mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-18 11:32:25 -05:00
291 lines
9.5 KiB
CoffeeScript
291 lines
9.5 KiB
CoffeeScript
# paths before the current state taper out,
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# and have a different color than the future
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PAST_PATH_TAIL_BRIGHTNESS = 150
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PAST_PATH_TAIL_ALPHA = 0.3
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PAST_PATH_HEAD_BRIGHTNESS = 200
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PAST_PATH_HEAD_ALPHA = 0.75
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PAST_PATH_HEAD_LENGTH = 50
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PAST_PATH_TAIL_WIDTH = 2
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PAST_PATH_HEAD_WIDTH = 2
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PAST_PATH_MAX_LENGTH = 200
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# paths in the future are single color dotted lines
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FUT_PATH_BRIGHTNESS = 153
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FUT_PATH_ALPHA = 0.8
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FUT_PATH_HEAD_LENGTH = 0
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FUT_PATH_WIDTH = 1
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FUT_PATH_MAX_LENGTH = 2000
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# selected paths are single color, and larger, more prominent
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# most other properties are the same as non-selected
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SELECTED_PATH_TAIL_BRIGHTNESS = 146
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SELECTED_PATH_TAIL_ALPHA = 0.5
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SELECTED_PATH_HEAD_BRIGHTNESS = 200
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SELECTED_PATH_HEAD_ALPHA = 1.0
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SELECTED_PAST_PATH_MAX_LENGTH = 2000
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FUT_SELECTED_PATH_WIDTH = 3
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# for sprites along the path
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CLONE_INTERVAL = 250 # distance between them, ignored for new actions
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CLONE_SCALE = 1.0
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CLONE_ALPHA = 0.4
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# path defaults
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PATH_DOT_LENGTH = 3
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PATH_SEGMENT_LENGTH = 15 # should be > PATH_DOT_LENGTH
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Camera = require './Camera'
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module.exports.Trailmaster = class Trailmaster
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paths: null # dictionary of thang ids to containers for their paths
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selectedPath: null # container of path selected
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pathDisplayObject: null
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world: null
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clock: 0
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constructor: (@camera) ->
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@listener = (e) => @tick(e)
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tick: ->
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@clock += 1
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generatePaths: (@world, @currentFrame, @selectedThang, @sprites, @selectedOnly) ->
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@paths = {}
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@pathDisplayObject = new createjs.Container()
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@pathDisplayObject.mouseEnabled = @pathDisplayObject.mouseChildren = false
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for thang in world.thangs
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continue unless thang.isSelectable
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continue unless thang.isMovable
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continue if @selectedOnly and thang isnt @selectedThang
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path = @createPathForThang thang
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continue if not path
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@pathDisplayObject.addChild path
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@paths[thang.id] = path
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@pathDisplayObject
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createPathForThang: (thang) ->
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container = new createjs.Container()
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path = @createPastPathForThang(thang)
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container.addChild(path) if path
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path = @createFuturePathForThang(thang)
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container.addChild(path) if path
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targets = @createTargetsForThang(thang)
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container.addChild(targets) if targets
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if thang is @selectedThang
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sprites = @spritesForThang(thang)
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for sprite in sprites
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container.addChild(sprite)
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container
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createPastPathForThang: (thang) ->
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maxLength = if thang is @selectedThang then SELECTED_PAST_PATH_MAX_LENGTH else PAST_PATH_MAX_LENGTH
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start = Math.max(@currentFrame - maxLength, 0)
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start = 0 if thang isnt @selectedThang
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resolution = if thang is @selectedThang then 4 else 12
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return unless points = @world.pointsForThang thang.id, start, @currentFrame, @camera, resolution
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params =
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tailWidth: PAST_PATH_TAIL_WIDTH
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headWidth: PAST_PATH_HEAD_WIDTH
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headLength: PAST_PATH_HEAD_LENGTH
