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Raycast.js
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Raycast.js
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// vim: sts=2:sw=2:sw=2
window.addEventListener('load', function() {
var cvs = document.getElementById('screen');
var graphics = cvs.getContext('2d');
// create game
var game = new Game();
game.init(graphics);
// create frame requester
var rqstFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
null;
var processFrame = function() {
game.update();
game.draw(graphics);
rqstFrame(processFrame);
};
// start the whole shebang!
processFrame();
});
// Game assets
var Metrics = function(w, h) {
this.Width = w;
this.Height = h;
};
var Screen = {
Metrics: new Metrics(640, 480)
};
var World = {
Map: {
Metrics: new Metrics(24,24),
Data:[
[ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 4, 4, 6, 4, 4, 6, 4, 6, 4, 4, 4, 6, 4 ],
[ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4 ],
[ 8, 0, 3, 3, 0, 0, 0, 0, 0, 8, 8, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 ],
[ 8, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6 ],
[ 8, 0, 3, 3, 0, 0, 0, 0, 0, 8, 8, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4 ],
[ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 4, 0, 0, 0, 0, 0, 6, 6, 6, 0, 6, 4, 6 ],
[ 8, 8, 8, 8, 0, 8, 8, 8, 8, 8, 8, 4, 4, 4, 4, 4, 4, 6, 0, 0, 0, 0, 0, 6 ],
[ 7, 7, 7, 7, 0, 7, 7, 7, 7, 0, 8, 0, 8, 0, 8, 0, 8, 4, 0, 4, 0, 6, 0, 6 ],
[ 7, 7, 0, 0, 0, 0, 0, 0, 7, 8, 0, 8, 0, 8, 0, 8, 8, 6, 0, 0, 0, 0, 0, 6 ],
[ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 6, 0, 0, 0, 0, 0, 4 ],
[ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 6, 0, 6, 0, 6, 0, 6 ],
[ 7, 7, 0, 0, 0, 0, 0, 0, 7, 8, 0, 8, 0, 8, 0, 8, 8, 6, 4, 6, 0, 6, 6, 6 ],
[ 7, 7, 7, 7, 0, 7, 7, 7, 7, 8, 8, 4, 0, 6, 8, 4, 8, 3, 3, 3, 0, 3, 3, 3 ],
[ 2, 2, 2, 2, 0, 2, 2, 2, 2, 4, 6, 4, 0, 0, 6, 0, 6, 3, 0, 0, 0, 0, 0, 3 ],
[ 2, 2, 0, 0, 0, 0, 0, 2, 2, 4, 0, 0, 0, 0, 0, 0, 4, 3, 0, 0, 0, 0, 0, 3 ],
[ 2, 0, 0, 0, 0, 0, 0, 0, 2, 4, 0, 0, 0, 0, 0, 0, 4, 3, 0, 0, 0, 0, 0, 3 ],
[ 1, 0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 4, 4, 4, 6, 0, 6, 3, 3, 0, 0, 0, 3, 3 ],
[ 2, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 1, 2, 2, 2, 6, 6, 0, 0, 5, 0, 5, 0, 5 ],
[ 2, 2, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 2, 2, 0, 5, 0, 5, 0, 0, 0, 5, 5 ],
[ 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 2, 5, 0, 5, 0, 5, 0, 5, 0, 5 ],
[ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5 ],
[ 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 2, 5, 0, 5, 0, 5, 0, 5, 0, 5 ],
[ 2, 2, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 2, 2, 0, 5, 0, 5, 0, 0, 0, 5, 5 ],
[ 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 5, 5, 5, 5, 5, 5, 5, 5, 5 ]]
},
Textures: {
Metrics: new Metrics(64, 64),
Data: []
},
Sprites: {
Metrics: new Metrics(64, 64),
Data: []
}
};
var Texture = function() {
this.Pixels = [];
this.ImageBitmap = undefined;
this.Pixels[World.Textures.Metrics.Height * World.Textures.Metrics.Width - 1] = undefined;
};
var Sprite = function(x, y, tex) {
this.x = x;
this.y = y;
this.texture = tex;
};
var Color = function(colorABGR) {
this.setFromABGR(colorABGR);
};
Color.prototype.setFromABGR = function(colorABGR) {
this.a = (colorABGR >>> 24); // we need to shift this as a signed num
this.b = ((colorABGR >> 16) & 0x00FF);
this.g = ((colorABGR >> 8) & 0x0000FF);
this.r = (colorABGR & 0x000000FF);
};
Color.prototype.toRGBA = function() {
return (this.r << 24) | (this.g << 16) | (this.b << 8) | (this.a);
};
var Player = function() {
// initial start x/y
this.posX = 22.0;
this.posY = 11.5;
// initial direction
this.dirX = -1.0;
