Sint/sint.js
Markus Scully 20bd7ea249 Version 0.4
Added loader which loads external files, not working properly so may
remove. Added main menu, multiplayer just goes to singleplayer for now.
Moved levels into separate .js file for easy editing and changed
structure for procedural level generation. Other minor changes.
2013-07-31 17:53:02 +01:00

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JavaScript
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window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback, element){
window.setTimeout(callback, 1000 / 60);
};
})();
window.onload = function(){
start();
};
function start(){
canvas = document.getElementById('game');
context = canvas.getContext('2d');
imagesLoading = 0;
reset();
}
// Get mouse position
function getMouse(evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top,
click: false
};
}
// Set up variables
function reset(){
// Create arrays
actors = [];
controllers = [];
particles = [];
camera = [];
ais = [];
keys = [];
test = [];
level = [];
optionvars = [50, 50];
mouse = {
x: 0,
y: 0,
down: false
};
sound = {
shoot1: new Audio('sfx.wav')
}
game = 'menu';
ui = {
select : 0,
area : 0
}
menu = [
[
['Singleplayer', 2, true],
['Multiplayer', 3, true],
['Options', 1, true],
['Credits', 4, true]
],
[
['Music', 's', 0, 0, 100, false],
['Sound', 's', 1, 0, 100, false],
['Back', 0, true]
],
['r', 'play'],
['r', 'play'],
['t', 'Sint', '', 'Programming and graphics by Asraelite', 'Music created in FL Studio by Asraelite']
]
lastspeed = 0;
//controllers[1] = new Controller(actors[2], [[39, 'moveRight'], [37, 'moveLeft'], [38, 'jump'], [88, 'camera'], [78, 'bounce', 100]]);
//ais[0] = new Ai(1, 'alphaBot');
// type, affiliation, lifespan, xpos, ypos, xvel, yvel
particles[0] = new Particle('mouse', 0, 10000000000, 0, 0, 0, 0);
defineLevels(); // Call function to create level variables
level = 2 // Set level
spritesheet = new Image(); // Define spritesheet
spritesheet.src = 'actors.png';
document.addEventListener('keydown', keyDown, true); // Add key events
document.addEventListener('keyup', keyUp, true);
document.addEventListener('mousemove', function(evt){mouse = getMouse(evt)}, false);
animate();
}
function play(){
// Create player and its key controller
actors[0] = new Actor(0, 'player', 200, 3, 80, 80, 16, 16);
controllers[0] = new Controller(actors[0], [[68, 'moveRight'], [65, 'moveLeft'], [87, 'jump'], [67, 'camera'], [77, 'dark', 100], [83, 'shoot']]);
//actors[1] = new Actor(6, 'all', 50, 3, 60, 80);
camera = [actors[0]]; // Set camera.
}
function animate() {
requestAnimFrame(animate);
loopGame();
}
// Modified from W3C
function readFile() {
var file = document.getElementById('file').files[0];
if(file){
getAsText(file);
}
}
function getAsText(readFile) {
var reader = new FileReader();
// Read file into memory as UTF-16
reader.readAsText(readFile, "UTF-16");
// Handle progress, success, and errors
reader.onprogress = updateProgress;
reader.onload = loaded;
reader.onerror = errorHandler;
}
function updateProgress(evt) {
if (evt.lengthComputable) {
// evt.loaded and evt.total are ProgressEvent properties
var loaded = (evt.loaded / evt.total);
if (loaded < 1) {
// Increase the prog bar length
// style.width = (loaded * 200) + "px";
}
}
}
function loaded(evt) {
// Obtain the read file data
var fileString = evt.target.result;
// Handle UTF-16 file dump
if(utils.regexp.isChinese(fileString)) {
//Chinese Characters + Name validation
}
else {
// run other charset test
}
// xhr.send(fileString)
}
function errorHandler(evt) {
if(evt.target.error.name == "NotReadableError") {
// The file could not be read
}
}
// Round a number.
function r(num){
return Math.round(num);
}
// Generate random number from seed
function seed(num){
return ((num * 467 + ((num * 6) % 9)) % 1000) / 1000;
}
// Add key pressed to key list.
function keyDown(e){
var keyPress;
if (typeof event !== 'undefined') {
keyPress = event.keyCode;
}else if(e){
keyPress = e.which;
}
if(keys.indexOf(keyPress) == -1){
keys.push(keyPress);
}
}
// Remove key from key list.
