inject it into the root element, check its status, and remove it quickly + root.insertBefore( form, root.firstChild ); + + // The workaround has to do additional checks after a getElementById + // Which slows things down for other browsers (hence the branching) + if ( document.getElementById( id ) ) { + Expr.find.ID = function( match, context, isXML ) { + if ( typeof context.getElementById !== "undefined" && !isXML ) { + var m = context.getElementById(match[1]); + + return m ? + m.id === match[1] || typeof m.getAttributeNode !== "undefined" && m.getAttributeNode("id").nodeValue === match[1] ? + [m] : + undefined : + []; + } + }; + + Expr.filter.ID = function( elem, match ) { + var node = typeof elem.getAttributeNode !== "undefined" && elem.getAttributeNode("id"); + + return elem.nodeType === 1 && node && node.nodeValue === match; + }; + } + + root.removeChild( form ); + + // release memory in IE + root = form = null; +})(); + +(function(){ + // Check to see if the browser returns only elements + // when doing getElementsByTagName("*") + + // Create a fake element + var div = document.createElement("div"); + div.appendChild( document.createComment("") ); + + // Make sure no comments are found + if ( div.getElementsByTagName("*").length > 0 ) { + Expr.find.TAG = function( match, context ) { + var results = context.getElementsByTagName( match[1] ); + + // Filter out possible comments + if ( match[1] === "*" ) { + var tmp = []; + + for ( var i = 0; results[i]; i++ ) { + if ( results[i].nodeType === 1 ) { + tmp.push( results[i] ); + } + } + + results = tmp; + } + + return results; + }; + } + + // Check to see if an attribute returns normalized href attributes + div.innerHTML = ""; + + if ( div.firstChild && typeof div.firstChild.getAttribute !== "undefined" && + div.firstChild.getAttribute("href") !== "#" ) { + + Expr.attrHandle.href = function( elem ) { + return elem.getAttribute( "href", 2 ); + }; + } + + // release memory in IE + div = null; +})(); + +if ( document.querySelectorAll ) { + (function(){ + var oldSizzle = Sizzle, + div = document.createElement("div"), + id = "__sizzle__"; + + div.innerHTML = "

"; + + // Safari can't handle uppercase or unicode characters when + // in quirks mode. + if ( div.querySelectorAll && div.querySelectorAll(".TEST").length === 0 ) { + return; + } + + Sizzle = function( query, context, extra, seed ) { + context = context || document; + + // Only use querySelectorAll on non-XML documents + // (ID selectors don't work in non-HTML documents) + if ( !seed && !Sizzle.isXML(context) ) { + // See if we find a selector to speed up + var match = /^(\w+$)|^\.([\w\-]+$)|^#([\w\-]+$)/.exec( query ); + + if ( match && (context.nodeType === 1 || context.nodeType === 9) ) { + // Speed-up: Sizzle("TAG") + if ( match[1] ) { + return makeArray( context.getElementsByTagName( query ), extra ); + + // Speed-up: Sizzle(".CLASS") + } else if ( match[2] && Expr.find.CLASS && context.getElementsByClassName ) { + return makeArray( context.getElementsByClassName( match[2] ), extra ); + } + } + + if ( context.nodeType === 9 ) { + // Speed-up: Sizzle("body") + // The body element only exists once, optimize finding it + if ( query === "body" && context.body ) { + return makeArray( [ context.body ], extra ); + + // Speed-up: Sizzle("#ID") + } else if ( match && match[3] ) { + var elem = context.getElementById( match[3] ); + + // Check parentNode to catch when Blackberry 4.6 returns + // nodes that are no longer in the document #6963 + if ( elem && elem.parentNode ) { + // Handle the case where IE and Opera return items + // by name instead of ID + if ( elem.id === match[3] ) { + return makeArray( [ elem ], extra ); + } + + } else { + return makeArray( [], extra ); + } + } + + try { + return makeArray( context.querySelectorAll(query), extra ); + } catch(qsaError) {} + + // qSA works strangely on Element-rooted queries + // We can work around this by specifying an extra ID on the root + // and working up from there (Thanks to Andrew Dupont for the technique) + // IE 8 doesn't work on object elements + } else if ( context.nodeType === 1 && context.nodeName.toLowerCase() !