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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
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@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 '
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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