mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-11 16:21:08 -05:00
Refactored WebGLLayer and SpriteContainerLayer/ContainerLayer into a single LayerAdapter class that has a Container or SpriteContainer.
This commit is contained in:
parent
2183b7dac1
commit
3b7ce76d7d
9 changed files with 197 additions and 194 deletions
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@ -105,7 +105,6 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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if parent = @imageObject.parent
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parent.removeChild @imageObject
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parent.addChild newImageObject
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parent.updateLayerOrder()
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# get the cocosprite to update things
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for prop in ['lastPos', 'currentRootAction']
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@ -1,127 +0,0 @@
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###
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* Stage
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** surfaceLayer
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*** Land texture
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*** Ground-based selection/target marks, range radii
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*** Walls/obstacles
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*** Paths and target pieces (and ghosts?)
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*** Normal Thangs, bots, wizards (z-indexing based on World-determined sprite.thang.pos.z/y, mainly, instead of sprite-map-determined sprite.z, which we rename to... something)
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*** Above-thang marks (blood, highlight) and health bars
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*** Camera border
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** surfaceTextLayer (speech, names)
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** screenLayer
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*** Letterbox
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**** Letterbox top and bottom
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*** FPS display, maybe grid axis labels, coordinate hover
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** Grid lines--somewhere--we will figure it out, do not really need it at first
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###
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layerClassProperties = {
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TRANSFORM_CHILD: 'child' # Layer transform is managed by its parents
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TRANSFORM_SURFACE: 'surface' # Layer moves/scales/zooms with the Surface of the World
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TRANSFORM_SURFACE_TEXT: 'surface_text' # Layer moves with the Surface but is size-independent
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TRANSFORM_SCREEN: 'screen' # Layer stays fixed to the screen (different from child?)
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}
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layerProperties = {
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subscriptions:
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'camera:zoom-updated': 'onZoomUpdated'
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initializeLayer: (options) ->
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options ?= {}
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@name = options.name ? 'Unnamed'
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@layerPriority = options.layerPriority ? 0
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@transformStyle = options.transform ? layerClassProperties.TRANSFORM_CHILD
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@camera = options.camera
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@updateLayerOrder = _.bind(@updateLayerOrder, @)
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@updateLayerOrder = _.throttle @updateLayerOrder, 1000 / 30 # Don't call multiple times in one frame; 30 FPS is probably good enough
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Backbone.Mediator.subscribe(channel, @[func], @) for channel, func of @subscriptions
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destroy: ->
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child.destroy?() for child in @children
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Backbone.Mediator.unsubscribe(channel, @[func], @) for channel, func of @subscriptions
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delete @updateLayerOrder
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toString: -> "<Layer #{@layerPriority}: #{@name}>"
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updateLayerOrder: ->
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@sortChildren @layerOrderComparator
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layerOrderComparator: (a, b) ->
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# Optimize
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alp = a.layerPriority or 0
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blp = b.layerPriority or 0
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return alp - blp if alp isnt blp
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# TODO: remove this z stuff
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az = a.z or 1000
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bz = b.z or 1000
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if aSprite = a.sprite
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if aThang = aSprite.thang
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aPos = aThang.pos
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if aThang.health < 0
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--az
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if bSprite = b.sprite
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if bThang = bSprite.thang
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bPos = bThang.pos
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if bThang.health < 0
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--bz
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if az is bz
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return 0 unless aPos and bPos
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return (bPos.y - aPos.y) or (bPos.x - aPos.x)
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return az - bz
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onZoomUpdated: (e) ->
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return unless e.camera is @camera
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if @transformStyle in [layerClassProperties.TRANSFORM_SURFACE, layerClassProperties.TRANSFORM_SURFACE_TEXT, layerClassProperties.TRANSFORM_CHILD]
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change = @scaleX / e.zoom
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@scaleX = @scaleY = e.zoom
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@regX = e.surfaceViewport.x
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@regY = e.surfaceViewport.y
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if @transformStyle is layerClassProperties.TRANSFORM_SURFACE_TEXT
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for child in @children
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child.scaleX *= change
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child.scaleY *= change
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}
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class ContainerLayer extends createjs.Container
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constructor: (options) ->
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super()
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@initialize()
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@initializeLayer(options)
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addChild: (children...) ->
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super children...
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if @transformStyle is ContainerLayer.TRANSFORM_SURFACE_TEXT
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for child in children
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child.scaleX /= @scaleX
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child.scaleY /= @scaleY
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removeChild: (children...) ->
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super children...
