codecombat/app/lib/surface/CocoSprite.coffee

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CocoClass = require 'lib/CocoClass'
{createProgressBar} = require './sprite_utils'
Camera = require './Camera'
Mark = require './Mark'
Label = require './Label'
AudioPlayer = require 'lib/AudioPlayer'
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{me} = require 'lib/auth'
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# We'll get rid of this once level's teams actually have colors
healthColors =
ogres: [64, 128, 212]
humans: [255, 0, 0]
neutral: [64, 212, 128]
# Sprite: EaselJS-based view/controller for Thang model
module.exports = CocoSprite = class CocoSprite extends CocoClass
thangType: null # ThangType instance
imageObject: null
healthBar: null
marks: null
labels: null
ranges: null
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options:
resolutionFactor: SPRITE_RESOLUTION_FACTOR
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groundLayer: null
textLayer: null
floatingLayer: null
thang: null
camera: null
showInvisible: false
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async: true
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possessed: false
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flipped: false
flippedCount: 0
actionQueue: null
actions: null
rotation: 0
# Scale numbers
baseScaleX: 1 # scale + flip (for current action) / resolutionFactor.
baseScaleY: 1 # These numbers rarely change, so keep them around.
scaleFactorX: 1 # Current scale adjustment. This can change rapidly.
scaleFactorY: 1
targetScaleFactorX: 1 # What the scaleFactor is going toward during a tween.
targetScaleFactorY: 1
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# ACTION STATE
# Actions have relations. If you say 'move', 'move_side' may play because of a direction
# relationship, and if you say 'cast', 'cast_begin' may happen first, or 'cast_end' after.
currentRootAction: null # action that, in general, is playing or will play
currentAction: null # related action that is right now playing
subscriptions:
'level:sprite-dialogue': 'onDialogue'
'level:sprite-clear-dialogue': 'onClearDialogue'
'level:set-letterbox': 'onSetLetterbox'
'surface:ticked': 'onSurfaceTicked'
'sprite:move': 'onMove'
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constructor: (@thangType, options) ->
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super()
@options = _.extend($.extend(true, {}, @options), options)
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@setThang @options.thang
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console.error @toString(), 'has no ThangType!' unless @thangType
# this is a stub, use @setImageObject to swap it out for something else later
@imageObject = new createjs.Container
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@actionQueue = []
@marks = {}
@labels = {}
@ranges = []
@handledDisplayEvents = {}
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@age = 0
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@stillLoading = true
if @thangType.isFullyLoaded() then @onThangTypeLoaded() else @listenToOnce(@thangType, 'sync', @onThangTypeLoaded)
toString: -> "<CocoSprite: #{@thang?.id}>"
onThangTypeLoaded: ->
@stillLoading = false
for trigger, sounds of @thangType.get('soundTriggers') or {} when trigger isnt 'say'
AudioPlayer.preloadSoundReference sound for sound in sounds
if @thangType.get('raster')
@actions = {}
@isRaster = true
else
@actions = @thangType.getActions()
@createMarks()
@updateBaseScale()
@scaleFactorX = @thang.scaleFactorX if @thang?.scaleFactorX?
@scaleFactorX = @thang.scaleFactor if @thang?.scaleFactor?
@scaleFactorY = @thang.scaleFactorY if @thang?.scaleFactorY?
@scaleFactorY = @thang.scaleFactor if @thang?.scaleFactor?
