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CocoClass = require ' core/CocoClass '
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TrailMaster = require ' ./TrailMaster '
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Dropper = require ' ./Dropper '
AudioPlayer = require ' lib/AudioPlayer '
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{ me } = require ' core/auth '
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Camera = require ' ./Camera '
CameraBorder = require ' ./CameraBorder '
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Layer = require ( ' ./LayerAdapter ' )
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Letterbox = require ' ./Letterbox '
Dimmer = require ' ./Dimmer '
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CountdownScreen = require ' ./CountdownScreen '
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PlaybackOverScreen = require ' ./PlaybackOverScreen '
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DebugDisplay = require ' ./DebugDisplay '
CoordinateDisplay = require ' ./CoordinateDisplay '
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CoordinateGrid = require ' ./CoordinateGrid '
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LankBoss = require ' ./LankBoss '
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PointChooser = require ' ./PointChooser '
RegionChooser = require ' ./RegionChooser '
MusicPlayer = require ' ./MusicPlayer '
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GameUIState = require ' models/GameUIState '
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resizeDelay = 500 # At least as much as $level-resize-transition-time.
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module.exports = Surface = class Surface extends CocoClass
stage: null
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normalLayers: null
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surfaceLayer: null
surfaceTextLayer: null
screenLayer: null
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gridLayer: null
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lankBoss: null
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debugDisplay: null
currentFrame: 0
lastFrame: null
totalFramesDrawn: 0
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playing: false # play vs. pause -- match default button state in playback.jade
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dead: false # if we kill it for some reason
imagesLoaded: false
worldLoaded: false
scrubbing: false
debug: false
defaults:
paths: true
grid: false
navigateToSelection: true
choosing: false # 'point', 'region', 'ratio-region'
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coords: null # use world defaults, or set to false/true to override
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showInvisible: false
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frameRate: 30 # Best as a divisor of 60, like 15, 30, 60, with RAF_SYNCHED timing.
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levelType: ' hero '
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subscriptions:
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' level:disable-controls ' : ' onDisableControls '
' level:enable-controls ' : ' onEnableControls '
' level:set-playing ' : ' onSetPlaying '
' level:set-debug ' : ' onSetDebug '
' level:toggle-debug ' : ' onToggleDebug '
' level:toggle-pathfinding ' : ' onTogglePathFinding '
' level:set-time ' : ' onSetTime '
' camera:set-camera ' : ' onSetCamera '
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' level:restarted ' : ' onLevelRestarted '
' god:new-world-created ' : ' onNewWorld '
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' god:streaming-world-updated ' : ' onNewWorld '
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' tome:cast-spells ' : ' onCastSpells '
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' level:set-letterbox ' : ' onSetLetterbox '
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' application:idle-changed ' : ' onIdleChanged '
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' camera:zoom-updated ' : ' onZoomUpdated '
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' playback:real-time-playback-started ' : ' onRealTimePlaybackStarted '
' playback:real-time-playback-ended ' : ' onRealTimePlaybackEnded '
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' level:flag-color-selected ' : ' onFlagColorSelected '
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shortcuts:
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' ctrl+ \\ , ⌘+ \\ ' : ' onToggleDebug '
' ctrl+o, ⌘+o ' : ' onTogglePathFinding '
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#- Initialization
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constructor: (@world, @normalCanvas, @webGLCanvas, givenOptions) ->
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super ( )
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$ ( window ) . on ( ' keydown ' , @ onKeyEvent )
$ ( window ) . on ( ' keyup ' , @ onKeyEvent )
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@normalLayers = [ ]
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@options = _ . clone ( @ defaults )
@options = _ . extend ( @ options , givenOptions ) if givenOptions
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@handleEvents = @ options . handleEvents ? true
@gameUIState = @ options . gameUIState or new GameUIState ( {
canDragCamera: true
} )
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@realTimeInputEvents = @ gameUIState . get ( ' realTimeInputEvents ' )
@ listenTo ( @ gameUIState , ' sprite:mouse-down ' , @ onSpriteMouseDown )
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@onResize = _ . debounce @ onResize , resizeDelay
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@ initEasel ( )
@ initAudio ( )
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$ ( window ) . on ' resize ' , @ onResize
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if @ world . ended
_ . defer => @ setWorld @ world
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initEasel: ->
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@normalStage = new createjs . Stage ( @ normalCanvas [ 0 ] )
@webGLStage = new createjs . SpriteStage ( @ webGLCanvas [ 0 ] )
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@normalStage.nextStage = @ webGLStage
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@camera = new Camera ( @ webGLCanvas , { @ gameUIState , @ handleEvents } )
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AudioPlayer.camera = @ camera unless @ options . choosing
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@ normalLayers . push @surfaceTextLayer = new Layer name: ' Surface Text ' , layerPriority: 1 , transform: Layer . TRANSFORM_SURFACE_TEXT , camera: @ camera
@ normalLayers . push @gridLayer = new Layer name: ' Grid ' , layerPriority: 2 , transform: Layer . TRANSFORM_SURFACE , camera: @ camera
@ normalLayers . push @screenLayer = new Layer name: ' Screen ' , layerPriority: 3 , transform: Layer . TRANSFORM_SCREEN , camera: @ camera
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# @normalLayers.push @cameraBorderLayer = new Layer name: 'Camera Border', layerPriority: 4, transform: Layer.TRANSFORM_SURFACE, camera: @camera
# @cameraBorderLayer.addChild @cameraBorder = new CameraBorder(bounds: @camera.bounds)
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@ normalStage . addChild ( layer . container for layer in @ normalLayers ) . . .
