CocoClass = require 'lib/CocoClass' {me} = require 'lib/auth' Layer = require './Layer' IndieSprite = require 'lib/surface/IndieSprite' WizardSprite = require 'lib/surface/WizardSprite' FlagSprite = require 'lib/surface/FlagSprite' CocoSprite = require 'lib/surface/CocoSprite' Mark = require './Mark' Grid = require 'lib/world/Grid' module.exports = class SpriteBoss extends CocoClass subscriptions: 'bus:player-joined': 'onPlayerJoined' 'bus:player-left': 'onPlayerLeft' 'level:set-debug': 'onSetDebug' 'sprite:highlight-sprites': 'onHighlightSprites' 'surface:stage-mouse-down': 'onStageMouseDown' 'level:select-sprite': 'onSelectSprite' 'level:suppress-selection-sounds': 'onSuppressSelectionSounds' 'level:lock-select': 'onSetLockSelect' 'level:restarted': 'onLevelRestarted' 'god:new-world-created': 'onNewWorld' 'god:streaming-world-updated': 'onNewWorld' 'camera:dragged': 'onCameraDragged' 'sprite:loaded': -> @update(true) 'level:flag-color-selected': 'onFlagColorSelected' 'level:flag-updated': 'onFlagUpdated' 'surface:flag-appeared': 'onFlagAppeared' 'surface:remove-selected-flag': 'onRemoveSelectedFlag' constructor: (@options) -> super() @dragged = 0 @options ?= {} @camera = @options.camera @surfaceLayer = @options.surfaceLayer @surfaceTextLayer = @options.surfaceTextLayer @world = options.world @options.thangTypes ?= [] @sprites = {} @spriteArray = [] # Mirror @sprites, but faster for when we just need to iterate @selfWizardSprite = null @createLayers() @spriteSheetCache = {} @pendingFlags = [] destroy: -> @removeSprite sprite for thangID, sprite of @sprites @targetMark?.destroy() @selectionMark?.destroy() super() toString: -> "" thangTypeFor: (type) -> _.find @options.thangTypes, (m) -> m.get('original') is type or m.get('name') is type createLayers: -> @spriteLayers = {} for [name, priority] in [ ['Land', -40] ['Ground', -30] ['Obstacle', -20] ['Path', -10] ['Default', 0] ['Floating', 10] ] @spriteLayers[name] = new Layer name: name, layerPriority: priority, transform: Layer.TRANSFORM_CHILD, camera: @camera @surfaceLayer.addChild _.values(@spriteLayers)... layerForChild: (child, sprite) -> unless child.layerPriority? if thang = sprite?.thang child.layerPriority = thang.layerPriority child.layerPriority ?= 0 if thang.isSelectable child.layerPriority ?= -40 if thang.isLand child.layerPriority ?= 0 return @spriteLayers['Default'] unless child.layerPriority layer = _.findLast @spriteLayers, (layer, name) -> layer.layerPriority <= child.layerPriority layer ?= @spriteLayers['Land'] if child.layerPriority < -40 layer ? @spriteLayers['Default'] addSprite: (sprite, id=null, layer=null) -> id ?= sprite.thang.id console.error 'Sprite collision! Already have:', id if @sprites[id] @sprites[id] = sprite @spriteArray.push sprite sprite.imageObject.layerPriority ?= sprite.thang?.layerPriority layer ?= @spriteLayers['Obstacle'] if sprite.thang?.spriteName.search(/(dungeon|indoor).wall/i) isnt -1 layer ?= @layerForChild sprite.imageObject, sprite layer.addChild sprite.imageObject layer.updateLayerOrder() sprite createMarks: -> @targetMark = new Mark name: 'target', camera: @camera, layer: @spriteLayers['Ground'], thangType: 'target' @selectionMark = new Mark name: 'selection', camera: @camera, layer: @spriteLayers['Ground'], thangType: 'selection' createSpriteOptions: (options) -> _.extend options, camera: @camera, resolutionFactor: 4, groundLayer: @spriteLayers['Ground'], textLayer: @surfaceTextLayer, floatingLayer: @spriteLayers['Floating'], spriteSheetCache: @spriteSheetCache, showInvisible: @options.showInvisible createIndieSprites: (indieSprites, withWizards) -> unless @indieSprites @indieSprites = [] @indieSprites = (@createIndieSprite indieSprite for indieSprite in indieSprites) if indieSprites if withWizards and not @selfWizardSprite @selfWizardSprite = @createWizardSprite thangID: 'My Wizard', isSelf: true, sprites: @sprites createIndieSprite: (indieSprite) -> unless thangType = @thangTypeFor