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'
'level-highlight-sprites': 'onHighlightSprites'
'sprite:mouse-down': 'onSpriteMouseDown'
'surface:stage-mouse-down': 'onStageMouseDown'
'level-select-sprite': 'onSelectSprite'
'level-suppress-selection-sounds': 'onSuppressSelectionSounds'
'level-lock-select': 'onSetLockSelect'
'level:restarted': 'onLevelRestarted'
constructor: (@options) ->
super()
@options ?= {}
@camera = @options.camera
@surfaceLayer = @options.surfaceLayer
@surfaceTextLayer = @options.surfaceTextLayer
@world = options.world
@options.thangTypes ?= []
@sprites = {}
@selfWizardSprite = null
@createLayers()
@spriteSheetCache = {}
destroy: ->
super()
@removeSprite sprite for thangID, sprite of @sprites
@targetMark?.destroy()
@selectionMark?.destroy()
toString: -> "<SpriteBoss: #{@sprites.length} sprites>"
thangTypeFor: (type) ->
_.find @options.thangTypes, (m) -> m.get('original') is type or m.get('name') is type
markThangTypes: ->
highlight: @thangTypeFor "Highlight"
repair: @thangTypeFor "Repair"
createLayers: ->
@spriteLayers = {}
for [name, priority] in [
["Land", -40]
["Ground", -30]
["Obstacle", -20]
["Path", -10]
["Default", 0]
["Floating", 10]
]
@spriteLayers[name] = new Layer name: name, layerPriority: priority, transform: Layer.TRANSFORM_CHILD, camera: @camera
@surfaceLayer.addChild _.values(@spriteLayers)...
layerForChild: (child, sprite) ->
unless child.layerPriority?
# TODO: make better system
child.layerPriority = 0 if sprite?.thang?.isSelectable
child.layerPriority = -40 if sprite?.thang?.isLand
return @spriteLayers["Default"] unless child.layerPriority
layer = _.findLast @spriteLayers, (layer, name) ->
layer.layerPriority <= child.layerPriority
#console.log "layer for", child, "is", (layer ? @spriteLayers["Default"])
layer ? @spriteLayers["Default"]
addSprite: (sprite, id=null, layer=null) ->
id ?= sprite.thang.id
console.error "Sprite collision! Already have:", id if @sprites[id]
@sprites[id] = sprite
layer ?= @spriteLayers["Obstacle"] if sprite.thang?.spriteName.search(/dungeon.wall/i) isnt -1
layer ?= @layerForChild sprite.displayObject, sprite
layer.addChild sprite.displayObject
layer.updateLayerOrder()
sprite
createMarks: ->
@targetMark = new Mark name: 'target', camera: @camera, layer: @spriteLayers["Ground"], thangType: @thangTypeFor("Target")
@selectionMark = new Mark name: 'selection', camera: @camera, layer: @spriteLayers["Ground"], thangType: @thangTypeFor("Selection")
createSpriteOptions: (options) ->
_.extend options, camera: @camera, resolutionFactor: 4, groundLayer: @spriteLayers["Ground"], textLayer: @surfaceTextLayer, floatingLayer: @spriteLayers["Floating"], markThangTypes: @markThangTypes(), spriteSheetCache: @spriteSheetCache, showInvisible: @options.showInvisible
createIndieSprites: (indieSprites, withWizards) ->
unless @indieSprites
@indieSprites = []
@indieSprites = (@createIndieSprite indieSprite for indieSprite in indieSprites) if indieSprites
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unless @selfWizardSprite
@selfWizardSprite = @createWizardSprite thangID: "My Wizard", isSelf: true, sprites: @sprites
unless withWizards
@selfWizardSprite.displayObject.visible = false
@selfWizardSprite.labels.name.setText null
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}
@addSprite sprite, sprite.thang.id
createWizardSprite: (options) ->
sprite = new WizardSprite @thangTypeFor("Wizard"), @createSpriteOptions(options)
@addSprite sprite, sprite.thang.id, @spriteLayers["Floating"]
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 thangID, sprite of @sprites
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) -> m.get('name') is thang.spriteName
sprite = new CocoSprite thangType, @createSpriteOptions thang: thang