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canvasWidth = parseInt @ normalCanvas . attr ( ' width ' ) , 10
canvasHeight = parseInt @ normalCanvas . attr ( ' height ' ) , 10
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@ screenLayer . addChild new Letterbox canvasWidth: canvasWidth , canvasHeight: canvasHeight
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@lankBoss = new LankBoss ( {
@ camera
@ webGLStage
@ surfaceTextLayer
@ world
thangTypes: @ options . thangTypes
choosing: @ options . choosing
navigateToSelection: @ options . navigateToSelection
showInvisible: @ options . showInvisible
playerNames: if @ options . levelType is ' course-ladder ' then @ options . playerNames else null
@ gameUIState
@ handleEvents
} )
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@countdownScreen = new CountdownScreen camera: @ camera , layer: @ screenLayer , showsCountdown: @ world . showsCountdown
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unless @ options . levelType is ' game-dev '
@playbackOverScreen = new PlaybackOverScreen camera: @ camera , layer: @ screenLayer , playerNames: @ options . playerNames
@ normalStage . addChildAt @ playbackOverScreen . dimLayer , 0 # Put this below the other layers, actually, so we can more easily read text on the screen.
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@ initCoordinates ( )
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@ webGLStage . enableMouseOver ( 10 )
@ webGLStage . addEventListener ' stagemousemove ' , @ onMouseMove
@ webGLStage . addEventListener ' stagemousedown ' , @ onMouseDown
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@ webGLStage . addEventListener ' stagemouseup ' , @ onMouseUp
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@ webGLCanvas . on ' mousewheel ' , @ onMouseWheel
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@ hookUpChooseControls ( ) if @ options . choosing # TODO: figure this stuff out
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createjs.Ticker.timingMode = createjs . Ticker . RAF_SYNCHED
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createjs . Ticker . setFPS @ options . frameRate
@ onResize ( )
initCoordinates: ->
@ coordinateGrid ? = new CoordinateGrid { camera: @ camera , layer: @ gridLayer , textLayer: @ surfaceTextLayer } , @ world . size ( )
@ coordinateGrid . showGrid ( ) if @ world . showGrid or @ options . grid
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showCoordinates = if @ options . coords ? then @ options . coords else @ world . showCoordinates
@ coordinateDisplay ? = new CoordinateDisplay camera: @ camera , layer: @ surfaceTextLayer if showCoordinates
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hookUpChooseControls: ->
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chooserOptions = stage: @ webGLStage , surfaceLayer: @ surfaceTextLayer , camera: @ camera , restrictRatio: @ options . choosing is ' ratio-region '
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klass = if @ options . choosing is ' point ' then PointChooser else RegionChooser
@chooser = new klass chooserOptions
initAudio: ->
@musicPlayer = new MusicPlayer ( )
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#- Setting the world
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setWorld: (@world) ->
@worldLoaded = true
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@lankBoss.world = @ world
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@ restoreWorldState ( ) unless @ options . choosing
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@ showLevel ( )
@ updateState true if @ loaded
@ onFrameChanged ( )
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showLevel: ->
return if @ destroyed
return if @ loaded
@loaded = true
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@ lankBoss . createMarks ( )
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@ updateState true
@ drawCurrentFrame ( )
createjs . Ticker . addEventListener ' tick ' , @ tick
Backbone . Mediator . publish ' level:started ' , { }
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#- Update loop
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tick: (e) =>
# seems to be a bug where only one object can register with the Ticker...
oldFrame = @ currentFrame
oldWorldFrame = Math . floor oldFrame
lastFrame = @ world . frames . length - 1
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framesDropped = 0
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while true
Dropper . tick ( )
# Skip some frame updates unless we're playing and not at end (or we haven't drawn much yet)
frameAdvanced = ( @ playing and @ currentFrame < lastFrame ) or @ totalFramesDrawn < 2
if frameAdvanced and @ playing
advanceBy = @ world . frameRate / @ options . frameRate
if @ fastForwardingToFrame and @ currentFrame < @ fastForwardingToFrame - advanceBy
advanceBy = Math . min ( @ currentFrame + advanceBy * @ fastForwardingSpeed , @ fastForwardingToFrame ) - @ currentFrame
else if @ fastForwardingToFrame
@fastForwardingToFrame = @fastForwardingSpeed = null
@ currentFrame += advanceBy
@currentFrame = Math . min @ currentFrame , lastFrame
newWorldFrame = Math . floor @ currentFrame
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if Dropper . drop ( )
