@vikasietum_tecknology/record-rtc
Version:
record-rtc is a library based on recordrtc library. In this forked version of the original library we have optimized the memory management. The video recording is stored in IndexDB in chunks.
232 lines (199 loc) • 6.19 kB
JavaScript
/*!
* Copyright (c) 2012 Ian Langworth
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*
* Models for the Ducks game.
*
* Requires: Backbone, Underscore.js.
*
* I'm using Backbone because it's got a simple, useful way to subscribe to
* data events. I'm not sure how well it would scale to a full game, though,
* with hundreds of events to closures being called every frame.
*/
/* Handy trig functions. */
var Trig = {
deg2rad: function(deg) {
return deg * Math.PI / 180;
},
rad2deg: function(rad) {
return rad * 180 / Math.PI;
},
distance: function(x1, y1, x2, y2) {
return Math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
},
angle: function(x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
},
angleDeg: function(x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1) * 180 / Math.PI;
}
};
var Ship = Backbone.Model.extend({
RADIUS: 1,
MIN_SPEED: 0.3,
MAX_SPEED: 0.6,
ACCELERATION: 0.005,
MAX_TURN_SPEED: 3,
defaults: {
x: -20,
y: 0,
vx: 0,
vy: 0,
speed: 0,
dir: 0,
targetX: 0,
targetY: 0
},
tick: function() {
var old = this.attributes;
// Calculate the new heading. Don't let the ship turn faster than
// TURN_SPEED.
//
// There are smarter solutions for turrent rotation involving dot products
// and cross products, but I'm going to go with the simple solution:
// http://stackoverflow.com/questions/1048945
var M = this.MAX_TURN_SPEED;
var dir = old.dir;
var target = Trig.angleDeg(old.x, old.y, old.targetX, old.targetY);
var delta = (dir - target) % 360;
var change;
if (Math.abs(delta) > M) {
change = (delta < 0) ? 1 : -1;
if (Math.abs(delta) > 180) change = 0 - change;
dir += change * M;
} else {
dir = target;
}
// Slow down for turns but speed up for straightaways. Again, there's
// probably a smarter way to do this using fake physics forces, but this
// "feels" good.
change = this.ACCELERATION * (dir === target ? 1 : -1);
var speed = Math.max(Math.min(old.speed + change, this.MAX_SPEED), this.MIN_SPEED);
var vx = Math.cos(Trig.deg2rad(dir)) * speed;
var vy = Math.sin(Trig.deg2rad(dir)) * speed;
this.set({
speed: speed,
delta: delta,
dir: dir % 360,
vx: vx,
vy: vy,
x: old.x + vx,
y: old.y + vy
});
}
});
var Duck = Backbone.Model.extend({
RADIUS: 1,
defaults: {
x: 0,
y: 0
}
});
var DuckCollection = Backbone.Collection.extend({
model: Duck
});
var GameController = Backbone.View.extend({
FRAME_RATE: 40,
NUM_DUCKS: 12,
LEFT: -15,
RIGHT: 10,
TOP: 5,
BOTTOM: -5,
DEMO_MODE: 0,
PLAY_MODE: 1,
initialize: function() {
this.ship = new Ship();
this.ducks = new DuckCollection();
this.mode = this.DEMO_MODE;
this.isRunning = false;
},
start: function(mode) {
var _this = this;
if (typeof mode !== 'undefined') {
this.mode = mode;
}
this.isRunning = true;
this.startTime = new Date().getTime();
this.ducks.reset();
this.ship.set(this.ship.defaults);
var x, y;
var MIN_DISTANCE = Duck.prototype.RADIUS * 3;
var isTooClose = function(other) {
var o = other.attributes;
var distance = Trig.distance(x, y, o.x, o.y);
return distance < MIN_DISTANCE;
};
_.each(_.range(this.NUM_DUCKS), function() {
var tries = 0;
while (tries < 30) {
x = Math.random() * (this.RIGHT + -this.LEFT) + this.LEFT;
y = Math.random() * (this.TOP + -this.BOTTOM) + this.BOTTOM;
if (!this.ducks.any(isTooClose)) break;
tries++;
}
this.ducks.add({ x: x, y: y });
}, this);
clearInterval(this.interval);
this.interval = setInterval(function() {
_this.tick();
}, 1000 / this.FRAME_RATE);
this.trigger('start');
},
setTarget: function(x, y) {
this.ship.set({
targetX: x,
targetY: y
});
},
tick: function() {
this.ship.tick();
var sa = this.ship.attributes;
var max = Ship.prototype.RADIUS + Duck.prototype.RADIUS;
if (this.mode === this.PLAY_MODE) {
this.ducks.each(function(duck) {
var da = duck.attributes;
var distance = Trig.distance(sa.x, sa.y, da.x, da.y);
if (distance < max) {
this.ducks.remove(duck);
}
}, this);
if (this.ducks.isEmpty()) {
var seconds = Math.floor((new Date().getTime() - this.startTime) / 1000);
if (this.isRunning) {
this.trigger('gameover', seconds);
this.isRunning = false;
}
}
}
},
getRank: function(seconds) {
if (seconds <= 10) {
return ["Emperor Goose", "(Time to join the pros!)"];
} else if (seconds <= 15) {
return ["Trumpeter Swan", "(That's pretty good!)"];
} else if (seconds <= 20) {
return ["Mallard", "(Not too shabby!)"];
} else if (seconds <= 25) {
return ["Northern Shoveler", "(The ducks are patient!)"];
} else {
return ["Bufflehead", "(The ducks fell asleep!)"];
}
}
});