codecombat/app/lib/surface/WizardSprite.coffee

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IndieSprite = require 'lib/surface/IndieSprite'
Camera = require './Camera'
{me} = require 'lib/auth'
module.exports = class WizardSprite extends IndieSprite
# Wizard targets are constantly changing, so a simple tween doesn't work.
# Instead, the wizard stores its origin point and the (possibly) moving target.
# Then it figures out its current position based on tween percentage and
# those two points.
tweenPercentage: 1.0
originPos: null
targetPos: null
targetSprite: null
reachedTarget: true
spriteXOffset: 4 # meters from target sprite
spriteYOffset: 0 # meters from target sprite
subscriptions:
'bus:player-states-changed': 'onPlayerStatesChanged'
'me:synced': 'onMeSynced'
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'surface:sprite-selected': 'onSpriteSelected'
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'echo-self-wizard-sprite': 'onEchoSelfWizardSprite'
'echo-all-wizard-sprites': 'onEchoAllWizardSprites'
constructor: (thangType, options) ->
if options?.isSelf
options.colorConfig = me.get('wizard')?.colorConfig or {}
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super thangType, options
@isSelf = options.isSelf
@targetPos = @thang.pos
if @isSelf
@setNameLabel me.displayName()
@setColorHue me.get('wizardColor1')
makeIndieThang: (thangType, thangID, pos) ->
thang = super thangType, thangID, pos
thang.isSelectable = false
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thang.bobHeight = 1.5
thang.bobTime = 2
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thang.pos.z += thang.bobHeight
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thang
onPlayerStatesChanged: (e) ->
for playerID, state of e.states
continue unless playerID is @thang.id
@setEditing state.wizard?.editing
continue if playerID is me.id # ignore changes for self wizard sprite
@setNameLabel state.name
continue unless state.wizard?
@setColorHue state.wizard.wizardColor1
if targetID = state.wizard.targetSprite
return console.warn "Wizard Sprite couldn't find target sprite", targetID unless targetID of @options.sprites
@setTarget @options.sprites[targetID]
else
@setTarget state.wizard.targetPos
onMeSynced: (e) ->
return unless @isSelf
@setNameLabel me.displayName() if @displayObject.visible # not if we hid the wiz
@setColorHue me.get('wizardColor1')
onSpriteSelected: (e) ->
return unless @isSelf
@setTarget e.sprite or e.worldPos
animateIn: ->
@displayObject.scaleX = @displayObject.scaleY = @displayObject.alpha = 0
createjs.Tween.get(@displayObject)
.to({scaleX: 1, scaleY: 1, alpha: 1}, 1000, createjs.Ease.getPowInOut(2.2))
animateOut: (callback) ->
tween = createjs.Tween.get(@displayObject)
.to({scaleX: 0, scaleY: 0, alpha: 0}, 1000, createjs.Ease.getPowInOut(2.2))
tween.call(callback) if callback
setColorHue: (newColorHue) ->
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# TODO: is this needed any more?
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return if @colorHue is newColorHue
@colorHue = newColorHue
#@updateColorFilters()
setEditing: (@editing) ->
if @editing
@thang.actionActivated = @thang.action isnt 'cast'
@thang.action = 'cast'
else
@thang.action = 'idle' if @thang.action is 'cast'
setInitialState: (targetPos, @targetSprite) ->
@targetPos = @getPosFromTarget(@targetSprite or targetPos)
@endMoveTween()
onEchoSelfWizardSprite: (e) -> e.payload = @ if @isSelf
onEchoAllWizardSprites: (e) -> e.payload.push @
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defaultPos: -> x: 35, y: 24, z: @thang.depth / 2 + @thang.bobHeight
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move: (pos, duration) -> @setTarget(pos, duration)
setTarget: (newTarget, duration) ->
# ignore targets you're already heading for
targetPos = @getPosFromTarget(newTarget)
return if @targetPos and @targetPos.x is targetPos.x and @targetPos.y is targetPos.y
# ignore selecting sprites you can't control
isSprite = newTarget?.thang?
return if isSprite and not newTarget.thang.isProgrammable
return if isSprite and newTarget is @targetSprite
@shoveOtherWizards(true) if @targetSprite
@targetSprite = if isSprite then newTarget else null
@targetPos = targetPos
@beginMoveTween(duration)
@shoveOtherWizards()
Backbone.Mediator.publish('self-wizard:target-changed', {sender:@}) if @isSelf
getPosFromTarget: (target) ->
"""
Could be null, a vector, or sprite object. Get the position from any of these.