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if @transformStyle is ContainerLayer.TRANSFORM_SURFACE_TEXT
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for child in children
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child.scaleX *= @scaleX
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child.scaleY *= @scaleY
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cache: ->
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return unless @children.length
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bounds = @getBounds()
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return unless bounds
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super bounds.x, bounds.y, bounds.width, bounds.height, 2
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class SpriteContainerLayer extends createjs.SpriteContainer
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constructor: (spriteSheet, options) ->
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super(spriteSheet)
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@initialize(spriteSheet)
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@initializeLayer(options)
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_.extend(ContainerLayer.prototype, layerProperties)
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_.extend(SpriteContainerLayer.prototype, layerProperties)
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_.extend(ContainerLayer, layerClassProperties)
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_.extend(SpriteContainerLayer, layerClassProperties)
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module.exports.ContainerLayer = ContainerLayer
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module.exports.SpriteContainerLayer = SpriteContainerLayer
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@ -1,15 +1,41 @@
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###
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* SpriteStage (WebGL Canvas)
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** Land texture
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** Ground-based selection/target marks, range radii
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** Walls/obstacles
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** Paths and target pieces (and ghosts?)
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** Normal Thangs, bots, wizards (z-indexing based on World-determined sprite.thang.pos.z/y, mainly, instead of sprite-map-determined sprite.z, which we rename to... something)
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** Above-thang marks (blood, highlight) and health bars
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* Stage (Regular Canvas)
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** Camera border
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** surfaceTextLayer (speech, names)
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** screenLayer
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*** Letterbox
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**** Letterbox top and bottom
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*** FPS display, maybe grid axis labels, coordinate hover
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** Grid lines--somewhere--we will figure it out, do not really need it at first
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###
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SpriteBuilder = require 'lib/sprites/SpriteBuilder'
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CocoClass = require 'lib/CocoClass'
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SegmentedSprite = require './SegmentedSprite'
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SingularSprite = require './SingularSprite'
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{SpriteContainerLayer} = require 'lib/surface/Layer'
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NEVER_RENDER_ANYTHING = false # set to true to test placeholders
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module.exports = class LayerAdapter extends CocoClass
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module.exports = LayerAdapter = class LayerAdapter extends CocoClass
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_.extend(LayerAdapter.prototype, Backbone.Events)
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# Intermediary between a Surface Stage and a top-level static normal Container or hot-swapped WebGL SpriteContainer.
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# It handles zooming in different ways and, if webGL, creating and assigning spriteSheets.
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@TRANSFORM_CHILD: 'child' # Layer transform is managed by its parents
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@TRANSFORM_SURFACE: 'surface' # Layer moves/scales/zooms with the Surface of the World
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@TRANSFORM_SURFACE_TEXT: 'surface_text' # Layer moves with the Surface but is size-independent
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@TRANSFORM_SCREEN: 'screen' # Layer stays fixed to the screen (different from child?)
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# WebGL properties
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actionRenderState: null
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needToRerender: false
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toRenderBundles: null
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@ -21,27 +47,104 @@ module.exports = class LayerAdapter extends CocoClass
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numThingsLoading: 0
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cocoSprites: null
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spriteSheet: null
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spriteContainer: null
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container: null
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constructor: (@layerOptions) ->
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@layerOptions ?= {}
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subscriptions:
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'camera:zoom-updated': 'onZoomUpdated'
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constructor: (options) ->
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super()
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options ?= {}
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@name = options.name ? 'Unnamed'
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@layerPriority = options.layerPriority ? 0
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@transformStyle = options.transform ? LayerAdapter.TRANSFORM_CHILD
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@camera = options.camera
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@updateLayerOrder = _.throttle @updateLayerOrder, 1000 / 30 # Don't call multiple times in one frame; 30 FPS is probably good enough
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@webGL = !!options.webGL
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if @webGL
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@initializing = true
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@spriteSheet = @_renderNewSpriteSheet(false) # builds an empty spritesheet
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@spriteContainer = new SpriteContainerLayer(@spriteSheet, @layerOptions)
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@container = new createjs.SpriteContainer(@spriteSheet)
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@actionRenderState = {}
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@toRenderBundles = []
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@cocoSprites = []
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@initializing = false
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setDefaultActions: (@defaultActions) ->
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else
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@container = new createjs.Container()
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renderGroupingKey: (thangType, grouping, colorConfig) ->
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key = thangType.get('slug')
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if colorConfig?.team
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key += "(#{colorConfig.team.hue},#{colorConfig.team.saturation},#{colorConfig.team.lightness})"
