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<a id="comicbubble" href="https://www.mozilla.org/en-US/firefox/developer/" target="_blank"></a>
@import url(//fonts.googleapis.com/css?family=Squada+One);
body {
background: #282245
}
#comicbubble {
position: absolute;
z-index: 255;
right: 16px;
bottom: 16px;
background: url(//mozilla.github.io/devtools-perf-game/images/comicbubble1.png);
width: 314px;
height: 143px;
display: block;
color: #cbdbfc;
padding: 10px 10px;
font-family: "Squada One";
font-size: 24px;
text-decoration: none
}
/**
* This is bad and unoptimized code just for you to fix :)
*
* Get Firefox Developer Edition to try the new Performance Tools:
* https://www.mozilla.org/firefox/developer/
*
* 1. Open the `Performance` tool in Firefox Developer Edition
* 2. Start recording a performance profile
* 3. Play the game
* 4. Stop profiling and check the Call Tree or Flame Chart for the maleficent
*
* Got ideas for better bottlenecks or even faster code, file
* an issue or send us a pull request:
* https://github.com/mozilla/devtools-perf-game/issues
*/
/**
* Creates a new array with all elements that pass the `test` function
* @param {Array} array The array to filter
* @param {Function} test Function to test each element, invoked with (element)
* @return {Array} A new array with only passed elemennts
*/
Utils.filter = function(array, test) {
var result = array.slice(); // Clone array
for (var i = 0; i < result.length; i++) {
if (!test(result[i])) {
result.splice(i, 1); // Remove element
i--;
}
}
return result;
};
/**
* Find nearest entity from a list of entities
* @param {Entity} from Entity
* @param {Entity[]} entities List of entities to compare
* @return {Entity} Nearest Entity
*/
Utils.nearest = function(from, entities) {
var distances = [];
for (var i = 0; i < entities.length; i++) {
var to = entities[i];
if (from === to) continue;
var distance = this.distance(from, to);
distances.push({
target: to,
distance: distance
});
}
if (!distances.length) {
return null;
}
var sortedDistances = distances.sort(
function sortDistances(a, b) {
return a.distance - b.distance;
}
);
return sortedDistances[0].target;
};
/**
* Returns nearest ship of opposite team
* @return {Ship} Nearest enemy ship
*/
ENGINE.Ship.prototype.getTarget = function() {
var pool = [];
for (var i = 0; i < this.game.entities.length; i++) {
var entity = this.game.entities[i];
if (!(entity instanceof ENGINE.Ship)) continue;
if (entity.team !== this.team) pool.push(entity);
}
// Is Utils.nearest fast enough?
return Utils.nearest(this, pool);
};
// We update those for positions, maybe we don't need it?
var axes = {
x: Math.cos,
y: Math.sin
};
/**
* Update position for an entity that has speed and direction.
* @param {Number} direction Angle given in radians
* @param {Number} value Distance to move
*/
Utils.moveInDirection = function(direction, value) {
Utils.justAnExpensiveLoop();
value /= 100;
for (var i = 0; i < 100; i++) {
for (var axis in axes) {
this[axis] += axes[axis](this.direction) * value;
}
}
};
/**
* I am really just an expensive loop ;)
* Remove me and all references calling me!
*/
Utils.justAnExpensiveLoop = function() {
// This isn't even doing anything
var oops = Array(1000);
oops.map(function(val, i) {
return Math.PI / 2500 * i;
}).filter(function(rad) {
return Math.sin(rad) > 0;
});
}
/**
* Update ship position with current direction and speed
* @param {Number} dt Time delta for current frame in seconds
*/
ENGINE.Ship.prototype.move = function(dt) {
if (!this.frozen) {
Utils.moveInDirection.apply(this, [this.direction, this.speed * dt]);
}
if (this.force > 0) {
this.force -= 200 * dt;
Utils.moveInDirection.apply(this, [this.forceDirection, this.force * dt]);
}
};
/**
* Frame step for a particle
* @param {Number} dt Time delta for current frame in seconds
*/
ENGINE.Particle.prototype.step = function(dt) {
this.lifetime += dt;
// Update position
for (var axis in axes) {
this[axis] += axes[axis](this.direction) * this.speed * dt;
}
this.speed = Math.max(0, this.speed - this.damping * dt);
this.progress = Math.min(this.lifetime / this.duration, 1.0);
// Put particle offscreen for pooling and to keep render time constant
if (this.progress >= 1.0) {
this.x = 0;
this.y = 0;
this.progress = 0;
}
// Update index for current sprite to render
this.spriteIndex = Math.floor(this.progress * this.sprites.length);
}
/**
* Check if star is in screen boundaries.
* Otherwise wrap it to the opposite side of screen.
* @param {Star} star Probed star
*/
ENGINE.BackgroundStars.prototype.wrap = function(star) {
var pos = [star.x, star.y, 1, 1];
var bounds = [0, 0, app.width, app.height];
if (pos[0] < bounds[0]) star.x = app.width;
if (pos[1] < bounds[1]) star.y = app.height;
if (pos[0] > bounds[2]) star.x = 0;
if (pos[1] > bounds[3]) star.y = 0;
};
Also see: Tab Triggers