this.dirY = 0.0;
// the 2d raycaster version of camera plane
this.planeX = 0.0;
this.planeY = 0.66;
};
var FPSCounter = function() {
var initTime = 0;
var startTime = 0;
var font = "bold 10px Arial";
return {
frameTime: 0,
init: function() {
initTime = new Date().getTime();
},
getTicks: function() {
return new Date().getTime() - initTime;
},
update: function() {
var oldTime = startTime;
startTime = this.getTicks();
this.frameTime = (startTime - oldTime) / 1000.0;
},
getFPS: function(){
return 1.0 / this.frameTime;
},
renderFPS: function(ctx) {
ctx.font = font;
ctx.fillStyle = "yellow";
ctx.fillText(this.getFPS().toFixed(0),10,10);
}
};
};
// main draw
var Game = function() {
// drawing
var imgData;
var ZBuffer = [];
// input
var keyDown = [];
var keyPress = [];
var KeyID = {
// movement
W: 87,
A: 65,
S: 83,
D: 68,
// special keys
T: 84,
Z: 90,
X: 88,
C: 67
};
// logic
var fps = new FPSCounter();
// game
var player = new Player();
var drawSprites = true;
var drawGeometry = true;
var useHWAccel = false;
var showFPS = true;
return {
// Game functions
imgToTexture: function(img, ctx, maskBlack) {
var tex = new Texture();
ctx.drawImage(img, 0, 0);
var imgData = ctx.getImageData( 0,0,img.width,img.height);
//Create ArrayBuffer backing
var buf = new ArrayBuffer( imgData.data.length );
//Get a uint8 view to the buffer
var buf8 = new Uint8ClampedArray( buf );
//Get a uint32 view to the buffer
var data = new Uint32Array( buf );
//Copy pixel data to buffer (via uint8 view. uint32 view is also updated)
buf8.set( imgData.data );
if( maskBlack )
{
for( var i = 0;i<data.length; ++i )
{
if( !(data[i] & 0x00FFFFFF) ) data[i] = 0x00000000;
}
}
tex.ImageData = imgData;
tex.Pixels = data;
createImageBitmap( new ImageData(buf8, img.width, img.height ) ).then( function( bmp ) { tex.ImageBitmap = bmp; } );
return tex;
},
init: function(ctx) {
// input processing
window.onkeydown = this.handleKeydown;
window.onkeyup = this.handleKeyup;
ctx.imageSmoothingEnabled = false;
// fps initialization
fps.init();
// buffer initialization
imgData = ctx.getImageData(0, 0, Screen.Metrics.Width, Screen.Metrics.Height);
ZBuffer[Screen.Metrics.Width - 1] = undefined;
// create textures
/* uncomment for generated textures
for (var x = 0;x < World.Textures.Metrics.Width;++x) {
for (var y = 0;y < World.Textures.Metrics.Height;++y) {
for (var t = 0;t != 12;++t) {
World.Textures.Data[t].Pixels[World.Textures.Metrics.Width * y + x] = 0xC00000 * ((x % 16) && (y % 16) && 1);
}
}
}
*/
World.Textures.Data = [
// Walls
this.imgToTexture(document.getElementById('eagle'), ctx),
this.imgToTexture(document.getElementById('brick'), ctx),
this.imgToTexture(document.getElementById('purple_stone'), ctx),
this.imgToTexture(document.getElementById('cobble'), ctx),
this.imgToTexture(document.getElementById('bluebrick'), ctx),
this.imgToTexture(document.getElementById('cobble_moss'), ctx),
this.imgToTexture(document.getElementById('wood'), ctx),
this.imgToTexture(document.getElementById('cobble_colored'), ctx),
// Sprites
this.imgToTexture(document.getElementById('barrel'), ctx, true),
this.imgToTexture(document.getElementById('column'), ctx, true),
this.imgToTexture(document.getElementById('lamp2'), ctx, true),
this.imgToTexture(document.getElementById('troll'), ctx, true)
];
// Sprites
World.Sprites.Data = [
new Sprite(20.5, 11.5, 10), //green light in front of playerstart
//green lights in every room
new Sprite(18.5, 4.5, 10),
new Sprite(10.0, 4.5, 10),
new Sprite(10.0, 12.5, 10),
new Sprite(3.5, 6.5, 10),
new Sprite(3.5, 20.5, 10),
new Sprite(3.5, 14.5, 10),
new Sprite(14.5, 20.5, 10),
//row of pillars in front of wall: fisheye test
new Sprite(18.5, 10.5, 9),
new Sprite(18.5, 11.5, 9),
