codecombat/app/lib/surface/Surface.coffee

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CocoClass = require 'lib/CocoClass'
path = require './path'
Dropper = require './Dropper'
AudioPlayer = require 'lib/AudioPlayer'
{me} = require 'lib/auth'
Camera = require './Camera'
CameraBorder = require './CameraBorder'
Layer = require './Layer'
Letterbox = require './Letterbox'
Dimmer = require './Dimmer'
CastingScreen = require './CastingScreen'
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PlaybackOverScreen = require './PlaybackOverScreen'
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DebugDisplay = require './DebugDisplay'
CoordinateDisplay = require './CoordinateDisplay'
SpriteBoss = require './SpriteBoss'
PointChooser = require './PointChooser'
RegionChooser = require './RegionChooser'
MusicPlayer = require './MusicPlayer'
module.exports = Surface = class Surface extends CocoClass
stage: null
layers: null
surfaceLayer: null
surfaceTextLayer: null
screenLayer: null
gridLayer: null # TODO: maybe
spriteBoss: null
debugDisplay: null
currentFrame: 0
lastFrame: null
totalFramesDrawn: 0
playing: true # play vs. pause
dead: false # if we kill it for some reason
imagesLoaded: false
worldLoaded: false
scrubbing: false
debug: false
defaults:
wizards: true
paths: true
grid: false
navigateToSelection: true
choosing: false # 'point', 'region', 'ratio-region'
coords: true
playJingle: false
showInvisible: false
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frameRate: 30 # Best as a divisor of 60, like 15, 30, 60, with RAF_SYNCHED timing.
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subscriptions:
'level-disable-controls': 'onDisableControls'
'level-enable-controls': 'onEnableControls'
'level-set-playing': 'onSetPlaying'
'level-set-debug': 'onSetDebug'
'level-toggle-debug': 'onToggleDebug'
'level-set-grid': 'onSetGrid'
'level-toggle-grid': 'onToggleGrid'
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'level-toggle-pathfinding': 'onTogglePathFinding'
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'level-set-time': 'onSetTime'
'level-set-surface-camera': 'onSetCamera'
'level:restarted': 'onLevelRestarted'
'god:new-world-created': 'onNewWorld'
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'god:streaming-world-updated': 'onNewWorld'
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'tome:cast-spells': 'onCastSpells'
'level-set-letterbox': 'onSetLetterbox'
'application:idle-changed': 'onIdleChanged'
'camera:zoom-updated': 'onZoomUpdated'
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shortcuts:
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'ctrl+\\, ⌘+\\': 'onToggleDebug'
'ctrl+g, ⌘+g': 'onToggleGrid'
'ctrl+o, ⌘+o': 'onTogglePathFinding'
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# external functions
constructor: (@world, @canvas, givenOptions) ->
super()
@layers = []
@options = _.clone(@defaults)
@options = _.extend(@options, givenOptions) if givenOptions
@initEasel()
@initAudio()
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@onResize = _.debounce @onResize, 500
$(window).on 'resize', @onResize
if @world.ended
_.defer => @setWorld @world
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destroy: ->
@dead = true
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@camera?.destroy()
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createjs.Ticker.removeEventListener('tick', @tick)
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createjs.Sound.stop()
layer.destroy() for layer in @layers
@spriteBoss.destroy()
@chooser?.destroy()
@dimmer?.destroy()
@castingScreen?.destroy()
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@playbackOverScreen?.destroy()
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@stage.clear()
@musicPlayer?.destroy()
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@stage.removeAllChildren()
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@stage.removeEventListener 'stagemousemove', @onMouseMove
@stage.removeEventListener 'stagemousedown', @onMouseDown
@stage.removeEventListener 'stagemouseup', @onMouseUp
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@stage.removeAllEventListeners()
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@stage.enableDOMEvents false
@stage.enableMouseOver 0
@canvas.off 'mousewheel', @onMouseWheel
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$(window).off 'resize', @onResize
clearTimeout @surfacePauseTimeout if @surfacePauseTimeout
clearTimeout @surfaceZoomPauseTimeout if @surfaceZoomPauseTimeout
