CocoClass = require 'lib/CocoClass' SpriteBuilder = require 'lib/sprites/SpriteBuilder' {createProgressBar} = require './sprite_utils' Camera = require './Camera' Mark = require './Mark' Label = require './Label' AudioPlayer = require 'lib/AudioPlayer' # We'll get rid of this once level's teams actually have colors healthColors = ogres: [64, 128, 212] humans: [255, 0, 0] neutral: [64, 212, 128] # Sprite: EaselJS-based view/controller for Thang model module.exports = CocoSprite = class CocoSprite extends CocoClass thangType: null # ThangType instance displayObject: null imageObject: null healthBar: null marks: null labels: null options: resolutionFactor: 4 groundLayer: null textLayer: null floatingLayer: null frameRateFactor: 1 # TODO: use or lose? thang: null camera: null spriteSheetCache: null showInvisible: false flipped: false flippedCount: 0 originalScaleX: null originalScaleY: null actionQueue: null actions: null rotation: 0 # ACTION STATE # Actions have relations. If you say 'move', 'move_side' may play because of a direction # relationship, and if you say 'cast', 'cast_begin' may happen first, or 'cast_end' after. currentRootAction: null # action that, in general, is playing or will play currentAction: null # related action that is right now playing subscriptions: 'level-sprite-dialogue': 'onDialogue' 'level-sprite-clear-dialogue': 'onClearDialogue' 'level-set-letterbox': 'onSetLetterbox' constructor: (@thangType, options) -> super() @options = _.extend(_.cloneDeep(@options), options) @setThang @options.thang console.error @toString(), "has no ThangType!" unless @thangType @actionQueue = [] @marks = {} @labels = {} @actions = @thangType.getActions() @buildFromSpriteSheet @buildSpriteSheet() destroy: -> super() mark.destroy() for name, mark of @marks label.destroy() for name, label of @labels toString: -> "" spriteSheetKey: -> "#{@thangType.get('name')} - #{@options.resolutionFactor}" buildSpriteSheet: -> @thangType.getSpriteSheet @options buildFromSpriteSheet: (spriteSheet) -> if spriteSheet sprite = new createjs.Sprite(spriteSheet) else sprite = new createjs.Shape() sprite.scaleX = sprite.scaleY = 1 / @options.resolutionFactor if @thangType.get('name') in ['Dungeon Floor', 'Grass', 'Goal Trigger', 'Obstacle'] # temp, until these are re-exported with perspective sprite.scaleY *= @options.camera.y2x @displayObject = new createjs.Container() @imageObject = sprite @displayObject.addChild(sprite) @addHealthBar() @configureMouse() # TODO: generalize this later? @originalScaleX = sprite.scaleX @originalScaleY = sprite.scaleY @displayObject.sprite = @ @displayObject.layerPriority = @thangType.get 'layerPriority' @displayObject.name = @thang?.spriteName or @thangType.get 'name' @imageObject.on 'animationend', @onActionEnd ################################################## # QUEUEING AND PLAYING ACTIONS queueAction: (action) -> # The normal way to have an action play action = @actions[action] if _.isString(action) action ?= @actions.idle @actionQueue = [] @actionQueue.push @currentRootAction.relatedActions.end if @currentRootAction?.relatedActions?.end @actionQueue.push action.relatedActions.begin if action.relatedActions?.begin @actionQueue.push action @currentRootAction = action @playNextAction() onActionEnd: (e) => @playNextAction() playNextAction: -> @playAction(@actionQueue.splice(0,1)[0]) if @actionQueue.length playAction: (action) -> @currentAction = action return @updateActionDirection() unless action.animation or action.container m = if action.container then "gotoAndStop" else "gotoAndPlay" @imageObject[m] action.name @imageObject.framerate = action.framerate or 20 reg = @getOffset 