"""
return @defaultPos() unless target?
return target if target.x?
return target.thang.pos
beginMoveTween: (duration=1000) ->
# clear the old tween
createjs.Tween.removeTweens(@)
# create a new tween to go from the current location to the new location
@originPos = _.clone(@thang.pos)
@tweenPercentage = 1.0
@thang.action = 'move'
@pointToward(@targetPos)
if duration is 0
@updatePosition()
@endMoveTween()
return
ease = createjs.Ease.getPowInOut(3.0)
createjs.Tween
.get(@)
.to({tweenPercentage:0.0}, duration, ease)
.call(@endMoveTween)
@reachedTarget = false
shoveOtherWizards: (removeMe) ->
return unless @targetSprite
allWizards = []
Backbone.Mediator.publish('echo-all-wizard-sprites', {payload:allWizards})
allOfUs = (wizard for wizard in allWizards when wizard.targetSprite is @targetSprite)
allOfUs = (wizard for wizard in allOfUs when wizard isnt @) if removeMe
# diagonal lineup pattern
# wizardPosition = [[4, 0], [5,1], [3,-1], [6,2], [2,-2]]
# step = 3
# for wizard, i in allOfUs
# [x,y] = wizardPositions[i%@wizardPositions.length]
# wizard.spriteXOffset = x
# wizard.spriteYOffset = y
# wizard.beginMoveTween()
# circular pattern
step = Math.PI * 2 / allOfUs.length
for wizard, i in allOfUs
wizard.spriteXOffset = 5*Math.cos(step*i)
wizard.spriteYOffset = 4*Math.sin(step*i)
wizard.beginMoveTween()
endMoveTween: =>
@thang.action = if @editing then 'cast' else 'idle'
@thang.actionActivated = @thang.action is 'cast'
@reachedTarget = true
@faceTarget()
updatePosition: ->
return unless @options.camera
@thang.pos = @getCurrentPosition()
@faceTarget()
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sup = @options.camera.worldToSurface x: @thang.pos.x, y: @thang.pos.y, z: @thang.pos.z - @thang.depth / 2
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@displayObject.x = sup.x
@displayObject.y = sup.y
getCurrentPosition: ->
"""
Takes into account whether the wizard is in transit or not, and the bobbing up and down.
Eventually will also adjust based on where other wizards are.
"""
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@targetPos = @targetSprite.thang.pos if @targetSprite?.thang
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pos = _.clone(@targetPos)
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pos.z = @defaultPos().z + @getBobOffset()
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@adjustPositionToSideOfTarget(pos) if @targetSprite # be off to the side depending on placement in world
return pos if @reachedTarget # stick like glue
# if here, then the wizard is in transit. Calculate the diff!
pos =
x: pos.x + ((@originPos.x - pos.x) * @tweenPercentage)
y: pos.y + ((@originPos.y - pos.y) * @tweenPercentage)
z: pos.z
return pos
adjustPositionToSideOfTarget: (targetPos) ->
targetPos.x += @spriteXOffset
return
# doesn't work when you're zoomed in on the target, so disabling
center = @options.camera.surfaceToWorld(@options.camera.currentTarget).x
distanceFromCenter = Math.abs(targetPos.x - center)
if @spriteXOffset
distanceFromTarget = Math.abs(@spriteXOffset) - (1 / (distanceFromCenter + (1/Math.abs(@spriteXOffset))))
else
distanceFromTarget = 0
@onLeftSide = targetPos.x > center
@onLeftSide = not @onLeftSide if @spriteXOffset < 0
distanceFromTarget *= -1 if @onLeftSide
targetPos.x += distanceFromTarget # adjusted
targetPos.y += @spriteYOffset
faceTarget: ->
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if @targetSprite?.thang
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@pointToward(@targetSprite.thang.pos)
updateMarks: ->
super() if @displayObject.visible # not if we hid the wiz