setImageObject: (newImageObject) ->
if @imageObject
@imageObject.destroy?()
if parent = @imageObject.parent
parent.removeChild @imageObject
parent.addChild newImageObject
# get the cocosprite to update things
for prop in ['lastPos', 'currentRootAction']
delete @[prop]
@imageObject = newImageObject
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@configureMouse()
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@imageObject.on 'animationend', @playNextAction
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##################################################
# QUEUEING AND PLAYING ACTIONS
queueAction: (action) ->
# The normal way to have an action play
return unless @thangType.isFullyLoaded()
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action = @actions[action] if _.isString(action)
action ?= @actions.idle
@actionQueue = []
@actionQueue.push @currentRootAction.relatedActions.end if @currentRootAction?.relatedActions?.end
@actionQueue.push action.relatedActions.begin if action.relatedActions?.begin
@actionQueue.push action
if action.goesTo and nextAction = @actions[action.goesTo]
@actionQueue.push nextAction if nextAction
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@currentRootAction = action
@playNextAction()
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onSurfaceTicked: (e) -> @age += e.dt
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playNextAction: =>
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@playAction(@actionQueue.splice(0, 1)[0]) if @actionQueue.length
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playAction: (action) ->
return if @isRaster
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@currentAction = action
return @hide() unless action.animation or action.container or action.relatedActions
@show()
@updateBaseScale()
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return @updateActionDirection() unless action.animation or action.container
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m = if action.container then 'gotoAndStop' else 'gotoAndPlay'
@imageObject[m]?(action.name)
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hide: ->
@hiding = true
@updateAlpha()
show: ->
@hiding = false
@updateAlpha()
stop: ->
@imageObject?.stop?()
mark.stop() for name, mark of @marks
@stopped = true
play: ->
@imageObject?.play?()
mark.play() for name, mark of @marks
@stopped = false
update: (frameChanged) ->
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# Gets the sprite to reflect what the current state of the thangs and surface are
return if @stillLoading
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@updatePosition()
frameChanged = frameChanged or @targetScaleFactorX isnt @scaleFactorX or @targetScaleFactorY isnt @scaleFactorY
if frameChanged
@handledDisplayEvents = {}
@updateScale() # must happen before rotation
@updateAlpha()
@updateRotation()
@updateAction()
@updateStats()
@updateGold()
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@showAreaOfEffects()
@showTextEvents()
@updateHealthBar()
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@updateMarks()
@updateLabels()
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showAreaOfEffects: ->
# TODO: add back area of effects
return unless @thang?.currentEvents
for event in @thang.currentEvents
continue unless event.startsWith 'aoe-'
continue if @handledDisplayEvents[event]
@handledDisplayEvents[event] = true
args = JSON.parse(event[4...])
key = 'aoe-' + JSON.stringify(args[2..])
unless key in @options.groundLayer.spriteSheet.getAnimations()
args = JSON.parse(event[4...])
circle = new createjs.Shape()
radius = args[2] * Camera.PPM
if args.length is 4
circle.graphics.beginFill(args[3]).drawCircle(0, 0, radius)
else
startAngle = args[4]
endAngle = args[5]
circle.graphics.beginFill(args[3])
.lineTo(0, 0)
.lineTo(radius * Math.cos(startAngle), radius * Math.sin(startAngle))
.arc(0, 0, radius, startAngle, endAngle)
.lineTo(0, 0)
@options.groundLayer.addCustomGraphic(key, circle, [-radius, -radius, radius*2, radius*2])
circle = new createjs.Sprite(@options.groundLayer.spriteSheet)
circle.gotoAndStop(key)
pos = @options.camera.worldToSurface {x: args[0], y: args[1]}
circle.x = pos.x
circle.y = pos.y
resFactor = @options.groundLayer.resolutionFactor
circle.scaleY = @options.camera.y2x * 0.7 / resFactor
circle.scaleX = 0.7 / resFactor
circle.alpha = 0.2
@options.groundLayer.addChild circle
createjs.Tween.get(circle)
.to({alpha: 0.6, scaleY: @options.camera.y2x / resFactor, scaleX: 1 / resFactor}, 100, createjs.Ease.circOut)
.to({alpha: 0, scaleY: 0, scaleX: 0}, 700, createjs.Ease.circIn)
.call =>
return if @destroyed
@options.groundLayer.removeChild circle
delete @handledDisplayEvents[event]