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++ framesDropped
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else
worldFrameAdvanced = newWorldFrame isnt oldWorldFrame
if worldFrameAdvanced
# Only restore world state when it will correspond to an integer WorldFrame, not interpolated frame.
@ restoreWorldState ( )
oldWorldFrame = newWorldFrame
break
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if frameAdvanced and not worldFrameAdvanced
# We didn't end the above loop on an integer frame, so do the world state update.
@ restoreWorldState ( )
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# these are skipped for dropped frames
@ updateState @ currentFrame isnt oldFrame
@ drawCurrentFrame e
@ onFrameChanged ( )
Backbone . Mediator . publish ( ' surface:ticked ' , { dt: 1 / @ options . frameRate } )
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mib = @ webGLStage . mouseInBounds
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if @ mouseInBounds isnt mib
Backbone . Mediator . publish ( ' surface:mouse- ' + ( if mib then ' over ' else ' out ' ) , { } )
@mouseInBounds = mib
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@mouseIsDown = false
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restoreWorldState: ->
frame = @ world . getFrame ( @ getCurrentFrame ( ) )
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return unless frame
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frame . restoreState ( )
current = Math . max ( 0 , Math . min ( @ currentFrame , @ world . frames . length - 1 ) )
if current - Math . floor ( current ) > 0.01 and Math . ceil ( current ) < @ world . frames . length - 1
next = Math . ceil current
ratio = current % 1
@ world . frames [ next ] . restorePartialState ratio if next > 1
frame . clearEvents ( ) if parseInt ( @ currentFrame ) is parseInt ( @ lastFrame )
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@ lankBoss . updateSounds ( ) if parseInt ( @ currentFrame ) isnt parseInt ( @ lastFrame )
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updateState: (frameChanged) ->
# world state must have been restored in @restoreWorldState
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if @ handleEvents
if @ playing and @ currentFrame < @ world . frames . length - 1 and @ heroLank and not @ mouseIsDown and @ camera . newTarget isnt @ heroLank . sprite and @ camera . target isnt @ heroLank . sprite
@ camera . zoomTo @ heroLank . sprite , @ camera . zoom , 750
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@ lankBoss . update frameChanged
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@ camera . updateZoom ( ) # Make sure to do this right after the LankBoss updates, not before, so it can properly target sprite positions.
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@ dimmer ? . setSprites @ lankBoss . lanks
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drawCurrentFrame: (e) ->
++ @ totalFramesDrawn
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@ normalStage . update e
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@ webGLStage . update e
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#- Setting play/pause and progress
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setProgress: (progress, scrubDuration=500) ->
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progress = Math . max ( Math . min ( progress , 1 ) , 0.0 )
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@fastForwardingToFrame = null
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@scrubbing = true
onTweenEnd = =>
@scrubbingTo = null
@scrubbing = false
@scrubbingPlaybackSpeed = null
if @ scrubbingTo ?
# cut to the chase for existing tween
createjs . Tween . removeTweens ( @ )
@currentFrame = @ scrubbingTo
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@scrubbingTo = Math . round ( progress * ( @ world . frames . length - 1 ) )
@scrubbingTo = Math . max @ scrubbingTo , 1
@scrubbingTo = Math . min @ scrubbingTo , @ world . frames . length - 1
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@scrubbingPlaybackSpeed = Math . sqrt ( Math . abs ( @ scrubbingTo - @ currentFrame ) * @ world . dt / ( scrubDuration or 0.5 ) )
if scrubDuration
t = createjs . Tween
. get ( @ )
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. to ( { currentFrame: @ scrubbingTo } , scrubDuration , createjs . Ease . sineInOut )
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. call ( onTweenEnd )
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t . addEventListener ( ' change ' , @ onFramesScrubbed )
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else
@currentFrame = @ scrubbingTo
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@ onFramesScrubbed ( ) # For performance, don't play these for instant transitions.
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onTweenEnd ( )
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return unless @ loaded
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@ updateState true
@ onFrameChanged ( )
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onFramesScrubbed: (e) =>
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return unless @ loaded
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if e
# Gotta play all the sounds when scrubbing (but not when doing an immediate transition).
rising = @ currentFrame > @ lastFrame
actualCurrentFrame = @ currentFrame
tempFrame = if rising then Math . ceil ( @ lastFrame ) else Math . floor ( @ lastFrame )
while true # temporary fix to stop cacophony
break if rising and tempFrame > actualCurrentFrame
break if ( not rising ) and tempFrame < actualCurrentFrame
@currentFrame = tempFrame
frame = @ world . getFrame ( @ getCurrentFrame ( ) )
frame . restoreState ( )
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volume = Math . max ( 0.05 , Math . min ( 1 , 1 / @ scrubbingPlaybackSpeed ) )
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lank . playSounds false , volume for lank in @ lankBoss . lankArray
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tempFrame += if rising then 1 else - 1
@currentFrame = actualCurrentFrame
@ restoreWorldState ( )
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@ lankBoss . update true
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@ onFrameChanged ( )
getCurrentFrame: ->
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return Math . max ( 0 , Math . min ( Math . floor ( @ currentFrame ) , @ world . frames . length - 1 ) )