indieSprite.thangType console.warn "Need to convert #{indieSprite.id}'s ThangType #{indieSprite.thangType} to a ThangType reference. Until then, #{indieSprite.id} won't show up." return sprite = new IndieSprite thangType, @createSpriteOptions {thangID: indieSprite.id, pos: indieSprite.pos, sprites: @sprites, team: indieSprite.team, teamColors: @world.getTeamColors()} @addSprite sprite, sprite.thang.id createOpponentWizard: (opponent) -> # TODO: colorize name and cloud by team, colorize wizard by user's color config, level-specific wizard spawn points sprite = @createWizardSprite thangID: opponent.id, name: opponent.name, codeLanguage: opponent.codeLanguage if not opponent.levelSlug or opponent.levelSlug is 'brawlwood' sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 52} else {x: 28, y: 28} else if opponent.levelSlug in ['dungeon-arena', 'sky-span'] sprite.targetPos = if opponent.team is 'ogres' then {x: 72, y: 39} else {x: 9, y: 39} else if opponent.levelSlug is 'criss-cross' sprite.targetPos = if opponent.team is 'ogres' then {x: 50, y: 12} else {x: 0, y: 40} else sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 28} else {x: 20, y: 28} createWizardSprite: (options) -> sprite = new WizardSprite @thangTypeFor('Wizard'), @createSpriteOptions(options) @addSprite sprite, sprite.thang.id, @spriteLayers['Floating'] onPlayerJoined: (e) -> # Create another WizardSprite, unless this player is just me pid = e.player.id return if pid is me.id wiz = @createWizardSprite thangID: pid, sprites: @sprites wiz.animateIn() state = e.player.wizard or {} wiz.setInitialState(state.targetPos, @sprites[state.targetSprite]) onPlayerLeft: (e) -> pid = e.player.id @sprites[pid]?.animateOut => @removeSprite @sprites[pid] onSetDebug: (e) -> return if e.debug is @debug @debug = e.debug sprite.setDebug @debug for sprite in @spriteArray onHighlightSprites: (e) -> highlightedIDs = e.thangIDs or [] for thangID, sprite of @sprites sprite.setHighlight? thangID in highlightedIDs, e.delay addThangToSprites: (thang, layer=null) -> return console.warn 'Tried to add Thang to the surface it already has:', thang.id if @sprites[thang.id] thangType = _.find @options.thangTypes, (m) -> return false unless m.get('actions') or m.get('raster') return m.get('name') is thang.spriteName thangType ?= _.find @options.thangTypes, (m) -> return m.get('name') is thang.spriteName return console.error "Couldn't find ThangType for", thang unless thangType options = @createSpriteOptions thang: thang options.resolutionFactor = if thangType.get('kind') is 'Floor' then 2 else SPRITE_RESOLUTION_FACTOR sprite = new CocoSprite thangType, options @listenTo sprite, 'sprite:mouse-up', @onSpriteMouseUp @addSprite sprite, null, layer sprite.setDebug @debug sprite removeSprite: (sprite) -> sprite.imageObject.parent.removeChild sprite.imageObject thang = sprite.thang delete @sprites[sprite.thang.id] @spriteArray.splice @spriteArray.indexOf(sprite), 1 @stopListening sprite sprite.destroy() sprite.thang = thang # Keep around so that we know which thang the destroyed thang was for updateSounds: -> sprite.playSounds() for sprite in @spriteArray # hmm; doesn't work for sprites which we didn't add yet in adjustSpriteExistence update: (frameChanged) -> @adjustSpriteExistence() if frameChanged sprite.update frameChanged for sprite in @spriteArray @updateSelection() @spriteLayers['Default'].updateLayerOrder() @cache() adjustSpriteExistence: -> # Add anything new, remove anything old, update everything current updateCache = false itemsJustEquipped = [] for thang in @world.thangs when thang.exists and thang.pos itemsJustEquipped = itemsJustEquipped.concat @equipNewItems thang if sprite = @sprites[thang.id] sprite.setThang thang # make sure Sprite has latest Thang else sprite = @addThangToSprites(thang) Backbone.Mediator.publish 'surface:new-thang-added', thang: thang, sprite: sprite updateCache = updateCache or sprite.imageObject.parent is @spriteLayers['Obstacle'] sprite.playSounds() item.modifyStats() for