showTextEvents: ->
# TODO: Add back text events, once this has been integrated with the Surface
# return unless @thang?.currentEvents
# for event in @thang.currentEvents
# continue unless event.startsWith 'text-'
# continue if @handledDisplayEvents[event]
# @handledDisplayEvents[event] = true
# options = JSON.parse(event[5...])
# label = new createjs.Text options.text, "bold #{options.size or 16}px Arial", options.color or '#FFF'
# shadowColor = {humans: '#F00', ogres: '#00F', neutral: '#0F0', common: '#0F0'}[@thang.team] ? '#000'
# label.shadow = new createjs.Shadow shadowColor, 1, 1, 3
# offset = @getOffset 'aboveHead'
# [label.x, label.y] = [@imageObject.x + offset.x - label.getMeasuredWidth() / 2, @imageObject.y + offset.y]
# @options.floatingLayer.addChild label
# window.labels ?= []
# window.labels.push label
# label.alpha = 0
# createjs.Tween.get(label)
# .to({y: label.y-2, alpha: 1}, 200, createjs.Ease.linear)
# .to({y: label.y-12}, 1000, createjs.Ease.linear)
# .to({y: label.y-22, alpha: 0}, 1000, createjs.Ease.linear)
# .call =>
# return if @destroyed
# @options.floatingLayer.removeChild label
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getBobOffset: ->
return 0 unless @thang.bobHeight
return @lastBobOffset if @stopped
return @lastBobOffset = @thang.bobHeight * (1 + Math.sin(@age * Math.PI / @thang.bobTime))
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getWorldPosition: ->
p1 = if @possessed then @shadow.pos else @thang.pos
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if bobOffset = @getBobOffset()
p1 = p1.copy?() or _.clone(p1)
p1.z += bobOffset
x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2
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updatePosition: (whileLoading=false) ->
return if @stillLoading and not whileLoading
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return unless @thang?.pos and @options.camera?
wop = @getWorldPosition()
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[p0, p1] = [@lastPos, @thang.pos]
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return if p0 and p0.x is p1.x and p0.y is p1.y and p0.z is p1.z and not @options.camera.tweeningZoomTo and not @thang.bobHeight
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sup = @options.camera.worldToSurface wop
[@imageObject.x, @imageObject.y] = [sup.x, sup.y]
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@lastPos = p1.copy?() or _.clone(p1) unless whileLoading
@hasMoved = true
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if @thangType.get('name') is 'Flag' and not @notOfThisWorld
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# Let the pending flags know we're here (but not this call stack, they need to delete themselves, and we may be iterating sprites).
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_.defer => Backbone.Mediator.publish 'surface:flag-appeared', sprite: @
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updateBaseScale: ->
scale = 1
useRawScale = @isRaster or @thangType.get('spriteType') is 'container'
scale = @thangType.get('scale') or 1 if useRawScale
scale /= @options.resolutionFactor unless useRawScale
@baseScaleX = @baseScaleY = scale
@baseScaleX *= -1 if @getActionProp 'flipX'
@baseScaleY *= -1 if @getActionProp 'flipY'
# temp, until these are re-exported with perspective
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floors = ['Dungeon Floor', 'Indoor Floor', 'Grass', 'Grass01', 'Grass02', 'Grass03', 'Grass04', 'Grass05', 'Goal Trigger', 'Obstacle']
if @options.camera and @thangType.get('name') in floors
@baseScaleY *= @options.camera.y2x
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updateScale: ->
return unless @imageObject
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if @thangType.get('matchWorldDimensions') and @thang
if @thang.width isnt @lastThangWidth or @thang.height isnt @lastThangHeight
bounds = @imageObject.getBounds()
return unless bounds
@imageObject.scaleX = @thang.width * Camera.PPM / bounds.width
@imageObject.scaleY = @thang.height * Camera.PPM * @options.camera.y2x / bounds.height
@imageObject.regX = bounds.width / 2
@imageObject.regY = bounds.height / 2
unless @thang.spriteName is 'Beam'
@imageObject.scaleX *= @thangType.get('scale') ? 1
@imageObject.scaleY *= @thangType.get('scale') ? 1
[@lastThangWidth, @lastThangHeight] = [@thang.width, @thang.height]
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return
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scaleX = scaleY = 1
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if @thangType.get('name') in ['Arrow', 'Spear']
