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Fixed #1072 by raising selection state so that we can see it if we're selecting an obstacle.
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107a727d02
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0fa5d264f4
5 changed files with 12 additions and 4 deletions
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@ -26,7 +26,6 @@ module.exports = class Dimmer extends CocoClass
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build: ->
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@dimLayer = new createjs.Container()
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@dimLayer.mouseEnabled = @dimLayer.mouseChildren = false
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@dimLayer.layerIndex = -10
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@dimLayer.addChild @dimScreen = new createjs.Shape()
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@dimLayer.addChild @dimMask = new createjs.Shape()
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@dimScreen.graphics.beginFill('rgba(0,0,0,0.5)').rect 0, 0, @camera.canvasWidth, @camera.canvasHeight
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@ -45,6 +45,13 @@ module.exports = class Mark extends CocoClass
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@mark.visible = true
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@
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setLayer: (layer) ->
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return if layer is @layer
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wasOn = @on
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@toggle false
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@layer = layer
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@toggle true if wasOn
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setSprite: (sprite) ->
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return if sprite is @sprite
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@sprite = sprite
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@ -131,7 +138,6 @@ module.exports = class Mark extends CocoClass
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@mark.graphics.endFill()
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@mark.regX = width / 2
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@mark.regY = height / 2
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@mark.layerIndex = 10
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@mark.cache -1, -1, width + 2, height + 2 # not actually faster than simple ellipse draw
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buildRadius: (range) ->
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@ -15,7 +15,6 @@ module.exports = class PlaybackOverScreen extends CocoClass
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build: ->
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@dimLayer = new createjs.Container()
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@dimLayer.mouseEnabled = @dimLayer.mouseChildren = false
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@dimLayer.layerIndex = -12
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@dimLayer.addChild @dimScreen = new createjs.Shape()
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@dimScreen.graphics.beginFill('rgba(0,0,0,0.4)').rect 0, 0, @camera.canvasWidth, @camera.canvasHeight
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@dimLayer.cache 0, 0, @camera.canvasWidth, @camera.canvasHeight
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@ -21,7 +21,6 @@ module.exports = class PointChooser extends CocoClass
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@shape.mouseEnabled = false
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@shape.graphics.setStrokeStyle(1, 'round').beginStroke('#000000').beginFill('#fedcba')
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@shape.graphics.drawCircle(0, 0, 4).endFill()
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@shape.layerIndex = 100
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onMouseDown: (e) =>
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return unless key.shift
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@ -373,6 +373,11 @@ module.exports = class SpriteBoss extends CocoClass
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@updateTarget()
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return unless @selectionMark
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@selectedSprite = null if @selectedSprite and (@selectedSprite.destroyed or not @selectedSprite.thang)
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# The selection mark should be on the ground layer, unless we're not a normal sprite (like a wall), in which case we'll place it higher so we can see it.
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if @selectedSprite and @selectedSprite.imageObject.parent isnt @spriteLayers.Default
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@selectionMark.setLayer @spriteLayers.Default
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else if @selectedSprite
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@selectionMark.setLayer @spriteLayers.Ground
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@selectionMark.toggle @selectedSprite?
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@selectionMark.setSprite @selectedSprite
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@selectionMark.update()
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