'registration' @imageObject.regX = -reg.x @imageObject.regY = -reg.y if @currentRootAction.name is 'move' start = Math.floor(Math.random() * action.frames.length) @imageObject.currentAnimationFrame = start update: -> # Gets the sprite to reflect what the current state of the thangs and surface are @updatePosition() @updateScale() @updateAlpha() @updateRotation() @updateAction() @updateStats() @updateMarks() @updateLabels() cache: -> bounds = @imageObject.getBounds() @displayObject.cache 0, 0, bounds.width, bounds.height #console.log "just cached", @thang.id, "which was at", @imageObject.x, @imageObject.y, bounds.width, bounds.height, "with scale", Math.max(@imageObject.scaleX, @imageObject.scaleY) updatePosition: -> return unless @thang?.pos and @options.camera? [p0, p1] = [@lastPos, @thang.pos] return if p0 and p0.x is p1.x and p0.y is p1.y and p0.z is p1.z and not @options.camera.tweeningZoomTo wop = x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2 sup = @options.camera.worldToSurface wop [@displayObject.x, @displayObject.y] = [sup.x, sup.y] @lastPos = _.clone(p1) @hasMoved = true updateScale: -> if @thangType.get('matchWorldDimensions') and @thang if @thang.width isnt @lastThangWidth or @thang.height isnt @lastThangHeight [@lastThangWidth, @lastThangHeight] = [@thang.width, @thang.height] bounds = @imageObject.getBounds() @imageObject.scaleX = @thang.width * Camera.PPM / bounds.width * @thangType.get('scale') ? 1 @imageObject.scaleY = @thang.height * Camera.PPM * @options.camera.y2x / bounds.height * @thangType.get('scale') ? 1 return scaleX = if @getActionProp 'flipX' then -1 else 1 scaleY = if @getActionProp 'flipY' then -1 else 1 scaleFactor = @thang.scaleFactor ? 1 @imageObject.scaleX = @originalScaleX * scaleX * scaleFactor @imageObject.scaleY = @originalScaleY * scaleY * scaleFactor updateAlpha: -> return unless @thang?.alpha? @imageObject.alpha = @thang.alpha if @options.showInvisible @imageObject.alpha = Math.max 0.5, @imageObject.alpha updateRotation: (imageObject) -> rotationType = @thangType.get('rotationType') return if rotationType is 'fixed' rotation = @getRotation() imageObject ?= @imageObject return imageObject.rotation = rotation if not rotationType @updateIsometricRotation(rotation, imageObject) getRotation: -> return @rotation if not @thang?.rotation rotation = @thang?.rotation rotation = (360 - (rotation * 180 / Math.PI) % 360) % 360 rotation -= 360 if rotation > 180 rotation updateIsometricRotation: (rotation, imageObject) -> action = @currentRootAction return unless action # @flipOccasionally() if action.name is 'idle' imageObject ?= @imageObject imageObject.scaleX *= -1 if imageObject.scaleX < 0 # normalize to point right imageObject.scaleX *= -1 if Math.abs(rotation) >= 135 # imageObject.scaleX *= -1 if @flipped and action.name is 'idle' flipOccasionally: -> @flippedCount += 1 return unless _.random(0,1000) <= 15 and @flippedCount > 30 @flipped = not @flipped @flippedCount = 0 ################################################## updateAction: -> action = @determineAction() isDifferent = action isnt @currentRootAction console.error "action is", action, "for", @thang?.id, "from", @currentRootAction, @thang.action, @thang.getActionName?() if not action and @thang?.actionActivated and @thang.id is 'Artillery' @queueAction(action) if isDifferent or (@thang?.actionActivated and action.name isnt 'move') @updateActionDirection() determineAction: -> action = null action = @thang.getActionName() if @thang?.acts action ?= @currentRootAction.name if @currentRootAction? action ?