# Scales the arrow so it appears longer when flying parallel to horizon.
# To do that, we convert angle to [0, 90] (mirroring half-planes twice), then make linear function out of it:
# (a - x) / a: equals 1 when x = 0, equals 0 when x = a, monotonous in between. That gives us some sort of
# degenerative multiplier.
# For our purposes, a = 90 - the direction straight upwards.
# Then we use r + (1 - r) * x function with r = 0.5, so that
# maximal scale equals 1 (when x is at it's maximum) and minimal scale is 0.5.
# Notice that the value of r is empirical.
angle = @getRotation()
angle = -angle if angle < 0
angle = 180 - angle if angle > 90
scaleX = 0.5 + 0.5 * (90 - angle) / 90
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# console.error 'No thang for', @ unless @thang
@imageObject.scaleX = @baseScaleX * @scaleFactorX * scaleX
@imageObject.scaleY = @baseScaleY * @scaleFactorY * scaleY
newScaleFactorX = @thang?.scaleFactorX ? @thang?.scaleFactor ? 1
newScaleFactorY = @thang?.scaleFactorY ? @thang?.scaleFactor ? 1
if @thang and (newScaleFactorX isnt @targetScaleFactorX or newScaleFactorY isnt @targetScaleFactorY)
@targetScaleFactorX = newScaleFactorX
@targetScaleFactorY = newScaleFactorY
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createjs.Tween.removeTweens(@)
createjs.Tween.get(@).to({scaleFactorX: @targetScaleFactorX, scaleFactorY: @targetScaleFactorY}, 2000, createjs.Ease.elasticOut)
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updateAlpha: ->
@imageObject.alpha = if @hiding then 0 else 1
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return unless @thang?.alpha?
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return if @imageObject.alpha is @thang.alpha
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@imageObject.alpha = @thang.alpha
if @options.showInvisible
@imageObject.alpha = Math.max 0.5, @imageObject.alpha
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mark.updateAlpha @thang.alpha for name, mark of @marks
@healthBar?.alpha = @thang.alpha
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updateRotation: (imageObject) ->
rotationType = @thangType.get('rotationType')
return if rotationType is 'fixed'
rotation = @getRotation()
if @thangType.get('name') in ['Arrow', 'Spear'] and @thang.velocity
# Rotates the arrow to see it arc based on velocity.z.
# Notice that rotation here does not affect thang's state - it is just the effect.
# Thang's rotation is always pointing where it is heading.
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vz = @thang.velocity.z
if vz and speed = @thang.velocity.magnitude(true)
vx = @thang.velocity.x
heading = @thang.velocity.heading()
xFactor = Math.cos heading
zFactor = vz / Math.sqrt(vz * vz + vx * vx)
rotation -= xFactor * zFactor * 45
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imageObject ?= @imageObject
return imageObject.rotation = rotation if rotationType is 'free' or not rotationType
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@updateIsometricRotation(rotation, imageObject)
getRotation: ->
thang = if @possessed then @shadow else @thang
return @rotation if not thang?.rotation
rotation = thang?.rotation
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rotation = (360 - (rotation * 180 / Math.PI) % 360) % 360
rotation -= 360 if rotation > 180
rotation
updateIsometricRotation: (rotation, imageObject) ->
return unless @currentAction
return if _.string.endsWith(@currentAction.name, 'back')
return if _.string.endsWith(@currentAction.name, 'fore')
imageObject.scaleX *= -1 if Math.abs(rotation) >= 90
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##################################################
updateAction: ->
return if @isRaster
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action = @determineAction()
isDifferent = action isnt @currentRootAction or action is null
if not action and @thang?.actionActivated and not @stopLogging
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console.error 'action is', action, 'for', @thang?.id, 'from', @currentRootAction, @thang.action, @thang.getActionName?()
@stopLogging = true
@queueAction(action) if action and (isDifferent or (@thang?.actionActivated and action.name isnt 'move'))
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@updateActionDirection()
determineAction: ->
action = null
thang = if @possessed then @shadow else @thang
action = thang.action if thang?.acts
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action ?= @currentRootAction.name if @currentRootAction?
action ?= 'idle'
unless @actions[action]?