== "object" ) { + var oldContext = context, + old = context.getAttribute( "id" ), + nid = old || id, + hasParent = context.parentNode, + relativeHierarchySelector = /^\s*[+~]/.test( query ); + + if ( !old ) { + context.setAttribute( "id", nid ); + } else { + nid = nid.replace( /'/g, "\\$&" ); + } + if ( relativeHierarchySelector && hasParent ) { + context = context.parentNode; + } + + try { + if ( !relativeHierarchySelector || hasParent ) { + return makeArray( context.querySelectorAll( "[id='" + nid + "'] " + query ), extra ); + } + + } catch(pseudoError) { + } finally { + if ( !old ) { + oldContext.removeAttribute( "id" ); + } + } + } + } + + return oldSizzle(query, context, extra, seed); + }; + + for ( var prop in oldSizzle ) { + Sizzle[ prop ] = oldSizzle[ prop ]; + } + + // release memory in IE + div = null; + })(); +} + +(function(){ + var html = document.documentElement, + matches = html.matchesSelector || html.mozMatchesSelector || html.webkitMatchesSelector || html.msMatchesSelector; + + if ( matches ) { + // Check to see if it's possible to do matchesSelector + // on a disconnected node (IE 9 fails this) + var disconnectedMatch = !matches.call( document.createElement( "div" ), "div" ), + pseudoWorks = false; + + try { + // This should fail with an exception + // Gecko does not error, returns false instead + matches.call( document.documentElement, "[test!='']:sizzle" ); + + } catch( pseudoError ) { + pseudoWorks = true; + } + + Sizzle.matchesSelector = function( node, expr ) { + // Make sure that attribute selectors are quoted + expr = expr.replace(/\=\s*([^'"\]]*)\s*\]/g, "='$1']"); + + if ( !Sizzle.isXML( node ) ) { + try { + if ( pseudoWorks || !Expr.match.PSEUDO.test( expr ) && !/!=/.test( expr ) ) { + var ret = matches.call( node, expr ); + + // IE 9's matchesSelector returns false on disconnected nodes + if ( ret || !disconnectedMatch || + // As well, disconnected nodes are said to be in a document + // fragment in IE 9, so check for that + node.document && node.document.nodeType !== 11 ) { + return ret; + } + } + } catch(e) {} + } + + return Sizzle(expr, null, null, [node]).length > 0; + }; + } +})(); + +(function(){ + var div = document.createElement("div"); + + div.innerHTML = "
"; + + // Opera can't find a second classname (in 9.6) + // Also, make sure that getElementsByClassName actually exists + if ( !div.getElementsByClassName || div.getElementsByClassName("e").length === 0 ) { + return; + } + + // Safari caches class attributes, doesn't catch changes (in 3.2) + div.lastChild.className = "e"; + + if ( div.getElementsByClassName("e").length === 1 ) { + return; + } + + Expr.order.splice(1, 0, "CLASS"); + Expr.find.CLASS = function( match, context, isXML ) { + if ( typeof context.getElementsByClassName !== "undefined" && !isXML ) { + return context.getElementsByClassName(match[1]); + } + }; + + // release memory in IE + div = null; +})(); + +function dirNodeCheck( dir, cur, doneName, checkSet, nodeCheck, isXML ) { + for ( var i = 0, l = checkSet.length; i < l; i++ ) { + var elem = checkSet[i]; + + if ( elem ) { + var match = false; + + elem = elem[dir]; + + while ( elem ) { + if ( elem.sizcache === doneName ) { + match = checkSet[elem.sizset]; + break; + } + + if ( elem.nodeType === 1 && !isXML ){ + elem.sizcache = doneName; + elem.sizset = i; + } + + if ( elem.nodeName.toLowerCase() === cur ) { + match = elem; + break; + } + + elem = elem[dir]; + } + + checkSet[i] = match; + } + } +} + +function dirCheck( dir, cur, doneName, checkSet, nodeCheck, isXML ) { + for ( var i = 0, l = checkSet.length; i < l; i++ ) { + var elem = checkSet[i]; + + if ( elem ) { + var match = false; + + elem = elem[dir]; + + while ( elem ) { + if ( elem.sizcache === doneName ) { + match = checkSet[elem.sizset]; + break; + } + + if ( elem.nodeType === 1 ) { + if ( !isXML ) { + elem.sizcache = doneName; + elem.sizset = i; + } + + if ( typeof cur !== "string" ) { + if ( elem === cur ) { + match = true; + break; + } + + } else if ( Sizzle.filter( cur, [elem] ).length > 0 ) { + match = elem; + break; + } + } + + elem = elem[dir]; + } + + checkSet[i] = match; + } + } +} + +if ( document.documentElement.contains ) { + Sizzle.contains = function( a, b ) { + return a !== b && (a.contains ? a.contains(b) : true); + }; + +} else if ( document.documentElement.compareDocumentPosition ) { + Sizzle.contains = function( a, b ) { + return !!(a.compareDocumentPosition(b) & 16); + }; + +} else { + Sizzle.contains = function() { + return false; + }; +} + +Sizzle.isXML = function( elem ) { + // documentElement is verified for cases where it doesn't yet exist + // (such as loading iframes in IE - #4833) + var documentElement = (elem ? elem.ownerDocument || elem : 0).documentElement; + + return documentElement ? documentElement.nodeName !== "HTML" : false; +}; + +var posProcess = function( selector, context ) { + var match, + tmpSet = [], + later = "", + root = context.nodeType ? [context] : context; + + // Position selectors must be done after the filter + // And so must :not(positional) so we move all PSEUDOs to the end + while ( (match = Expr.match.PSEUDO.exec( selector )) ) { + later += match[0]; + selector = selector.replace( Expr.match.PSEUDO, "" ); + } + + selector = Expr.relative[selector] ? selector + "*" : selector; + + for ( var i = 0, l = root.length; i < l; i++ ) { + Sizzle( selector, root[i], tmpSet ); + } + + return Sizzle.filter( later, tmpSet ); +}; + +// EXPOSE +jQuery.find = Sizzle; +jQuery.expr = Sizzle.selectors; +jQuery.expr[":"] = jQuery.expr.filters; +jQuery.unique = Sizzle.uniqueSort; +jQuery.text = Sizzle.getText; +jQuery.isXMLDoc = Sizzle.isXML; +jQuery.contains = Sizzle.contains; + + +})(); + + +var runtil = /Until$/, + rparentsprev = /^(?:parents|prevUntil|prevAll)/, + // Note: This RegExp should be improved, or likely pulled from Sizzle + rmultiselector = /,/, + isSimple = /^.[^:#\[\.,]*$/, + slice = Array.prototype.slice, + POS = jQuery.expr.match.POS, + // methods guaranteed to produce a unique set when starting from a unique set + guaranteedUnique = { + children: true, + contents: true, + next: true, + prev: true + }; + +jQuery.fn.extend({ + find: function( selector ) { + var self = this, + i, l; + + if ( typeof selector !== "string" ) { + return jQuery( selector ).filter(function() { + for ( i = 0, l = self.length; i < l; i++ ) { + if ( jQuery.contains( self[ i ], this ) ) { + return true; + } + } + }); + } + + var ret = this.pushStack( "", "find", selector ), + length, n, r; + + for ( i = 0, l = this.length; i < l; i++ ) { + length = ret.length; + jQuery.find( selector, this[i], ret ); + + if ( i > 0 ) { + // Make sure that the results are unique + for ( n = length; n < ret.length; n++ ) { + for ( r = 0; r < length; r++ ) { + if ( ret[r] === ret[n] ) { + ret.splice(n--, 1); + break; + } + } + } + } + } + + return ret; + }, + + has: function( target ) { + var targets = jQuery( target ); + return this.filter(function() { + for ( var i = 0, l = targets.length; i < l; i++ ) { + if ( jQuery.contains( this, targets[i] ) ) { + return true; + } + } + }); + }, + + not: function( selector ) { + return this.pushStack( winnow(this, selector, false), "not", selector); + }, + + filter: function( selector ) { + return this.pushStack( winnow(this, selector, true), "filter", selector ); + }, + + is: function( selector ) { + return !!selector && ( typeof selector === "string" ? + jQuery.filter( selector, this ).length > 0 : + this.filter( selector ).length > 0 ); + }, + + closest: function( selectors, context ) { + var ret = [], i, l, cur = this[0]; + + // Array + if ( jQuery.isArray( selectors ) ) { + var match, selector, + matches = {}, + level = 1; + + if ( cur && selectors.length ) { + for ( i = 0, l = selectors.length; i < l; i++ ) { + selector = selectors[i]; + + if ( !matches[ selector ] ) { + matches[ selector ] = POS.test( selector ) ? + jQuery( selector, context || this.context ) : + selector; + } + } + + while ( cur && cur.ownerDocument && cur !== context ) { + for ( selector in matches ) { + match = matches[ selector ]; + + if ( match.jquery ? match.index( cur ) > -1 : jQuery( cur ).is( match ) ) { + ret.push({ selector: selector, elem: cur, level: level }); + } + } + + cur = cur.parentNode; + level++; + } + } + + return ret; + } + + // String + var pos = POS.test( selectors ) || typeof selectors !== "string" ? + jQuery( selectors, context || this.context ) : + 0; + + for ( i = 0, l = this.length; i < l; i++ ) { + cur = this[i]; + + while ( cur ) { + if ( pos ? pos.index(cur) > -1 : jQuery.find.matchesSelector(cur, selectors) ) { + ret.push( cur ); + break; + + } else { + cur = cur.parentNode; + if ( !cur || !cur.ownerDocument || cur === context || cur.nodeType === 11 ) { + break; + } + } + } + } + + ret = ret.length > 1 ? jQuery.unique( ret ) : ret; + + return this.pushStack( ret, "closest", selectors ); + }, + + // Determine the position of an element within + // the matched set of elements + index: function( elem ) { + + // No argument, return index in parent + if ( !elem ) { + return ( this[0] && this[0].parentNode ) ? this.prevAll().length : -1; + } + + // index in selector + if ( typeof elem === "string" ) { + return jQuery.inArray( this[0], jQuery( elem ) ); + } + + // Locate the position of the desired element + return jQuery.inArray( + // If it receives a jQuery object, the first element is used + elem.jquery ? elem[0] : elem, this ); + }, + + add: function( selector, context ) { + var set = typeof selector === "string" ? + jQuery( selector, context ) : + jQuery.makeArray( selector && selector.nodeType ? [ selector ] : selector ), + all = jQuery.merge( this.get(), set ); + + return this.pushStack( isDisconnected( set[0] ) || isDisconnected( all[0] ) ? + all : + jQuery.unique( all ) ); + }, + + andSelf: function() { + return this.add( this.prevObject ); + } +}); + +// A painfully simple check to see if an element is disconnected +// from a document (should be improved, where feasible). +function isDisconnected( node ) { + return !node || !node.parentNode || node.parentNode.nodeType === 11; +} + +jQuery.each({ + parent: function( elem ) { + var parent = elem.parentNode; + return parent && parent.nodeType !== 11 ? parent : null; + }, + parents: function( elem ) { + return jQuery.dir( elem, "parentNode" ); + }, + parentsUntil: function( elem, i, until ) { + return jQuery.dir( elem, "parentNode", until ); + }, + next: function( elem ) { + return jQuery.nth( elem, 2, "nextSibling" ); + }, + prev: function( elem ) { + return jQuery.nth( elem, 2, "previousSibling" ); + }, + nextAll: function( elem ) { + return jQuery.dir( elem, "nextSibling" ); + }, + prevAll: function( elem ) { + return jQuery.dir( elem, "previousSibling" ); + }, + nextUntil: function( elem, i, until ) { + return jQuery.dir( elem, "nextSibling", until ); + }, + prevUntil: function( elem, i, until ) { + return jQuery.dir( elem, "previousSibling", until ); + }, + siblings: function( elem ) { + return jQuery.sibling( elem.parentNode.firstChild, elem ); + }, + children: function( elem ) { + return jQuery.sibling( elem.firstChild ); + }, + contents: function( elem ) { + return jQuery.nodeName( elem, "iframe" ) ? + elem.contentDocument || elem.contentWindow.document : + jQuery.makeArray( elem.childNodes ); + } +}, function( name, fn ) { + jQuery.fn[ name ] = function( until, selector ) { + var ret = jQuery.map( this, fn, until ), + // The variable 'args' was introduced in + // https://github.com/jquery/jquery/commit/52a0238 + // to work around a bug in Chrome 10 (Dev) and should be removed when the bug is fixed. + // http://code.google.com/p/v8/issues/detail?id=1050 + args = slice.call(arguments); + + if ( !runtil.test( name ) ) { + selector = until; + } + + if ( selector && typeof selector === "string" ) { + ret = jQuery.filter( selector, ret ); + } + + ret = this.length > 1 && !guaranteedUnique[ name ] ? jQuery.unique( ret ) : ret; + + if ( (this.length > 1 || rmultiselector.test( selector )) && rparentsprev.test( name ) ) { + ret = ret.reverse(); + } + + return this.pushStack( ret, name, args.join(",") ); + }; +}); + +jQuery.extend({ + filter: function( expr, elems, not ) { + if ( not ) { + expr = ":not(" + expr + ")"; + } + + return elems.length === 1 ? + jQuery.find.matchesSelector(elems[0], expr) ? [ elems[0] ] : [] : + jQuery.find.matches(expr, elems); + }, + + dir: function( elem, dir, until ) { + var matched = [], + cur = elem[ dir ]; + + while ( cur && cur.nodeType !== 9 && (until === undefined || cur.nodeType !== 1 || !jQuery( cur ).is( until )) ) { + if ( cur.nodeType === 1 ) { + matched.push( cur ); + } + cur = cur[dir]; + } + return matched; + }, + + nth: function( cur, result, dir, elem ) { + result = result || 1; + var num = 0; + + for ( ; cur; cur = cur[dir] ) { + if ( cur.nodeType === 1 && ++num === result ) { + break; + } + } + + return cur; + }, + + sibling: function( n, elem ) { + var r = []; + + for ( ; n; n = n.nextSibling ) { + if ( n.nodeType === 1 && n !== elem ) { + r.push( n ); + } + } + + return r; + } +}); + +// Implement the identical functionality for filter and not +function winnow( elements, qualifier, keep ) { + + // Can't pass null or undefined to indexOf in Firefox 4 + // Set to 0 to skip string check + qualifier = qualifier || 0; + + if ( jQuery.isFunction( qualifier ) ) { + return jQuery.grep(elements, function( elem, i ) { + var retVal = !!qualifier.call( elem, i, elem ); + return retVal === keep; + }); + + } else if ( qualifier.nodeType ) { + return jQuery.grep(elements, function( elem, i ) { + return (elem === qualifier) === keep; + }); + + } else if ( typeof qualifier === "string" ) { + var filtered = jQuery.grep(elements, function( elem ) { + return elem.nodeType === 1; + }); + + if ( isSimple.test( qualifier ) ) { + return jQuery.filter(qualifier, filtered, !keep); + } else { + qualifier = jQuery.filter( qualifier, filtered ); + } + } + + return jQuery.grep(elements, function( elem, i ) { + return (jQuery.inArray( elem, qualifier ) >= 0) === keep; + }); +} + + + + +var rinlinejQuery = / jQuery\d+="(?:\d+|null)"/g, + rleadingWhitespace = /^\s+/, + rxhtmlTag = /<(?!area|br|col|embed|hr|img|input|link|meta|param)(([\w:]+)[^>]*)\/>/ig, + rtagName = /<([\w:]+)/, + rtbody = /", "" ], + legend: [ 1, "
", "
" ], + thead: [ 1, "", "
" ], + tr: [ 2, "", "
" ], + td: [ 3, "", "
" ], + col: [ 2, "", "
" ], + area: [ 1, "", "" ], + _default: [ 0, "", "" ] + }; + +wrapMap.optgroup = wrapMap.option; +wrapMap.tbody = wrapMap.tfoot = wrapMap.colgroup = wrapMap.caption = wrapMap.thead; +wrapMap.th = wrapMap.td; + +// IE can't serialize and