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re2o/static/js/konami/konami.js
2017-10-10 20:09:56 +00:00

139 lines
5.2 KiB
JavaScript

/*
* Konami-JS ~
* :: Now with support for touch events and multiple instances for
* :: those situations that call for multiple easter eggs!
* Code: https://github.com/snaptortoise/konami-js
* Examples: http://www.snaptortoise.com/konami-js
* Copyright (c) 2009 George Mandis (georgemandis.com, snaptortoise.com)
* Version: 1.5.1 (9/4/2017)
* Licensed under the MIT License (http://opensource.org/licenses/MIT)
* Tested in: Safari 4+, Google Chrome 4+, Firefox 3+, IE7+, Mobile Safari 2.2.1+ and Android
*/
var Konami = function (callback) {
var konami = {
addEvent: function (obj, type, fn, ref_obj) {
if (obj.addEventListener)
obj.addEventListener(type, fn, false);
else if (obj.attachEvent) {
// IE
obj["e" + type + fn] = fn;
obj[type + fn] = function () {
obj["e" + type + fn](window.event, ref_obj);
}
obj.attachEvent("on" + type, obj[type + fn]);
}
},
removeEvent: function (obj, eventName, eventCallback) {
if (obj.removeEventListener) {
obj.removeEventListener(eventName, eventCallback);
} else if (obj.attachEvent) {
obj.detachEvent(eventName);
}
},
input: "",
pattern: "38384040373937396665",
keydownHandler: function (e, ref_obj) {
if (ref_obj) {
konami = ref_obj;
} // IE
konami.input += e ? e.keyCode : event.keyCode;
if (konami.input.length > konami.pattern.length) {
konami.input = konami.input.substr((konami.input.length - konami.pattern.length));
}
if (konami.input === konami.pattern) {
konami.code(this._currentlink);
konami.input = '';
e.preventDefault();
return false;
}
},
load: function (link) {
this.addEvent(document, "keydown", this.keydownHandler, this);
this.iphone.load(link);
},
unload: function () {
this.removeEvent(document, 'keydown', this.keydownHandler);
this.iphone.unload();
},
code: function (link) {
window.location = link
},
iphone: {
start_x: 0,
start_y: 0,
stop_x: 0,
stop_y: 0,
tap: false,
capture: false,
orig_keys: "",
keys: ["UP", "UP", "DOWN", "DOWN", "LEFT", "RIGHT", "LEFT", "RIGHT", "TAP", "TAP"],
input: [],
code: function (link) {
konami.code(link);
},
touchmoveHandler: function (e) {
if (e.touches.length === 1 && konami.iphone.capture === true) {
var touch = e.touches[0];
konami.iphone.stop_x = touch.pageX;
konami.iphone.stop_y = touch.pageY;
konami.iphone.tap = false;
konami.iphone.capture = false;
konami.iphone.check_direction();
}
},
toucheendHandler: function () {
if (konami.iphone.tap === true) {
konami.iphone.check_direction(this._currentLink);
}
},
touchstartHandler: function (e) {
konami.iphone.start_x = e.changedTouches[0].pageX;
konami.iphone.start_y = e.changedTouches[0].pageY;
konami.iphone.tap = true;
konami.iphone.capture = true;
},
load: function (link) {
this.orig_keys = this.keys;
konami.addEvent(document, "touchmove", this.touchmoveHandler);
konami.addEvent(document, "touchend", this.toucheendHandler, false);
konami.addEvent(document, "touchstart", this.touchstartHandler);
},
unload: function () {
konami.removeEvent(document, 'touchmove', this.touchmoveHandler);
konami.removeEvent(document, 'touchend', this.toucheendHandler);
konami.removeEvent(document, 'touchstart', this.touchstartHandler);
},
check_direction: function () {
x_magnitude = Math.abs(this.start_x - this.stop_x);
y_magnitude = Math.abs(this.start_y - this.stop_y);
x = ((this.start_x - this.stop_x) < 0) ? "RIGHT" : "LEFT";
y = ((this.start_y - this.stop_y) < 0) ? "DOWN" : "UP";
result = (x_magnitude > y_magnitude) ? x : y;
result = (this.tap === true) ? "TAP" : result;
return result;
}
}
}
typeof callback === "string" && konami.load(callback);
if (typeof callback === "function") {
konami.code = callback;
konami.load();
}
return konami;
};
if (typeof module !== 'undefined' && typeof module.exports !== 'undefined') {
module.exports = Konami;
} else {
if (typeof define === 'function' && define.amd) {
define([], function() {
return Konami;
});
} else {
window.Konami = Konami;
}
}