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setPaused: (paused) ->
# We want to be able to essentially stop rendering the surface if it doesn't need to animate anything.
# If pausing, though, we want to give it enough time to finish any tweens.
performToggle = =>
createjs . Ticker . setFPS if paused then 1 else @ options . frameRate
@surfacePauseTimeout = null
clearTimeout @ surfacePauseTimeout if @ surfacePauseTimeout
clearTimeout @ surfaceZoomPauseTimeout if @ surfaceZoomPauseTimeout
@surfacePauseTimeout = @surfaceZoomPauseTimeout = null
if paused
@surfacePauseTimeout = _ . delay performToggle , 2000
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@ lankBoss . stop ( )
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@ trailmaster ? . stop ( )
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@ playbackOverScreen ? . show ( )
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else
performToggle ( )
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@ lankBoss . play ( )
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@ trailmaster ? . play ( )
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@ playbackOverScreen ? . hide ( )
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#- Changes and events that only need to happen when the frame has changed
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onFrameChanged: (force) ->
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@currentFrame = Math . min ( @ currentFrame , @ world . frames . length - 1 )
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@ debugDisplay ? . updateFrame @ currentFrame
return if @ currentFrame is @ lastFrame and not force
progress = @ getProgress ( )
Backbone . Mediator . publish ( ' surface:frame-changed ' ,
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selectedThang: @ lankBoss . selectedLank ? . thang
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progress: progress
frame: @ currentFrame
world: @ world
)
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if ( not @ world . indefiniteLength ) and @ lastFrame < @ world . frames . length and @ currentFrame >= @ world . totalFrames - 1
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@ended = true
@ setPaused true
Backbone . Mediator . publish ' surface:playback-ended ' , { }
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@ updatePaths ( ) # TODO: this is a hack to make sure paths are on the first time the level loads
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else if @ currentFrame < @ world . totalFrames and @ ended
@ended = false
@ setPaused false
Backbone . Mediator . publish ' surface:playback-restarted ' , { }
@lastFrame = @ currentFrame
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getProgress: -> @ currentFrame / Math . max ( 1 , @ world . frames . length - 1 )
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#- Subscription callbacks
onToggleDebug: (e) ->
e ? . preventDefault ? ( )
Backbone . Mediator . publish ' level:set-debug ' , { debug: not @ debug }
onSetDebug: (e) ->
return if e . debug is @ debug
@debug = e . debug
if @ debug and not @ debugDisplay
@ screenLayer . addChild @debugDisplay = new DebugDisplay canvasWidth: @ camera . canvasWidth , canvasHeight: @ camera . canvasHeight
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onLevelRestarted: (e) ->
@ setProgress 0 , 0
onSetCamera: (e) ->
if e . thangID
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return unless target = @ lankBoss . lankFor ( e . thangID ) ? . sprite
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else if e . pos
target = @ camera . worldToSurface e . pos
else
target = null
@ camera . setBounds e . bounds if e . bounds
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# @cameraBorder.updateBounds @camera.bounds
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if @ handleEvents
@ camera . zoomTo target , e . zoom , e . duration # TODO: SurfaceScriptModule perhaps shouldn't assign e.zoom if not set
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onZoomUpdated: (e) ->
if @ ended
@ setPaused false
@surfaceZoomPauseTimeout = _ . delay ( => @ setPaused true ) , 3000
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@zoomedIn = e . zoom > e . minZoom * 1.1
@ updateGrabbability ( )
updateGrabbability: ->
@ webGLCanvas . toggleClass ' grabbable ' , @ zoomedIn and not @ playing and not @ disabled
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onDisableControls: (e) ->
return if e . controls and not ( ' surface ' in e . controls )
@ setDisabled true
@ dimmer ? = new Dimmer camera: @ camera , layer: @ screenLayer
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@ dimmer . setSprites @ lankBoss . lanks
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onEnableControls: (e) ->
return if e . controls and not ( ' surface ' in e . controls )
@ setDisabled false
onSetLetterbox: (e) ->
@ setDisabled e . on
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setDisabled: (@disabled) ->
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@lankBoss.disabled = @ disabled
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@ updateGrabbability ( )
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onSetPlaying: (e) ->
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@playing = ( e ? { } ) . playing ? true
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@setPlayingCalled = true
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if @ playing and @ currentFrame >= ( @ world . totalFrames - 5 )
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@currentFrame = 1 # Go back to the beginning (but not frame 0, that frame is weird)
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if @ fastForwardingToFrame and not @ playing
@fastForwardingToFrame = null
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@ updateGrabbability ( )
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onSetTime: (e) ->
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toFrame = @ currentFrame
if e . time ?
