mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-26 00:58:00 -05:00
Merge branch 'master' into production
This commit is contained in:
commit
7d5bcc6365
14 changed files with 73 additions and 61 deletions
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@ -53,6 +53,7 @@ module.exports = class CoordinateDisplay extends createjs.Container
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wop = @camera.screenToWorld x: e.x, y: e.y
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wop.x = Math.round wop.x
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wop.y = Math.round wop.y
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Backbone.Mediator.publish 'tome:focus-editor', {}
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Backbone.Mediator.publish 'surface:coordinate-selected', wop
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onZoomUpdated: (e) ->
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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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@ -483,11 +483,13 @@ module.exports = Surface = class Surface extends CocoClass
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worldPos = @camera.screenToWorld x: e.stageX, y: e.stageY
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event = onBackground: onBackground, x: e.stageX, y: e.stageY, originalEvent: e, worldPos: worldPos
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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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onMouseUp: (e) =>
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return if @disabled
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onBackground = not @stage.hitTest e.stageX, e.stageY
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Backbone.Mediator.publish 'surface:stage-mouse-up', onBackground: onBackground, x: e.stageX, y: e.stageY, originalEvent: e
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Backbone.Mediator.publish 'tome:focus-editor', {}
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onMouseWheel: (e) =>
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# https://github.com/brandonaaron/jquery-mousewheel
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@ -92,60 +92,58 @@ module.exports.consolidateThangs = consolidateThangs = (thangs) ->
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padding = 0
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console.log 'got max width', width, 'height', height, 'left', left, 'bottom', bottom, 'of thangs', thangs.length, 'structural', structural.length if debug
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grid = new Grid structural, width, height, padding, left, bottom
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console.log grid.toString() if debug
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# Approach: start at bottom left. Go right, then up. At each occupied grid square, find the largest rectangle we can make starting at that corner, add a corresponding Thang to the grid, and unmark all occupied grid squares.
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# Since it's not like we're going to do any of these:
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# http://stackoverflow.com/questions/5919298/algorithm-for-finding-the-fewest-rectangles-to-cover-a-set-of-rectangles
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# http://stackoverflow.com/questions/4701887/find-the-set-of-largest-contiguous-rectangles-to-cover-multiple-areas
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dissection = []
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for y in grid.columns bottom, height
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for x in grid.rows left, width
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continue unless grid.grid[y][x].length
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rect = largestRectangle grid, y, x, false, debug
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vertices = rect.vertices()
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for y2 in [vertices[0].y ... vertices[1].y] # maybe ..?
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for x2 in [vertices[0].x ... vertices[2].x] # maybe ..?
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grid.grid[y2][x2] = []
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console.log grid.toString() if debug
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thang = structural[dissection.length] # grab one we already know is configured properly
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addStructuralThang = (rect) ->
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thang = structural[dissection.length] # Grab one we already know is configured properly.
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console.error 'Hmm, our dissection has more Thangs than the original structural Thangs?', dissection.length unless thang
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thang.width = rect.width
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thang.height = rect.height
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thang.pos.x = rect.x
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thang.pos.y = rect.y
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thang.width = rect.width
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thang.height = rect.height
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thang.createBodyDef()
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dissection.push thang
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dissectRectangles grid, addStructuralThang, false, debug
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# Now add the new structural thangs back to thangs and return the ones not in the dissection.
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console.log 'Turned', structural.length, 'structural Thangs into', dissection.length, 'dissecting Thangs.'
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thangs.push dissection...
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structural[dissection.length ... structural.length]
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module.exports.largestRectangle = largestRectangle = (grid, bottomY, leftX, wantEmpty, debug) ->
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# If wantEmpty, then we try to cover empty rectangles.
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# Otherwise, we try to cover occupied rectangles.
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coveredRows = []
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shortestCoveredRow = grid.width - leftX
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for y in grid.columns bottomY, grid.height
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coveredRow = 0
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for x in grid.rows leftX, leftX + shortestCoveredRow
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if Boolean(grid.grid[y][x].length) isnt wantEmpty
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++coveredRow
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else
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break
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break unless coveredRow
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coveredRows.push coveredRow
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shortestCoveredRow = Math.min(shortestCoveredRow, coveredRow)
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console.log 'largestRectangle() for', bottomY, leftX, 'got coveredRows', coveredRows if debug
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[maxArea, maxAreaRows, maxAreaRowLength, shortestRow] = [0, 0, 0, 0]
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for rowLength, rowIndex in coveredRows
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shortestRow ||= rowLength
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area = rowLength * (rowIndex + 1)
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if area > maxArea
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maxAreaRows = rowIndex + 1
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maxAreaRowLength = shortestRow
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maxArea = area
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shortestRow = Math.min(rowLength, shortestRow)
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console.log 'So largest rect has area', maxArea, 'with', maxAreaRows, 'rows of length', maxAreaRowLength if debug
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rect = new Rectangle leftX + maxAreaRowLength / 2, bottomY + maxAreaRows / 2, maxAreaRowLength, maxAreaRows
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console.log 'That corresponds to a rectangle', rect.toString() if debug
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rect
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module.exports.dissectRectangles = dissectRectangles = (grid, rectangleCallback, wantEmpty, debug) ->
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# Mark Maxham's fast sweeper approach: https://github.com/codecombat/codecombat/issues/1090
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console.log grid.toString() if debug
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for x in grid.rows grid.left, grid.left + grid.width
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y = grid.clampColumn grid.bottom
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while y < grid.clampColumn grid.bottom + grid.height
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y2 = y # Note our current y.
