### * 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, 1000 / 30 # Don't call multiple times in one frame; 30 FPS is probably good enough 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 delete @updateLayerOrder 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 @layerOrderComparator layerOrderComparator: (a, b) -> # Optimize alp = a.layerPriority or 0 blp = b.layerPriority or 0 return alp - blp if alp isnt blp # TODO: remove this z stuff az = a.z or 1000 bz = b.z or 1000 if aSprite = a.sprite if aThang = aSprite.thang aPos = aThang.pos if aThang.health < 0 --az if bSprite = b.sprite if bThang = bSprite.thang bPos = bThang.pos if bThang.health < 0 --bz if az is bz return 0 unless aPos and bPos return (bPos.y - aPos.y) or (bPos.x - aPos.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