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@worldLifespan = @ world . frames . length / @ world . frameRate
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e.ratio = e . time / @ worldLifespan
if e . ratio ?
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toFrame = @ world . frames . length * e . ratio
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if e . frameOffset
toFrame += e . frameOffset
if e . ratioOffset
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toFrame += @ world . frames . length * e . ratioOffset
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unless _ . isNumber ( toFrame ) and not _ . isNaN ( toFrame )
return console . error ( ' set-time event ' , e , ' produced invalid target frame ' , toFrame )
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@ setProgress ( toFrame / @ world . frames . length , e . scrubDuration )
2014-01-03 13:32:13 -05:00
2014-05-11 20:42:32 -04:00
onCastSpells: (e) ->
return if e . preload
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@ setPaused false if @ ended
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@casting = true
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@setPlayingCalled = false # Don't overwrite playing settings if they changed by, say, scripts.
@frameBeforeCast = @ currentFrame
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# This is where I wanted to trigger a rewind, but it turned out to be pretty complicated, since the new world gets updated everywhere, and you don't want to rewind through that.
@ setProgress 0 , 0
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onNewWorld: (event) ->
return unless event . world . name is @ world . name
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@ onStreamingWorldUpdated event
onStreamingWorldUpdated: (event) ->
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@casting = false
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@ lankBoss . play ( )
2014-02-28 14:27:32 -05:00
2014-02-25 13:50:12 -05:00
# This has a tendency to break scripts that are waiting for playback to change when the level is loaded
# so only run it after the first world is created.
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Backbone . Mediator . publish ' level:set-playing ' , { playing: true } unless event . firstWorld or @ setPlayingCalled
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@ setWorld event . world
@ onFrameChanged ( true )
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fastForwardBuffer = 2
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if @ playing and not @ realTime and ( ffToFrame = Math . min ( event . firstChangedFrame , @ frameBeforeCast , @ world . frames . length - 1 ) ) and ffToFrame > @ currentFrame + fastForwardBuffer * @ world . frameRate
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@fastForwardingToFrame = ffToFrame
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@fastForwardingSpeed = Math . max 3 , 3 * ( @ world . maxTotalFrames * @ world . dt ) / 60
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else if @ realTime
lag = ( @ world . frames . length - 1 ) * @ world . dt - @ world . age
intendedLag = @ world . realTimeBufferMax + @ world . dt
if lag > intendedLag * 1.2
@fastForwardingToFrame = @ world . frames . length - @ world . realTimeBufferMax * @ world . frameRate
@fastForwardingSpeed = lag / intendedLag
else
@fastForwardingToFrame = @fastForwardingSpeed = null
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# console.log "on new world, lag", lag, "intended lag", intendedLag, "fastForwardingToFrame", @fastForwardingToFrame, "speed", @fastForwardingSpeed, "cause we are at", @world.age, "of", @world.frames.length * @world.dt
2014-11-18 15:40:28 -05:00
if event . finished
@ updatePaths ( )
else
@ hidePaths ( )
2014-01-03 13:32:13 -05:00
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onIdleChanged: (e) ->
@ setPaused e . idle unless @ ended
2014-01-03 13:32:13 -05:00
2014-09-05 12:20:29 -04:00
#- Mouse event callbacks
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onMouseMove: (e) =>
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@mouseScreenPos = { x: e . stageX , y: e . stageY }
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return if @ disabled
Backbone . Mediator . publish ' surface:mouse-moved ' , x: e . stageX , y: e . stageY
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@ gameUIState . trigger ( ' surface:stage-mouse-move ' , { originalEvent: e } )
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onMouseDown: (e) =>
return if @ disabled
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cap = @ camera . screenToCanvas ( { x: e . stageX , y: e . stageY } )
2014-09-02 19:41:31 -04:00
# getObject(s)UnderPoint is broken, so we have to use the private method to get what we want
2014-09-25 13:47:53 -04:00
onBackground = not @ webGLStage . _getObjectsUnderPoint ( e . stageX , e . stageY , null , true )
2014-09-03 21:35:14 -04:00
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wop = @ camera . screenToWorld x: e . stageX , y: e . stageY
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event = { onBackground: onBackground , x: e . stageX , y: e . stageY , originalEvent: e , worldPos: wop }
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Backbone . Mediator . publish ' surface:stage-mouse-down ' , event
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Backbone . Mediator . publish ' tome:focus-editor ' , { }