@warnedFor ?= {}
console.warn 'Cannot show action', action, 'for', @thangType.get('name'), 'because it DNE' unless @warnedFor[action]
@warnedFor[action] = true
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return if @action is 'idle' then null else 'idle'
#action = 'break' if @actions.break? and @thang?.erroredOut # This makes it looks like it's dead when it's not: bad in Brawlwood.
action = 'die' if @actions.die? and thang?.health? and thang.health <= 0
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@actions[action]
updateActionDirection: (@wallGrid=null) ->
# wallGrid is only needed for wall grid face updates; should refactor if this works
return unless action = @getActionDirection()
@playAction(action) if action isnt @currentAction
getActionDirection: (rootAction=null) ->
rootAction ?= @currentRootAction
return null unless relatedActions = rootAction?.relatedActions ? {}
rotation = @getRotation()
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if relatedActions['111111111111'] # has grid-surrounding-wall-based actions
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if @wallGrid
@hadWallGrid = true
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action = ''
tileSize = 4
[gx, gy] = [@thang.pos.x, @thang.pos.y]
for y in [gy + tileSize, gy, gy - tileSize, gy - tileSize * 2]
for x in [gx - tileSize, gx, gx + tileSize]
if x >= 0 and y >= 0 and x < @wallGrid.width and y < @wallGrid.height
wallThangs = @wallGrid.contents x, y
else
wallThangs = ['outside of the map yo']
if wallThangs.length is 0
if y is gy and x is gx
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action += '1' # the center wall we're placing
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else
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action += '0'
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else if wallThangs.length is 1
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action += '1'
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else
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console.error 'Overlapping walls at', x, y, '...', wallThangs
action += '1'
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matchedAction = '111111111111'
for relatedAction of relatedActions
if action.match(relatedAction.replace(/\?/g, '.'))
matchedAction = relatedAction
break
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#console.log 'returning', matchedAction, 'for', @thang.id, 'at', gx, gy
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return relatedActions[matchedAction]
else if @hadWallGrid
return null
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else
keys = _.keys relatedActions
index = Math.max 0, Math.floor((179 + rotation) / 360 * keys.length)
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#console.log 'Showing', relatedActions[keys[index]]
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return relatedActions[keys[index]]
value = Math.abs(rotation)
direction = null
direction = 'side' if value <= 45 or value >= 135
direction = 'fore' if 135 > rotation > 45
direction = 'back' if -135 < rotation < -45
relatedActions[direction]
updateStats: ->
return unless @thang and @thang.health isnt @lastHealth
@lastHealth = @thang.health
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if bar = @healthBar
healthPct = Math.max(@thang.health / @thang.maxHealth, 0)
bar.scaleX = healthPct / bar.baseScale
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healthOffset = @getOffset 'aboveHead'
[bar.x, bar.y] = [healthOffset.x - bar.width / 2, healthOffset.y]
if @thang.showsName
@setNameLabel(if @thang.health <= 0 then '' else @thang.id)
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configureMouse: ->