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++y2 until occ x, y2, grid, wantEmpty # Sweep through y to expand 1xN rect.
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if y2 > y # If we get a hit, sweep X with that swath.
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x2 = x + 1
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++x2 until occCol x2, y, y2, grid, wantEmpty
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w = x2 - x
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h = y2 - y
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rect = addRect grid, x, y, w, h, wantEmpty
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rectangleCallback rect
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console.log grid.toString() if debug
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y = y2
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++y
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occ = (x, y, grid, wantEmpty) ->
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return true if y > grid.bottom + grid.height or x > grid.left + grid.width
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console.error 'trying to check invalid coordinates', x, y, 'from grid', grid.bottom, grid.left, grid.width, grid.height unless grid.grid[y]?[x]
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Boolean(grid.grid[y][x].length) is wantEmpty
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occCol = (x, y1, y2, grid, wantEmpty) ->
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for j in [y1 ... y2]
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if occ(x, j, grid, wantEmpty)
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return true
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false
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addRect = (grid, leftX, bottomY, width, height, wantEmpty) ->
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for x in [leftX ... leftX + width]
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for y in [bottomY ... bottomY + height]
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grid.grid[y][x] = if wantEmpty then [true] else []
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new Rectangle leftX + width / 2, bottomY + height / 2, width, height
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@ -23,5 +23,5 @@ module.exports =
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bus: {$ref: 'bus'}
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'bus:player-states-changed': c.object {title: 'Player state changes', description: 'State of the players has changed'},
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states: c.array {}, {type: 'object'}
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states: {type: 'object', additionalProperties: {type: 'object'}}
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bus: {$ref: 'bus'}
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@ -66,6 +66,7 @@ module.exports = # /app/lib/surface
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'surface:coordinate-selected': c.object {required: ['x', 'y']},
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x: {type: 'number'}
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y: {type: 'number'}
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z: {type: 'number'}
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'surface:coordinates-shown': c.object {}
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@ -76,12 +77,14 @@ module.exports = # /app/lib/surface
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point: c.object {required: ['x', 'y']},
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x: {type: 'number'}
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y: {type: 'number'}
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z: {type: 'number'}
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'surface:choose-region': c.object {required: ['points']},
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points: c.array {minItems: 2, maxItems: 2},
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c.object {required: ['x', 'y']},
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x: {type: 'number'}
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y: {type: 'number'}
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z: {type: 'number'}
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'surface:new-thang-added': c.object {required: ['thang', 'sprite']},
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thang: {type: 'object'}
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@ -6,7 +6,7 @@ module.exports = class LevelSearchView extends SearchView
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model: require 'models/Level'
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modelURL: '/db/level'
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tableTemplate: require 'templates/editor/level/table'
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page: 'editor'
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page: 'level'
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getRenderData: ->
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context = super()
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@ -50,10 +50,11 @@ module.exports = class WizardSettingsModal extends ModalView
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res.error =>
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errors = JSON.parse(res.responseText)
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console.warn 'Got errors saving user:', errors
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return if @destroyed
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forms.applyErrorsToForm(@$el, errors)
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@disableModalInProgress(@$el)
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res.success (model, response, options) =>
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@hide()
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@hide() unless @destroyed
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@enableModalInProgress(@$el)
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@ -221,7 +221,6 @@ module.exports = class SpectateLevelView extends RootView
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else
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console.log 'World scripts don\'t exist!'
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nonVictoryPlaybackScripts = []
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console.log nonVictoryPlaybackScripts
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@scriptManager = new ScriptManager({scripts: nonVictoryPlaybackScripts, view:@, session: @session})
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@scriptManager.loadFromSession()
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@ -234,7 +234,7 @@ module.exports = class LevelPlaybackView extends CocoView
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button.addClass(classes[2]) if e.volume >= 1.0
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onScrub: (e, options) ->
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e?.preventDefault()
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e?.preventDefault?()
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options.scrubDuration = 500
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Backbone.Mediator.publish('level:set-time', options)
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@ -347,7 +347,7 @@ module.exports = class LevelPlaybackView extends CocoView
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shouldIgnore: -> return @disabled or @realTime
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onTogglePlay: (e) ->
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e?.preventDefault()
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e?.preventDefault?()
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return if @shouldIgnore()
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button = $('#play-button')
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willPlay = button.hasClass('paused') or button.hasClass('ended')
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