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key += '.'+grouping if grouping
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key
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toString: -> "<Layer #{@layerPriority}: #{@name}>"
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#- Layer ordering
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updateLayerOrder: ->
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@container.sortChildren @layerOrderComparator
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layerOrderComparator: (a, b) ->
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# Optimize
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alp = a.layerPriority or 0
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blp = b.layerPriority or 0
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return alp - blp if alp isnt blp
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# TODO: remove this z stuff
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az = a.z or 1000
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bz = b.z or 1000
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if aSprite = a.sprite
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if aThang = aSprite.thang
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aPos = aThang.pos
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if aThang.health < 0
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--az
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if bSprite = b.sprite
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if bThang = bSprite.thang
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bPos = bThang.pos
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if bThang.health < 0
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--bz
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if az is bz
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return 0 unless aPos and bPos
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return (bPos.y - aPos.y) or (bPos.x - aPos.x)
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return az - bz
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#- Zoom updating
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onZoomUpdated: (e) ->
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return unless e.camera is @camera
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if @transformStyle in [LayerAdapter.TRANSFORM_SURFACE, LayerAdapter.TRANSFORM_SURFACE_TEXT, LayerAdapter.TRANSFORM_CHILD]
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change = @container.scaleX / e.zoom
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@container.scaleX = @container.scaleY = e.zoom
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@container.regX = e.surfaceViewport.x
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@container.regY = e.surfaceViewport.y
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if @transformStyle is LayerAdapter.TRANSFORM_SURFACE_TEXT
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for child in @container.children
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child.scaleX *= change
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child.scaleY *= change
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#- Caching
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cache: ->
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return if @webGL
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return unless @children.length
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bounds = @container.getBounds()
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return unless bounds
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@container.cache bounds.x, bounds.y, bounds.width, bounds.height, 2
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#- Container-like child functions
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addChild: (children...) ->
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container.addChild children...
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if @transformStyle is ContainerLayer.TRANSFORM_SURFACE_TEXT
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for child in children
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child.scaleX /= @scaleX
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child.scaleY /= @scaleY
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removeChild: (children...) ->
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container.removeChild children...
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# TODO: Do we actually need to scale children that were removed?
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if @transformStyle is ContainerLayer.TRANSFORM_SURFACE_TEXT
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for child in children
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child.scaleX *= @scaleX
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child.scaleY *= @scaleY
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#- Adding, removing children for WebGL layers.
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addCocoSprite: (cocoSprite) ->
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cocoSprite.options.resolutionFactor = @resolutionFactor
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@ -55,15 +158,14 @@ module.exports = class LayerAdapter extends CocoClass
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@loadThangType(cocoSprite.thangType)
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@addDefaultActionsToRender(cocoSprite)
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@setImageObjectToCocoSprite(cocoSprite)
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# TODO: actually add it as a child
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@updateLayerOrder()
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removeCocoSprite: (cocoSprite) ->
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@stopListening(cocoSprite)
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cocoSprite.imageObject.parent.removeChild cocoSprite.imageObject
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@cocoSprites = _.without @cocoSprites, cocoSprite
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onActionNeedsRender: (cocoSprite, action) ->
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@upsertActionToRender(cocoSprite.thangType, action.name, cocoSprite.options.colorConfig)
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#- Loading network resources dynamically
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loadThangType: (thangType) ->
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if not thangType.isFullyLoaded()
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@addDefaultActionsToRender(cocoSprite)
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@renderNewSpriteSheet()
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#- Adding to the list of things we need to render
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onActionNeedsRender: (cocoSprite, action) ->
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@upsertActionToRender(cocoSprite.thangType, action.name, cocoSprite.options.colorConfig)
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addDefaultActionsToRender: (cocoSprite) ->
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needToRender = false
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if cocoSprite.thangType.get('raster')
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@ -102,6 +209,8 @@ module.exports = class LayerAdapter extends CocoClass
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@willRender = _.defer => @renderNewSpriteSheet()
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return true
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#- Rendering sprite sheets
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renderNewSpriteSheet: ->
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@willRender = false
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return if @numThingsLoading
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@ -126,11 +235,11 @@ module.exports = class LayerAdapter extends CocoClass
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args = [thangType, colorConfig, actionNames, builder]
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if thangType.get('raw')
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if thangType.get('spriteType') is 'segmented'
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@renderContainers(args...)