@imageObject.cursor = 'pointer' if @thang?.isSelectable
@imageObject.mouseEnabled = @imageObject.mouseChildren = false unless @thang?.isSelectable or @thang?.isLand
if @imageObject.mouseEnabled
@imageObject.on 'mousedown', @onMouseEvent, @, false, 'sprite:mouse-down'
@imageObject.on 'click', @onMouseEvent, @, false, 'sprite:clicked'
@imageObject.on 'dblclick', @onMouseEvent, @, false, 'sprite:double-clicked'
@imageObject.on 'pressmove', @onMouseEvent, @, false, 'sprite:dragged'
@imageObject.on 'pressup', @onMouseEvent, @, false, 'sprite:mouse-up'
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onMouseEvent: (e, ourEventName) ->
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return if @letterboxOn or not @imageObject
p = @imageObject
p = p.parent while p.parent
newEvent = sprite: @, thang: @thang, originalEvent: e, canvas: p.canvas
@trigger ourEventName, newEvent
Backbone.Mediator.publish ourEventName, newEvent
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addHealthBar: ->
# TODO: Put back in health bars
# return unless @thang?.health? and 'health' in (@thang?.hudProperties ? []) and @options.floatingLayer
# healthColor = healthColors[@thang?.team] ? healthColors['neutral']
# healthOffset = @getOffset 'aboveHead'
# bar = @healthBar = createProgressBar(healthColor, healthOffset)
# bar.name = 'health bar'
# bar.cache 0, -bar.height * bar.baseScale / 2, bar.width * bar.baseScale, bar.height * bar.baseScale
# @options.floatingLayer.addChild bar
# @updateHealthBar()
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getActionProp: (prop, subProp, def=null) ->
# Get a property or sub-property from an action, falling back to ThangType
for val in [@currentAction?[prop], @thangType.get(prop)]
val = val[subProp] if val? and subProp
return val if val?
def
getOffset: (prop) ->
# Get the proper offset from either the current action or the ThangType
def = x: 0, y: {registration: 0, torso: -50, mouth: -60, aboveHead: -100}[prop]
pos = @getActionProp 'positions', prop, def
pos = x: pos.x, y: pos.y
if not @isRaster
scale = @getActionProp 'scale', null, 1
scale *= @options.resolutionFactor if prop is 'registration'
pos.x *= scale
pos.y *= scale
if @thang and prop isnt 'registration'
pos.x *= @thang.scaleFactorX ? @thang.scaleFactor ? 1
pos.y *= @thang.scaleFactorY ? @thang.scaleFactor ? 1
# We might need to do this, but I don't have a good test case yet. TODO: figure out.
#if prop isnt @registration
# pos.x *= if @getActionProp 'flipX' then -1 else 1
# pos.y *= if @getActionProp 'flipY' then -1 else 1
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pos
createMarks: ->
return # TODO: get marks working again
return unless @options.camera
if @thang
allProps = []
allProps = allProps.concat (@thang.hudProperties ? [])
allProps = allProps.concat (@thang.programmableProperties ? [])
allProps = allProps.concat (@thang.moreProgrammableProperties ? [])
for property in allProps
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if m = property.match /.*(Range|Distance|Radius)$/
if @thang[m[0]]? and @thang[m[0]] < 9001
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@ranges.push
name: m[0]
radius: @thang[m[0]]
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@ranges = _.sortBy @ranges, 'radius'
@ranges.reverse()
@addMark range.name for range in @ranges
@addMark('bounds').toggle true if @thang?.drawsBounds
@addMark('shadow').toggle true unless @thangType.get('shadow') is 0
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updateMarks: ->
return unless @options.camera
@addMark 'repair', null, 'repair' if @thang?.errorsOut
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@marks.repair?.toggle @thang?.errorsOut
if @selected
@marks[range['name']].toggle true for range in @ranges
