CocoClass = require 'lib/CocoClass' Camera = require './Camera' ThangType = require 'models/ThangType' markThangTypes = {} 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 @markSprite?.destroy() @sprite = null super() toString: -> "" toggle: (to) -> return @ if to is @on return @toggleTo = to unless @mark @on = to delete @toggleTo 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 @buildShadow() else if @name is 'debug' then @buildDebug() else if @name.match(/.+(Range|Distance|Radius)$/) then @buildRadius(@name) 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 buildShadow: -> alpha = @sprite.thang?.alpha ? 1 width = (@sprite.thang?.width ? 0) + 0.5 height = (@sprite.thang?.height ? 0) + 0.5 longest = Math.max width, height actualLongest = @sprite.thangType.get('shadow') ? longest width = width * actualLongest / longest height = height * actualLongest / longest width *= Camera.PPM height *= Camera.PPM * @camera.y2x # TODO: doesn't work with rotation @mark = new createjs.Shape() @mark.mouseEnabled = false @mark.graphics.beginFill "rgba(0, 0, 0, #{alpha})" if @sprite.thang.shape in ['ellipsoid', 'disc'] @mark.graphics.drawEllipse 0, 0, width, height else @mark.graphics.drawRect 0, 0, width, height @mark.graphics.endFill() @mark.regX = width / 2 @mark.regY = height / 2 @mark.layerIndex = 10 @mark.cache -1, 0, width+2, height # not actually faster than simple ellipse draw buildRadius: (range) -> alpha = 0.15 colors = voiceRange: "rgba(0, 145, 0, #{alpha})" visualRange: "rgba(0, 0, 145, #{alpha})" attackRange: "rgba(145, 0, 0, #{alpha})" # Fallback colors which work on both dungeon and grass tiles extraColors = [ "rgba(145, 0, 145, #{alpha})" "rgba(0, 145, 145, #{alpha})" "rgba(145, 105, 0, #{alpha})" "rgba(225, 125, 0, #{alpha})" ] # Find the index of this range, to find the next-smallest radius rangeNames = @sprite.ranges.map((range, index) -> range['name'] ) i = rangeNames.indexOf(range) @mark = new createjs.Shape() fillColor = colors[range] ? extraColors[i] @mark.graphics.beginFill fillColor # Draw the outer circle @mark.graphics.drawCircle 0, 0, @sprite.thang[range] * Camera.PPM # Cut out the hollow part if necessary if i+1 < @sprite.ranges.length @mark.graphics.arc 0, 0, @sprite.ranges[i+1]['radius'], Math.PI*2, 0, true @mark.graphics.endFill() strokeColor = fillColor.replace '' + alpha, '0.75' @mark.graphics.setStrokeStyle 2 @mark.graphics.beginStroke strokeColor @mark.graphics.arc 0, 0, @sprite.thang[range] * Camera.PPM, Math.PI*2, 0, true @mark.graphics.endStroke() # Add perspective @mark.scaleY *= @camera.y2x 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: -> if _.isString @thangType thangType = markThangTypes[@thangType] return @loadThangType() if not thangType @thangType = thangType return @listenToOnce(@thangType, 'sync', @onLoadedThangType) if not @thangType.loaded CocoSprite = require './CocoSprite' markSprite = new CocoSprite @thangType, @thangType.spriteOptions markSprite.queueAction 'idle' @mark = markSprite.imageObject @markSprite = markSprite loadThangType: -> name = @thangType @thangType = new ThangType() @thangType.url = -> "/db/thang.type/#{name}" @listenToOnce(@thangType, 'sync', @onLoadedThangType) @thangType.fetch() markThangTypes[name] = @thangType window.mtt = markThangTypes onLoadedThangType: -> @build() @toggle(@toggleTo) if @toggleTo? Backbone.Mediator.publish 'sprite:loaded' update: (pos=null) -> return false unless @on and @mark and @sprite?.thangType.isFullyLoaded() @mark.visible = not @hidden @updatePosition pos @updateRotation() @updateScale() 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 + @sprite.getBobOffset() @mark.alpha = 0.451 / Math.sqrt(worldZ / 2 + 1) else pos ?= @sprite?.imageObject @mark.x = pos.x @mark.y = pos.y if @statusEffect or @name is 'highlight' offset = @sprite.getOffset 'aboveHead' @mark.x += offset.x @mark.y += offset.y @mark.y -= 3 if @statusEffect updateRotation: -> if @name is 'debug' or (@name is 'shadow' and @sprite.thang?.shape in ["rectangle", "box"]) @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?.imageObject size = @sprite.getAverageDimension() size += 60 if @name is 'selection' size += 60 if @name is 'repair' size *= @sprite.scaleFactor scale = size / {selection: 128, target: 128, repair: 320, highlight: 160}[@name] if @sprite?.thang.spriteName.search(/(dungeon|indoor).wall/i) isnt -1 scale *= 2 @mark.scaleX = @mark.scaleY = Math.min 1, scale if @markSprite? @mark.scaleX *= @markSprite.originalScaleX @mark.scaleY *= @markSprite.originalScaleY if @name in ['selection', 'target', 'repair'] @mark.scaleY *= @camera.y2x # code applies perspective stop: -> @markSprite?.stop() play: -> @markSprite?.play() hide: -> @hidden = true show: -> @hidden = false