function keyUp(e){
var keyPress;
if (typeof event !== 'undefined') {
keyPress = event.keyCode;
}else if(e){
keyPress = e.which;
}
keys.splice(keys.indexOf(keyPress), 1);
}
// Define objects.
function Controller(object, actions){
this.actor = object;
this.checkKeys = function(){
for(i in actions){
if(keys.indexOf(actions[i][0]) > -1){
this.actor.action(actions[i][1]);
}
}
this.actor.refreshActions();
}
}
function Ai(index, ai){
this.actor = actors[index];
this.aivars = [0, 0, 0];
this.action = function(act){
this.actor.action(act);
}
this.run = function(){
this.actor = actors[index];
switch(ai){
case 'alphaBot': // Work in progress following melee AI
var playerIndex = -1;
var topDistance = 400;
var distanceAway = Math.abs(actors[0].x - this.actor.x);
if((this.aivars[0] == 0 ? distanceAway > 150 : distanceAway < 200)){
if(actors[0].x > this.actor.x){
this.action((this.aivars[0] == 0 ? 'moveRight' : 'moveLeft'));
}else{
this.action((this.aivars[0] == 0 ? 'moveLeft' : 'moveRight'));
}
if(actors[index].xvel < 0.1){
this.action('jump');
}
actors[index].xvel *= Math.pow(0.995, speed);
}else{
}
if(Math.random() < 0.03 || this.aivars[2] > 0){
if(this.aivars[0] == 0){
this.aivars[2] += 1;
this.action('dark');
}else{
this.aivars[0] -= 1;
}
}
if(this.aivars[2] == 75){
this.action('jump');
}
if(this.aivars[2] > 75 && actors[index].yvel >= 0){
actors[index].vars = [false, (actors[0].x - this.actor.x) / 15, (actors[0].y - this.actor.y) / 10];
this.action('shoot');
}
if(this.aivars[2] >= 95){
this.aivars[0] = 10;
this.aivars[1] = 0;
this.aivars[2] = 0;
actors[index].vars = [false, false, false];
}
break;
case 'pace': // Test AI
if(this.aivars[0] == 0 || this.actor.x < -300 || this.actor.x > 300){
this.aivars[0] = (this.actor.x > 0 ? -1 : 1);
}
if(this.xvel == 0){
this.action('jump');
}
this.action(this.aivars[0] == 1 ? 'moveRight' : 'moveLeft');
break;
case 'still':
break;
}
}
}
// Actor class for all solid cubes
function Actor(image, type, health, power, xpos, ypos, width, height){
this.image = image;
this.group = type;
this.health = health;
this.power = power;
this.yvel = 0;
this.xvel = 0;
this.imageLoad = 2;
this.right = this.up = this.down = false;
this.left = false;
this.x = xpos;
this.y = ypos;
this.w = width;
this.h = height;
this.box = new Box(this.x, this.y, this.w, this.h, this.xvel, this.yvel, ['player', 'pacer'], true); // Set physics class for this actor
this.oneactions = [];
this.actionsturn = [];
this.index = actors.length;
this.vars = [false, false, false]; // for use by AIs to control particles
this.refreshActions = function(){
this.oneactions = [];
for(i in this.actionsturn){
this.oneactions.push(this.actionsturn[i]);
}
}
// Actions to call from controllers
this.action = function(type){
switch(type){
case 'moveLeft':
this.xvel -= (0.08 * speed);
break;
case 'moveRight':
this.xvel += (0.08 * speed);
break;
case 'jump':
this.box.y += 1;
if(this.box.collide()){
this.yvel = -4 - this.power;
}
this.box.y -= 1;
break;
case 'melee':
this.yvel = 10;
break;
case 'camera':
camera = [this];
break;
case 'stream':
particles.push(new Particle(0, 0, 60000, this.x, this.y - 1, this.xvel + ((this.x - (lookx + 250)) + (mouse.x - 250)) / 30, -3 + this.yvel * 3));
sound.shoot1.play();
break;
case 'bounce':
particles.push(new Particle(1, 0, 5000, this.x, this.y - 1, this.xvel * 2 + ((Math.random() - 0.5) * 5), -5 + this.yvel * 3));
break;
case 'flo':
