codecombat/app/lib/surface/SpriteBoss.coffee

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CocoClass = require 'lib/CocoClass'
{me} = require 'lib/auth'
Layer = require './Layer'
IndieSprite = require 'lib/surface/IndieSprite'
WizardSprite = require 'lib/surface/WizardSprite'
CocoSprite = require 'lib/surface/CocoSprite'
Mark = require './Mark'
Grid = require 'lib/world/Grid'
module.exports = class SpriteBoss extends CocoClass
subscriptions:
'bus:player-joined': 'onPlayerJoined'
'bus:player-left': 'onPlayerLeft'
'level-set-debug': 'onSetDebug'
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'level-highlight-sprites': 'onHighlightSprites'
'surface:stage-mouse-down': 'onStageMouseDown'
'level-select-sprite': 'onSelectSprite'
'level-suppress-selection-sounds': 'onSuppressSelectionSounds'
'level-lock-select': 'onSetLockSelect'
'level:restarted': 'onLevelRestarted'
'god:new-world-created': 'onNewWorld'
'camera:dragged': 'onCameraDragged'
'sprite:loaded': -> @update(true)
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constructor: (@options) ->
super()
@dragged = 0
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@options ?= {}
@camera = @options.camera
@surfaceLayer = @options.surfaceLayer
@surfaceTextLayer = @options.surfaceTextLayer
@world = options.world
@options.thangTypes ?= []
@sprites = {}
@spriteArray = [] # Mirror @sprites, but faster for when we just need to iterate
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@selfWizardSprite = null
@createLayers()
@spriteSheetCache = {}
destroy: ->
@removeSprite sprite for thangID, sprite of @sprites
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@targetMark?.destroy()
@selectionMark?.destroy()
super()
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toString: -> "<SpriteBoss: #{@spriteArray.length} sprites>"
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thangTypeFor: (type) ->
_.find @options.thangTypes, (m) -> m.get('original') is type or m.get('name') is type
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createLayers: ->
@spriteLayers = {}
for [name, priority] in [
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['Land', -40]
['Ground', -30]
['Obstacle', -20]
['Path', -10]
['Default', 0]
['Floating', 10]
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]
@spriteLayers[name] = new Layer name: name, layerPriority: priority, transform: Layer.TRANSFORM_CHILD, camera: @camera
@surfaceLayer.addChild _.values(@spriteLayers)...
layerForChild: (child, sprite) ->
unless child.layerPriority?
if thang = sprite?.thang
child.layerPriority = thang.layerPriority
child.layerPriority ?= 0 if thang.isSelectable
child.layerPriority ?= -40 if thang.isLand
child.layerPriority ?= 0
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return @spriteLayers['Default'] unless child.layerPriority
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layer = _.findLast @spriteLayers, (layer, name) ->
layer.layerPriority <= child.layerPriority
layer ?= @spriteLayers['Land'] if child.layerPriority < -40
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layer ? @spriteLayers['Default']
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addSprite: (sprite, id=null, layer=null) ->
id ?= sprite.thang.id
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console.error 'Sprite collision! Already have:', id if @sprites[id]
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@sprites[id] = sprite
@spriteArray.push sprite
sprite.imageObject.layerPriority ?= sprite.thang?.layerPriority
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layer ?= @spriteLayers['Obstacle'] if sprite.thang?.spriteName.search(/(dungeon|indoor).wall/i) isnt -1
layer ?= @layerForChild sprite.imageObject, sprite
layer.addChild sprite.imageObject
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layer.updateLayerOrder()
sprite
createMarks: ->
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@targetMark = new Mark name: 'target', camera: @camera, layer: @spriteLayers['Ground'], thangType: 'target'
@selectionMark = new Mark name: 'selection', camera: @camera, layer: @spriteLayers['Ground'], thangType: 'selection'
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createSpriteOptions: (options) ->
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_.extend options, camera: @camera, resolutionFactor: 4, groundLayer: @spriteLayers['Ground'], textLayer: @surfaceTextLayer, floatingLayer: @spriteLayers['Floating'], spriteSheetCache: @spriteSheetCache, showInvisible: @options.showInvisible
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createIndieSprites: (indieSprites, withWizards) ->
unless @indieSprites
@indieSprites = []
@indieSprites = (@createIndieSprite indieSprite for indieSprite in indieSprites) if indieSprites
if withWizards and not @selfWizardSprite
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@selfWizardSprite = @createWizardSprite thangID: 'My Wizard', isSelf: true, sprites: @sprites
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createIndieSprite: (indieSprite) ->
unless thangType = @thangTypeFor indieSprite.thangType
console.warn "Need to convert #{indieSprite.id}'s ThangType #{indieSprite.thangType} to a ThangType reference. Until then, #{indieSprite.id} won't show up."