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@ gameUIState . trigger ( ' surface:stage-mouse-down ' , event )
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@mouseIsDown = true
2014-01-03 13:32:13 -05:00
2016-07-08 17:17:07 -04:00
onSpriteMouseDown: (e) =>
return unless @ realTime
@ realTimeInputEvents . add ( {
type: ' mousedown '
pos: @ camera . screenToWorld x: e . originalEvent . stageX , y: e . originalEvent . stageY
time: @ world . dt * @ world . frames . length
thangID: e . sprite . thang . id
} )
2014-05-20 19:20:24 -04:00
onMouseUp: (e) =>
return if @ disabled
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onBackground = not @ webGLStage . hitTest e . stageX , e . stageY
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event = { onBackground: onBackground , x: e . stageX , y: e . stageY , originalEvent: e }
Backbone . Mediator . publish ' surface:stage-mouse-up ' , event
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Backbone . Mediator . publish ' tome:focus-editor ' , { }
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@ gameUIState . trigger ( ' surface:stage-mouse-up ' , event )
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@mouseIsDown = false
2014-05-20 19:20:24 -04:00
2014-02-12 15:41:41 -05:00
onMouseWheel: (e) =>
# https://github.com/brandonaaron/jquery-mousewheel
e . preventDefault ( )
return if @ disabled
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event =
deltaX: e . deltaX
deltaY: e . deltaY
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canvas: @ webGLCanvas
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event.screenPos = @ mouseScreenPos if @ mouseScreenPos
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Backbone . Mediator . publish ' surface:mouse-scrolled ' , event unless @ disabled
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@ gameUIState . trigger ( ' surface:mouse-scrolled ' , event )
2016-08-19 12:44:29 -04:00
#- Keyboard callbacks
onKeyEvent: (e) =>
return unless @ realTime
@ realTimeInputEvents . add ( _ . pick ( e , ' type ' , ' keyCode ' , ' ctrlKey ' , ' metaKey ' , ' shiftKey ' ) )
2014-01-03 13:32:13 -05:00
2014-09-05 12:20:29 -04:00
#- Canvas callbacks
2014-01-03 13:32:13 -05:00
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onResize: (e) =>
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return if @ destroyed or @ options . choosing
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oldWidth = parseInt @ normalCanvas . attr ( ' width ' ) , 10
oldHeight = parseInt @ normalCanvas . attr ( ' height ' ) , 10
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aspectRatio = oldWidth / oldHeight
pageWidth = $ ( ' # page-container ' ) . width ( ) - 17 # 17px nano scroll bar
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if application . isIPadApp
newWidth = 1024
newHeight = newWidth / aspectRatio
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else if @ options . resizeStrategy is ' wrapper-size '
newWidth = $ ( ' # canvas-wrapper ' ) . width ( )
newHeight = newWidth / aspectRatio
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else if @ realTime or @ options . spectateGame
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pageHeight = $ ( ' # page-container ' ) . height ( ) - $ ( ' # control-bar-view ' ) . outerHeight ( ) - $ ( ' # playback-view ' ) . outerHeight ( )
newWidth = Math . min pageWidth , pageHeight * aspectRatio
newHeight = newWidth / aspectRatio
else if $ ( ' # thangs-tab-view ' )
newWidth = $ ( ' # canvas-wrapper ' ) . width ( )
newHeight = newWidth / aspectRatio
else
newWidth = 0.55 * pageWidth
newHeight = newWidth / aspectRatio
return unless newWidth > 0 and newHeight > 0
2016-03-15 18:51:59 -04:00
2014-10-02 01:02:52 -04:00
#scaleFactor = if application.isIPadApp then 2 else 1 # Retina
scaleFactor = 1
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if @ options . stayVisible
availableHeight = window . innerHeight
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availableHeight -= $ ( ' .ad-container ' ) . outerHeight ( )
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availableHeight -= $ ( ' # game-area ' ) . outerHeight ( ) - $ ( ' # canvas-wrapper ' ) . outerHeight ( )
scaleFactor = availableHeight / newHeight if availableHeight < newHeight
newWidth *= scaleFactor
newHeight *= scaleFactor
return if newWidth is oldWidth and newHeight is oldHeight and not @ options . spectateGame
return if newWidth < 200 or newHeight < 200
@ normalCanvas . add ( @ webGLCanvas ) . attr width: newWidth , height: newHeight
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@ trigger ' resize ' , { width: newWidth , height: newHeight }
2014-10-01 15:08:14 -04:00
2014-09-26 14:07:01 -04:00
# Cannot do this to the webGLStage because it does not use scaleX/Y.
2014-10-01 15:08:14 -04:00
# Instead the LayerAdapter scales webGL-enabled layers.
2014-09-26 14:07:01 -04:00
@ webGLStage . updateViewport ( @ webGLCanvas [ 0 ] . width , @ webGLCanvas [ 0 ] . height )
@ normalStage . scaleX *= newWidth / oldWidth
@ normalStage . scaleY *= newHeight / oldHeight
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@ camera . onResize newWidth , newHeight
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if @ options . spectateGame
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# Since normalCanvas is absolutely positioned, it needs help aligning with webGLCanvas.