new Sprite(18.5, 12.5, 9),
//some barrels around the map
new Sprite(21.5, 1.5, 8),
new Sprite(15.5, 1.5, 8),
new Sprite(16.0, 1.8, 8),
new Sprite(16.2, 1.2, 8),
new Sprite(9.5, 15.5, 8),
new Sprite(10.0, 15.1, 8),
new Sprite(10.5, 15.8, 8),
// lol
new Sprite(3.5, 2.5, 11)
];
},
clearBuffer: function() {
var black = new Color(0x00000000);
for (var x = 0;x < Screen.Metrics.Width;++x) {
for (var y = 0;y < Screen.Metrics.Height;++y) {
var index = (y * Screen.Metrics.Width + x) * 4;
imgData.data[index++] = black.r;
imgData.data[index++] = black.g;
imgData.data[index++] = black.b;
imgData.data[index] = 0xC0; // give it that gray color
}
}
},
draw: function(ctx) {
if( useHWAccel ) {
ctx.fillStyle = "#404040";
ctx.fillRect( 0,0, Screen.Metrics.Width, Screen.Metrics.Height)
}
else {
this.clearBuffer();
}
// geometry calculations
if( drawGeometry ) {
ctx.beginPath();
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(0,0,0,0.6)"; //For overlaying the walls to create shadow
for (var x = 0;x < Screen.Metrics.Width;++x) {
var cameraX = 2.0 * x / Screen.Metrics.Width - 1; // x-coord in camera space
var rayPosX = player.posX;
var rayPosY = player.posY;
var rayDirX = player.dirX + player.planeX * cameraX;
var rayDirY = player.dirY + player.planeY * cameraX;
// which box of the map we're in
var mapX = Math.floor(rayPosX);
var mapY = Math.floor(rayPosY);
// length of the ray from the current position to the next x or y-side
var sideDistX;
var sideDistY;
// length of ray from one x or y-side to the next x or y-side
var deltaDistX = Math.sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
var deltaDistY = Math.sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
var perpWallDist;
// what direction to step in x or y-direction (either +1 or -1)
var stepX;
var stepY;
var hit = false; // was there a wall hit?
var side = false; // was a NS or EW wall hit?
// calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = (rayPosX - mapX) * deltaDistX;
}
else {
stepX = 1;
sideDistX = (mapX + 1.0 - rayPosX) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (rayPosY - mapY) * deltaDistY;
}
else {
stepY = 1;
sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY;
}
// perform DDA
while (!hit) {
// jump to the next map square or in x-direction or y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = false;
}
else {
sideDistY += deltaDistY;
mapY += stepY;
side = true;
}
// check if ray has hit a wall
hit = World.Map.Data[mapX][mapY] > 0;
}
// calculate lowest and highest pixel to fill in current stripe
if (!side) {
perpWallDist = (mapX - rayPosX + (1 - stepX) / 2) / rayDirX;
}
else {
perpWallDist = (mapY - rayPosY + (1 - stepY) / 2) / rayDirY;
}
// calculate line height of line to draw on screen
var lineHeight = Math.floor(Screen.Metrics.Height / perpWallDist);
// calculate lowest and highest pixel to fill in current stripe
var drawStart = -Math.floor(lineHeight / 2) + Math.floor(Screen.Metrics.Height / 2);
if (drawStart < 0) {
drawStart = 0;
}
var drawEnd = Math.floor(lineHeight / 2) + Math.floor(Screen.Metrics.Height / 2);
if (drawEnd >= Screen.Metrics.Height) {
drawEnd = Screen.Metrics.Height - 1;
}
// texturing calculations
var texNum = World.Map.Data[mapX][mapY] - 1;
// calculate value of wallX
var wallX; // where exactly the wall was hit
if (!side) {
wallX = rayPosY + perpWallDist * rayDirY;
}
else {
wallX = rayPosX + perpWallDist * rayDirX;
}
wallX -= Math.floor(wallX);
// x coordinate on texture
var texX = Math.floor(wallX * World.Textures.Metrics.Width);
if (!side && rayDirX > 0) {
texX = World.Textures.Metrics.Width - texX - 1;
}
if (side && rayDirY < 0) {
texX = World.Textures.Metrics.Width - texX - 1;
}
if( useHWAccel )
{
var textStart = 0;
var textEnd = World.Textures.Metrics.Height;
if( perpWallDist < 1 )
{
var vf = 1- Screen.Metrics.Height / lineHeight;
var off = World.Textures.Metrics.Height * vf/2;
textStart += off;
textEnd -= off;
//console.log( perpWallDist, textStart, textEnd );
}
ctx.drawImage( World.Textures.Data[texNum].ImageBitmap,
/*src*/ texX, textStart, 1, textEnd - textStart,
/*dest*/ x, drawStart, 1, drawEnd - drawStart );
if( side )
{
ctx.moveTo( x, drawStart );
ctx.lineTo( x, drawEnd );
}
}
else
{
var color = new Color(0x00000000);
for (var y = drawStart;y < drawEnd;++y) {
var d = y * 256 - Screen.Metrics.Height * 128 + lineHeight * 128;
var texY = Math.floor(((d * World.Textures.Metrics.Height) / lineHeight) / 256);
var colorABGR = World.Textures.Data[texNum].Pixels[World.Textures.Metrics.Height * texY + texX];
if (side) {
colorABGR = ((colorABGR >>> 1) & 0x7F7F7F7F) | (colorABGR & 0xFF000000); // darken
}
color.setFromABGR(colorABGR);
var index = (y * Screen.Metrics.Width + x) * 4;
imgData.data[index++] = color.r;
imgData.data[index++] = color.g;
imgData.data[index++] = color.b;
imgData.data[index] = color.a;
}
}
// save ZBuffer for sprites
ZBuffer[x] = perpWallDist;
}
ctx.stroke();
} // Draw Gemoetry
if (drawSprites) {
var spriteOrder = [];
for (var i = 0;i != World.Sprites.Data.length;++i) {
spriteOrder[i] = { Index: i, Distance: ((player.posX - World.Sprites.Data[i].x) * (player.posX - World.Sprites.Data[i].x) + (player.posY - World.Sprites.Data[i].y) * (player.posY - World.Sprites.Data[i].y)) }; // sqrt not taken, unnecessary
}
spriteOrder.sort(function(a, b) { return b.Distance - a.Distance; });
for (var i = 0;i != World.Sprites.Data.length;++i) {
// translate sprite position relative to camera
var spriteX = World.Sprites.Data[spriteOrder[i].Index].x - player.posX;
var spriteY = World.Sprites.Data[spriteOrder[i].Index].y - player.posY;
//transform sprite with the inverse camera matrix
// [ planeX dirX ] -1 [ dirY -dirX ]
// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
// [ planeY dirY ] [ -planeY planeX ]
var invDet = 1.0 / (player.planeX * player.dirY - player.dirX * player.planeY);
var transformX = invDet * (player.dirY * spriteX - player.dirX * spriteY);
var transformY = invDet * (-player.planeY * spriteX + player.planeX * spriteY);
var spriteScreenX = Math.floor((Screen.Metrics.Width / 2) * (1 + transformX / transformY));
var vMoveScreen = Math.floor(0.0 / transformY);
// calculate height of sprite on screen
var spriteHeight = Math.abs(Math.floor(Screen.Metrics.Height / transformY)) / 1;
// calculate lowest and highest pixel to fill current stripe
var drawStartY = -Math.floor(spriteHeight / 2) + Math.floor(Screen.Metrics.Height / 2) + vMoveScreen;
if (drawStartY < 0) {
drawStartY = 0;
}
var drawEndY = Math.floor(spriteHeight / 2) + Math.floor(Screen.Metrics.Height / 2) + vMoveScreen;
if (drawEndY >= Screen.Metrics.Height) {
drawEndY = Screen.Metrics.Height - 1;
}
// calculate width of the sprite
var spriteWidth = Math.abs(Math.floor(Screen.Metrics.Height / transformY)) / 1;
var drawStartX = -Math.floor(spriteWidth / 2) + spriteScreenX;
if (drawStartX < 0) {
drawStartX = 0;
}
var drawEndX = Math.floor(spriteWidth / 2) + spriteScreenX;
if (drawEndX >= Screen.Metrics.Width) {
drawEndX = Screen.Metrics.Width - 1;
}
// loop through every vertical stripe of sprite on screen
var color = new Color(0x00000000);
for (var stripe = drawStartX;stripe < drawEndX;++stripe) {
var texX = Math.floor((256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * World.Textures.Metrics.Width / spriteWidth) / 256);
// the conditions in the if are:
// 1) it's in front of the camera plane so you don't see things behind you
// 2) it's on the screen (left)
// 3) it's on the screen (right)
// 4) ZBuffer perpendicular distance
if (transformY > 0 && stripe > 0 && stripe < Screen.Metrics.Width && transformY < ZBuffer[stripe]) {
if( useHWAccel)
{
var textStart = 0;
var textEnd = World.Textures.Metrics.Height;
if( transformY < 1 )
{
var vf = 1- Screen.Metrics.Height / spriteHeight;
var off = World.Textures.Metrics.Height * vf/2;
textStart += off;
textEnd -= off;
//console.log( perpWallDist, textStart, textEnd );
}
ctx.drawImage( World.Textures.Data[World.Sprites.Data[spriteOrder[i].Index].texture].ImageBitmap,
/*src*/ texX, textStart, 1, textEnd - textStart,
/*dest*/ stripe, drawStartY, 1, drawEndY - drawStartY );
}
else
{
for (var y = drawStartY;y < drawEndY;++y) {
var d = Math.floor((y - vMoveScreen) * 256 - Screen.Metrics.Height * 128 + spriteHeight * 128);
var texY = Math.floor(((d * World.Textures.Metrics.Height) / spriteHeight) / 256);
var colorABGR = World.Textures.Data[World.Sprites.Data[spriteOrder[i].Index].texture].Pixels[World.Textures.Metrics.Height * texY + texX];
color.setFromABGR(colorABGR);
if( color.a > 0 ) {
var index = (y * Screen.Metrics.Width + stripe) * 4;
imgData.data[index++] = color.r;
imgData.data[index++] = color.g;
imgData.data[index++] = color.b;
imgData.data[index] = color.a;
}
}
}
}
}
}
}
if( !useHWAccel )
{
ctx.putImageData(imgData, 0, 0);
}
// show fps
if (showFPS) {
fps.renderFPS(ctx);
}
},
update: function() {
fps.update();
var moveSpeed = fps.frameTime * 5.0;
var rotSpeed = fps.frameTime * 3.0;
if (keyDown[KeyID.W]) {
console.log('moving forward!');
if (World.Map.Data[Math.floor(player.posX + player.dirX * moveSpeed)][Math.floor(player.posY)] == 0) {
player.posX += player.dirX * moveSpeed;
}
if (World.Map.Data[Math.floor(player.posX)][Math.floor(player.posY + player.dirY * moveSpeed)] == 0) {
player.posY += player.dirY * moveSpeed;
}
}
else if (keyDown[KeyID.S]) {
console.log('moving back!');
if (!World.Map.Data[Math.floor(player.posX - player.dirX * moveSpeed)][Math.floor(player.posY)]) {
player.posX -= player.dirX * moveSpeed;
}
if (!World.Map.Data[Math.floor(player.posX)][Math.floor(player.posY - player.dirY * moveSpeed)]) {
player.posY -= player.dirY * moveSpeed;
}
}
if (keyDown[KeyID.A]) {
console.log('turning left!');
var oldDirX = player.dirX;
player.dirX = player.dirX * Math.cos(rotSpeed) - player.dirY * Math.sin(rotSpeed);
player.dirY = oldDirX * Math.sin(rotSpeed) + player.dirY * Math.cos(rotSpeed);
var oldPlaneX = player.planeX;
player.planeX = player.planeX * Math.cos(rotSpeed) - player.planeY * Math.sin(rotSpeed);
player.planeY = oldPlaneX * Math.sin(rotSpeed) + player.planeY * Math.cos(rotSpeed);
}
else if (keyDown[KeyID.D]) {
console.log('turning right!');
var oldDirX = player.dirX;
player.dirX = player.dirX * Math.cos(-rotSpeed) - player.dirY * Math.sin(-rotSpeed);
player.dirY = oldDirX * Math.sin(-rotSpeed) + player.dirY * Math.cos(-rotSpeed);
var oldPlaneX = player.planeX;
player.planeX = player.planeX * Math.cos(-rotSpeed) - player.planeY * Math.sin(-rotSpeed);
player.planeY = oldPlaneX * Math.sin(-rotSpeed) + player.planeY * Math.cos(-rotSpeed);
}
// special keys
if (keyPress[KeyID.T]) {
// toggle FPS
showFPS = !showFPS;
}
if (keyPress[KeyID.Z]) {
// toggle geometry drawing
drawGeometry = !drawGeometry;
}
if (keyPress[KeyID.X]) {
// toggle sprites
drawSprites = !drawSprites;
}
if (keyPress[KeyID.C]) {
// toggle hardware accel (ImageBuffer)
useHWAccel = !useHWAccel;
}
// clear pressed keys
keyPress = [];
},
handleKeydown: function(e) {
keyDown[e.keyCode] = true;
},
handleKeyup: function(e) {
keyPress[e.keyCode] = true;
keyDown[e.keyCode] = false;
}
}; // return Game (functions)
}; // Game