@addSprite sprite, null, layer
sprite.setDebug @debug
sprite
removeSprite: (sprite) ->
sprite.displayObject.parent.removeChild sprite.displayObject
sprite.destroy()
delete @sprites[sprite.thang.id]
updateSounds: ->
sprite.playSounds() for thangID, sprite of @sprites # hmm; doesn't work for sprites which we didn't add yet in adjustSpriteExistence
update: (frameChanged) ->
@adjustSpriteExistence() if frameChanged
sprite.update() for thangID, sprite of @sprites
@updateSelection()
@spriteLayers["Default"].updateLayerOrder()
@cache()
adjustSpriteExistence: ->
# Add anything new, remove anything old, update everything current
updateCache = false
for thang in @world.thangs when thang.exists
if sprite = @sprites[thang.id]
sprite.setThang thang # make sure Sprite has latest Thang
else
sprite = @addThangToSprites(thang) or updateOrder
updateCache = updateCache or sprite.displayObject.parent is @spriteLayers["Obstacle"]
sprite.playSounds()
for thangID, sprite of @sprites
missing = not (sprite.notOfThisWorld or @world.thangMap[thangID]?.exists)
isObstacle = sprite.displayObject.parent is @spriteLayers["Obstacle"]
updateCache = updateCache or (isObstacle and (missing or sprite.hasMoved))
sprite.hasMoved = false
@removeSprite sprite if missing
@cache true if updateCache and @cached
cache: (update=false) ->
return if @cached and not update
wallSprites = (sprite for thangID, sprite of @sprites when sprite.thangType?.get('name') is 'Dungeon Wall')
walls = (sprite.thang for sprite in wallSprites)
@world.calculateBounds()
if @wallGrid and @wallGrid.width is @world.width and @wallGrid.height is @world.height
@wallGrid.update walls
else
@wallGrid = new Grid walls, @world.size()...
for wallSprite in wallSprites
wallSprite.updateActionDirection @wallGrid
wallSprite.updateScale()
wallSprite.updatePosition()
# TODO: there's some bug whereby a new wall isn't drawn properly when cached the first time
#console.log @wallGrid.toString()
@spriteLayers["Obstacle"].uncache() if @spriteLayers["Obstacle"].cacheID # might have changed sizes
@spriteLayers["Obstacle"].cache()
# test performance of doing land layer, too, to see if it's faster
#@spriteLayers["Land"].uncache() if @spriteLayers["Land"].cacheID # might have changed sizes
#@spriteLayers["Land"].cache()
@cached = true
spriteFor: (thangID) -> @sprites[thangID]
# 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
onSpriteMouseDown: (e) ->
return if key.shift and @options.choosing
sprite = if e.sprite?.thang?.isSelectable then e.sprite else null
@selectSprite e, sprite
onStageMouseDown: (e) ->
return if key.shift and @options.choosing
@selectSprite e if e.onBackground
selectThang: (thangID, spellName=null) ->
@selectSprite null, @sprites[thangID], spellName
selectSprite: (e, sprite=null, spellName=null) =>
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.canvasToWorld {x: e.originalEvent.rawX, y: e.originalEvent.rawY} if e
if worldPos and (@options.navigateToSelection or not sprite)
@camera.zoomTo(sprite?.displayObject or @camera.worldToSurface(worldPos), @camera.zoom, 1000)
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?.thang.health > 0
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Backbone.Mediator.publish "surface:sprite-selected",
thang: if sprite then sprite.thang else null
sprite: sprite
spellName: spellName ? e?.spellName
originalEvent: e
worldPos: worldPos
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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: ->
@updateTarget()
return unless @selectionMark
@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.toggle target or targetPos
@targetMark.setSprite if target then @sprites[target.id] else null
@targetMark.update if targetPos then @camera.worldToSurface targetPos else null