else
@marks[range['name']].toggle false for range in @ranges
if @thangType.get('name') in ['Arrow', 'Spear'] and @thang.action is 'die'
@marks.shadow?.hide()
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mark.update() for name, mark of @marks
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#@thang.effectNames = ['warcry', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
@updateEffectMarks() if @thang?.effectNames?.length or @previousEffectNames?.length
updateEffectMarks: ->
# TODO: get effect marks working again
# return if _.isEqual @thang.effectNames, @previousEffectNames
# return if @stopped
# for effect in @thang.effectNames
# mark = @addMark effect, @options.floatingLayer, effect
# mark.statusEffect = true
# mark.toggle 'on'
# mark.show()
#
# if @previousEffectNames
# for effect in @previousEffectNames
# continue if effect in @thang.effectNames
# mark = @marks[effect]
# mark.toggle false
#
# if @thang.effectNames.length > 1 and not @effectInterval
# @rotateEffect()
# @effectInterval = setInterval @rotateEffect, 1500
#
# else if @effectInterval and @thang.effectNames.length <= 1
# clearInterval @effectInterval
# @effectInterval = null
#
# @previousEffectNames = @thang.effectNames
rotateEffect: =>
effects = (m.name for m in _.values(@marks) when m.on and m.statusEffect and m.mark)
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return unless effects.length
effects.sort()
@effectIndex ?= 0
@effectIndex = (@effectIndex + 1) % effects.length
@marks[effect].hide() for effect in effects
@marks[effects[@effectIndex]].show()
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setHighlight: (to, delay) ->
# TODO: get highlights working again
# @addMark 'highlight', @options.floatingLayer, 'highlight' if to
# @marks.highlight?.highlightDelay = delay
# @marks.highlight?.toggle to and not @dimmed
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setDimmed: (@dimmed) ->
@marks.highlight?.toggle @marks.highlight.on and not @dimmed
setThang: (@thang) ->
@options.thang = @thang
setDebug: (debug) ->
# TODO: get debugging shapes working again
# return unless @thang?.collides and @options.camera?
# @addMark 'debug', @options.floatingLayer if debug
# @marks.debug?.toggle debug
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addLabel: (name, style) ->
@labels[name] ?= new Label sprite: @, camera: @options.camera, layer: @options.textLayer, style: style
@labels[name]
addMark: (name, layer, thangType=null) ->
return # TODO: figure out how to recreate marks
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@marks[name] ?= new Mark name: name, sprite: @, camera: @options.camera, layer: layer ? @options.groundLayer, thangType: thangType
@marks[name]
notifySpeechUpdated: (e) ->
e = _.clone(e)
e.sprite = @
e.blurb ?= '...'
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e.thang = @thang
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Backbone.Mediator.publish 'sprite:speech-updated', e
isTalking: ->
Boolean @labels.dialogue?.text or @labels.say?.text
onDialogue: (e) ->
return unless @thang?.id is e.spriteID
label = @addLabel 'dialogue', Label.STYLE_DIALOGUE
label.setText e.blurb or '...'
sound = e.sound ? AudioPlayer.soundForDialogue e.message, @thangType.get 'soundTriggers'
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@dialogueSoundInstance?.stop()
if @dialogueSoundInstance = @playSound sound, false
@dialogueSoundInstance.addEventListener 'complete', -> Backbone.Mediator.publish 'sprite:dialogue-sound-completed', {}
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@notifySpeechUpdated e
onClearDialogue: (e) ->
@labels.dialogue?.setText null
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@dialogueSoundInstance?.stop()