super()
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setWorld: (@world) ->
@worldLoaded = true
lastFrame = Math.min(@getCurrentFrame(), @world.totalFrames - 1)
@world.getFrame(lastFrame).restoreState() unless @options.choosing
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@spriteBoss.world = @world
@showLevel()
@updateState true if @loaded
# TODO: synchronize both ways of choosing whether to show coords (@world via UI System or @options via World Select modal)
if @world.showCoordinates and @options.coords
@coordinateDisplay = new CoordinateDisplay camera: @camera
@surfaceTextLayer.addChild @coordinateDisplay
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@onFrameChanged()
Backbone.Mediator.publish 'surface:world-set-up'
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onTogglePathFinding: (e) ->
e?.preventDefault?()
@hidePathFinding()
@showingPathFinding = not @showingPathFinding
if @showingPathFinding then @showPathFinding() else @hidePathFinding()
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hidePathFinding: ->
@surfaceLayer.removeChild @navRectangles if @navRectangles
@surfaceLayer.removeChild @navPaths if @navPaths
@navRectangles = @navPaths = null
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showPathFinding: ->
@hidePathFinding()
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mesh = _.values(@world.navMeshes or {})[0]
return unless mesh
@navRectangles = new createjs.Container()
@navRectangles.layerPriority = -1
@addMeshRectanglesToContainer mesh, @navRectangles
@surfaceLayer.addChild @navRectangles
@surfaceLayer.updateLayerOrder()
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graph = _.values(@world.graphs or {})[0]
return @surfaceLayer.updateLayerOrder() unless graph
@navPaths = new createjs.Container()
@navPaths.layerPriority = -1
@addNavPathsToContainer graph, @navPaths
@surfaceLayer.addChild @navPaths
@surfaceLayer.updateLayerOrder()
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addMeshRectanglesToContainer: (mesh, container) ->
for rect in mesh
shape = new createjs.Shape()
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pos = @camera.worldToSurface {x: rect.x, y: rect.y}
dim = @camera.worldToSurface {x: rect.width, y: rect.height}
shape.graphics
.setStrokeStyle(3)
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.beginFill('rgba(0,0,128,0.3)')
.beginStroke('rgba(0,0,128,0.7)')
.drawRect(pos.x - dim.x/2, pos.y - dim.y/2, dim.x, dim.y)
container.addChild shape
addNavPathsToContainer: (graph, container) ->
for node in _.values graph
for edgeVertex in node.edges
@drawLine node.vertex, edgeVertex, container
drawLine: (v1, v2, container) ->
shape = new createjs.Shape()
v1 = @camera.worldToSurface v1
v2 = @camera.worldToSurface v2
shape.graphics
.setStrokeStyle(1)
.moveTo(v1.x, v1.y)
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.beginStroke('rgba(128,0,0,0.4)')
.lineTo(v2.x, v2.y)
.endStroke()
container.addChild shape
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setProgress: (progress, scrubDuration=500) ->
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progress = Math.max(Math.min(progress, 1), 0.0)
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@scrubbing = true
onTweenEnd = =>
@scrubbingTo = null
@scrubbing = false
@scrubbingPlaybackSpeed = null
@fastForwarding = false
if @scrubbingTo?
# cut to the chase for existing tween
createjs.Tween.removeTweens(@)
@currentFrame = @scrubbingTo
@scrubbingTo = Math.min(Math.round(progress * @world.totalFrames), @world.totalFrames)
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@scrubbingPlaybackSpeed = Math.sqrt(Math.abs(@scrubbingTo - @currentFrame) * @world.dt / (scrubDuration or 0.5))
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ease = if @fastForwarding then createjs.Ease.linear else createjs.Ease.sineInOut
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if scrubDuration
t = createjs.Tween
.get(@)
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.to({currentFrame: @scrubbingTo}, scrubDuration, ease)
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.call(onTweenEnd)
t.addEventListener('change', @onFramesScrubbed)
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else
@currentFrame = @scrubbingTo
@onFramesScrubbed() # For performance, don't play these for instant transitions.
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onTweenEnd()
return unless @loaded
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@updateState true
@onFrameChanged()
