CocoClass = require 'lib/CocoClass' Camera = require './Camera' module.exports = class Mark extends CocoClass subscriptions: {} 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: -> @mark?.parent?.removeChild @mark super() toString: -> "" toggle: (to) -> return @ if to is @on @on = to 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 @buildRadius() else if @name is 'debug' then @buildDebug() 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 # Confusingly make some semi-random colors that'll be consistent based on the drawsBoundsIndex index = @sprite.thang.drawsBoundsIndex colors = (128 + Math.floor(('0.'+Math.sin(3 * index + i).toString().substr(6)) * 128) for i in [1 ... 4]) color = "rgba(#{colors[0]}, #{colors[1]}, #{colors[2]}, 0.5)" shape = new createjs.Shape() shape.graphics.setStrokeStyle 5 shape.graphics.beginStroke color shape.graphics.beginFill color.replace('0.5', '0.25') [w, h] = [@sprite.thang.width * Camera.PPM, @sprite.thang.height * Camera.PPM * @camera.y2x] 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() text = new createjs.Text "" + index, "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 shape, text if w > 0 and h > 0 @mark.cache -w / 2, -h / 2, w, h, 2 @lastWidth = @sprite.thang.width @lastHeight = @sprite.thang.height buildRadius: -> # TODO: make this not just a shadow # TODO: draw boxes and ellipses for non-circular Thangs diameter = @sprite.thangType.get('shadow') ? @sprite.thang?.width + 0.5 diameter *= Camera.PPM @mark = new createjs.Shape() @mark.mouseEnabled = false @mark.graphics.beginFill "black" @mark.graphics.drawEllipse 0, 0, diameter, diameter * @camera.y2x @mark.graphics.endFill() @mark.regX = diameter / 2 @mark.regY = diameter / 2 * @camera.y2x @mark.layerIndex = 10 #@mark.cache 0, 0, diameter, diameter # not actually faster than simple ellipse draw 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] @mark.alpha = 0.5 @mark.graphics.beginFill '#abcdef' if @sprite.thang.shape in ["ellipsoid", "disc"] [w, h] = [Math.max(PX, w, h), Math.max(PX, w, h)] @mark.graphics.drawCircle 0, 0, w / 2 else @mark.graphics.drawRect -w / 2, -h / 2, w, h @mark.graphics.endFill() buildSprite: -> #console.log "building", @name, "with thangtype", @thangType options = resolutionFactor: 4 CocoSprite = require './CocoSprite' markSprite = new CocoSprite @thangType, options markSprite.queueAction "idle" @mark = markSprite.displayObject update: (pos=null) -> return false unless @on @updatePosition pos @updateRotation() @updateScale() @mark.advance?() 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 true updatePosition: (pos) -> if @name in ['shadow', 'debug'] pos = @camera.worldToSurface x: @sprite.thang.pos.x, y: @sprite.thang.pos.y if @name is 'shadow' worldZ = @sprite.thang.pos.z - @sprite.thang.depth / 2 @mark.alpha = 0.451 / Math.sqrt(worldZ / 2 + 1) else pos ?= @sprite.displayObject @mark.x = pos.x @mark.y = pos.y if @name is 'highlight' offset = @sprite.getOffset 'aboveHead' @mark.x += offset.x @mark.y += offset.y updateRotation: -> if @name is 'debug' @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) oldMark = @mark @buildBounds() oldMark.parent.addChild @mark oldMark.parent.swapChildren oldMark, @mark oldMark.parent.removeChild oldMark return unless @name in ["selection", "target", "repair", "highlight"] scale = 0.5 if @sprite size = @sprite.getAverageDimension() size += 60 if @name is 'selection' size += 60 if @name is 'repair' scale = size / {selection: 128, target: 128, repair: 320, highlight: 160}[@name] if @sprite?.thang.spriteName.search(/dungeon.wall/i) isnt -1 scale *= 2 @mark.scaleX = @mark.scaleY = Math.min 1, scale if @name in ['selection', 'target', 'repair'] @mark.scaleY *= @camera.y2x # code applies perspective