return
sprite = new IndieSprite thangType, @createSpriteOptions {thangID: indieSprite.id, pos: indieSprite.pos, sprites: @sprites, colorConfig: indieSprite.colorConfig}
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@addSprite sprite, sprite.thang.id
createOpponentWizard: (opponent) ->
# TODO: colorize name and cloud by team, colorize wizard by user's color config, level-specific wizard spawn points
sprite = @createWizardSprite thangID: opponent.id, name: opponent.name, codeLanguage: opponent.codeLanguage
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if not opponent.levelSlug or opponent.levelSlug is 'brawlwood'
sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 52} else {x: 28, y: 28}
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else if opponent.levelSlug is 'dungeon-arena'
sprite.targetPos = if opponent.team is 'ogres' then {x: 72, y: 39} else {x: 9, y: 39}
else if opponent.levelSlug is 'criss-cross'
sprite.targetPos = if opponent.team is 'ogres' then {x: 50, y: 12} else {x: 0, y: 40}
else
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sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 28} else {x: 20, y: 28}
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createWizardSprite: (options) ->
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sprite = new WizardSprite @thangTypeFor('Wizard'), @createSpriteOptions(options)
@addSprite sprite, sprite.thang.id, @spriteLayers['Floating']
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onPlayerJoined: (e) ->
# Create another WizardSprite, unless this player is just me
pid = e.player.id
return if pid is me.id
wiz = @createWizardSprite thangID: pid, sprites: @sprites
wiz.animateIn()
state = e.player.wizard or {}
wiz.setInitialState(state.targetPos, @sprites[state.targetSprite])
onPlayerLeft: (e) ->
pid = e.player.id
@sprites[pid]?.animateOut => @removeSprite @sprites[pid]
onSetDebug: (e) ->
return if e.debug is @debug
@debug = e.debug
sprite.setDebug @debug for sprite in @spriteArray
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onHighlightSprites: (e) ->
highlightedIDs = e.thangIDs or []
for thangID, sprite of @sprites
sprite.setHighlight? thangID in highlightedIDs, e.delay
addThangToSprites: (thang, layer=null) ->
return console.warn 'Tried to add Thang to the surface it already has:', thang.id if @sprites[thang.id]
thangType = _.find @options.thangTypes, (m) ->
return false unless m.get('actions') or m.get('raster')
return m.get('name') is thang.spriteName
thangType ?= _.find @options.thangTypes, (m) -> return m.get('name') is thang.spriteName
return console.error "Couldn't find ThangType for", thang unless thangType
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options = @createSpriteOptions thang: thang
options.resolutionFactor = if thangType.get('kind') is 'Floor' then 2 else SPRITE_RESOLUTION_FACTOR
sprite = new CocoSprite thangType, options
@listenTo sprite, 'sprite:mouse-up', @onSpriteMouseUp
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@addSprite sprite, null, layer
sprite.setDebug @debug
sprite
removeSprite: (sprite) ->
sprite.imageObject.parent.removeChild sprite.imageObject
thang = sprite.thang
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delete @sprites[sprite.thang.id]
@spriteArray.splice @spriteArray.indexOf(sprite), 1
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@stopListening sprite
sprite.destroy()
sprite.thang = thang # Keep around so that we know which thang the destroyed thang was for
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updateSounds: ->
sprite.playSounds() for sprite in @spriteArray # hmm; doesn't work for sprites which we didn't add yet in adjustSpriteExistence
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update: (frameChanged) ->
@adjustSpriteExistence() if frameChanged
sprite.update frameChanged for sprite in @spriteArray
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@updateSelection()
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@spriteLayers['Default'].updateLayerOrder()
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@cache()
adjustSpriteExistence: ->
# Add anything new, remove anything old, update everything current
updateCache = false
itemsJustEquipped = []
for thang in @world.thangs when thang.exists and thang.pos
itemsJustEquipped = itemsJustEquipped.concat @equipNewItems thang
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if sprite = @sprites[thang.id]
sprite.setThang thang # make sure Sprite has latest Thang
else
sprite = @addThangToSprites(thang)
Backbone.Mediator.publish 'surface:new-thang-added', thang:thang, sprite:sprite
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updateCache = updateCache or sprite.imageObject.parent is @spriteLayers['Obstacle']
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sprite.playSounds()
item.modifyStats() for item in itemsJustEquipped
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for thangID, sprite of @sprites
missing = not (sprite.notOfThisWorld or @world.thangMap[thangID]?.exists)
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isObstacle = sprite.imageObject.parent is @spriteLayers['Obstacle']
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updateCache = updateCache or (isObstacle and (missing or sprite.hasMoved))
sprite.hasMoved = false
@removeSprite sprite if missing
@cache true if updateCache and @cached
# mainly for handling selecting thangs from session when the thang is not always in existence
if @willSelectThang and @sprites[@willSelectThang[0]]
@selectThang @willSelectThang...
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equipNewItems: (thang) ->
itemsJustEquipped = []
if thang.equip and not thang.equipped
thang.equip() # Pretty hacky, but needed since initialize may not be called if we're not running Systems.
itemsJustEquipped.push thang
if thang.inventoryIDs
# Even hackier: these items were only created/equipped during simulation, so we reequip here.
for slot, itemID of thang.inventoryIDs
item = @world.getThangByID itemID
unless item.equipped
#console.log thang.id, 'equipping', item, 'in', thang.slot, 'Surface-side'
item.equip()
itemsJustEquipped.push item
return itemsJustEquipped
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cache: (update=false) ->
return if @cached and not update
wallSprites = (sprite for sprite in @spriteArray when sprite.thangType?.get('name').search(/(dungeon|indoor).wall/i) isnt -1)
return if _.any (s.stillLoading for s in wallSprites)
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walls = (sprite.thang for sprite in wallSprites)
@world.calculateBounds()
wallGrid = new Grid walls, @world.size()...