onFramesScrubbed: (e) =>
return unless @loaded
if e
# Gotta play all the sounds when scrubbing (but not when doing an immediate transition).
rising = @currentFrame > @lastFrame
actualCurrentFrame = @currentFrame
tempFrame = if rising then Math.ceil(@lastFrame) else Math.floor(@lastFrame)
while true # temporary fix to stop cacophony
break if rising and tempFrame > actualCurrentFrame
break if (not rising) and tempFrame < actualCurrentFrame
@currentFrame = tempFrame
frame = @world.getFrame(@getCurrentFrame())
frame.restoreState()
volume = Math.max(0.05, Math.min(1, 1 / @scrubbingPlaybackSpeed))
sprite.playSounds false, volume for sprite in @spriteBoss.spriteArray
tempFrame += if rising then 1 else -1
@currentFrame = actualCurrentFrame
@restoreWorldState()
@spriteBoss.update true
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@onFrameChanged()
getCurrentFrame: ->
return Math.max(0, Math.min(Math.floor(@currentFrame), @world.frames.length - 1))
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getProgress: -> @currentFrame / @world.totalFrames
onLevelRestarted: (e) ->
@setProgress 0, 0
onSetCamera: (e) ->
if e.thangID
return unless target = @spriteBoss.spriteFor(e.thangID)?.imageObject
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else if e.pos
target = @camera.worldToSurface e.pos
else
target = null
@camera.setBounds e.bounds if e.bounds
@cameraBorder.updateBounds @camera.bounds
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@camera.zoomTo target, e.zoom, e.duration # TODO: SurfaceScriptModule perhaps shouldn't assign e.zoom if not set
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onZoomUpdated: (e) ->
if @ended
@setPaused false
@surfaceZoomPauseTimeout = _.delay (=> @setPaused true), 3000
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setDisabled: (@disabled) ->
@spriteBoss.disabled = @disabled
onDisableControls: (e) ->
return if e.controls and not ('surface' in e.controls)
@setDisabled true
@dimmer ?= new Dimmer camera: @camera, layer: @screenLayer
@dimmer.setSprites @spriteBoss.sprites
onEnableControls: (e) ->
return if e.controls and not ('surface' in e.controls)
@setDisabled false
onSetLetterbox: (e) ->
@setDisabled e.on
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onSetPlaying: (e) ->
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@playing = (e ? {}).playing ? true
@setPlayingCalled = true
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if @playing and @currentFrame >= (@world.totalFrames - 5)
@currentFrame = 0
if @fastForwarding and not @playing
@setProgress @currentFrame / @world.totalFrames
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onSetTime: (e) ->
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toFrame = @currentFrame
if e.time?
@worldLifespan = @world.totalFrames / @world.frameRate
e.ratio = e.time / @worldLifespan
if e.ratio?
toFrame = @world.totalFrames * e.ratio
if e.frameOffset
toFrame += e.frameOffset
if e.ratioOffset
toFrame += @world.totalFrames * e.ratioOffset
unless _.isNumber(toFrame) and not _.isNaN(toFrame)
return console.error('set-time event', e, 'produced invalid target frame', toFrame)
@setProgress(toFrame / @world.totalFrames, e.scrubDuration)
onFrameChanged: (force) ->
@currentFrame = Math.min(@currentFrame, @world.totalFrames)
@debugDisplay?.updateFrame @currentFrame
return if @currentFrame is @lastFrame and not force
progress = @getProgress()
Backbone.Mediator.publish('surface:frame-changed',
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type: 'frame-changed'
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selectedThang: @spriteBoss.selectedSprite?.thang
progress: progress
frame: @currentFrame
world: @world
)
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if @lastFrame < @world.totalFrames and @currentFrame >= @world.totalFrames - 1
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@ended = true
@setPaused true
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Backbone.Mediator.publish 'surface:playback-ended'
else if @currentFrame < @world.totalFrames and @ended
@ended = false
@setPaused false
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Backbone.Mediator.publish 'surface:playback-restarted'
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@lastFrame = @currentFrame
onIdleChanged: (e) ->
@setPaused e.idle unless @ended
setPaused: (paused) ->
# We want to be able to essentially stop rendering the surface if it doesn't need to animate anything.
# If pausing, though, we want to give it enough time to finish any tweens.
performToggle = =>
createjs.Ticker.setFPS if paused then 1 else @options.frameRate
@surfacePauseTimeout = null
clearTimeout @surfacePauseTimeout if @surfacePauseTimeout
clearTimeout @surfaceZoomPauseTimeout if @surfaceZoomPauseTimeout
@surfacePauseTimeout = @surfaceZoomPauseTimeout = null
if paused
@surfacePauseTimeout = _.delay performToggle, 2000
@spriteBoss.stop()
@playbackOverScreen.show()
else
performToggle()
@spriteBoss.play()
@playbackOverScreen.hide()
onCastSpells: (e) ->
return if e.preload
@setPaused false if @ended
@casting = true
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@setPlayingCalled = false # Don't overwrite playing settings if they changed by, say, scripts.