offset = @ webGLCanvas . offset ( ) . left - ( $ ( ' # page-container ' ) . innerWidth ( ) - $ ( ' # canvas-wrapper ' ) . innerWidth ( ) ) / 2
@ normalCanvas . css ' left ' , offset
2014-01-03 13:32:13 -05:00
2014-09-21 23:49:45 -04:00
#- Camera focus on hero
focusOnHero: ->
2014-11-18 14:46:42 -05:00
hadHero = @ heroLank
2014-09-30 16:41:42 -04:00
@heroLank = @ lankBoss . lankFor ' Hero Placeholder '
2014-10-18 17:51:43 -04:00
if me . team is ' ogres '
# TODO: do this for real
@heroLank = @ lankBoss . lankFor ' Hero Placeholder 1 '
2014-11-18 14:46:42 -05:00
@ updatePaths ( ) if not hadHero
2014-01-03 13:32:13 -05:00
2014-09-05 12:20:29 -04:00
#- Real-time playback
2014-09-06 22:50:31 -04:00
2014-08-23 16:54:52 -04:00
onRealTimePlaybackStarted: (e) ->
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return if @ realTime
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@ realTimeInputEvents . reset ( )
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@realTime = true
@ onResize ( )
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@playing = false # Will start when countdown is done.
2014-09-30 16:41:42 -04:00
if @ heroLank
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@previousCameraZoom = @ camera . zoom
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#@camera.zoomTo @heroLank.sprite, 2, 3000 # This makes flag placement hard, now that we're only rarely using this as a coolcam.
2014-08-23 16:54:52 -04:00
onRealTimePlaybackEnded: (e) ->
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return unless @ realTime
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@realTime = false
@ onResize ( )
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_ . delay @ onResize , resizeDelay + 100 # Do it again just to be double sure that we don't stay zoomed in due to timing problems.
2014-09-25 13:47:53 -04:00
@ normalCanvas . add ( @ webGLCanvas ) . removeClass ' flag-color-selected '
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if @ handleEvents
if @ previousCameraZoom
@ camera . zoomTo @ camera . newTarget or @ camera . target , @ previousCameraZoom , 3000
2014-08-23 20:26:56 -04:00
2014-08-24 19:09:06 -04:00
onFlagColorSelected: (e) ->
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@ normalCanvas . add ( @ webGLCanvas ) . toggleClass ' flag-color-selected ' , Boolean ( e . color )
2014-08-24 19:09:06 -04:00
e.pos = @ camera . screenToWorld @ mouseScreenPos if @ mouseScreenPos
2014-08-23 16:54:52 -04:00
2014-09-06 22:50:31 -04:00
2014-01-03 13:32:13 -05:00
updatePaths: ->
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return unless @ options . paths and @ heroLank
2014-01-03 13:32:13 -05:00
@ hidePaths ( )
return if @ world . showPaths is ' never '
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layerAdapter = @ lankBoss . layerAdapters [ ' Path ' ]
@ trailmaster ? = new TrailMaster @ camera , layerAdapter
@paths = @ trailmaster . generatePaths @ world , @ heroLank . thang
2014-01-03 13:32:13 -05:00
@paths.name = ' paths '
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layerAdapter . addChild @ paths
2014-01-03 13:32:13 -05:00
hidePaths: ->
return if not @ paths
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if @ paths . parent
@ paths . parent . removeChild @ paths
2014-01-03 13:32:13 -05:00
@paths = null
2014-09-06 22:50:31 -04:00
2014-09-05 12:20:29 -04:00
#- Screenshot
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screenshot: (scale=0.25, format='image/jpeg', quality=0.8, zoom=2) ->
2014-09-25 13:47:53 -04:00
# TODO: get screenshots working again
2014-01-03 13:32:13 -05:00
# Quality doesn't work with image/png, just image/jpeg and image/webp
2014-12-19 21:37:42 -05:00
[ w , h ] = [ @ camera . canvasWidth * @ camera . canvasScaleFactorX , @ camera . canvasHeight * @ camera . canvasScaleFactorY ]
2014-01-03 13:32:13 -05:00
margin = ( 1 - 1 / zoom ) / 2
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@ webGLStage . cache margin * w , margin * h , w / zoom , h / zoom , scale * zoom
imageData = @ webGLStage . cacheCanvas . toDataURL ( format , quality )
2014-06-30 22:16:26 -04:00