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for wallSprite in wallSprites
wallSprite.updateActionDirection wallGrid
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wallSprite.updateScale()
wallSprite.updatePosition()
#console.log @wallGrid.toString()
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@spriteLayers['Obstacle'].uncache() if @spriteLayers['Obstacle'].cacheID # might have changed sizes
@spriteLayers['Obstacle'].cache()
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# test performance of doing land layer, too, to see if it's faster
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# @spriteLayers['Land'].uncache() if @spriteLayers['Land'].cacheID # might have changed sizes
# @spriteLayers['Land'].cache()
# I don't notice much difference - Scott
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@cached = true
spriteFor: (thangID) -> @sprites[thangID]
onNewWorld: (e) ->
@world = @options.world = e.world
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play: ->
sprite.play() for sprite in @spriteArray
@selectionMark?.play()
@targetMark?.play()
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stop: ->
sprite.stop() for sprite in @spriteArray
@selectionMark?.stop()
@targetMark?.stop()
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# Selection
onSuppressSelectionSounds: (e) -> @suppressSelectionSounds = e.suppress
onSetLockSelect: (e) -> @selectLocked = e.lock
onLevelRestarted: (e) ->
@selectLocked = false
@selectSprite e, null
onSelectSprite: (e) ->
@selectThang e.thangID, e.spellName
onCameraDragged: ->
@dragged += 1
onSpriteMouseUp: (e) ->
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return if key.shift #and @options.choosing
return @dragged = 0 if @dragged > 3
@dragged = 0
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sprite = if e.sprite?.thang?.isSelectable then e.sprite else null
@selectSprite e, sprite
onStageMouseDown: (e) ->
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return if key.shift #and @options.choosing
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@selectSprite e if e.onBackground
selectThang: (thangID, spellName=null, treemaThangSelected = null) ->
return @willSelectThang = [thangID, spellName] unless @sprites[thangID]
@selectSprite null, @sprites[thangID], spellName, treemaThangSelected
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selectSprite: (e, sprite=null, spellName=null, treemaThangSelected = null) ->
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return if e and (@disabled or @selectLocked) # Ignore clicks for selection/panning/wizard movement while disabled or select is locked
worldPos = sprite?.thang?.pos
worldPos ?= @camera.screenToWorld {x: e.originalEvent.rawX, y: e.originalEvent.rawY} if e
if worldPos and (@options.navigateToSelection or not sprite or treemaThangSelected) and e?.originalEvent?.nativeEvent?.which isnt 3
@camera.zoomTo(sprite?.imageObject or @camera.worldToSurface(worldPos), @camera.zoom, 1000, true)
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sprite = null if @options.choosing # Don't select sprites while choosing
if sprite isnt @selectedSprite
@selectedSprite?.selected = false
sprite?.selected = true
@selectedSprite = sprite
alive = sprite and not (sprite.thang.health < 0)
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Backbone.Mediator.publish 'surface:sprite-selected',
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thang: if sprite then sprite.thang else null
sprite: sprite
spellName: spellName ? e?.spellName
originalEvent: e
worldPos: worldPos
@willSelectThang = null if sprite # Now that we've done a real selection, don't reselect some other Thang later.
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if alive and not @suppressSelectionSounds
instance = sprite.playSound 'selected'
if instance?.playState is 'playSucceeded'
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Backbone.Mediator.publish 'thang-began-talking', thang: sprite?.thang
instance.addEventListener 'complete', ->
Backbone.Mediator.publish 'thang-finished-talking', thang: sprite?.thang
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# Marks
updateSelection: ->
if @selectedSprite?.thang and (not @selectedSprite.thang.exists or not @world.getThangByID @selectedSprite.thang.id)
thangID = @selectedSprite.thang.id
@selectedSprite = null # Don't actually trigger deselection, but remove the selected sprite.
@selectionMark?.toggle false
@willSelectThang = [thangID, null]
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@updateTarget()
return unless @selectionMark
@selectedSprite = null if @selectedSprite and (@selectedSprite.destroyed or not @selectedSprite.thang)
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@selectionMark.toggle @selectedSprite?
@selectionMark.setSprite @selectedSprite
@selectionMark.update()
updateTarget: ->
return unless @targetMark
thang = @selectedSprite?.thang
target = thang?.target
targetPos = thang?.targetPos
targetPos = null if targetPos?.isZero?() # Null targetPos get serialized as (0, 0, 0)
@targetMark.setSprite if target then @sprites[target.id] else null
@targetMark.toggle @targetMark.sprite or targetPos
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@targetMark.update if targetPos then @camera.worldToSurface targetPos else null