item in itemsJustEquipped for thangID, sprite of @sprites missing = not (sprite.notOfThisWorld or @world.thangMap[thangID]?.exists) isObstacle = sprite.imageObject.parent is @spriteLayers['Obstacle'] updateCache = updateCache or (isObstacle and (missing or sprite.hasMoved)) sprite.hasMoved = false @removeSprite sprite if missing @cache true if updateCache and @cached # mainly for handling selecting thangs from session when the thang is not always in existence if @willSelectThang and @sprites[@willSelectThang[0]] @selectThang @willSelectThang... equipNewItems: (thang) -> itemsJustEquipped = [] if thang.equip and not thang.equipped thang.equip() # Pretty hacky, but needed since initialize may not be called if we're not running Systems. itemsJustEquipped.push thang if thang.inventoryIDs # Even hackier: these items were only created/equipped during simulation, so we reequip here. for slot, itemID of thang.inventoryIDs item = @world.getThangByID itemID unless item.equipped console.log thang.id, 'equipping', item, 'in', thang.slot, 'Surface-side, but it cannot equip?' unless item.equip item.equip() itemsJustEquipped.push item return itemsJustEquipped cache: (update=false) -> return if @cached and not update wallSprites = (sprite for sprite in @spriteArray when sprite.thangType?.get('name').search(/(dungeon|indoor).wall/i) isnt -1) return if _.any (s.stillLoading for s in wallSprites) walls = (sprite.thang for sprite in wallSprites) @world.calculateBounds() wallGrid = new Grid walls, @world.size()... for wallSprite in wallSprites wallSprite.updateActionDirection wallGrid wallSprite.updateScale() wallSprite.updatePosition() #console.log @wallGrid.toString() @spriteLayers['Obstacle'].uncache() if @spriteLayers['Obstacle'].cacheID # might have changed sizes @spriteLayers['Obstacle'].cache() # test performance of doing land layer, too, to see if it's faster # @spriteLayers['Land'].uncache() if @spriteLayers['Land'].cacheID # might have changed sizes # @spriteLayers['Land'].cache() # I don't notice much difference - Scott @cached = true spriteFor: (thangID) -> @sprites[thangID] onNewWorld: (e) -> @world = @options.world = e.world play: -> sprite.play() for sprite in @spriteArray @selectionMark?.play() @targetMark?.play() stop: -> sprite.stop() for sprite in @spriteArray @selectionMark?.stop() @targetMark?.stop() # Selection onSuppressSelectionSounds: (e) -> @suppressSelectionSounds = e.suppress onSetLockSelect: (e) -> @selectLocked = e.lock onLevelRestarted: (e) -> @selectLocked = false @selectSprite e, null onSelectSprite: (e) -> @selectThang e.thangID, e.spellName onCameraDragged: -> @dragged += 1 onSpriteMouseUp: (e) -> return if key.shift #and @options.choosing return @dragged = 0 if @dragged > 3 @dragged = 0 sprite = if e.sprite?.thang?.isSelectable then e.sprite else null return if @flagCursorSprite and sprite?.thangType.get('name') is 'Flag' @selectSprite e, sprite onStageMouseDown: (e) -> return if key.shift #and @options.choosing @selectSprite e if e.onBackground selectThang: (thangID, spellName=null, treemaThangSelected = null) -> return @willSelectThang = [thangID, spellName] unless @sprites[thangID] @selectSprite null, @sprites[thangID], spellName, treemaThangSelected selectSprite: (e, sprite=null, spellName=null, treemaThangSelected = null) -> return if e and (@disabled or @selectLocked) # Ignore clicks for selection/panning/wizard movement while disabled or select is locked worldPos = sprite?.thang?.pos worldPos ?