# paths before the current state taper out, # and have a different color than the future PAST_PATH_TAIL_BRIGHTNESS = 150 PAST_PATH_TAIL_ALPHA = 0.3 PAST_PATH_HEAD_BRIGHTNESS = 200 PAST_PATH_HEAD_ALPHA = 0.75 PAST_PATH_HEAD_LENGTH = 50 PAST_PATH_TAIL_WIDTH = 2 PAST_PATH_HEAD_WIDTH = 2 PAST_PATH_MAX_LENGTH = 200 # paths in the future are single color dotted lines FUT_PATH_BRIGHTNESS = 153 FUT_PATH_ALPHA = 0.8 FUT_PATH_HEAD_LENGTH = 0 FUT_PATH_WIDTH = 1 FUT_PATH_MAX_LENGTH = 2000 # selected paths are single color, and larger, more prominent # most other properties are the same as non-selected SELECTED_PATH_TAIL_BRIGHTNESS = 146 SELECTED_PATH_TAIL_ALPHA = 0.5 SELECTED_PATH_HEAD_BRIGHTNESS = 200 SELECTED_PATH_HEAD_ALPHA = 1.0 SELECTED_PAST_PATH_MAX_LENGTH = 2000 FUT_SELECTED_PATH_WIDTH = 3 # for sprites along the path CLONE_INTERVAL = 250 # distance between them, ignored for new actions CLONE_SCALE = 1.0 CLONE_ALPHA = 0.4 # path defaults PATH_DOT_LENGTH = 3 PATH_SEGMENT_LENGTH = 15 # should be > PATH_DOT_LENGTH Camera = require './Camera' module.exports.Trailmaster = class Trailmaster paths: null # dictionary of thang ids to containers for their paths selectedPath: null # container of path selected pathDisplayObject: null world: null clock: 0 constructor: (@camera) -> tick: -> @clock += 1 generatePaths: (@world, @currentFrame, @selectedThang, @sprites, @selectedOnly) -> @paths = {} @pathDisplayObject = new createjs.Container() @pathDisplayObject.mouseEnabled = @pathDisplayObject.mouseChildren = false for thang in world.thangs continue unless thang.isSelectable continue unless thang.isMovable continue if @selectedOnly and thang isnt @selectedThang path = @createPathForThang thang continue if not path @pathDisplayObject.addChild path @paths[thang.id] = path @pathDisplayObject createPathForThang: (thang) -> container = new createjs.Container() path = @createPastPathForThang(thang) container.addChild(path) if path path = @createFuturePathForThang(thang) container.addChild(path) if path targets = @createTargetsForThang(thang) container.addChild(targets) if targets if thang is @selectedThang sprites = @spritesForThang(thang) for sprite in sprites container.addChild(sprite) container createPastPathForThang: (thang) -> maxLength = if thang is @selectedThang then SELECTED_PAST_PATH_MAX_LENGTH else PAST_PATH_MAX_LENGTH start = Math.max(@currentFrame - maxLength, 0) start = 0 if thang isnt @selectedThang resolution = if thang is @selectedThang then 4 else 12 return unless points = @world.pointsForThang thang.id, start, @currentFrame, @camera, resolution params = tailWidth: PAST_PATH_TAIL_WIDTH headWidth: PAST_PATH_HEAD_WIDTH headLength: PAST_PATH_HEAD_LENGTH if thang is @selectedThang params['tailColor'] = colorForThang(thang.team, SELECTED_PATH_TAIL_BRIGHTNESS, SELECTED_PATH_TAIL_ALPHA) params['headColor'] = colorForThang(thang.team, SELECTED_PATH_HEAD_BRIGHTNESS, SELECTED_PATH_HEAD_ALPHA) else params['tailColor'] = colorForThang(thang.team, PAST_PATH_TAIL_BRIGHTNESS, PAST_PATH_TAIL_ALPHA) params['headColor'] = colorForThang(thang.team, PAST_PATH_HEAD_BRIGHTNESS, PAST_PATH_HEAD_ALPHA) return createPath(points, params) createFuturePathForThang: (thang) -> resolution = 8 return unless points = @world.pointsForThang thang.id, @currentFrame, @currentFrame + FUT_PATH_MAX_LENGTH, @camera, resolution if thang is @selectedThang color = colorForThang(thang.team, SELECTED_PATH_HEAD_BRIGHTNESS, SELECTED_PATH_HEAD_ALPHA) else color = colorForThang(thang.team, FUT_PATH_BRIGHTNESS, FUT_PATH_ALPHA) return createPath(points, tailColor: color tailWidth: if thang is @selectedThang then FUT_SELECTED_PATH_WIDTH else FUT_PATH_WIDTH headLength: FUT_PATH_HEAD_LENGTH dotted: true dotOffset: @clock ) createTargetsForThang: (thang) -> return unless thang.allTargets g = new createjs.Graphics() g.setStrokeStyle(0.5) g.beginStroke(createjs.Graphics.getRGB(0, 0, 0)) color = colorForThang(thang.team) i = 0 while i < thang.allTargets.length g.beginStroke(createjs.Graphics.getRGB(0, 0, 0)) g.beginFill(createjs.Graphics.getRGB(color...)) sup = @camera.worldToSurface x: thang.allTargets[i], y: thang.allTargets[i + 1] g.drawEllipse(sup.x - 5, sup.y - 3, 10, 6) g.endStroke() i += 2 s = new createjs.Shape(g) s.x = 0 s.y = 0 s spritesForThang: (thang) -> i = 0 sprites = [] sprite = @sprites[thang.id] return sprites unless sprite?.actions