particles.push(new Particle(2, 0, 100000, this.x, this.y - 16, this.xvel * 4 + ((Math.random() - 0.5) * 10), -10));
break;
case 'dark':
particles.push(new Particle(3, this.index, 3000, this.x + (Math.random() * 16), this.y - (Math.random() * 16), this.xvel, this.yvel));
this.vars = [false, false, false]
break;
case 'shoot':
this.vars = [true, this.vars[1], this.vars[2]];
break;
}
this.actionsturn.push(type);
}
this.simulate = function(){
this.box.xvel = this.xvel;
this.box.yvel = this.yvel;
this.box.x = this.x;
this.box.y = this.y;
this.box.run();
this.x = this.box.x;
this.y = this.box.y;
this.xvel = this.box.xvel;
this.yvel = this.box.yvel;
if(this.health <= 0){
this.health = 0;
}
//this.xvel *= Math.pow(0.992, speed);
}
this.draw = function(){
var reflect = 100; // Depth reflection goes before fading completely
var drawx = r(this.x - lookx + this.xvel);
var drawy = 200;
context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r(this.y - 16 - looky), this.w, this.h);
context.globalAlpha = 1;
//context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r((216 - (this.y - 216)) - looky), 16, 16);
// StartX, StartY, EndX, EndY
var gradient = context.createLinearGradient(drawx, r((216 - this.y + 216) - looky - 5), drawx, r((214 - (this.y - 216)) - looky) + 16);
gradient.addColorStop(0.1, 'rgba(255, 255, 255, ' + (this.y < 120 ? 1 : ((200 - this.y) / 35) + 0.2) +')');
gradient.addColorStop(0.9, 'rgba(255, 255, 255, 1)');
context.fillStyle = gradient;
//context.fillRect(drawx, r((216 - (this.y - 216)) - looky), 16, 16);
}
}
function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
this.x = xpos;
this.y = ypos;
this.xvel = xvel;
this.yvel = yvel;
this.type = type;
this.life = lifespan;
this.size = [3, 5, 7, 5][type];
this.created = this.timeup = new Date();
this.timeup = new Date(this.timeup.getTime() + lifespan);
this.deleteme = false;
this.aff = affiliation;
this.vars = [false, false];
var angle = Math.random() * 360;
this.addx = Math.sin(angle) * ((particles.length + 200) / 5);
this.addy = Math.cos(angle) * ((particles.length + 200) / 10);
this.box = new Box(this.x, this.y, this.size, this.size, this.xvel, this.yvel, [], false);
this.draw = function(){
//context.beginPath();
//context.rect(this.x, this.y, 3, 3);
switch(this.type){
case 'mouse':
context.globalAlpha = 0.7;
context.lineWidth = 2;
context.strokeStyle = '#33d';
context.strokeRect(mouse.x - this.vars[0] / 2, mouse.y - this.vars[0] / 2, this.vars[0], this.vars[0]);
context.globalAlpha = 1;
break;
case 0:
context.globalAlpha = 1;
context.lineWidth = 1;
context.strokeStyle = '#66b';
context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 2, 2);
context.strokeStyle = '#aaf';
context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 2, 2);
break;
case 1:
context.globalAlpha = 1;
context.lineWidth = 2;
context.strokeStyle = '#b79';
context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 4, 4);
context.strokeStyle = '#fbd';
context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 4, 4);
break;
case 2:
context.globalAlpha = 0.2;
context.lineWidth = 1;
context.strokeStyle = '#363';
context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 5, 5);
context.strokeStyle = '#9c9';
context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 5, 5);
context.globalAlpha = 1;
break;
case 3:
context.globalAlpha = 0.5;
context.lineWidth = 1;
context.strokeStyle = '#000';
context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 4, 4);