= @camera.screenToWorld {x: e.originalEvent.rawX, y: e.originalEvent.rawY} if e?.originalEvent if worldPos and (@options.navigateToSelection or not sprite or treemaThangSelected) and e?.originalEvent?.nativeEvent?.which isnt 3 @camera.zoomTo(sprite?.imageObject or @camera.worldToSurface(worldPos), @camera.zoom, 1000, true) sprite = null if @options.choosing # Don't select sprites while choosing if sprite isnt @selectedSprite @selectedSprite?.selected = false sprite?.selected = true @selectedSprite = sprite alive = sprite and not (sprite.thang.health < 0) Backbone.Mediator.publish 'surface:sprite-selected', thang: if sprite then sprite.thang else null sprite: sprite spellName: spellName ? e?.spellName originalEvent: e worldPos: worldPos @willSelectThang = null if sprite # Now that we've done a real selection, don't reselect some other Thang later. if alive and not @suppressSelectionSounds instance = sprite.playSound 'selected' if instance?.playState is 'playSucceeded' Backbone.Mediator.publish 'sprite:thang-began-talking', thang: sprite?.thang instance.addEventListener 'complete', -> Backbone.Mediator.publish 'sprite:thang-finished-talking', thang: sprite?.thang onFlagColorSelected: (e) -> @removeSprite @flagCursorSprite if @flagCursorSprite @flagCursorSprite = null for flagSprite in @spriteArray when flagSprite.thangType.get('name') is 'Flag' flagSprite.imageObject.cursor = if e.color then 'crosshair' else 'pointer' return unless e.color @flagCursorSprite = new FlagSprite @thangTypeFor('Flag'), @createSpriteOptions(thangID: 'Flag Cursor', color: e.color, team: me.team, isCursor: true, pos: e.pos) @addSprite @flagCursorSprite, @flagCursorSprite.thang.id, @spriteLayers['Floating'] onFlagUpdated: (e) -> return unless e.active pendingFlag = new FlagSprite @thangTypeFor('Flag'), @createSpriteOptions(thangID: 'Pending Flag ' + Math.random(), color: e.color, team: me.team, isCursor: false, pos: e.pos) @addSprite pendingFlag, pendingFlag.thang.id, @spriteLayers['Floating'] @pendingFlags.push pendingFlag onFlagAppeared: (e) -> # Remove the pending flag that matches this one's color/team/position, and any color/team matches placed earlier. t1 = e.sprite.thang pending = (@pendingFlags ? []).slice() foundExactMatch = false for i in [pending.length - 1 .. 0] by -1 pendingFlag = pending[i] t2 = pendingFlag.thang matchedType = t1.color is t2.color and t1.team is t2.team matched = matchedType and (foundExactMatch or Math.abs(t1.pos.x - t2.pos.x) < 0.00001 and Math.abs(t1.pos.y - t2.pos.y) < 0.00001) if matched foundExactMatch = true @pendingFlags.splice(i, 1) @removeSprite pendingFlag e.sprite.imageObject.cursor = if @flagCursorSprite then 'crosshair' else 'pointer' null onRemoveSelectedFlag: (e) -> # Remove the selected sprite if it's a flag, or any flag of the given color if a color is given. flagSprite = _.find [@selectedSprite].concat(@spriteArray), (sprite) -> sprite and sprite.thangType.get('name') is 'Flag' and sprite.thang.team is me.team and (sprite.thang.color is e.color or not e.color) and not sprite.notOfThisWorld return unless flagSprite Backbone.Mediator.publish 'surface:remove-flag', color: flagSprite.thang.color # Marks updateSelection: -> if @selectedSprite?.thang and (not @selectedSprite.thang.exists or not @world.getThangByID @selectedSprite.thang.id) thangID = @selectedSprite.thang.id @selectedSprite = null # Don't actually trigger deselection, but remove the selected sprite. @selectionMark?.toggle false @willSelectThang = [thangID, null] @updateTarget() return unless @selectionMark @selectedSprite = null if @selectedSprite and (@selectedSprite.destroyed or not @selectedSprite.thang) # 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. if @selectedSprite and @selectedSprite.imageObject.parent isnt @spriteLayers.Default @selectionMark.setLayer @spriteLayers.Default else if @selectedSprite @selectionMark.setLayer @spriteLayers.Ground @selectionMark.toggle @selectedSprite? @selectionMark.setSprite @selectedSprite @selectionMark.update() updateTarget: -> return unless @targetMark thang = @selectedSprite?.thang target = thang?.target targetPos = thang?.targetPos targetPos = null if targetPos?.isZero?() # Null targetPos get serialized as (0, 0, 0) @targetMark.setSprite if target then @sprites[target.id] else null @targetMark.toggle @targetMark.sprite or targetPos @targetMark.update if targetPos then @camera.worldToSurface targetPos else null