@frameBeforeCast = @currentFrame
@currentFrame = 0
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onNewWorld: (event) ->
return unless event.world.name is @world.name
@casting = false
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@spriteBoss.play()
# This has a tendency to break scripts that are waiting for playback to change when the level is loaded
# so only run it after the first world is created.
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Backbone.Mediator.publish 'level-set-playing', {playing: true} unless event.firstWorld or @setPlayingCalled
@setWorld event.world
@onFrameChanged(true)
if @playing and ffToFrame = Math.min event.firstChangedFrame, @frameBeforeCast, event.world.frames.length
ffToRatio = ffToFrame / @world.totalFrames
ffToTime = ffToFrame * @world.dt
ffSpeed = Math.max 4, ffToTime / 3
ffInterval = 1000 * (ffToFrame - @currentFrame) / @options.frameRate
ffScrubDuration = 1000 * ffToTime / ffSpeed
ffScrubDuration = Math.min(ffScrubDuration, ffInterval)
ffFactor = ffInterval / ffScrubDuration
if ffFactor > 1.5
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createjs.Tween.removeTweens(@)
@scrubbingTo = null
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@fastForwarding = true
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@setProgress ffToRatio, ffScrubDuration
else
createjs.Tween.removeTweens(@)
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# initialization
initEasel: ->
# takes DOM objects, not jQuery objects
@stage = new createjs.Stage(@canvas[0])
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canvasWidth = parseInt @canvas.attr('width'), 10
canvasHeight = parseInt @canvas.attr('height'), 10
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@camera?.destroy()
@camera = new Camera @canvas
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AudioPlayer.camera = @camera
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@layers.push @surfaceLayer = new Layer name: 'Surface', layerPriority: 0, transform: Layer.TRANSFORM_SURFACE, camera: @camera
@layers.push @surfaceTextLayer = new Layer name: 'Surface Text', layerPriority: 1, transform: Layer.TRANSFORM_SURFACE_TEXT, camera: @camera
@layers.push @screenLayer = new Layer name: 'Screen', layerPriority: 2, transform: Layer.TRANSFORM_SCREEN, camera: @camera
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@stage.addChild @layers...
@surfaceLayer.addChild @cameraBorder = new CameraBorder bounds: @camera.bounds
@screenLayer.addChild new Letterbox canvasWidth: canvasWidth, canvasHeight: canvasHeight
@spriteBoss = new SpriteBoss camera: @camera, surfaceLayer: @surfaceLayer, surfaceTextLayer: @surfaceTextLayer, world: @world, thangTypes: @options.thangTypes, choosing: @options.choosing, navigateToSelection: @options.navigateToSelection, showInvisible: @options.showInvisible
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#@castingScreen ?= new CastingScreen camera: @camera, layer: @screenLayer # STREAM: Not needed with world streaming.
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@playbackOverScreen ?= new PlaybackOverScreen camera: @camera, layer: @screenLayer
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@stage.enableMouseOver(10)
@stage.addEventListener 'stagemousemove', @onMouseMove
@stage.addEventListener 'stagemousedown', @onMouseDown
@canvas[0].addEventListener 'mouseup', @onMouseUp
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@canvas.on 'mousewheel', @onMouseWheel
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@hookUpChooseControls() if @options.choosing
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createjs.Ticker.timingMode = createjs.Ticker.RAF_SYNCHED
createjs.Ticker.setFPS @options.frameRate
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@onResize()
onResize: (e) =>
oldWidth = parseInt @canvas.attr('width'), 10
oldHeight = parseInt @canvas.attr('height'), 10
newWidth = @canvas.width()
newHeight = @canvas.height()
return unless newWidth > 0 and newHeight > 0
#if InstallTrigger? # Firefox rendering performance goes down as canvas size goes up
# newWidth = Math.min 924, newWidth
# newHeight = Math.min 589, newHeight
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@canvas.attr width: newWidth, height: newHeight
@stage.scaleX *= newWidth / oldWidth
@stage.scaleY *= newHeight / oldHeight
@camera.onResize newWidth, newHeight
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showLevel: ->
return if @dead
return unless @worldLoaded
return if @loaded
@loaded = true
@spriteBoss.createMarks()
@spriteBoss.createIndieSprites @world.indieSprites, @options.wizards
Backbone.Mediator.publish 'registrar-echo-states'
@updateState true
@drawCurrentFrame()
@showGrid() if @options.grid # TODO: pay attention to world grid setting (which we only know when world simulates)
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createjs.Ticker.addEventListener 'tick', @tick
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Backbone.Mediator.publish 'level:started'
createOpponentWizard: (opponent) ->
@spriteBoss.createOpponentWizard opponent
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initAudio: ->
@musicPlayer = new MusicPlayer()
# grid; should probably refactor into separate class
showGrid: ->
return if @gridShowing()
unless @gridLayer
@gridLayer = new createjs.Container()
@gridShape = new createjs.Shape()
@gridLayer.addChild @gridShape
@gridLayer.z = 90019001
@gridLayer.mouseEnabled = false
@gridShape.alpha = 0.125
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@gridShape.graphics.beginStroke 'blue'
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gridSize = Math.round(@world.size()[0] / 20)
unless gridSize > 0.1
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return console.error 'Grid size is', gridSize, 'so we can\'t draw a grid.'