/*
context.strokeStyle = '#aaa';
context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 4, 4);
context.globalAlpha = 1;
*/
}
}
this.onGround = function(){
return false;
}
this.simulate = function(){
switch(this.type){
case 'mouse':
if(this.vars[0] == false){
this.vars[0] = 8;
}
if(this.vars[1] == true){
this.vars[0] += 0.4;
if(this.vars[0] >= 10){
this.vars[1] = false;
}
}else{
this.vars[0] -= 0.4;
if(this.vars[0] <= 7){
this.vars[1] = true;
}
}
break;
case 0:
this.yvel += (this.onGround() ? 0 : 0.01 * speed);
this.xvel *= Math.pow(0.998, speed);;
this.x += this.xvel;
this.y += this.yvel;
if(this.onGround()){
this.y = 216 - this.size;
this.yvel = 0;
}
break;
case 1:
this.yvel += (this.onGround() ? 0 : 0.007 * speed);
this.xvel *= Math.pow(0.999, speed);
this.x += this.xvel;
this.y += this.yvel;
if(this.onGround()){
this.y = 216 - this.size;
this.yvel = (this.yvel > 2 ? this.yvel * -0.7 : 0);
}
break;
case 2:
this.yvel *= Math.pow(0.996, speed);
this.xvel *= Math.pow(0.996, speed);
this.x += this.xvel;
this.y += this.yvel;
if(this.onGround()){
this.y = 216 - this.size;
this.yvel = 0;
}
for(j in camera){
var distance = Math.sqrt(Math.pow(camera[j].x - this.x, 2) + Math.pow(camera[j].y - this.y, 2));
var xmov = camera[j].x - ((this.addx / (distance / 10)) + 8) - this.x;
var ymov = camera[j].y - ((this.addy / (distance / 10)) + 0) - this.y;
this.xvel += (xmov > 0 ? 1 : -1) / (((distance + 10) / 5) / Math.abs(xmov / 10)) + (Math.random() - 0.5) * 0.4;
this.yvel += (ymov > 0 ? 1 : -1) / (((distance + 10) / 5) / Math.abs(ymov / 10)) + (Math.random() - 0.5) * 0.4;
if(distance < 35 && this.y < camera[j].y && camera[j].yvel > -1){
camera[j].yvel -= (this.y < 50 ? this.y / 3000 : 0.05)
}
}
break;
case 3:
this.yvel *= Math.pow(0.996, speed);
this.xvel *= Math.pow(0.996, speed);
this.x += this.xvel;
this.y += this.yvel;
var parent = actors[this.aff];
if(typeof this.orbit === 'undefined'){
var angle = Math.random() * 360;
this.orbit = {
cube: this.affiliation,
x: 9 * Math.cos(angle * Math.PI / 180),
y: 9 * Math.sin(angle * Math.PI / 180)
}
}
if(parent.vars[0] == false && this.vars[0] == false){
this.xvel += (this.orbit.x + parent.x + 6 - this.x) / 10;
this.yvel += (this.orbit.y + parent.y - 20 - this.y) / 10;
}else{
if(this.vars[0] == false){
this.xvel = parent.vars[1] + (Math.random() - 0.5) * 1.5;
this.yvel = parent.vars[2] + (Math.random() - 0.5) * 1.5;
this.vars[0] = true;
}
for(j in actors){
if(this.x > actors[j].x && this.x < actors[j].x + 16 && this.y > actors[j].y - 16 && this.y < actors[j].y + 16 && true && actors[j] != parent){
actors[j].health -= 1;
this.deleteme = true;
}
}
}
if(this.onGround()){
this.y = 216 - this.size;
this.yvel = 0;
}
break;
}
if(thisLoop > this.timeup){
this.deleteme = true;
}
this.box.xvel = this.xvel;
this.box.yvel = this.yvel;
this.box.x = this.x;
this.box.y = this.y + 16;
this.box.run();
this.x = this.box.x;
this.y = this.box.y - 16;
this.xvel = this.box.xvel;
this.yvel = this.box.yvel;
}
}
// Collision detection class
function Box(x, y, w, h, xvel, yvel, colgroup, gravity){
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.col = colgroup;
this.right = false;
this.left = false;
this.up = false;
this.down = false;
this.gravity = gravity;
this.reset = function(){
this.right = false;
this.left = false;
this.up = false;
this.down = false;
}
this.collide = function(){
// Check for collision with level