= 'idle' action = null unless @actions[action]? return null unless action action = 'break' if @actions.break? and @thang?.erroredOut action = 'die' if @actions.die? and @thang?.health? and @thang.health <= 0 @actions[action] updateActionDirection: (@wallGrid=null) -> # wallGrid is only needed for wall grid face updates; should refactor if this works return unless action = @getActionDirection() @playAction(action) if action isnt @currentAction getActionDirection: (rootAction=null) -> rootAction ?= @currentRootAction return null unless relatedActions = rootAction?.relatedActions ? {} rotation = @getRotation() if relatedActions["111111111111"] # has grid-surrounding-wall-based actions if @wallGrid action = '' tileSize = 4 [gx, gy] = [@thang.pos.x, @thang.pos.y] for y in [gy + tileSize, gy, gy - tileSize, gy - tileSize * 2] for x in [gx - tileSize, gx, gx + tileSize] if x >= 0 and y >= 0 and x < @wallGrid.width and y < @wallGrid.height wallThangs = @wallGrid.contents x, y else wallThangs = ['outside of the map yo'] if wallThangs.length is 0 if y is gy and x is gx action += "1" # the center wall we're placing else action += "0" else if wallThangs.length is 1 action += "1" else console.error "Overlapping walls at", x, y, "...", wallThangs action += "1" matchedAction = '111111111111' for relatedAction of relatedActions if action.match(relatedAction.replace(/\?/g, '.')) matchedAction = relatedAction break #console.log "returning", matchedAction, "for", @thang.id, "at", gx, gy return relatedActions[matchedAction] else keys = _.keys relatedActions index = Math.max 0, Math.floor((179 + rotation) / 360 * keys.length) #console.log "Showing", relatedActions[keys[index]] return relatedActions[keys[index]] value = Math.abs(rotation) direction = null direction = 'side' if value <= 45 or value >= 135 direction = 'fore' if 135 > rotation > 45 direction = 'back' if -135 < rotation < -45 relatedActions[direction] updateStats: -> if bar = @healthBar return if @thang.health is @lastHealth @lastHealth = @thang.health healthPct = Math.max(@thang.health / @thang.maxHealth, 0) bar.scaleX = healthPct healthOffset = @getOffset 'aboveHead' [bar.x, bar.y] = [healthOffset.x - bar.width / 2, healthOffset.y] configureMouse: -> @displayObject.cursor = 'pointer' if @thang?.isSelectable @displayObject.mouseEnabled = @displayObject.mouseChildren = false unless @thang?.isSelectable or @thang?.isLand if @displayObject.mouseEnabled @displayObject.on 'mousedown', @onMouseEvent, @, false, 'sprite:mouse-down' @displayObject.on 'click', @onMouseEvent, @, false, 'sprite:clicked' @displayObject.on 'dblclick', @onMouseEvent, @, false, 'sprite:double-clicked' @displayObject.on 'pressmove', @onMouseEvent, @, false, 'sprite:dragged' @displayObject.on 'pressup', @onMouseEvent, @, false, 'sprite:mouse-up' onSetLetterbox: (e) -> @letterboxOn = e.on onMouseEvent: (e, ourEventName) -> return if @letterboxOn Backbone.Mediator.publish ourEventName, sprite: @, thang: @thang, originalEvent: e addHealthBar: -> @displayObject.removeChild @healthBar if @healthBar?.parent return unless @thang?.health? and "health" in (@thang?.hudProperties ? []) healthColor = healthColors[@thang?.team] ? healthColors["neutral"] healthOffset = @getOffset 'aboveHead' bar = @healthBar = createProgressBar(healthColor, healthOffset.y) bar.x = healthOffset.x - bar.width / 2 bar.name = 'health bar' bar.cache 0, -bar.height / 2, bar.width, bar.height @displayObject.addChild bar getActionProp: (prop, subProp, def=null) -> # Get a property or sub-property from an action, falling back to ThangType for val in [@currentAction?