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wopStart = x: 0, y: 0
wopEnd = x: @world.size()[0], y: @world.size()[1]
supStart = @camera.worldToSurface wopStart
supEnd = @camera.worldToSurface wopEnd
wop = x: wopStart.x, y: wopStart.y
while wop.x < wopEnd.x
sup = @camera.worldToSurface wop
@gridShape.graphics.mt(sup.x, supStart.y).lt(sup.x, supEnd.y)
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t = new createjs.Text(wop.x.toFixed(0), '16px Arial', 'blue')
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t.x = sup.x - t.getMeasuredWidth() / 2
t.y = supStart.y - 10 - t.getMeasuredHeight() / 2
t.alpha = 0.75
@gridLayer.addChild t
wop.x += gridSize
while wop.y < wopEnd.y
sup = @camera.worldToSurface wop
@gridShape.graphics.mt(supStart.x, sup.y).lt(supEnd.x, sup.y)
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t = new createjs.Text(wop.y.toFixed(0), '16px Arial', 'blue')
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t.x = 10 - t.getMeasuredWidth() / 2
t.y = sup.y - t.getMeasuredHeight() / 2
t.alpha = 0.75
@gridLayer.addChild t
wop.y += gridSize
@gridShape.graphics.endStroke()
bounds = @gridLayer.getBounds()
return unless bounds?.width and bounds.height
@gridLayer.cache bounds.x, bounds.y, bounds.width, bounds.height
@surfaceLayer.addChild @gridLayer
hideGrid: ->
return unless @gridShowing()
@gridLayer.parent.removeChild @gridLayer
gridShowing: ->
@gridLayer?.parent?
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onToggleGrid: (e) ->
# TODO: figure out a better way of managing grid / debug so it's not split across PlaybackView and Surface
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e?.preventDefault?()
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if @gridShowing() then @hideGrid() else @showGrid()
flag = $('#grid-toggle i.icon-ok')
flag.toggleClass 'invisible', not @gridShowing()
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onSetGrid: (e) ->
if e.grid then @showGrid() else @hideGrid()
onToggleDebug: (e) ->
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e?.preventDefault?()
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Backbone.Mediator.publish 'level-set-debug', {debug: not @debug}
onSetDebug: (e) ->
return if e.debug is @debug
@debug = e.debug
if @debug and not @debugDisplay
@screenLayer.addChild @debugDisplay = new DebugDisplay canvasWidth: @camera.canvasWidth, canvasHeight: @camera.canvasHeight
# Some mouse handling callbacks
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onMouseMove: (e) =>
@mouseScreenPos = {x: e.stageX, y: e.stageY}
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return if @disabled
Backbone.Mediator.publish 'surface:mouse-moved', x: e.stageX, y: e.stageY
onMouseDown: (e) =>
return if @disabled
onBackground = not @stage.hitTest e.stageX, e.stageY
Backbone.Mediator.publish 'surface:stage-mouse-down', onBackground: onBackground, x: e.stageX, y: e.stageY, originalEvent: e
onMouseUp: (e) =>
return if @disabled
onBackground = not @stage.hitTest e.stageX, e.stageY
Backbone.Mediator.publish 'surface:stage-mouse-up', onBackground: onBackground, x: e.stageX, y: e.stageY, originalEvent: e
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onMouseWheel: (e) =>
# https://github.com/brandonaaron/jquery-mousewheel
e.preventDefault()
return if @disabled
event =
deltaX: e.deltaX
deltaY: e.deltaY
screenPos: @mouseScreenPos
canvas: @canvas
Backbone.Mediator.publish 'surface:mouse-scrolled', event unless @disabled
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hookUpChooseControls: ->
chooserOptions = stage: @stage, surfaceLayer: @surfaceLayer, camera: @camera, restrictRatio: @options.choosing is 'ratio-region'
