### * Stage ** surfaceLayer *** Land texture *** Ground-based selection/target marks, range radii *** Walls/obstacles *** Paths and target pieces (and ghosts?) *** Normal Thangs, bots, wizards (z-indexing based on World-determined sprite.thang.pos.z/y, mainly, instead of sprite-map-determined sprite.z, which we rename to... something) *** Above-thang marks (blood, highlight) and health bars *** Camera border ** surfaceTextLayer (speech, names) ** screenLayer *** Letterbox **** Letterbox top and bottom *** FPS display, maybe grid axis labels, coordinate hover ** Grid lines--somewhere--we will figure it out, do not really need it at first ### module.exports = class Layer extends createjs.Container @TRANSFORM_CHILD = "child" # Layer transform is managed by its parents @TRANSFORM_SURFACE = "surface" # Layer moves/scales/zooms with the Surface of the World @TRANSFORM_SURFACE_TEXT = "surface_text" # Layer moves with the Surface but is size-independent @TRANSFORM_SCREEN = "screen" # Layer stays fixed to the screen (different from child?) subscriptions: 'camera:zoom-updated': 'onZoomUpdated' constructor: (options) -> super() @initialize() options ?= {} @name = options.name ? "Unnamed" @layerPriority = options.layerPriority ? 0 @transformStyle = options.transform ? Layer.TRANSFORM_CHILD @camera = options.camera console.error @toString(), "needs a camera." unless @camera @updateLayerOrder = _.throttle @updateLayerOrder, 1 # don't call multiple times in one frame Backbone.Mediator.subscribe(channel, @[func], @) for channel, func of @subscriptions destroy: -> child.destroy?() for child in @children Backbone.Mediator.unsubscribe(channel, @[func], @) for channel, func of @subscriptions toString: -> "" addChild: (children...) -> super children... if @transformStyle is Layer.TRANSFORM_SURFACE_TEXT for child in children child.scaleX /= @scaleX child.scaleY /= @scaleY removeChild: (children...) -> super children... if @transformStyle is Layer.TRANSFORM_SURFACE_TEXT for child in children child.scaleX *= @scaleX child.scaleY *= @scaleY updateLayerOrder: => #console.log @, @toString(), "sorting children", _.clone @children if @name is 'Default' @sortChildren (a, b) -> alp = a.layerPriority ? 0 blp = b.layerPriority ? 0 return alp - blp if alp isnt blp # TODO: remove this z stuff az = if a.z then a.z else 1000 bz = if b.z then b.z else 1000 aThang = a.sprite?.thang bThang = b.sprite?.thang az -= 1 if aThang?.health < 0 bz -= 1 if bThang?.health < 0 if az == bz return 0 unless aThang?.pos and bThang?.pos return (bThang.pos.y - aThang.pos.y) or (bThang.pos.x - aThang.pos.x) return az - bz onZoomUpdated: (e) -> return unless e.camera is @camera if @transformStyle in [Layer.TRANSFORM_SURFACE, Layer.TRANSFORM_SURFACE_TEXT] change = @scaleX / e.zoom @scaleX = @scaleY = e.zoom @regX = e.surfaceViewport.x @regY = e.surfaceViewport.y if @transformStyle is Layer.TRANSFORM_SURFACE_TEXT for child in @children child.scaleX *= change child.scaleY *= change cache: -> return unless @children.length bounds = @getBounds() super bounds.x, bounds.y, bounds.width, bounds.height, 2