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if thang is @selectedThang
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params['tailColor'] = colorForThang(thang.team, SELECTED_PATH_TAIL_BRIGHTNESS, SELECTED_PATH_TAIL_ALPHA)
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params['headColor'] = colorForThang(thang.team, SELECTED_PATH_HEAD_BRIGHTNESS, SELECTED_PATH_HEAD_ALPHA)
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else
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params['tailColor'] = colorForThang(thang.team, PAST_PATH_TAIL_BRIGHTNESS, PAST_PATH_TAIL_ALPHA)
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params['headColor'] = colorForThang(thang.team, PAST_PATH_HEAD_BRIGHTNESS, PAST_PATH_HEAD_ALPHA)
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return createPath(points, params)
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createFuturePathForThang: (thang) ->
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resolution = 8
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return unless points = @world.pointsForThang thang.id, @currentFrame, @currentFrame + FUT_PATH_MAX_LENGTH, @camera, resolution
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if thang is @selectedThang
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color = colorForThang(thang.team, SELECTED_PATH_HEAD_BRIGHTNESS, SELECTED_PATH_HEAD_ALPHA)
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else
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color = colorForThang(thang.team, FUT_PATH_BRIGHTNESS, FUT_PATH_ALPHA)
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return createPath(points,
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tailColor: color
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tailWidth: if thang is @selectedThang then FUT_SELECTED_PATH_WIDTH else FUT_PATH_WIDTH
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headLength: FUT_PATH_HEAD_LENGTH
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dotted: true
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dotOffset: @clock
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)
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createTargetsForThang: (thang) ->
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return unless thang.allTargets
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g = new createjs.Graphics()
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g.setStrokeStyle(0.5)
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g.beginStroke(createjs.Graphics.getRGB(0,0,0))
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color = colorForThang(thang.team)
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i = 0
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while i < thang.allTargets.length
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g.beginStroke(createjs.Graphics.getRGB(0,0,0))
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g.beginFill(createjs.Graphics.getRGB(color...))
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sup = @camera.worldToSurface x: thang.allTargets[i], y: thang.allTargets[i + 1]
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g.drawEllipse(sup.x - 5, sup.y - 3, 10, 6)
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g.endStroke()
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i += 2
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s = new createjs.Shape(g)
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s.x = 0
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s.y = 0
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s
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spritesForThang: (thang) ->
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i = 0
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sprites = []
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sprite = @sprites[thang.id]
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return sprites unless sprite?
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lastPos = @camera.surfaceToWorld x: sprite.displayObject.x, y: sprite.displayObject.y
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minDistance = Math.pow(CLONE_INTERVAL * Camera.MPP, 2)
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actions = @world.actionsForThang(thang.id)
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lastAction = null
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for action in actions
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continue if action.name in ['idle', 'move']
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frame = @world.frames[action.frame]
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frame.restoreStateForThang(thang)
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if lastPos
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diff = Math.pow(lastPos.x - thang.pos.x, 2)
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diff += Math.pow(lastPos.y - thang.pos.y, 2)
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continue if diff < minDistance and action.name is lastAction
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clone = sprite.imageObject.clone()
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clonePos = @camera.worldToSurface thang.pos
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clone.x = clonePos.x
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clone.y = clonePos.y
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clone.alpha = CLONE_ALPHA
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clone.scaleX *= CLONE_SCALE
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clone.scaleY *= CLONE_SCALE
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if sprite.expandActions # old Sprite
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sprite.updateRotation(clone, sprite.data)
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animActions = sprite.expandActions(if thang.acts then thang.getActionName() else "idle")
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sprite.applyActionsToSprites(animActions, [clone], true)
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animation = clone.spriteSheet.getAnimation(clone.currentAnimation)
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clone.currentAnimationFrame = Math.min(@clock % (animation.frames.length * 3), animation.frames.length - 1)
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else
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continue unless animation = sprite.actions[action.name]
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sprite.updateRotation clone
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animation = sprite.getActionDirection(animation) ? animation # no idea if this ever works
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clone.gotoAndStop animation.name
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# TODO: use action-specific framerate here?
