codecombat/app/models/ThangType.coffee

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2014-01-03 13:32:13 -05:00
CocoModel = require('./CocoModel')
SpriteBuilder = require 'lib/sprites/SpriteBuilder'
module.exports = class ThangType extends CocoModel
@className: "ThangType"
urlRoot: "/db/thang.type"
building: 0
initialize: ->
super()
@setDefaults()
@on 'sync', @setDefaults
@spriteSheets = {}
setDefaults: ->
@resetRawData() unless @get('raw')
resetRawData: ->
@set('raw', {shapes:{}, containers:{}, animations:{}})
requiredRawAnimations: ->
required = []
for name, action of @get('actions')
allActions = [action].concat(_.values (action.relatedActions ? {}))
for a in allActions when a.animation
scale = if name is 'portrait' then a.scale or 1 else a.scale or @get('scale') or 1
animation = {animation: a.animation, scale: scale}
animation.portrait = name is 'portrait'
unless _.find(required, (r) -> _.isEqual r, animation)
required.push animation
required
resetSpriteSheetCache: ->
@buildActions()
@spriteSheets = {}
getActions: ->
return @actions or @buildActions()
buildActions: ->
@actions = _.cloneDeep(@get('actions'))
for name, action of @actions
action.name = name
for relatedName, relatedAction of action.relatedActions ? {}
relatedAction.name = action.name + "_" + relatedName
@actions[relatedAction.name] = relatedAction
@actions
getSpriteSheet: (options) ->
options = @fillOptions options
key = @spriteSheetKey(options)
return @spriteSheets[key] or @buildSpriteSheet(options)
fillOptions: (options) ->
options ?= {}
options = _.clone options
options.resolutionFactor ?= 4
options.async ?= false
options
buildSpriteSheet: (options) ->
options = @fillOptions options
@buildActions() if not @actions
unless @requiredRawAnimations().length or _.find @actions, 'container'
return null if @.get('name') is 'Invisible'
console.warn "Can't build a CocoSprite with no animations or containers!", @
vectorParser = new SpriteBuilder(@)
builder = new createjs.SpriteSheetBuilder()
builder.padding = 2
# First we add the frames from the raw animations to the sprite sheet builder
framesMap = {}
for animation in @requiredRawAnimations()
name = animation.animation
movieClip = vectorParser.buildMovieClip name
if animation.portrait
movieClip.nominalBounds = null
movieClip.frameBounds = null
pt = @actions.portrait.positions?.registration
rect = new createjs.Rectangle(pt?.x/animation.scale or 0, pt?.y/animation.scale or 0, 100/animation.scale, 100/animation.scale)
builder.addMovieClip(movieClip, rect, animation.scale)
else
builder.addMovieClip movieClip, null, animation.scale * options.resolutionFactor
framesMap[animation.scale + "_" + name] = builder._animations[name].frames
# Then we add real animations for our actions with our desired configuration
for name, action of @actions when action.animation
if name is 'portrait'
scale = action.scale ? 1
else
scale = action.scale ? @get('scale') ? 1
keptFrames = framesMap[scale + "_" + action.animation]
if action.frames
frames = action.frames
frames = frames.split(',') if _.isString(frames)
newFrames = (parseInt(f, 10) for f in frames)
keptFrames = (f + keptFrames[0] for f in newFrames)
action.frames = keptFrames # Keep generated frame numbers around
next = true
if action.goesTo
console.warn "Haven't figured out what action.goesTo should do yet"
next = action.goesTo # TODO: what should this be? action? animation?
else if action.loops is false
next = false
builder.addAnimation name, keptFrames, next
for name, action of @actions when action.container and not action.animation
scale = options.resolutionFactor * (action.scale or @get('scale') or 1)
s = vectorParser.buildContainerFromStore(action.container)
if action.name is 'portrait'
scale = action.scale or 1
pt = action?.positions?.registration
rect = new createjs.Rectangle(pt?.x/scale or 0, pt?.y/scale or 0, 100/scale, 100/scale)
frame = builder.addFrame(s, rect, scale)
else
frame = builder.addFrame(s, s.bounds, scale)
builder.addAnimation name, [frame], false
spriteSheet = null
if options.async
builder.buildAsync()
builder.on 'complete', @onBuildSpriteSheetComplete, @, true, @spriteSheetKey(options)
return true
else
console.warn 'Building', @get('name'), 'and blocking the main thread. LevelLoader should have it built asynchronously instead.'
spriteSheet = builder.build()
@spriteSheets[@spriteSheetKey(options)] = spriteSheet
# console.log "Generated fresh spritesheet", @spriteSheetKey(options)
spriteSheet
onBuildSpriteSheetComplete: (e, key) ->
@spriteSheets[key] = e.target.spriteSheet
@trigger 'build-complete'
# $('body').append(@getPortrait(key))
spriteSheetKey: (options) ->
"#{@get('name')} - #{options.resolutionFactor}"
getPortrait: (spriteOptionsOrKey, size=100) ->
key = spriteOptionsOrKey
key = if _.isObject(key) then @spriteSheetKey(key) else key
spriteSheet = @spriteSheets[key]
return unless spriteSheet
canvas = $("<canvas width='#{size}' height='#{size}'></canvas>")
stage = new createjs.Stage(canvas[0])
sprite = new createjs.Sprite(spriteSheet)
pt = @actions.portrait?.positions?.registration
sprite.regX = pt?.x or 0
sprite.regY = pt?.y or 0
sprite.gotoAndStop 'portrait'
stage.addChild(sprite)
stage.update()
url = stage.toDataURL()
img = $('<img />').attr('src', url)