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saucerMissiles:for (var saucerMissileCtr=saucerMissileLength;
saucerMissileCtr>=0;saucerMissileCtr--){
tempSaucerMissile = saucerMissiles[saucerMissileCtr];
if (boundingBoxCollide(player,tempSaucerMissile& player.safe==false){
ConsoleLog.log("saucer missile hit player");
playerDie();
saucerMissiles.splice(saucerCtr,1);
tempSaucerMissile = null;
break saucerMissiles;
}
}
}
function firePlayerMissile(){
//ConsoleLog.log("fire playerMissile");
var newPlayerMissile = {};
newPlayerMissile.dx = 5*Math.cos(Math.PI*(player.rotation)/180);
newPlayerMissile.dy = 5*Math.sin(Math.PI*(player.rotation)/180);
newPlayerMissile.x = player.x+player.halfWidth;
newPlayerMissile.y = player.y+player.halfHeight;
newPlayerMissile.life = 60;
newPlayerMissile.lifeCtr = 0;
newPlayerMissile.width = 2;
newPlayerMissile.height = 2;
newPlayerMissile.hitHeight = 2;
newPlayerMissile.hitWidth = 2;
playerMissiles.push(newPlayerMissile);
}
function fireSaucerMissile(saucer) {
var newSaucerMissile = {};
newSaucerMissile.x = saucer.x+.5*saucer.width;
newSaucerMissile.y = saucer.y+.5*saucer.height;
newSaucerMissile.width = 2;
newSaucerMissile.height = 2;
newSaucerMissile.hitHeight = 2;
newSaucerMissile.hitWidth = 2;
newSaucerMissile.speed = saucer.missileSpeed;
//ConsoleLog.log("saucer fire");
//fire at player from small saucer
var diffx = player.x-saucer.x;
var diffy = player.y-saucer.y;
var radians = Math.atan2(diffydiffx);
var degrees = 360 * radians / (2 * Math.PI);
Code from Chapter 9  |  699
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newSaucerMissile.dx = saucer.missileSpeed*Math.cos(Math.PI*(degrees)/180);
newSaucerMissile.dy = saucer.missileSpeed*Math.sin(Math.PI*(degrees)/180);
newSaucerMissile.life = 160;
newSaucerMissile.lifeCtr = 0;
saucerMissiles.push(newSaucerMissile);
}
function playerDie() {
ConsoleLog.log("player die");
createExplode(player.x+player.halfWidthplayer.y+player.halfWidth,50,4);
resetPlayer();
switchGameState(GAME_STATE_PLAYER_DIE);
}
function createExplode(x,y,num,type) {
playSound(SOUND_EXPLODE,.5);
for (var partCtr=0;partCtr<num;partCtr++){
if (particlePool.length > 0){
newParticle = particlePool.pop();
newParticle.dx = Math.random()*3;
if (Math.random()<.5){
newParticle.dx *= 1;
}
newParticle.dy = Math.random()*3;
if (Math.random()<.5){
newParticle.dy *= 1;
}
newParticle.life = Math.floor(Math.random()*30+30);
newParticle.lifeCtr = 0;
newParticle.x = x;
newParticle.width = 2;
newParticle.height = 2;
newParticle.y = y;
newParticle.type = type;
//ConsoleLog.log("newParticle.life=" + newParticle.life);
particles.push(newParticle);
}
}
}
function boundingBoxCollide(object1object2) {
var left1 = object1.x;
var left2 = object2.x;
var right1 = object1.x + object1.hitWidth;
700  |  Appendix A: Full Code Listings
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var right2 = object2.x + object2.hitWidth;
var top1 = object1.y;
var top2 = object2.y;
var bottom1 = object1.y + object1.hitHeight;
var bottom2 = object2.y + object2.hitHeight;
if (bottom1 < top2return(false);
if (top1 > bottom2return(false);
if (right1 < left2) return(false);
if (left1 > right2) return(false);
return(true);
};
function splitRock(scale,x,y){
for (var newRockctr=0;newRockctr<2;newRockctr++){
var newRock = {};
//ConsoleLog.log("split rock");
if (scale==2){
newRock.scoreValue = medRockScore;
newRock.width = 32;
newRock.height = 32;
newRock.halfWidth = 16;
newRock.halfHeight = 16;
newRock.hitWidth = 24;
newRock.hitHeight = 24;
}else {
newRock.scoreValue = smlRockScore;
newRock.width = 24;
newRock.height = 24;
newRock.halfWidth = 12;
newRock.halfHeight = 12;
newRock.hitWidth = 16;
newRock.hitHeight = 16;
}
newRock.scale = scale;
newRock.x = x;
newRock.y = y;
newRock.dx = Math.random()*3;
if (Math.random()<.5){
newRock.dx *= 1;
}
newRock.dy = Math.random()*3;
if (Math.random()<.5){
newRock.dy *= 1;
}
if (Math.random()<.5){
Code from Chapter 9  |  701
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newRock.rotationInc = 1;
}else{
newRock.rotationInc = 1;
}
