IndieLank = require 'lib/surface/IndieLank' {me} = require 'core/auth' module.exports = class WizardLank extends IndieLank # Wizard targets are constantly changing, so a simple tween doesn't work. # Instead, the wizard stores its origin point and the (possibly) moving target. # Then it figures out its current position based on tween percentage and # those two points. tweenPercentage: 1.0 originPos: null targetPos: null targetLank: null reachedTarget: true spriteXOffset: 4 # meters from target sprite spriteYOffset: 0 # meters from target sprite subscriptions: 'bus:player-states-changed': 'onPlayerStatesChanged' 'auth:me-synced': 'onMeSynced' 'surface:sprite-selected': 'onLankSelected' 'sprite:echo-all-wizard-sprites': 'onEchoAllWizardLanks' shortcuts: 'up': 'onMoveKey' 'down': 'onMoveKey' 'left': 'onMoveKey' 'right': 'onMoveKey' constructor: (thangType, options) -> if @isSelf = options.isSelf options.colorConfig = $.extend(true, {}, me.get('wizard')?.colorConfig) or {} super thangType, options @targetPos = @thang.pos if @isSelf @setNameLabel me.displayName() else if options.name @setNameLabel options.name Backbone.Mediator.publish 'self-wizard:created', sprite: @ makeIndieThang: (thangType, options) -> thang = super thangType, options thang.isSelectable = false thang.bobHeight = 0.75 thang.bobTime = 2 thang.pos.z += thang.bobHeight thang finishSetup: -> @scaleFactor = @thang.scaleFactor if @thang?.scaleFactor @updateScale() @updateRotation() # Don't call general update() because Thang isn't built yet setNameLabel: (name) -> if @options.codeLanguage and @options.codeLanguage isnt 'javascript' and not @isSelf name += " (#{@options.codeLanguage})" # TODO: move on second line, capitalize properly super name toggle: (to) -> @sprite?.visible = to label[if to then 'show' else 'hide']() for name, label of @labels mark.mark?.visible = to for name, mark of @marks onPlayerStatesChanged: (e) -> for playerID, state of e.states continue unless playerID is @thang.id @setEditing state.wizard?.editing continue if playerID is me.id # ignore changes for self wizard lank @setNameLabel state.name continue unless state.wizard? if targetID = state.wizard.targetLank return console.warn 'Wizard Lank couldn\'t find target lank', targetID unless targetID of @options.lanks @setTarget @options.lanks[targetID] else @setTarget state.wizard.targetPos onMeSynced: (e) -> return unless @isSelf @setNameLabel me.displayName() if @sprite.visible # not if we hid the wiz newColorConfig = me.get('wizard')?.colorConfig or {} shouldUpdate = not _.isEqual(newColorConfig, @options.colorConfig) @options.colorConfig = $.extend(true, {}, newColorConfig) if shouldUpdate @playAction(@currentAction) if @currentAction onLankSelected: (e) -> return unless @isSelf @setTarget e.sprite or e.worldPos animateIn: -> @sprite.scaleX = @sprite.scaleY = @sprite.alpha = 0 createjs.Tween.get(@sprite) .to({scaleX: 1, scaleY: 1, alpha: 1}, 1000, createjs.Ease.getPowInOut(2.2)) @labels.name?.show() animateOut: (callback) -> tween = createjs.Tween.get(@sprite) .to({scaleX: 0, scaleY: 0, alpha: 0}, 1000, createjs.Ease.getPowInOut(2.2)) tween.call(callback) if callback @labels.name?.hide() setEditing: (@editing) -> if @editing @thang.actionActivated = @thang.action isnt 'cast' @thang.action = 'cast' else @thang.action = 'idle' if @thang.action is 'cast' setInitialState: (targetPos, @targetLank) -> @targetPos = @getPosFromTarget(@targetLank or targetPos) @endMoveTween() onEchoAllWizardLanks: (e) -> e.payload.push @ defaultPos: -> x: 35, y: 24, z: @thang.depth / 2 + @thang.bobHeight move: (pos, duration) -> @setTarget(pos, duration) setTarget: (newTarget, duration, isLinear=false) -> # ignore targets you're already heading for targetPos = @getPosFromTarget(newTarget) return if @targetPos and @targetPos.x is targetPos.x and @targetPos.y is targetPos.y # ignore selecting sprites you can't control isLank = newTarget?.thang? return if isLank and not newTarget.thang.isProgrammable return if isLank and newTarget is @targetLank @shoveOtherWizards(true) if @targetLank @targetLank = if isLank then newTarget else null @targetPos = @boundWizard targetPos @beginMoveTween(duration, isLinear) @shoveOtherWizards() Backbone.Mediator.publish('self-wizard:target-changed', {sprite: @}) if @isSelf boundWizard: (target) -> # Passed an {x, y} in world coordinates, returns {x, y} within world bounds return target unless @options.camera.bounds @bounds = @options.camera.bounds surfaceTarget = @options.camera.worldToSurface target x = Math.min(Math.max(surfaceTarget.x, @bounds.x), @bounds.x + @bounds.width) y = Math.min(Math.max(surfaceTarget.y, @bounds.y), @bounds.y + @bounds.height) return @options.camera.surfaceToWorld {x: x, y: y} getPosFromTarget: (target) -> """ Could be null, a vector, or sprite object. Get the position from any of these. """ return @defaultPos() unless target? return target if target.x? return target.thang.pos beginMoveTween: (duration=1000, isLinear=false) -> # clear the old tween createjs.Tween.removeTweens(@) # create a new tween to go from the current location to the new location @originPos = _.clone(@thang.pos) @tweenPercentage = 1.0 @thang.action = 'move' @pointToward(@targetPos) if duration is 0 @updatePosition() @endMoveTween() return if isLinear ease = createjs.Ease.linear else ease = createjs.Ease.getPowInOut(3.0) createjs.Tween .get(@) .to({tweenPercentage: 0.0}, duration, ease) .call(@endMoveTween) @reachedTarget = false @update true shoveOtherWizards: (removeMe) -> return unless @targetLank allWizards = [] Backbone.Mediator.publish 'sprite:echo-all-wizard-sprites', payload: allWizards allOfUs = (wizard for wizard in allWizards when wizard.targetLank is @targetLank) allOfUs = (wizard for wizard in allOfUs when wizard isnt @) if removeMe # diagonal lineup pattern # wizardPosition = [[4, 0], [5,1], [3,-1], [6,2], [2,-2]] # step = 3 # for wizard, i in allOfUs # [x,y] = wizardPositions[i%@wizardPositions.length] # wizard.spriteXOffset = x # wizard.spriteYOffset = y # wizard.beginMoveTween() # circular pattern step = Math.PI * 2 / allOfUs.length for wizard, i in allOfUs wizard.spriteXOffset = 5*Math.cos(step*i) wizard.spriteYOffset = 4*Math.sin(step*i) wizard.beginMoveTween() endMoveTween: => return if @destroyed @thang.action = if @editing then 'cast' else 'idle' @thang.actionActivated = @thang.action is 'cast' @reachedTarget = true @faceTarget() @update true updatePosition: (whileLoading=false) -> return if whileLoading or not @options.camera @thang.pos = @getCurrentPosition() @faceTarget() sup = @options.camera.worldToSurface x: @thang.pos.x, y: @thang.pos.y, z: @thang.pos.z - @thang.depth / 2 @sprite.x = sup.x @sprite.y = sup.y getCurrentPosition: -> """ Takes into account whether the wizard is in transit or not, and the bobbing up and down. Eventually will also adjust based on where other wizards are. """ @targetPos = @targetLank.thang.pos if @targetLank?.thang pos = _.clone(@targetPos) pos.z = @defaultPos().z + @getBobOffset() @adjustPositionToSideOfTarget(pos) if @targetLank # be off to the side depending on placement in world return pos if @reachedTarget # stick like glue # if here, then the wizard is in transit. Calculate the diff! pos = x: pos.x + ((@originPos.x - pos.x) * @tweenPercentage) y: pos.y + ((@originPos.y - pos.y) * @tweenPercentage) z: pos.z return pos adjustPositionToSideOfTarget: (targetPos) -> targetPos.x += @spriteXOffset return # doesn't work when you're zoomed in on the target, so disabling center = @options.camera.surfaceToWorld(@options.camera.currentTarget).x distanceFromCenter = Math.abs(targetPos.x - center) if @spriteXOffset distanceFromTarget = Math.abs(@spriteXOffset) - (1 / (distanceFromCenter + (1/Math.abs(@spriteXOffset)))) else distanceFromTarget = 0 @onLeftSide = targetPos.x > center @onLeftSide = not @onLeftSide if @spriteXOffset < 0 distanceFromTarget *= -1 if @onLeftSide targetPos.x += distanceFromTarget # adjusted targetPos.y += @spriteYOffset faceTarget: -> if @targetLank?.thang @pointToward(@targetLank.thang.pos) updateMarks: -> super() if @sprite.visible # not if we hid the wiz onMoveKey: (e) -> return unless @isSelf e?.preventDefault() yMovement = 0 xMovement = 0 yMovement += 2 if key.isPressed('up') yMovement -= 2 if key.isPressed('down') xMovement += 2 if key.isPressed('right') xMovement -= 2 if key.isPressed('left') @moveWizard xMovement, yMovement moveWizard: (x, y) -> interval = 500 position = {x: @targetPos.x + x, y: @targetPos.y + y} @setTarget(position, interval, true) @updatePosition() Backbone.Mediator.publish 'camera:zoom-to', pos: position, duration: interval