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@renderSegmentedThangType(args...)
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else
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@renderSpriteSheet(args...)
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@renderSingularThangType(args...)
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else
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@renderRasterImage(thangType, builder)
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@renderRasterThangType(thangType, builder)
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if async
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builder.buildAsync()
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@ -140,17 +249,6 @@ module.exports = class LayerAdapter extends CocoClass
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@onBuildSpriteSheetComplete(null, builder)
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return sheet
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createPlaceholder: ->
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# TODO: Experiment with this. Perhaps have rectangles if default layer is obstacle or floor,
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# and different colors for different layers.
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g = new createjs.Graphics()
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g.setStrokeStyle(5)
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g.beginStroke(createjs.Graphics.getRGB(64,64,64))
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g.beginFill(createjs.Graphics.getRGB(64,64,64,0.7))
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radius = @resolutionFactor*SPRITE_PLACEHOLDER_RADIUS
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g.drawCircle(radius, radius, radius)
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new createjs.Shape(g)
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onBuildSpriteSheetComplete: (e, builder) ->
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return if @initializing
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@spriteSheet = builder.spriteSheet
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@spriteSheet.resolutionFactor = @resolutionFactor
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oldLayer = @spriteContainer
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@spriteContainer = new SpriteContainerLayer(@spriteSheet, @layerOptions)
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oldLayer = @container
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@container = new createjs.SpriteContainer(@spriteSheet)
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for cocoSprite in @cocoSprites
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@setImageObjectToCocoSprite(cocoSprite)
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for prop in ['scaleX', 'scaleY', 'regX', 'regY']
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@spriteContainer[prop] = oldLayer[prop]
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@container[prop] = oldLayer[prop]
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if parent = oldLayer.parent
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index = parent.getChildIndex(oldLayer)
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parent.removeChildAt(index)
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parent.addChildAt(@spriteContainer, index)
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@layerOptions.camera?.updateZoom(true)
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@spriteContainer.updateLayerOrder()
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parent.addChildAt(@container, index)
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@camera?.updateZoom(true)
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@updateLayerOrder()
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for cocoSprite in @cocoSprites
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cocoSprite.options.resolutionFactor = @resolutionFactor
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cocoSprite.updateBaseScale()
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cocoSprite.updateRotation()
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@trigger 'new-spritesheet'
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renderContainers: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
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#- Placeholder
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createPlaceholder: ->
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# TODO: Experiment with this. Perhaps have rectangles if default layer is obstacle or floor,
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# and different colors for different layers.
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g = new createjs.Graphics()
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g.setStrokeStyle(5)
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g.beginStroke(createjs.Graphics.getRGB(64,64,64))
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g.beginFill(createjs.Graphics.getRGB(64,64,64,0.7))
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radius = @resolutionFactor*SPRITE_PLACEHOLDER_RADIUS
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g.drawCircle(radius, radius, radius)
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new createjs.Shape(g)
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#- Rendering containers for segmented thang types
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renderSegmentedThangType: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
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containersToRender = {}
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for actionName in actionNames
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action = _.find(thangType.getActions(), {name: actionName})
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@ -209,7 +322,9 @@ module.exports = class LayerAdapter extends CocoClass
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containers = containers.concat(@getContainersForAnimation(thangType, animation.gn))
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return containers
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renderSpriteSheet: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
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#- Rendering sprite sheets for singular thang types
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renderSingularThangType: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
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actionObjects = _.values(thangType.getActions())
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animationActions = []
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for a in actionObjects
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@ -284,7 +399,9 @@ module.exports = class LayerAdapter extends CocoClass
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next = false if action.loops is false
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return next
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renderRasterImage: (thangType, spriteSheetBuilder) ->
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#- Rendering frames for raster thang types
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renderRasterThangType: (thangType, spriteSheetBuilder) ->
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unless thangType.rasterImage
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console.error("Cannot render the LayerAdapter SpriteSheet until the raster image for <#{thangType.get('name')}> is loaded.")