newRock.animationDelay = Math.floor(Math.random()*3+1);
newRock.animationCount = 0;
newRock.rotation = 0;
ConsoleLog.log("new rock scale"+(newRock.scale));
rocks.push(newRock);
}
}
function addToScore(value){
score += value;
}
document.onkeydown = function(e){
e = e?e:window.event;
//ConsoleLog.log(e.keyCode + "down");
keyPressList[e.keyCode= true;
}
document.onkeyup = function(e){
//document.body.onkeyup = function(e){
e = e?e:window.event;
//ConsoleLog.log(e.keyCode + "up");
keyPressList[e.keyCode=  false;
};
//*** application start
switchGameState(GAME_STATE_INIT);
var FRAME_RATE = 40;
frameRateCounter = new FrameRateCounter(FRAME_RATE);
//**** application loop
var intervalTime = 1000/FRAME_RATE;
setInterval(runGameintervalTime );
}
//***** object prototypes *****
//*** consoleLog util object
//create constructor
function ConsoleLog(){
702  |  Appendix A: Full Code Listings
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}
//create function that will be added to the class
console_log = function(message) {
if(typeof(console!== 'undefined' && console != null) {
console.log(message);
}
}
//add class/static function to class by assignment
ConsoleLog.log = console_log;
//*** end console log object
//***  new FrameRateCounter object prototype
function FrameRateCounter(fps) {
if (fps == undefined){
this.fps = 40
}else{
this.fps = fps
}
this.lastFrameCount = 0;
var dateTemp = new Date();
this.frameLast = dateTemp.getTime();
delete dateTemp;
this.frameCtr = 0;
this.lastTime = dateTemp.getTime();
this.step = 1;
}
FrameRateCounter.prototype.countFrames = function() {
var dateTemp = new Date();
var timeDifference = dateTemp.getTime()-this.lastTime;
this.step = (timeDifference/1000)*this.fps;
this.lastTime = dateTemp.getTime();
this.frameCtr++;
if (dateTemp.getTime() >=this.frameLast+1000) {
ConsoleLog.log("frame event");
this.lastFrameCount = this.frameCtr;
this.frameCtr = 0;
this.frameLast = dateTemp.getTime();
}
delete dateTemp;
}
</script>
Code from Chapter 9  |  703
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</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvas" width="400" height="400">
Your browser does not support HTML5 Canvas.
</canvas>
</div>
</body>
</html>
Code from Chapter 11
Example A-3 gives the full code listing for CH11EX1.html. Notice that many of the code
styles and constructs we have used through the course of this book are still in place in
this application. Besides the obvious inclusion of code related directly to WebGL, this
application operates essentially the same way as the other apps we discussed in this book.
Example A-3. WebGL test
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CH11EX1: WebGL Test </title>
<script src="modernizr.js"></script>
<script type="text/javascript" src="sylvester.js"></script>
<script type="text/javascript" src="glUtils.js"></script>
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;   void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition1.0);
704  |  Appendix A: Full Code Listings
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vColor = aVertexColor;
}
</script>
<script type="text/javascript">
window.addEventListener("load"eventWindowLoadedfalse);
function eventWindowLoaded () {
canvasApp();
}
function canvasSupport () {
return Modernizr.canvas;
}
function webglSupport() {
return Modernizr.webgl;
}
function canvasApp () {
function drawScreen() {
webGLContext.viewport(00webGLContext.viewportWidth,
webGLContext.viewportHeight);
webGLContext.clear(webGLContext.COLOR_BUFFER_BIT | webGLContext.DEPTH_BUFFER_BIT);
perspective(25, (webGLContext.viewportWidth / webGLContext.viewportHeight),
0.1100.0);
loadIdentity();
mvTranslate([00.010.0]);
mvPushMatrix();
mvRotate(rotateCube, [0, .5, .5]);
webGLContext.bindBuffer(webGLContext.ARRAY_BUFFERcubeVertexPositionBuffer);
webGLContext.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
cubeVertexPositionBuffer.itemSizewebGLContext.FLOAT, false, 00);
webGLContext.bindBuffer(webGLContext.ARRAY_BUFFERcubeVertexColorBuffer);
webGLContext.vertexAttribPointer(shaderProgram.vertexColorAttribute,
cubeVertexColorBuffer.itemSizewebGLContext.FLOAT, false, 00);
webGLContext.bindBuffer(webGLContext.ELEMENT_ARRAY_BUFFER,
cubeVertexIndexBuffer);
setMatrixUniforms();
webGLContext.drawElements(webGLContext.TRIANGLES,
cubeVertexIndexBuffer.numItemswebGLContext.UNSIGNED_SHORT, 0);
mvPopMatrix();
rotateCube += 2;
Code from Chapter 11  |  705
}
if (!canvasSupport() ) {
alert("Unable to initialize Canvas");
return;
}
if ( !webglSupport()) {
alert("Unable to initialize WebGL");
return;
}
var webGLContext;
var rotateCube = 0;
var theCanvas = document.getElementById("canvasOne");
webGLContext =theCanvas.getContext("experimental-webgl");
webGLContext.viewportWidth =theCanvas.width;
webGLContext.viewportHeight = theCanvas.height;
initShaders();
initBuffers();
webGLContext.clearColor(0.00.0, 0.01.0);
webGLContext.clearDepth(1.0);
webGLContext.enable(webGLContext.DEPTH_TEST);
webGLContext.depthFunc(webGLContext.LEQUAL);
setInterval(drawScreen33);
function getShader(webglcontextid) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var scriptChild = shaderScript.firstChild;
while (scriptChild) {
if (scriptChild.nodeType == 3) {
str += scriptChild.textContent;
}
scriptChild = scriptChild.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = webGLContext.createShader(webGLContext.FRAGMENT_SHADER);
else if (shaderScript.type == "x-shader/x-vertex") {
shader = webGLContext.createShader(webGLContext.VERTEX_SHADER);
else {
return null;
706  |  Appendix A: Full Code Listings
}
webGLContext.shaderSource(shaderstr);
webGLContext.compileShader(shader);
if (!webGLContext.getShaderParameter(shaderwebGLContext.COMPILE_STATUS)) {
alert(webGLContext.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(webGLContext"shader-fs");
var vertexShader = getShader(webGLContext"shader-vs");
shaderProgram = webGLContext.createProgram();
webGLContext.attachShader(shaderProgramvertexShader);
webGLContext.attachShader(shaderProgramfragmentShader);
webGLContext.linkProgram(shaderProgram);
if (!webGLContext.getProgramParameter(shaderProgram, webGLContext.LINK_STATUS)) {
alert("Could not initialize shaders");
}
webGLContext.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = webGLContext.getAttribLocation
(shaderProgram"aVertexPosition");
webGLContext.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = webGLContext.getAttribLocation
(shaderProgram"aVertexColor");
webGLContext.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = webGLContext.getUniformLocation
(shaderProgram"uPMatrix");
shaderProgram.mvMatrixUniform = webGLContext.getUniformLocation
(shaderProgram"uMVMatrix");
}
var mvMatrix;
var mvMatrixStack = [];
function mvPushMatrix(matrix) {
if (matrix) {
mvMatrixStack.push(matrix.dup());
mvMatrix = matrix.dup();
else {
mvMatrixStack.push(mvMatrix.dup());
Code from Chapter 11  |  707
}
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0) {
throw "Invalid popMatrix!";
     mvMatrix = mvMatrixStack.pop();
return mvMatrix;
}
function loadIdentity() {
mvMatrix = Matrix.I(4);
}
function multMatrix(matrix) {
mvMatrix = mvMatrix.x(matrix);
}
function mvTranslate(vector) {
var matrix = Matrix.Translation($V([vector[0], vector[1],
vector[2]])).ensure4x4();
multMatrix(matrix);
}
function mvRotate(anglevector) {
var radians = angle * Math.PI / 180.0;
var matrix = Matrix.Rotation(radians, $V([vector[0],
vector[1], vector[2]])).ensure4x4();
multMatrix(matrix);
}
var pMatrix;
function perspective(fovyaspect, znear, zfar) {
pMatrix = makePerspective(fovy, aspect, znear, zfar);
}
function setMatrixUniforms() {
webGLContext.uniformMatrix4fv(shaderProgram.pMatrixUniformfalse,
new Float32Array(pMatrix.flatten()));
webGLContext.uniformMatrix4fv(shaderProgram.mvMatrixUniformfalse,
new Float32Array(mvMatrix.flatten()));
}
var cubeVertexPositionBuffer;
var cubeVertexColorBuffer;
var cubeVertexIndexBuffer;
function initBuffers() {
cubeVertexPositionBuffer = webGLContext.createBuffer();
webGLContext.bindBuffer(webGLContext.ARRAY_BUFFERcubeVertexPositionBuffer);
vertices = [
// Front face
708  |  Appendix A: Full Code Listings
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