[prop], @thangType.get(prop)] val = val[subProp] if val? and subProp return val if val? def getOffset: (prop) -> # Get the proper offset from either the current action or the ThangType def = x: 0, y: {registration: 0, torso: -50, mouth: -60, aboveHead: -100}[prop] pos = @getActionProp 'positions', prop, def pos = x: pos.x, y: pos.y scale = @getActionProp 'scale', null, 1 scale *= @options.resolutionFactor if prop is 'registration' pos.x *= scale pos.y *= scale pos updateMarks: -> return unless @options.camera @addMark 'repair', null, @options.markThangTypes.repair if @thang?.errorsOut @marks.repair?.toggle @thang?.errorsOut @addMark('bounds').toggle true if @thang?.drawsBounds @addMark('shadow').toggle true unless @thangType.get('shadow') is 0 mark.update() for name, mark of @marks setHighlight: (to, delay) -> @addMark 'highlight', @options.floatingLayer, @options.markThangTypes.highlight if to @marks.highlight?.highlightDelay = delay @marks.highlight?.toggle to and not @dimmed setDimmed: (@dimmed) -> @marks.highlight?.toggle @marks.highlight.on and not @dimmed setThang: (@thang) -> @options.thang = @thang setDebug: (debug) -> return unless @thang?.collides and @options.camera? @addMark 'debug', @options.floatingLayer if debug @marks.debug?.toggle debug getAverageDimension: -> bounds = @imageObject.getBounds() averageDimension = (bounds.height + bounds.width) / 2 Math.min(80, averageDimension) addLabel: (name, style) -> @labels[name] ?= new Label sprite: @, camera: @options.camera, layer: @options.textLayer, style: style @labels[name] addMark: (name, layer, thangType=null) -> @marks[name] ?= new Mark name: name, sprite: @, camera: @options.camera, layer: layer ? @options.groundLayer, thangType: thangType @marks[name] notifySpeechUpdated: (e) -> e = _.clone(e) e.sprite = @ e.blurb ?= '...' Backbone.Mediator.publish 'sprite:speech-updated', e isTalking: -> Boolean @labels.dialogue?.text or @labels.say?.text onDialogue: (e) -> return unless @thang?.id is e.spriteID label = @addLabel 'dialogue', Label.STYLE_DIALOGUE label.setText e.blurb or '...' sound = e.sound ? AudioPlayer.soundForDialogue e.message, @thangType.get 'soundTriggers' @instance?.stop() if @instance = @playSound sound, false @instance.addEventListener "complete", => Backbone.Mediator.publish 'dialogue-sound-completed' @notifySpeechUpdated e onClearDialogue: (e) -> @labels.dialogue?.setText null @instance?.stop() @notifySpeechUpdated {} setNameLabel: (name) -> label = @addLabel 'name', Label.STYLE_NAME label.setText name updateLabels: -> return unless @thang blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales @addLabel 'say', Label.STYLE_SAY if blurb if @labels.say?.setText blurb @notifySpeechUpdated blurb: blurb label.update() for name, label of @labels playSounds: (withDelay=true, volume=1.0) -> for event in @thang.currentEvents ? [] @playSound event, withDelay, volume if @thang.actionActivated and (action = @thang.getActionName()) isnt 'say' @playSound action, withDelay, volume if @thang.sayMessage and withDelay # don't play sayMessages while scrubbing, annoying offsetFrames = Math.abs(@thang.sayStartTime - @thang.world.age) / @thang.world.dt if offsetFrames <= 2 # or (not withDelay and offsetFrames < 30) sound = AudioPlayer.soundForDialogue @thang.sayMessage, @thangType.get 'soundTriggers' @playSound sound, false, volume playSound: (sound, withDelay=true, volume=1.0) -> if _.isString sound sound = @thangType.get('soundTriggers')?[sound] if _.isArray sound sound = sound[Math.floor Math.random() * sound.length] return null unless sound delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0 name = AudioPlayer.nameForSoundReference sound instance = createjs.Sound.play name, "none", delay, 0, 0, volume #console.log @thang?.id, "played sound", name, "with delay", delay, "volume", volume, "and got sound instance", instance instance