codecombat/app/lib/world/Grid.coffee

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2014-01-03 13:32:13 -05:00
# TODO: this thing needs a bit of thinking/testing for grid square alignments, exclusive vs. inclusive mins/maxes, etc.
module.exports = class Grid
constructor: (thangs, @width, @height, @padding=0, @left=0, @bottom=0) ->
@width = Math.ceil @width
@height = Math.ceil @height
@left = Math.floor @left
@bottom = Math.floor @bottom
@update thangs
update: (thangs) ->
@grid = []
for y in [0 .. @height]
@grid.push []
for x in [0 .. @width]
@grid[y].push []
for thang in thangs when thang.collides
rect = thang.rectangle()
[minX, maxX, minY, maxY] = [9001, -9001, 9001, -9001]
for v in rect.vertices()
minX = Math.min(minX, v.x - @padding)
minY = Math.min(minY, v.y - @padding)
maxX = Math.max(maxX, v.x + @padding)
maxY = Math.max(maxY, v.y + @padding)
for y in @columns minY, maxY
for x in @rows minX, maxX
@grid[y][x].push thang
contents: (gx, gy, width=1, height=1) ->
thangs = []
for y in @columns gy - height / 2, gy + height / 2
for x in @rows gx - width / 2, gx + width / 2
for thang in @grid[y][x]
thangs.push thang if thang.collides and not (thang in thangs) and thang.id isnt "Add Thang Phantom"
thangs
clampColumn: (y) ->
y = Math.max 0, Math.floor(y) - @bottom
Math.min @grid.length, Math.ceil(y) - @bottom
clampRow: (x) ->
x = Math.max 0, Math.floor(x) - @left
Math.min @grid[0]?.length or 0, Math.ceil(x) - @left
columns: (minY, maxY) ->
[@clampColumn(minY) ... @clampColumn(maxY)]
rows: (minX, maxX) ->
[@clampRow(minX) ... @clampRow(maxX)]
toString: ->
upsideDown = _.clone @grid
upsideDown.reverse()
(((if thangs.length then ("" + thangs.length) else " ") for thangs in row).join(" ") for row in upsideDown).join("\n")
wallNameFor: (gx, gy, tileSize) ->
# This doesn't work because we need to be able to place more than one tile at once
# Also since refactoring grid to have @left and @bottom, this logic doesn't work.
wallNames = ["dungeon_wall_000011011", "dungeon_wall_000110110", "dungeon_wall_000111111", "dungeon_wall_011011000", "dungeon_wall_110110000", "dungeon_wall_011011011", "dungeon_wall_110110110", "dungeon_wall_011111111", "dungeon_wall_110111111", "dungeon_wall_111111000", "dungeon_wall_111111011", "dungeon_wall_111111110", "dungeon_wall_111111111"]
s = "dungeon_wall_"
for y in [gy - tileSize, gy, gy + tileSize]
for x in [gx - tileSize, gx, gx + tileSize]
thangs = @grid[y][x]
if thangs.length is 0
if y == gy and x == gx
s += "1" # the center wall we're placing
else
s += "0"
else if thangs.length is 1 and (thangs[0].spriteName is "Dungeon Wall" or thangs[0].spriteName.match "dungeon_wall")
s += "1"
else
return null
if s is "dungeon_wall_000010000"
s = "dungeon_wall_111111000"
if s not in wallNames
return null
return s