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@notifySpeechUpdated {}
onSetLetterbox: (e) ->
@letterboxOn = e.on
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setNameLabel: (name) ->
label = @addLabel 'name', Label.STYLE_NAME
label.setText name
updateLabels: ->
return unless @thang
blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales
@addLabel 'say', Label.STYLE_SAY if blurb
if @labels.say?.setText blurb
@notifySpeechUpdated blurb: blurb
label.update() for name, label of @labels
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updateGold: ->
# TODO: eventually this should be moved into some sort of team-based update
# rather than an each-thang-that-shows-gold-per-team thing.
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return unless @thang
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return if @thang.gold is @lastGold
gold = Math.floor @thang.gold
if @thang.world.age is 0
gold = @thang.world.initialTeamGold[@thang.team].gold
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return if gold is @lastGold
@lastGold = gold
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Backbone.Mediator.publish 'surface:gold-changed', {team: @thang.team, gold: gold, goldEarned: Math.floor(@thang.goldEarned)}
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playSounds: (withDelay=true, volume=1.0) ->
for event in @thang.currentEvents ? []
@playSound event, withDelay, volume
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if event is 'pay-bounty-gold' and @thang.bountyGold > 25 and @thang.team isnt me.team
AudioPlayer.playInterfaceSound 'coin_1', 0.25
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if @thang.actionActivated and (action = @thang.getActionName()) isnt 'say'
@playSound action, withDelay, volume
if @thang.sayMessage and withDelay and not @thang.silent # don't play sayMessages while scrubbing, annoying
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offsetFrames = Math.abs(@thang.sayStartTime - @thang.world.age) / @thang.world.dt
if offsetFrames <= 2 # or (not withDelay and offsetFrames < 30)
sound = AudioPlayer.soundForDialogue @thang.sayMessage, @thangType.get 'soundTriggers'
@playSound sound, false, volume
playSound: (sound, withDelay=true, volume=1.0) ->
if _.isString sound
sound = @thangType.get('soundTriggers')?[sound]
if _.isArray sound
sound = sound[Math.floor Math.random() * sound.length]
return null unless sound
delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0
name = AudioPlayer.nameForSoundReference sound
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AudioPlayer.preloadSoundReference sound
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instance = AudioPlayer.playSound name, volume, delay, @getWorldPosition()
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#console.log @thang?.id, 'played sound', name, 'with delay', delay, 'volume', volume, 'and got sound instance', instance
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instance
onMove: (e) ->
return unless e.spriteID is @thang?.id
pos = e.pos
if _.isArray pos
pos = new Vector pos...
else if _.isString pos
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return console.warn 'Couldn\'t find target sprite', pos, 'from', @options.sprites unless pos of @options.sprites
target = @options.sprites[pos].thang
heading = Vector.subtract(target.pos, @thang.pos).normalize()
distance = @thang.pos.distance target.pos
offset = Math.max(target.width, target.height, 2) / 2 + 3
pos = Vector.add(@thang.pos, heading.multiply(distance - offset))
Backbone.Mediator.publish 'level:sprite-clear-dialogue', {}
@onClearDialogue()
args = [pos]
args.push(e.duration) if e.duration?
@move(args...)
move: (pos, duration=2000, endAnimation='idle') =>
@updateShadow()
if not duration
createjs.Tween.removeTweens(@shadow.pos) if @lastTween
@lastTween = null
z = @shadow.pos.z
@shadow.pos = pos
@shadow.pos.z = z
@imageObject.gotoAndPlay?(endAnimation)
return
@shadow.action = 'move'
@shadow.actionActivated = true
@pointToward(pos)
@possessed = true
@update true
ease = createjs.Ease.getPowInOut(2.2)
if @lastTween
ease = createjs.Ease.getPowOut(1.2)
createjs.Tween.removeTweens(@shadow.pos)
endFunc = =>
@lastTween = null
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@imageObject.gotoAndPlay(endAnimation) unless @stillLoading
@shadow.action = 'idle'
@update true
@possessed = false
@lastTween = createjs.Tween
.get(@shadow.pos)
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.to({x: pos.x, y: pos.y}, duration, ease)
.call(endFunc)
pointToward: (pos) ->
@shadow.rotation = Math.atan2(pos.y - @shadow.pos.y, pos.x - @shadow.pos.x)
if (@shadow.rotation * 180 / Math.PI) % 90 is 0
@shadow.rotation += 0.01
updateShadow: ->
@shadow = {} if not @shadow
@shadow.pos = @thang.pos
@shadow.rotation = @thang.rotation
@shadow.action = @thang.action
@shadow.actionActivated = @thang.actionActivated
updateHealthBar: ->
return unless @healthBar
@healthBar.x = @imageObject.x
@healthBar.y = @imageObject.y
destroy: ->
mark.destroy() for name, mark of @marks
label.destroy() for name, label of @labels
p.removeChild @healthBar if p = @healthBar?.parent
@imageObject?.off 'animationend', @playNextAction
clearInterval @effectInterval if @effectInterval
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super()