klass = if @options.choosing is 'point' then PointChooser else RegionChooser
@chooser = new klass chooserOptions
# Main Surface update loop
tick: (e) =>
# seems to be a bug where only one object can register with the Ticker...
oldFrame = @currentFrame
oldWorldFrame = Math.floor oldFrame
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lastFrame = @world.totalFrames - 1
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while true
Dropper.tick()
@trailmaster.tick() if @trailmaster
# Skip some frame updates unless we're playing and not at end (or we haven't drawn much yet)
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frameAdvanced = (@playing and @currentFrame < lastFrame) or @totalFramesDrawn < 2
if frameAdvanced and @playing
@currentFrame += @world.frameRate / @options.frameRate
@currentFrame = Math.min @currentFrame, lastFrame
newWorldFrame = Math.floor @currentFrame
worldFrameAdvanced = newWorldFrame isnt oldWorldFrame
if worldFrameAdvanced
# Only restore world state when it will correspond to an integer WorldFrame, not interpolated frame.
@restoreWorldState()
oldWorldFrame = newWorldFrame
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break unless Dropper.drop()
if frameAdvanced and not worldFrameAdvanced
# We didn't end the above loop on an integer frame, so do the world state update.
@restoreWorldState()
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# these are skipped for dropped frames
@updateState @currentFrame isnt oldFrame
@drawCurrentFrame e
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@onFrameChanged()
@updatePaths() if (@totalFramesDrawn % 4) is 0 or createjs.Ticker.getMeasuredFPS() > createjs.Ticker.getFPS() - 5
Backbone.Mediator.publish('surface:ticked', {dt: 1 / @options.frameRate})
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mib = @stage.mouseInBounds
if @mouseInBounds isnt mib
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Backbone.Mediator.publish('surface:mouse-' + (if mib then 'over' else 'out'), {})
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@mouseInBounds = mib
restoreWorldState: ->
frame = @world.getFrame(@getCurrentFrame())
frame.restoreState()
current = Math.max(0, Math.min(@currentFrame, @world.totalFrames - 1))
if current - Math.floor(current) > 0.01
next = Math.ceil current
ratio = current % 1
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console.log "trying to restore partial state between", current, next, "of frames", @world.frames.length, "frames" unless @world.frames[next]
@world.frames[next].restorePartialState ratio if next > 1
frame.clearEvents() if parseInt(@currentFrame) is parseInt(@lastFrame)
@spriteBoss.updateSounds() if parseInt(@currentFrame) isnt parseInt(@lastFrame)
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updateState: (frameChanged) ->
# world state must have been restored in @restoreWorldState
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@camera.updateZoom()
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@spriteBoss.update frameChanged
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@dimmer?.setSprites @spriteBoss.sprites
drawCurrentFrame: (e) ->
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++@totalFramesDrawn
@stage.update e
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# paths - TODO: move to SpriteBoss? but only update on frame drawing instead of on every frame update?
updatePaths: ->
return unless @options.paths
return if @casting
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@hidePaths()
selectedThang = @spriteBoss.selectedSprite?.thang
return if @world.showPaths is 'never'
return if @world.showPaths is 'paused' and @playing
return if @world.showPaths is 'selected' and not selectedThang
@trailmaster ?= new path.Trailmaster @camera
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selectedOnly = @playing and @world.showPaths is 'selected'
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@paths = @trailmaster.generatePaths @world, @getCurrentFrame(), selectedThang, @spriteBoss.sprites, selectedOnly
@paths.name = 'paths'
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@spriteBoss.spriteLayers['Path'].addChild @paths
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hidePaths: ->
return if not @paths
@paths.parent.removeChild @paths
@paths = null
screenshot: (scale=0.25, format='image/jpeg', quality=0.8, zoom=2) ->
# Quality doesn't work with image/png, just image/jpeg and image/webp
[w, h] = [@camera.canvasWidth, @camera.canvasHeight]
margin = (1 - 1 / zoom) / 2
@stage.cache margin * w, margin * h, w / zoom, h / zoom, scale * zoom
imageData = @stage.cacheCanvas.toDataURL(format, quality)
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#console.log 'Screenshot with scale', scale, 'format', format, 'quality', quality, 'was', Math.floor(imageData.length / 1024), 'kB'
screenshot = document.createElement('img')
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screenshot.src = imageData
@stage.uncache()
imageData