#console.log 'Screenshot with scale', scale, 'format', format, 'quality', quality, 'was', Math.floor(imageData.length / 1024), 'kB'
screenshot = document . createElement ( ' img ' )
2014-01-03 13:32:13 -05:00
screenshot.src = imageData
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@ webGLStage . uncache ( )
2014-01-03 13:32:13 -05:00
imageData
2014-09-05 12:20:29 -04:00
2014-09-06 22:50:31 -04:00
2014-09-05 12:20:29 -04:00
#- Path finding debugging
2014-09-06 22:50:31 -04:00
2014-09-05 12:20:29 -04:00
onTogglePathFinding: (e) ->
e ? . preventDefault ? ( )
@ hidePathFinding ( )
@showingPathFinding = not @ showingPathFinding
if @ showingPathFinding then @ showPathFinding ( ) else @ hidePathFinding ( )
hidePathFinding: ->
@ surfaceLayer . removeChild @ navRectangles if @ navRectangles
@ surfaceLayer . removeChild @ navPaths if @ navPaths
@navRectangles = @navPaths = null
showPathFinding: ->
@ hidePathFinding ( )
mesh = _ . values ( @ world . navMeshes or { } ) [ 0 ]
return unless mesh
@navRectangles = new createjs . Container ( )
@navRectangles.layerPriority = - 1
@ addMeshRectanglesToContainer mesh , @ navRectangles
@ surfaceLayer . addChild @ navRectangles
@ surfaceLayer . updateLayerOrder ( )
graph = _ . values ( @ world . graphs or { } ) [ 0 ]
return @ surfaceLayer . updateLayerOrder ( ) unless graph
@navPaths = new createjs . Container ( )
@navPaths.layerPriority = - 1
@ addNavPathsToContainer graph , @ navPaths
@ surfaceLayer . addChild @ navPaths
@ surfaceLayer . updateLayerOrder ( )
addMeshRectanglesToContainer: (mesh, container) ->
for rect in mesh
shape = new createjs . Shape ( )
pos = @ camera . worldToSurface { x: rect . x , y: rect . y }
dim = @ camera . worldToSurface { x: rect . width , y: rect . height }
shape . graphics
. setStrokeStyle ( 3 )
. beginFill ( ' rgba(0,0,128,0.3) ' )
. beginStroke ( ' rgba(0,0,128,0.7) ' )
. drawRect ( pos . x - dim . x / 2 , pos . y - dim . y / 2 , dim . x , dim . y )
container . addChild shape
addNavPathsToContainer: (graph, container) ->
for node in _ . values graph
for edgeVertex in node . edges
@ drawLine node . vertex , edgeVertex , container
drawLine: (v1, v2, container) ->
shape = new createjs . Shape ( )
v1 = @ camera . worldToSurface v1
v2 = @ camera . worldToSurface v2
shape . graphics
. setStrokeStyle ( 1 )
. moveTo ( v1 . x , v1 . y )
. beginStroke ( ' rgba(128,0,0,0.4) ' )
. lineTo ( v2 . x , v2 . y )
. endStroke ( )
container . addChild shape
2014-09-06 22:50:31 -04:00
2014-09-05 12:20:29 -04:00
#- Teardown
2014-09-06 22:50:31 -04:00
2014-09-05 12:20:29 -04:00
destroy: ->
@ camera ? . destroy ( )
createjs . Ticker . removeEventListener ( ' tick ' , @ tick )
createjs . Sound . stop ( )
2014-09-25 13:47:53 -04:00
layer . destroy ( ) for layer in @ normalLayers
2014-09-28 17:00:48 -04:00
@ lankBoss . destroy ( )
2014-09-05 12:20:29 -04:00
@ chooser ? . destroy ( )
@ dimmer ? . destroy ( )
@ countdownScreen ? . destroy ( )
@ playbackOverScreen ? . destroy ( )
@ coordinateDisplay ? . destroy ( )
@ coordinateGrid ? . destroy ( )
2014-09-25 13:47:53 -04:00
@ normalStage . clear ( )
@ webGLStage . clear ( )
2014-09-05 12:20:29 -04:00
@ musicPlayer ? . destroy ( )
2014-11-18 14:46:42 -05:00
@ trailmaster ? . destroy ( )
2014-09-25 13:47:53 -04:00
@ normalStage . removeAllChildren ( )
@ webGLStage . removeAllChildren ( )
@ webGLStage . removeEventListener ' stagemousemove ' , @ onMouseMove
@ webGLStage . removeEventListener ' stagemousedown ' , @ onMouseDown
@ webGLStage . removeEventListener ' stagemouseup ' , @ onMouseUp
@ webGLStage . removeAllEventListeners ( )
@ normalStage . enableDOMEvents false
@ webGLStage . enableDOMEvents false
@ webGLStage . enableMouseOver 0
2014-09-26 14:07:01 -04:00
@ webGLCanvas . off ' mousewheel ' , @ onMouseWheel
2014-09-05 12:20:29 -04:00
$ ( window ) . off ' resize ' , @ onResize
2016-08-19 12:44:29 -04:00
$ ( window ) . off ( ' keydown ' , @ onKeyEvent )
$ ( window ) . off ( ' keyup ' , @ onKeyEvent )
2014-09-05 12:20:29 -04:00
clearTimeout @ surfacePauseTimeout if @ surfacePauseTimeout
clearTimeout @ surfaceZoomPauseTimeout if @ surfaceZoomPauseTimeout
super ( )