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Aug 24th, 2016
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  1.     initControls() {
  2.         var controls = new Controls();
  3.         $(document).keydown(function(event) {
  4.             controls.keysPressed[event.which] = true;
  5.            
  6.             if (controls.right in controls.keysPressed || controls.rightAlt in controls.keysPressed) {
  7.                 this.direction = 1;
  8.             } else if (controls.down in controls.keysPressed || controls.downAlt in controls.keysPressed) {
  9.                 this.direction = 2;
  10.             } else if (controls.left in controls.keysPressed || controls.leftAlt in controls.keysPressed) {
  11.                 this.direction = 3;
  12.             } else if (controls.up in controls.keysPressed || controls.upAlt in controls.keysPressed) {
  13.                 this.direction = 4;
  14.             } else if (controls.esc in controls.keysPressed) {
  15.                 this.direction = 0;
  16.             }
  17.         });
  18.  
  19.         $(document).keyup(function(event) {
  20.             delete controls.keysPressed[event.which];
  21.         });
  22.     }
  23.  
  24.     start() {
  25.         this.initCanvas();
  26.         this.initControls();
  27.  
  28.         var self = this;
  29.  
  30.         createjs.Ticker.setFPS(60);
  31.         createjs.Ticker.addEventListener("tick",  gameLoop);
  32.  
  33.         function gameLoop(event) {
  34.             var moveDistance = event.delta/1000*self.moveDistance;
  35.             switch (this.direction) {
  36.                 case 1:
  37.                     if (self.canvas.world.regX < self.screenHeight + self.outsideMove) {
  38.                         self.canvas.circle.x += moveDistance;
  39.                         self.canvas.world.regX += moveDistance;
  40.                     }
  41.                     break;
  42.                 case 2:
  43.                     if (self.canvas.world.regY < self.screenHeight + self.outsideMove) {
  44.                         self.canvas.circle.y += moveDistance;
  45.                         self.canvas.world.regY += moveDistance;
  46.                     }
  47.                     break;
  48.                 case 3:
  49.                     if (self.canvas.world.regX > 0 - self.canvas.spawnPointX + self.circle_size) {
  50.                         self.canvas.circle.x -= moveDistance;
  51.                         self.canvas.world.regX -= moveDistance;
  52.                     }
  53.                     break;
  54.                 case 4:
  55.                     if (self.canvas.world.regY > 0 - self.canvas.spawnPointY + self.circle_size) {
  56.                         self.canvas.circle.y -= moveDistance;
  57.                         self.canvas.world.regY -= moveDistance;
  58.                     }
  59.                     break;
  60.                 case 0:
  61.                     break;
  62.             }
  63.             self.drawFps();    
  64.             self.canvas.update();
  65.         }
  66.     }
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