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@ -293,6 +410,8 @@ module.exports = class LayerAdapter extends CocoClass
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frame = spriteSheetBuilder.addFrame(bm, null, scale)
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spriteSheetBuilder.addAnimation(@renderGroupingKey(thangType), [frame], false)
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#- Distributing new Segmented/Singular/RasterSprites to CocoSprites
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setImageObjectToCocoSprite: (cocoSprite) ->
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if not cocoSprite.thangType.isFullyLoaded()
|
||||
# just give a placeholder
|
||||
|
@ -316,4 +435,15 @@ module.exports = class LayerAdapter extends CocoClass
|
|||
cocoSprite.addHealthBar()
|
||||
cocoSprite.setImageObject(sprite)
|
||||
cocoSprite.update(true)
|
||||
@spriteContainer.addChild(sprite)
|
||||
@container.addChild(sprite)
|
||||
|
||||
renderGroupingKey: (thangType, grouping, colorConfig) ->
|
||||
key = thangType.get('slug')
|
||||
if colorConfig?.team
|
||||
key += "(#{colorConfig.team.hue},#{colorConfig.team.saturation},#{colorConfig.team.lightness})"
|
||||
key += '.'+grouping if grouping
|
||||
key
|
||||
|
||||
destroy: ->
|
||||
child.destroy?() for child in @container.children
|
||||
super()
|
|
@ -1,6 +1,6 @@
|
|||
CocoClass = require 'lib/CocoClass'
|
||||
{me} = require 'lib/auth'
|
||||
Layer = require './LayerAdapter'
|
||||
LayerAdapter = require './LayerAdapter'
|
||||
IndieSprite = require 'lib/surface/IndieSprite'
|
||||
WizardSprite = require 'lib/surface/WizardSprite'
|
||||
FlagSprite = require 'lib/surface/FlagSprite'
|
||||
|
@ -65,8 +65,8 @@ module.exports = class SpriteBoss extends CocoClass
|
|||
['Default', 0]
|
||||
['Floating', 10]
|
||||
]
|
||||
@spriteLayers[name] = new Layer name: name, layerPriority: priority, transform: Layer.TRANSFORM_CHILD, camera: @camera
|
||||
@surfaceLayer.addChild (spriteLayer.spriteContainer for spriteLayer in _.values(@spriteLayers))...
|
||||
@spriteLayers[name] = new LayerAdapter name: name, webGL: true, layerPriority: priority, transform: LayerAdapter.TRANSFORM_CHILD, camera: @camera
|
||||
@surfaceLayer.addChild (spriteLayer.container for spriteLayer in _.values(@spriteLayers))...
|
||||
|
||||
layerForChild: (child, sprite) ->
|
||||
unless child.layerPriority?
|
||||
|
@ -77,7 +77,7 @@ module.exports = class SpriteBoss extends CocoClass
|
|||
child.layerPriority ?= 0
|
||||
return @spriteLayers['Default'] unless child.layerPriority
|
||||
layer = _.findLast @spriteLayers, (layer, name) ->
|
||||
layer.spriteContainer.layerPriority <= child.layerPriority
|
||||
layer.layerPriority <= child.layerPriority
|
||||
layer ?= @spriteLayers['Land'] if child.layerPriority < -40
|
||||
layer ? @spriteLayers['Default']
|
||||
|
||||
|
@ -89,7 +89,7 @@ module.exports = class SpriteBoss extends CocoClass
|
|||
layer ?= @spriteLayers['Obstacle'] if sprite.thang?.spriteName.search(/(dungeon|indoor).wall/i) isnt -1
|
||||
layer ?= @layerForChild sprite.imageObject, sprite
|
||||
layer.addCocoSprite sprite
|
||||
layer.spriteContainer.updateLayerOrder()
|
||||
layer.updateLayerOrder()
|
||||
sprite
|
||||
|
||||
createMarks: ->
|
||||
|
@ -185,7 +185,7 @@ module.exports = class SpriteBoss extends CocoClass
|
|||
@adjustSpriteExistence() if frameChanged
|
||||
sprite.update frameChanged for sprite in @spriteArray
|
||||
@updateSelection()
|
||||
@spriteLayers['Default'].spriteContainer.updateLayerOrder()
|
||||
@spriteLayers['Default'].updateLayerOrder()
|
||||
@cache()
|
||||
|
||||
adjustSpriteExistence: ->
|
||||
|
|
|
@ -8,7 +8,7 @@ SpriteBuilder = require 'lib/sprites/SpriteBuilder'
|
|||
describe 'LayerAdapter', ->
|
||||
layer = null
|
||||
beforeEach ->
|
||||