var lv = levels[level];
var colareax = ((this.width - 2) >> 4) + 2;
var colareay = ((this.height - 2) >> 4) + 2;
var collision = false;
var type = 'level';
test = [];
for(var hr = 0; hr < colareax; hr++){
for(var vr = 0; vr < colareay; vr++){
var xcol = (((this.x - (hr == colareax - 1 ? 1 + 16 - (((this.width - 1) % 16) + 1): 0)) >> 4) + hr);
var ycol = (((this.y - (vr == colareay - 1 ? 1 + 16 - (((this.height - 1) % 16) + 1) : 0)) >> 4) + vr);
if(ycol - 1 >= 0 && ycol <= lv.length){
if(xcol >= 0 && xcol < lv[ycol].length){
if(lv[ycol - 1][xcol] == '#'){
collision = true;
}
}
}
}
}
// Check for collision with other boxes in same collision group
/*
for(j in actors){
var obj = actors[j].box;
if(this.y < obj.y + 16 && this.y + 16 > obj.y && this.x + 16 > obj.x && this.x < obj.x + 16){
collision = true;
type = 'cube';
}
}
*/
return collision;
}
this.move = function(){
this.down = false;
this.x += this.xvel;
if(this.collide() && Math.abs(this.xvel) > 0){
this.x = ((this.x >> 4) << 4) + (this.xvel > 0 ? 16 - (((this.width - 1) % 16) + 1) : 16);
this.xvel = 0;
}
this.y += this.yvel;
if(this.collide()){
this.y = ((this.y >> 4) << 4) + (this.yvel > 0 ? 16 - (((this.height - 1) % 16) + 1) : 16);
if(this.yvel < 0){
this.down = true;
}
this.yvel = 0;
}
this.reset();
}
this.run = function(){
this.y += 1;
if(this.collide() == false && this.gravity){
this.yvel += 0.5;
}
this.y -= 1;
this.xvel *= Math.pow(0.99, speed);
this.move();
}
}
// Run game.
var speed;
var lastLoop = new Date();
var thisLoop = lastLoop;
function loopGame(){
canvas.style.margin = (window.innerHeight > 360 ? window.innerHeight / 2 - 180 + 'px auto' : '10px auto');
lastLoop = thisLoop;
thisLoop = new Date();
speed = (thisLoop - lastLoop);
speed = (speed > 50 ? 50 : speed);
context.clearRect(0, 0, 500, 350);
lookx = looky = 0;
looky = -0;
for(i in controllers){
controllers[i].checkKeys();
}
for(i in actors){
actors[i].simulate();
}
for(i in camera){
lookx += (camera[i] instanceof Array ? camera[i][0] : camera[i].x + camera[i].xvel * 1) - 250;
// looky += (camera[i] == instanceof Array ? camera[i][1] : camera[i].y) - 175;
}
lookx /= camera.length;
looky /= camera.length;
for(i in actors){
actors[i].draw();
}
/*
if( instanceof Array){
lookx = camera[0];
looky = camera[1];
}else{
lookx = camera.x - 250 + camera.xvel * 5;
looky = 0;
}
*/
context.globalAlpha = 1;
context.lineWidth = 1;
for(i = 1; i < levels[level].length; i++){
for(j = 1; j < levels[level][i].length; j++){
if(levels[level][i][j] == '#' || levels[level][i][j] == 'x'){
//#efefef
context.fillStyle = '#eee';
if((j < levels[level][i].length && j > 0 && i < levels[level].length - 1 && i > 0)){
if(levels[level][i][j + 1] != '#' || levels[level][i][j - 1] != '#'){
context.fillStyle = '#ddd';
}
if(levels[level][i + 1][j] != '#' || levels[level][i - 1][j] != '#'){
context.fillStyle = '#ddd';
}
}
if(levels[level][i][j] == 'x'){
context.fillStyle = '#d77';
}
context.fillRect((j << 4) - r(lookx), i << 4, 16, 16);
}
}
}
context.fillStyle = 'rgba(255, 200, 200, 0.7)';
for(i in test){
context.fillRect((test[i][0] << 4) - lookx, test[i][1] << 4, 16, 16);
}
context.globalAlpha = 1;
context.fillStyle = "#444";
context.font = "10pt Arial";
context.textAlign = 'left';
if(game == 'playing'){
context.fillText('Health: ' + camera[0].health, 10, 290);
context.fillText('X: ' + r(camera[0].x), 10, 310);
context.fillText('Y: ' + r(camera[0].y), 70, 310);
}else{
context.fillText('W and S to move', 10, 270);
context.fillText('Enter to select', 10, 290);
context.fillText('A and D to change slider value', 10, 310);
}
lastspeed = (new Date() % 10 == 0 ? r(1000 / speed) : lastspeed);
context.fillText('FPS: ' + lastspeed, 10, 20);
context.textAlign = 'right';
context.fillText('Sint version α 0.4', 490, 310);
context.fillText(test, 490, 290);
if(game == 'playing'){
context.fillText('Actors: ' + actors.length, 490, 20);
context.fillText('Particles: ' + particles.length, 490, 40);
}
for(i in ais){
ais[i].run();
}
for(i in particles){
particles[i].simulate()
particles[i]. draw()
if(particles[i].deleteme || particles.length > 3000){
particles.splice(i, 1);
i--;
}
}
if(game == 'menu'){
if(keys.indexOf(83) > -1){
if(menudown == false){
menudown = true;
ui.select += 1;
}
}else{
menudown = false;
}
if(keys.indexOf(87) > -1){
if(menuup == false){
menuup = true;
ui.select -= 1;
}
}else{
menuup = false;
}
if(keys.indexOf(13) > -1){
if(menuenter == false){
menuenter = true;
if(menu[ui.area][ui.select][2]){
ui.area = menu[ui.area][ui.select][1];
ui.select = 0;
}else if(menu[ui.area][0] == 't'){
ui.area = 0;
ui.select = 0;
}
}
}else{
menuenter = false;
}
ui.select = (ui.select + menu[ui.area].length) % menu[ui.area].length;
context.fillStyle = '69d';
context.font = '40pt Helvetica';
context.textAlign = 'center';
context.fillText('Sint', 250, 100);
// Main menu
if(menu[ui.area][0] == 'r'){
switch(menu[ui.area][1]){
case 'play':
play();
game = 'playing';
break;
case 'fractal':
game = 'test';
break;
default:
ui.area = 0;
break;
}
}else if(menu[ui.area][0] == 't'){
context.fillStyle = '#78a';
context.font = '12pt Helvetica';
for(i = 1; i < menu[ui.area].length; i++){
context.fillText(menu[ui.area][i], 250, 120 + (20 * i));
}
context.fillStyle = '#9bf';
context.fillRect(150, 150 + (20 * i), 200, 25);
context.font = '12pt Helvetica';
context.fillStyle = '#fff';
context.fillText('Back', 250, 168 + (20 * i));
}else{
for(i in menu[ui.area]){
if(menu[ui.area][i][1] == 's'){
context.fillStyle = (ui.select == i ? '#9bf' : '#cdf');
context.fillRect(150, 150 + (30 * i), 80, 25);
context.font = '12pt Helvetica';
context.fillStyle = (ui.select == i ? '#fff' : '#eef');
context.fillText(menu[ui.area][i][0], 190, 168 + (30 * i));
context.fillStyle = '#eee';
context.strokeStyle = (ui.select == i ? '#cdf' : '#ddf');
context.fillRect(240, 160 + (30 * i), 110, 5);
context.strokeRect(240, 160 + (30 * i), 110, 5);
context.fillStyle = (ui.select == i ? '#9bf' : '#cdf');
context.strokeStyle = (ui.select == i ? '#79f' : '#abf');
var thisoption = menu[ui.area][i][2];
var optionaddx = 100 * (optionvars[thisoption] / (menu[ui.area][i][4] - menu[ui.area][i][3]));
context.strokeRect(240 + optionaddx, 155 + (30 * i), 10, 10);
context.fillRect(240 + optionaddx, 155 + (30 * i), 10, 10);
if(ui.select == i){
if(keys.indexOf(65) > -1 && optionvars[thisoption] > menu[ui.area][i][3]){
optionvars[thisoption] -= 1;
}
if(keys.indexOf(68) > -1 && optionvars[thisoption] < menu[ui.area][i][4]){
optionvars[thisoption] += 1;
}
}
}else{
context.fillStyle = (ui.select == i ? '#9bf' : '#cdf');
context.fillRect(150, 150 + (30 * i), 200, 25);
context.font = '12pt Helvetica';
context.fillStyle = (ui.select == i ? '#fff' : '#eef');
context.fillText(menu[ui.area][i][0], 250, 168 + (30 * i));
}
}
}
}
// Slow down game to test low framerates
/*
for(var j=1; j < 10000000; j++){
j = j;
}
*/
}