lastPos = @camera.surfaceToWorld x: sprite.imageObject.x, y: sprite.imageObject.y minDistance = Math.pow(CLONE_INTERVAL * Camera.MPP, 2) actions = @world.actionsForThang(thang.id) lastAction = null for action in actions continue if action.name in ['idle', 'move'] frame = @world.frames[action.frame] frame.restoreStateForThang(thang) if lastPos diff = Math.pow(lastPos.x - thang.pos.x, 2) diff += Math.pow(lastPos.y - thang.pos.y, 2) continue if diff < minDistance and action.name is lastAction clone = sprite.imageObject.clone() clonePos = @camera.worldToSurface thang.pos clone.x = clonePos.x clone.y = clonePos.y clone.alpha = CLONE_ALPHA clone.scaleX *= CLONE_SCALE clone.scaleY *= CLONE_SCALE if sprite.expandActions # old Sprite sprite.updateRotation(clone, sprite.data) animActions = sprite.expandActions(if thang.acts then thang.getActionName() else 'idle') sprite.applyActionsToSprites(animActions, [clone], true) animation = clone.spriteSheet.getAnimation(clone.currentAnimation) clone.currentAnimationFrame = Math.min(@clock % (animation.frames.length * 3), animation.frames.length - 1) else continue unless animation = sprite.actions[action.name] sprite.updateRotation clone animation = sprite.getActionDirection(animation) ? animation # no idea if this ever works clone.gotoAndStop animation.name # TODO: use action-specific framerate here? # clone.currentAnimationFrame = Math.min(@clock % (animation.frames.length * 3), animation.frames.length - 1) sprites.push(clone) lastPos = x: thang.pos.x, y: thang.pos.y lastAction = action.name @world.frames[@currentFrame].restoreStateForThang(thang) sprites createPath = (points, options={}, g=null) -> options = options or {} tailColor = options.tailColor ? options.headColor headColor = options.headColor ? options.tailColor oneColor = true oneColor = oneColor and headColor[i] is tailColor[i] for i in [0..4] maxLength = options.maxLength or 0 tailWidth = options.tailWidth headWidth = options.headWidth oneWidth = headWidth is tailWidth headLength = options.headLength dotted = options.dotted dotOffset = if options.dotOffset? then options.dotOffset else 0 points = points.slice(-maxLength * 2) if maxLength isnt 0 points = points.slice(((points.length / 2 + dotOffset) % PATH_SEGMENT_LENGTH) * 2) if dotOffset g = new createjs.Graphics() unless g return new createjs.Shape(g) if not points g.setStrokeStyle(tailWidth) g.beginStroke(createjs.Graphics.getRGB(tailColor...)) g.moveTo(points[0], points[1]) headStart = points.length - headLength [lastX, lastY] = [points[0], points[1]] for x, i in points by 2 continue if i is 0 y = points[i + 1] if i >= headStart and not (oneColor and oneWidth) diff = (i - headStart) / headLength style = transition(tailWidth, headWidth, diff) color = colorTransition(tailColor, headColor, diff) g.setStrokeStyle(style) g.beginStroke(createjs.Graphics.getRGB(color...)) g.moveTo(lastX, lastY) if lastX? else if dotted if false and i < 2 # Test: footprints g.beginFill(createjs.Graphics.getRGB(tailColor...)) xofs = x - lastX yofs = y - lastY theta = Math.atan2(yofs, xofs) [fdist, fwidth] = [4, 2] fside = if (i + dotOffset) % 4 is 0 then -1 else 1 fx = [lastX + fside * fdist * (Math.cos(theta) * xofs - Math.sin(theta) * yofs)] fy = [lastY + fside * fdist * (Math.sin(theta) * xofs - Math.cos(theta) * yofs)] g.drawCircle(fx, fy, 2) offset = ((i / 2) % PATH_SEGMENT_LENGTH) if offset >= PATH_DOT_LENGTH if offset is PATH_DOT_LENGTH g.endStroke() lastX = x lastY = y continue else if offset is 0 g.beginStroke(createjs.Graphics.getRGB(tailColor...)) g.moveTo(lastX, lastY) if lastX? g.lineTo(x, y) lastX = x lastY = y g.endStroke() s = new createjs.Shape(g) return s colorTransition = (color1, color2, pct) -> return color1 if pct <= 0 return color2 if pct >= 1 i = 0 color = [] while i < 4 val = transition(color1[i], color2[i], pct) val = Math.floor(val) if i isnt 3 color.push(val) i += 1 color transition = (num1, num2, pct) -> return num1 if pct <= 0 return num2 if pct >= 1 num1 + (num2 - num1) * pct colorForThang = (team, brightness=100, alpha=1.0) => # multipliers should sum to 3.0 multipliers = [2.0, 0.5, 0.5] if team is 'humans' multipliers = [0.5, 0.5, 2.0] if team is 'ogres' multipliers = [2.0, 0.5, 0.5] if not multipliers color = _.map(multipliers, (m) -> return parseInt(m * brightness)) color.push(alpha) return color module.exports.createPath = createPath