CocoClass = require 'lib/CocoClass' Camera = require './Camera' ThangType = require 'models/ThangType' markThangTypes = {} module.exports = class Mark extends CocoClass subscriptions: {} alpha: 1 constructor: (options) -> super() options ?= {} @name = options.name @sprite = options.sprite @camera = options.camera @layer = options.layer @thangType = options.thangType console.error @toString(), 'needs a name.' unless @name console.error @toString(), 'needs a camera.' unless @camera console.error @toString(), 'needs a layer.' unless @layer @build() destroy: -> createjs.Tween.removeTweens @mark if @mark @mark?.parent?.removeChild @mark @markSprite?.destroy() @sprite = null super() toString: -> "" toggle: (to) -> return @ if to is @on return @toggleTo = to unless @mark @on = to delete @toggleTo if @on @layer.addChild @mark @layer.updateLayerOrder() else @layer.removeChild @mark if @highlightTween @highlightDelay = @highlightTween = null createjs.Tween.removeTweens @mark @mark.visible = true @ setSprite: (sprite) -> return if sprite is @sprite @sprite = sprite @build() @ build: -> unless @mark if @name is 'bounds' then @buildBounds() else if @name is 'shadow' then @buildShadow() else if @name is 'debug' then @buildDebug() else if @name.match(/.+(Range|Distance|Radius)$/) then @buildRadius(@name) else if @thangType then @buildSprite() else console.error 'Don\'t know how to build mark for', @name @mark?.mouseEnabled = false @ buildBounds: -> @mark = new createjs.Container() @mark.mouseChildren = false style = @sprite.thang.drawsBoundsStyle @drawsBoundsIndex = @sprite.thang.drawsBoundsIndex return if style is 'corner-text' and @sprite.thang.world.age is 0 # Confusingly make some semi-random colors that'll be consistent based on the drawsBoundsIndex colors = (128 + Math.floor(('0.'+Math.sin(3 * @drawsBoundsIndex + i).toString().substr(6)) * 128) for i in [1 ... 4]) color = "rgba(#{colors[0]}, #{colors[1]}, #{colors[2]}, 0.5)" [w, h] = [@sprite.thang.width * Camera.PPM, @sprite.thang.height * Camera.PPM * @camera.y2x] if style in ['border-text', 'corner-text'] @drawsBoundsBorderShape = shape = new createjs.Shape() shape.graphics.setStrokeStyle 5 shape.graphics.beginStroke color if style is 'border-text' shape.graphics.beginFill color.replace('0.5', '0.25') else shape.graphics.beginFill color if @sprite.thang.shape in ['ellipsoid', 'disc'] shape.drawEllipse 0, 0, w, h else shape.graphics.drawRect -w / 2, -h / 2, w, h shape.graphics.endStroke() shape.graphics.endFill() @mark.addChild shape if style is 'border-text' text = new createjs.Text '' + @drawsBoundsIndex, '20px Arial', color.replace('0.5', '1') text.regX = text.getMeasuredWidth() / 2 text.regY = text.getMeasuredHeight() / 2 text.shadow = new createjs.Shadow('#000000', 1, 1, 0) @mark.addChild text else if style is 'corner-text' return if @sprite.thang.world.age is 0 letter = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'[@drawsBoundsIndex % 26] text = new createjs.Text letter, '14px Arial', '#333333' # color.replace('0.5', '1') text.x = -w / 2 + 2 text.y = -h / 2 + 2 @mark.addChild text else console.warn @sprite.thang.id, 'didn\'t know how to draw bounds style:', style if w > 0 and h > 0 and style is 'border-text' @mark.cache -w / 2, -h / 2, w, h, 2 @lastWidth = @sprite.thang.width @lastHeight = @sprite.thang.height buildShadow: -> alpha = @sprite.thang?.alpha ? 1 width = (@sprite.thang?.width ? 0) + 0.5 height = (@sprite.thang?.height ? 0) + 0.5 longest = Math.max width, height actualLongest = @sprite.thangType.get('shadow') ? longest width = width * actualLongest / longest height = height * actualLongest / longest width *= Camera.PPM height *= Camera.PPM * @camera.y2x # TODO: doesn't work with rotation @mark = new createjs.Shape() @mark.mouseEnabled = false @mark.graphics.beginFill "rgba(0,0,0,#{alpha})" if @sprite.thang.shape in ['ellipsoid', 'disc'] @mark.graphics.drawEllipse 0, 0, width, height else @mark.graphics.drawRect 0, 0, width, height @mark.graphics.endFill() @mark.regX = width / 2 @mark.regY = height / 2 @mark.layerIndex = 10 @mark.cache -1, -1, width + 2, height + 2 # not actually faster than simple ellipse draw buildRadius: (range) -> alpha = 0.15 colors = voiceRange: "rgba(0,145,0,#{alpha})" visualRange: "rgba(0,0,145,#{alpha})" attackRange: "rgba(145,0,0,#{alpha})" # Fallback colors which work on both dungeon and grass tiles extraColors = [ "rgba(145,0,145,#{alpha})" "rgba(0,145,145,#{alpha})" "rgba(145,105,0,#{alpha})" "rgba(225,125,0,#{alpha})" ] # Find the index of this range, to find the next-smallest radius rangeNames = @sprite.ranges.map((range, index) -> range['name'] ) i = rangeNames.indexOf(range) @mark = new createjs.Shape() fillColor = colors[range] ? extraColors[i] @mark.graphics.beginFill fillColor # Draw the outer circle @mark.graphics.drawCircle 0, 0, @sprite.thang[range] * Camera.PPM # Cut out the hollow part if necessary if i+1 < @sprite.ranges.length @mark.graphics.arc 0, 0, @sprite.ranges[i+1]['radius'], Math.PI*2, 0, true @mark.graphics.endFill() strokeColor = fillColor.replace '' + alpha, '0.75' @mark.graphics.setStrokeStyle 2 @mark.graphics.beginStroke strokeColor @mark.graphics.arc 0, 0, @sprite.thang[range] * Camera.PPM, Math.PI*2, 0, true @mark.graphics.endStroke() # Add perspective @mark.scaleY *= @camera.y2x buildDebug: -> @mark = new createjs.Shape() PX = 3 [w, h] = [Math.max(PX, @sprite.thang.width * Camera.PPM), Math.max(PX, @sprite.thang.height * Camera.PPM) * @camera.y2x] # TODO: doesn't work with rotation @mark.alpha = 0.5 @mark.graphics.beginFill '#abcdef' if @sprite.thang.shape in ['ellipsoid', 'disc'] @mark.graphics.drawEllipse -w / 2, -h / 2, w, h else @mark.graphics.drawRect -w / 2, -h / 2, w, h @mark.graphics.endFill() buildSprite: -> if _.isString @thangType thangType = markThangTypes[@thangType] return @loadThangType() if not thangType @thangType = thangType return @listenToOnce(@thangType, 'sync', @onLoadedThangType) if not @thangType.loaded CocoSprite = require './CocoSprite' # don't bother with making these render async for now, but maybe later for fun and more complexity of code markSprite = new CocoSprite @thangType, {async: false} markSprite.queueAction 'idle' @mark = markSprite.imageObject @markSprite = markSprite loadThangType: -> name = @thangType @thangType = new ThangType() @thangType.url = -> "/db/thang.type/#{name}" @listenToOnce(@thangType, 'sync', @onLoadedThangType) @thangType.fetch() markThangTypes[name] = @thangType window.mtt = markThangTypes onLoadedThangType: -> @build() @toggle(@toggleTo) if @toggleTo? Backbone.Mediator.publish 'sprite:loaded', {sprite: @} update: (pos=null) -> return false unless @on and @mark return false if @sprite? and not @sprite.thangType.isFullyLoaded() @mark.visible = not @hidden @updatePosition pos @updateRotation() @updateScale() if @name is 'highlight' and @highlightDelay and not @highlightTween @mark.visible = false @highlightTween = createjs.Tween.get(@mark).to({}, @highlightDelay).call => @mark.visible = true @highlightDelay = @highlightTween = null @updateAlpha @alpha if @name in ['shadow', 'bounds'] true updatePosition: (pos) -> if @sprite?.thang and @name in ['shadow', 'debug', 'target', 'selection', 'repair'] pos = @camera.worldToSurface x: @sprite.thang.pos.x, y: @sprite.thang.pos.y else pos ?= @sprite?.imageObject @mark.x = pos.x @mark.y = pos.y if @statusEffect or @name is 'highlight' offset = @sprite.getOffset 'aboveHead' @mark.x += offset.x @mark.y += offset.y @mark.y -= 3 if @statusEffect updateAlpha: (@alpha) -> return if not @mark or @name is 'debug' if @name is 'shadow' worldZ = @sprite.thang.pos.z - @sprite.thang.depth / 2 + @sprite.getBobOffset() @mark.alpha = @alpha * 0.451 / Math.sqrt(worldZ / 2 + 1) else if @name is 'bounds' @drawsBoundsBorderShape?.alpha = Math.floor @sprite.thang.alpha # Stop drawing bounds as soon as alpha is reduced at all else @mark.alpha = @alpha updateRotation: -> if @name is 'debug' or (@name is 'shadow' and @sprite.thang?.shape in ['rectangle', 'box']) @mark.rotation = -@sprite.thang.rotation * 180 / Math.PI updateScale: -> if @name is 'bounds' and ((@sprite.thang.width isnt @lastWidth or @sprite.thang.height isnt @lastHeight) or (@sprite.thang.drawsBoundsIndex isnt @drawsBoundsIndex)) oldMark = @mark @buildBounds() oldMark.parent.addChild @mark oldMark.parent.swapChildren oldMark, @mark oldMark.parent.removeChild oldMark if @markSprite? @markSprite.scaleFactor = 1.2 @markSprite.updateScale() if @name is 'shadow' and thang = @sprite.thang @mark.scaleX = thang.scaleFactor ? thang.scaleFactorX ? 1 @mark.scaleY = thang.scaleFactor ? thang.scaleFactorY ? 1 return unless @name in ['selection', 'target', 'repair', 'highlight'] # scale these marks to 10m (100px). Adjust based on sprite size. factor = 0.3 # default size: 3m width, most commonly for target when pointing to a location if @sprite?.imageObject width = @sprite.imageObject.getBounds()?.width or 0 width /= @sprite.options.resolutionFactor # all targets should be set to have a width of 100px, and then be scaled accordingly factor = width / 100 # normalize factor *= 1.1 # add margin factor = Math.max(factor, 0.3) # lower bound @mark.scaleX *= factor @mark.scaleY *= factor if @name in ['selection', 'target', 'repair'] @mark.scaleY *= @camera.y2x # code applies perspective stop: -> @markSprite?.stop() play: -> @markSprite?.play() hide: -> @hidden = true show: -> @hidden = false