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clone.currentAnimationFrame = Math.min(@clock % (animation.frames.length * 3), animation.frames.length - 1)
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sprites.push(clone)
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lastPos = x: thang.pos.x, y: thang.pos.y
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lastAction = action.name
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@world.frames[@currentFrame].restoreStateForThang(thang)
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sprites
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createPath = (points, options={}, g=null) ->
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options = options or {}
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tailColor = options.tailColor ? options.headColor
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headColor = options.headColor ? options.tailColor
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oneColor = true
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oneColor = oneColor and headColor[i] is tailColor[i] for i in [0..4]
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maxLength = options.maxLength or 0
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tailWidth = options.tailWidth
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headWidth = options.headWidth
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oneWidth = headWidth is tailWidth
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headLength = options.headLength
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dotted = options.dotted
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dotOffset = if options.dotOffset? then options.dotOffset else 0
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points = points.slice(-maxLength * 2) if maxLength isnt 0
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points = points.slice(((points.length / 2 + dotOffset) % PATH_SEGMENT_LENGTH) * 2) if dotOffset
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g = new createjs.Graphics() unless g
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return new createjs.Shape(g) if not points
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g.setStrokeStyle(tailWidth)
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g.beginStroke(createjs.Graphics.getRGB(tailColor...))
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g.moveTo(points[0], points[1])
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headStart = points.length - headLength
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[lastX, lastY] = [points[0], points[1]]
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for x, i in points by 2
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continue if i is 0
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y = points[i + 1]
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if i >= headStart and not (oneColor and oneWidth)
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diff = (i - headStart) / headLength
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style = transition(tailWidth, headWidth, diff)
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color = colorTransition(tailColor, headColor, diff)
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g.setStrokeStyle(style)
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g.beginStroke(createjs.Graphics.getRGB(color...))
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g.moveTo(lastX, lastY) if lastX?
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else if dotted
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if false and i < 2
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# Test: footprints
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g.beginFill(createjs.Graphics.getRGB(tailColor...))
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xofs = x - lastX
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yofs = y - lastY
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theta = Math.atan2(yofs, xofs)
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[fdist, fwidth] = [4, 2]
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fside = if (i + dotOffset) % 4 is 0 then -1 else 1
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fx = [lastX + fside * fdist * (Math.cos(theta) * xofs - Math.sin(theta) * yofs)]
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fy = [lastY + fside * fdist * (Math.sin(theta) * xofs - Math.cos(theta) * yofs)]
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g.drawCircle(fx, fy, 2)
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offset = ((i / 2) % PATH_SEGMENT_LENGTH)
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if offset >= PATH_DOT_LENGTH
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if offset is PATH_DOT_LENGTH
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g.endStroke()
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lastX = x
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lastY = y
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continue
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else
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if offset is 0
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g.beginStroke(createjs.Graphics.getRGB(tailColor...))
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g.moveTo(lastX, lastY) if lastX?
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g.lineTo(x, y)
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lastX = x
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lastY = y
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g.endStroke()
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s = new createjs.Shape(g)
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return s
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colorTransition = (color1, color2, pct) ->
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return color1 if pct <= 0
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return color2 if pct >= 1
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i = 0
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color = []
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while i < 4
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val = transition(color1[i], color2[i], pct)
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val = Math.floor(val) if i isnt 3
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color.push(val)
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i += 1
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color
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transition = (num1, num2, pct) ->
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return num1 if pct <= 0
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return num2 if pct >= 1
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num1 + (num2 - num1) * pct
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colorForThang = (team, brightness=100, alpha=1.0) =>
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# multipliers should sum to 3.0
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multipliers = [2.0, 0.5, 0.5] if team is 'humans'
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multipliers = [0.5, 0.5, 2.0] if team is 'ogres'
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multipliers = [2.0, 0.5, 0.5] if not multipliers
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color = _.map(multipliers, (m) -> return parseInt(m * brightness))
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color.push(alpha)
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return color
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