layer = new LayerAdapter()
|
||||
layer = new LayerAdapter({webGL:true})
|
||||
layer.buildAutomatically = false
|
||||
layer.buildAsync = false
|
||||
|
||||
|
@ -47,7 +47,7 @@ describe 'LayerAdapter', ->
|
|||
expect(key in sheet.getAnimations()).toBe(true)
|
||||
|
||||
it 'only renders frames used by actions when spriteType=singular', ->
|
||||
layer.setDefaultActions(['idle']) # uses the move side animation
|
||||
layer.defaultActions = ['idle'] # uses the move side animation
|
||||
ogreMunchkinThangType.set('spriteType', 'singular')
|
||||
colorConfig = {team: {hue: 0, saturation: 1, lightness: 0.5}}
|
||||
sprite = new CocoSprite(ogreMunchkinThangType, {colorConfig: colorConfig})
|
||||
|
|
|
@ -26,7 +26,7 @@ describe 'SegmentedSprite', ->
|
|||
|
||||
describe 'with Ogre Munchkin ThangType', ->
|
||||
beforeEach ->
|
||||
layer = new LayerAdapter()
|
||||
layer = new LayerAdapter({webGL:true})
|
||||
layer.buildAutomatically = false
|
||||
layer.buildAsync = false
|
||||
ogreMunchkinThangType.markToRevert()
|
||||
|
@ -82,7 +82,7 @@ describe 'SegmentedSprite', ->
|
|||
|
||||
describe 'with Ogre Fangrider ThangType', ->
|
||||
beforeEach ->
|
||||
layer = new LayerAdapter()
|
||||
layer = new LayerAdapter({webGL:true})
|
||||
layer.buildAutomatically = false
|
||||
layer.buildAsync = false
|
||||
ogreFangriderThangType.markToRevert()
|
||||
|
|
|
@ -24,7 +24,7 @@ describe 'SingularSprite', ->
|
|||
|
||||
describe 'with Ogre Munchkin ThangType', ->
|
||||
beforeEach ->
|
||||
layer = new LayerAdapter()
|
||||
layer = new LayerAdapter({webGL:true})
|
||||
layer.buildAutomatically = false
|
||||
layer.buildAsync = false
|
||||
ogreMunchkinThangType.markToRevert()
|
||||
|
|
|
@ -62,7 +62,7 @@ describe 'SpriteBoss', ->
|
|||
# Sort of an implicit test. By default, all the default actions are always rendered,
|
||||
# but I want to make sure the system can dynamically hear about actions it needs to render for
|
||||
# as they are used.
|
||||
defaultLayer.setDefaultActions(['idle'])
|
||||
defaultLayer.defaultActions = ['idle']
|
||||
|
||||
# Render the simple world with just trees
|
||||
spriteBoss.update(true)
|
||||
|
@ -163,8 +163,8 @@ describe 'SpriteBoss', ->
|
|||
expect(spriteBoss.sprites['Ogre E'].imageObject.alpha).toBe(0.5)
|
||||
|
||||
it 'orders sprites in the layer based on thang pos.y\'s', ->
|
||||
container = spriteBoss.spriteLayers.Default.spriteContainer
|
||||
l = spriteBoss.spriteLayers.Default.spriteContainer.children
|
||||
container = spriteBoss.spriteLayers.Default.container
|
||||
l = container.children
|
||||
i1 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Dying Ogre 1'))
|
||||
i2 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Dying Ogre 2'))
|
||||
i3 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Dying Ogre 3'))
|
||||
|
@ -174,6 +174,6 @@ describe 'SpriteBoss', ->
|
|||
expect(i3).toBeGreaterThan(i4)
|
||||
|
||||
it 'only contains children Sprites and SpriteContainers whose spritesheet matches the Layer', ->
|
||||
defaultLayerContainer = spriteBoss.spriteLayers.Default.spriteContainer
|
||||
defaultLayerContainer = spriteBoss.spriteLayers.Default.container
|
||||
for c in defaultLayerContainer.children
|
||||
expect(c.spriteSheet).toBe(defaultLayerContainer.spriteSheet)
|
||||
|
|
1
vendor/scripts/SpriteStage.js
vendored
1
vendor/scripts/SpriteStage.js
vendored
|
@ -432,6 +432,7 @@ var p = SpriteStage.prototype = new createjs.Stage();
|
|||
if (child._spritestage_compatibility >= 1) {
|
||||
// The child is compatible with SpriteStage.
|
||||
} else {
|
||||
console.trace();
|
||||
console && console.log("Error: You can only add children of type SpriteContainer, Sprite, Bitmap, BitmapText, or DOMElement. [" + child.toString() + "]");
|
||||
return child;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue