// Cloned by Brendan on 21 Oct 2019 from World "Scrolling background" by Enhanced
// Please leave this clone trail here.
// Cloned by Enhanced on 1 Aug 2018 from World "How to : infinite scrolling background" by SinfulSalad
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
//THE PROGRAM LOOKS VERY LONG FOR SOMETHING SO SIMPLE, BUT IT'S ACTUALLY JUST
//A LOT OF COMMENTS.
AB.clockTick = 30; // many frames per second, with small moves, looks best
AB.screenshotStep = 1500;
AB.maxSteps = 100000;
const SKYCOLOR = "#000000"; // this usage will be of color as a string, not as a number
//THE ALGORITHM WORKS WITH 3 DISTINCTS ARRAY :
//BACKGROUND_IMG, BACKGROUND_SPEED, AND backgroundPos.
//BACKGROUND_IMG CONTAINS THE DIFFERENT LAYERS OF YOUR BACKGROUND
//THE FIRST IMG WILL BE THE FURTHER AWAY FROM THE CAMERA, AND THE LAST WILL
//BE THE CLOSEST
const BACKGROUND_IMG = ['/uploads/sinfulsalad/neoncity.jpg',
'/uploads/sinfulsalad/citycropped.png',
'/uploads/sinfulsalad/neonground.png'];
//BACKGROUND_SPEED CONTAINS THE MOVEMENT SPEED OF EACH LAYER
const BACKGROUND_SPEED = [2, 4, 16];
//backgroundPos WILL CONTAIN THE HORIZONTAL POSITION OF EACH LAYER
//IT WILL BE INITIALISED IN THE newRun() FUNCTION, AND WILL BE MODIFIED AT
//EACH STEP OF THE PROGRAM
var backgroundPos = [];
//THE INDEXES OF THESE 3 ARRAY ARE LINKED :
//BACKGROUND_IMG[0] will move at the speed of BACKGROUND_SPEED[0], and its
//position will be contained in backgroundPos[0];
//This means that when you add an image, you must not forget to add its
//corresponding speed
//The program works with any number of layers.
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
function World()
{
//will contain the context of the canvas
//(we'll just initialise it in the newRun() function, and never touch it again)
var ctx;
//the images you put on the BACKGROUND_IMG array can't be directly displayed
//by the program. initIMG() is here to make them usable.
function initIMG()
{
var img;
for (var i = 0; i<BACKGROUND_IMG.length ; i++)
{
img = new Image();
img.src = BACKGROUND_IMG[i];
BACKGROUND_IMG[i] = img;
backgroundPos.push(0);
}
}
//this function calculates the next position a layer, and draws it
//index : the index where your image is stored in BACKGROUND_IMG
//top : the vertical position of the top of the layer on the canvas
//height : the vertical size of the layer
function drawLayer(index, top, height)
{
//The function draws 2 versions of the image : one that takes up the whole
//horizontal space of the screen, and one outside of the screen, on the right.
//At each step, both images strafe a little bit to the left, so that the
//second image slowly replaces the first one. And when the first one is completely
//out of the screen, the position of both images resets
//the position is incremented with AB.clockTick, so that when someone changes
//AB.clockTick (to make the program smoother, or easier to run for
//their computer), it doesn't change the speed of the animation
backgroundPos[index] -= BACKGROUND_SPEED[index]*AB.clockTick/30;
if (backgroundPos[index] < -threeworld.canvas.width)
backgroundPos[index] = 0;
ctx.drawImage( BACKGROUND_IMG[index], backgroundPos[index], top, threeworld.canvas.width, height);
ctx.drawImage( BACKGROUND_IMG[index], threeworld.canvas.width+backgroundPos[index], top, threeworld.canvas.width, height);
}
//calls drawLayer with the appropriate arguments
//YOU HAVE TO CHANGE THIS FUNCTION YOURSLEF IF YOU WANT IT TO DO EXACTLY
//WHAT YOU WANT. You can change the arguments of each function so everything
//looks good with your images.
function drawBackground()
{
//there should be as many drawLayer() call as you have images
//in BACKGROUND_IMG
drawLayer(0, 0, 400);
drawLayer(1, threeworld.canvas.height-500, 300);
drawLayer(2, threeworld.canvas.height-230, 230);
}
this.newRun = function()
{
//world init
threeworld.init ( SKYCOLOR );
ctx = threeworld.getContext ( "2d" );
//change the images to make them usable
initIMG();
};
this.nextStep = function()
{
//draw the background
drawBackground();
};
}