var prevGameState;
function showText(text){
var messages = {
'paused':"
",
'start':"",
'gameover':"
1. | "+highscores[0]+" |
2. | "+highscores[1]+" |
3. | "+highscores[2]+" |
",
};
var pt = document.getElementById("overlay");
pt.className = '';
pt.innerHTML = messages[text];
}
function hideText(text){
var pt = document.getElementById("overlay");
pt.className = 'faded';
pt.innerHTML = '';
}
function gameOverDisplay(){
var c = document.getElementById("canvas");
c.className = "blur";
showText('gameover');
}
function pause(x,o,message) {
message = 'paused';
var c = document.getElementById("canvas");
if (gameState == -1 ) {
hideText();
c.className = '';
setTimeout(function(){
gameState = prevGameState;
}, 300);
}
else if(gameState != -2 && gameState !== 0 && gameState !== 2) {
c.className = "blur";
showText(message);
prevGameState = gameState;
gameState = -1;
}
}
keypress.register_combo({
keys: "left",
on_keydown: function() {
if (MainClock && gameState !== 0) {
MainClock.rotate(1);
}
}
});
keypress.register_combo({
keys: "right",
on_keydown: function() {
if (MainClock && gameState !== 0){
MainClock.rotate(-1);
}
}
});
keypress.register_combo({
keys: "p",
on_keydown: function(){pause();}
});
keypress.register_combo({
keys: "q",
on_keydown: function() {
toggleDevTools();
}
});
keypress.register_combo({
keys: "e",
on_keydown: function() {
exportHistory();
}
});
keypress.register_combo({
keys: "i",
on_keydown: function() {
importHistory();
}
});
keypress.register_combo({
keys: "space",
on_keydown: function() {
spaceModifier = 2;
},
on_keyup: function() {
spaceModifier = 1;
}
});
keypress.register_combo({
keys: "enter",
on_keydown: function() {
if (gameState==2 || gameState==1) {
init(1);
}
if (gameState==0){ gameState=1}
}
});
$(document).ready(function(){
$("#pauseBtn").on('touchstart mousedown', function() {
pause();
if ($($("#pauseBtn").children()[0]).attr('class').indexOf('pause') == -1) {
$("#pauseBtn").html('');
} else {
$("#pauseBtn").html('');
}
return false;
});
}, false);
function handleClickTap(x) {
if (!MainClock || gameState == 0) {
return;
}
if (x < window.innerWidth/2) {
if (gameState != 1 && gameState != -2 && gameState != -1 ){
gameState=1;
}
MainClock.rotate(1);
}
if (x > window.innerWidth/2) {
if (gameState != 1 && gameState != -2 && gameState != -1) {
gameState=1;
}
MainClock.rotate(-1);
}
}