CocoModel = require('./CocoModel') SpriteBuilder = require 'lib/sprites/SpriteBuilder' module.exports = class ThangType extends CocoModel @className: "ThangType" urlRoot: "/db/thang.type" building: 0 initialize: -> super() @setDefaults() @on 'sync', @setDefaults @spriteSheets = {} setDefaults: -> @resetRawData() unless @get('raw') resetRawData: -> @set('raw', {shapes:{}, containers:{}, animations:{}}) requiredRawAnimations: -> required = [] for name, action of @get('actions') continue if name is 'portrait' allActions = [action].concat(_.values (action.relatedActions ? {})) for a in allActions when a.animation scale = if name is 'portrait' then a.scale or 1 else a.scale or @get('scale') or 1 animation = {animation: a.animation, scale: scale} animation.portrait = name is 'portrait' unless _.find(required, (r) -> _.isEqual r, animation) required.push animation required resetSpriteSheetCache: -> @buildActions() @spriteSheets = {} getActions: -> return @actions or @buildActions() buildActions: -> @actions = _.cloneDeep(@get('actions')) for name, action of @actions action.name = name for relatedName, relatedAction of action.relatedActions ? {} relatedAction.name = action.name + "_" + relatedName @actions[relatedAction.name] = relatedAction @actions getSpriteSheet: (options) -> options = @fillOptions options key = @spriteSheetKey(options) return @spriteSheets[key] or @buildSpriteSheet(options) fillOptions: (options) -> options ?= {} options = _.clone options options.resolutionFactor ?= 4 options.async ?= false options buildSpriteSheet: (options) -> @initBuild(options) # @options.portraitOnly = true @addGeneralFrames() unless @options.portraitOnly @addPortrait() @finishBuild() initBuild: (options) -> @buildActions() if not @actions @options = @fillOptions options @vectorParser = new SpriteBuilder(@) @builder = new createjs.SpriteSheetBuilder() @builder.padding = 2 @frames = {} addPortrait: -> # The portrait is built very differently than the other animations, so it gets a separate function. portrait = @actions.portrait return unless portrait scale = portrait.scale or 1 pt = portrait.positions?.registration rect = new createjs.Rectangle(pt?.x/scale or 0, pt?.y/scale or 0, 100/scale, 100/scale) if portrait.animation mc = @vectorParser.buildMovieClip portrait.animation mc.nominalBounds = mc.frameBounds = null # override what the movie clip says on bounding @builder.addMovieClip(mc, rect, scale) frames = @builder._animations[portrait.animation].frames frames = @normalizeFrames(portrait.frames, frames[0]) if portrait.frames? portrait.frames = frames @builder.addAnimation 'portrait', frames, true else if portrait.container s = @vectorParser.buildContainerFromStore(portrait.container) frame = @builder.addFrame(s, rect, scale) @builder.addAnimation 'portrait', [frame], false addGeneralFrames: -> framesMap = {} for animation in @requiredRawAnimations() name = animation.animation mc = @vectorParser.buildMovieClip name @builder.addMovieClip mc, null, animation.scale * @options.resolutionFactor framesMap[animation.scale + "_" + name] = @builder._animations[name].frames for name, action of @actions when action.animation continue if name is 'portrait' scale = action.scale ? @get('scale') ? 1 frames = framesMap[scale + "_" + action.animation] frames = @mapFrames(action.frames, frames[0]) if action.frames? action.frames = frames # Keep generated frame numbers around next = true next = action.goesTo if action.goesTo next = false if action.loops is false @builder.addAnimation name, frames, next for name, action of @actions when action.container and not action.animation continue if name is 'portrait' scale = @options.resolutionFactor * (action.scale or @get('scale') or 1) s = @vectorParser.buildContainerFromStore(action.container) frame = @builder.addFrame(s, s.bounds, scale) @builder.addAnimation name, [frame], false mapFrames: (frames, frameOffset) -> return frames unless _.isString(frames) # don't accidentally do this again (parseInt(f, 10) + frameOffset for f in frames.split(',')) finishBuild: -> return if _.isEmpty(@builder._animations) key = @spriteSheetKey(@options) spriteSheet = null if @options.async @builder.buildAsync() @builder.on 'complete', @onBuildSpriteSheetComplete, @, true, key return true console.warn 'Building', @get('name'), 'and blocking the main thread. LevelLoader should have it built asynchronously instead.' spriteSheet = @builder.build() @spriteSheets[key] = spriteSheet spriteSheet onBuildSpriteSheetComplete: (e, key) -> @spriteSheets[key] = e.target.spriteSheet @trigger 'build-complete' spriteSheetKey: (options) -> "#{@get('name')} - #{options.resolutionFactor}" getPortrait: (spriteOptionsOrKey, size=100) -> key = spriteOptionsOrKey key = if _.isObject(key) then @spriteSheetKey(key) else key spriteSheet = @spriteSheets[key] return unless spriteSheet canvas = $("") stage = new createjs.Stage(canvas[0]) sprite = new createjs.Sprite(spriteSheet) pt = @actions.portrait?.positions?.registration sprite.regX = pt?.x or 0 sprite.regY = pt?.y or 0 sprite.gotoAndStop 'portrait' stage.addChild(sprite) stage.update() url = stage.toDataURL() img = $('').attr('src', url)