mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-18 03:23:42 -05:00
163 lines
5.7 KiB
CoffeeScript
163 lines
5.7 KiB
CoffeeScript
CocoModel = require('./CocoModel')
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SpriteBuilder = require 'lib/sprites/SpriteBuilder'
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module.exports = class ThangType extends CocoModel
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@className: "ThangType"
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urlRoot: "/db/thang.type"
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building: 0
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initialize: ->
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super()
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@setDefaults()
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@on 'sync', @setDefaults
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@spriteSheets = {}
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setDefaults: ->
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@resetRawData() unless @get('raw')
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resetRawData: ->
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@set('raw', {shapes:{}, containers:{}, animations:{}})
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requiredRawAnimations: ->
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required = []
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for name, action of @get('actions')
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continue if name is 'portrait'
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allActions = [action].concat(_.values (action.relatedActions ? {}))
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for a in allActions when a.animation
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scale = if name is 'portrait' then a.scale or 1 else a.scale or @get('scale') or 1
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animation = {animation: a.animation, scale: scale}
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animation.portrait = name is 'portrait'
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unless _.find(required, (r) -> _.isEqual r, animation)
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required.push animation
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required
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resetSpriteSheetCache: ->
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@buildActions()
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@spriteSheets = {}
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getActions: ->
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return @actions or @buildActions()
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buildActions: ->
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@actions = _.cloneDeep(@get('actions'))
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for name, action of @actions
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action.name = name
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for relatedName, relatedAction of action.relatedActions ? {}
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relatedAction.name = action.name + "_" + relatedName
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@actions[relatedAction.name] = relatedAction
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@actions
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getSpriteSheet: (options) ->
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options = @fillOptions options
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key = @spriteSheetKey(options)
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return @spriteSheets[key] or @buildSpriteSheet(options)
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fillOptions: (options) ->
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options ?= {}
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options = _.clone options
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options.resolutionFactor ?= 4
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options.async ?= false
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options
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buildSpriteSheet: (options) ->
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@initBuild(options)
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# @options.portraitOnly = true
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@addGeneralFrames() unless @options.portraitOnly
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@addPortrait()
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@finishBuild()
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initBuild: (options) ->
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@buildActions() if not @actions
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@options = @fillOptions options
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@vectorParser = new SpriteBuilder(@)
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@builder = new createjs.SpriteSheetBuilder()
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@builder.padding = 2
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@frames = {}
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addPortrait: ->
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# The portrait is built very differently than the other animations, so it gets a separate function.
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portrait = @actions.portrait
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return unless portrait
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scale = portrait.scale or 1
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pt = portrait.positions?.registration
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rect = new createjs.Rectangle(pt?.x/scale or 0, pt?.y/scale or 0, 100/scale, 100/scale)
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if portrait.animation
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mc = @vectorParser.buildMovieClip portrait.animation
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mc.nominalBounds = mc.frameBounds = null # override what the movie clip says on bounding
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@builder.addMovieClip(mc, rect, scale)
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frames = @builder._animations[portrait.animation].frames
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frames = @normalizeFrames(portrait.frames, frames[0]) if portrait.frames?
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portrait.frames = frames
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@builder.addAnimation 'portrait', frames, true
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else if portrait.container
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s = @vectorParser.buildContainerFromStore(portrait.container)
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frame = @builder.addFrame(s, rect, scale)
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@builder.addAnimation 'portrait', [frame], false
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addGeneralFrames: ->
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framesMap = {}
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for animation in @requiredRawAnimations()
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name = animation.animation
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mc = @vectorParser.buildMovieClip name
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@builder.addMovieClip mc, null, animation.scale * @options.resolutionFactor
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framesMap[animation.scale + "_" + name] = @builder._animations[name].frames
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for name, action of @actions when action.animation
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continue if name is 'portrait'
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scale = action.scale ? @get('scale') ? 1
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frames = framesMap[scale + "_" + action.animation]
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frames = @mapFrames(action.frames, frames[0]) if action.frames?
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action.frames = frames # Keep generated frame numbers around
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next = true
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next = action.goesTo if action.goesTo
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next = false if action.loops is false
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@builder.addAnimation name, frames, next
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for name, action of @actions when action.container and not action.animation
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continue if name is 'portrait'
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scale = @options.resolutionFactor * (action.scale or @get('scale') or 1)
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s = @vectorParser.buildContainerFromStore(action.container)
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frame = @builder.addFrame(s, s.bounds, scale)
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@builder.addAnimation name, [frame], false
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mapFrames: (frames, frameOffset) ->
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return frames unless _.isString(frames) # don't accidentally do this again
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(parseInt(f, 10) + frameOffset for f in frames.split(','))
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finishBuild: ->
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return if _.isEmpty(@builder._animations)
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key = @spriteSheetKey(@options)
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spriteSheet = null
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if @options.async
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@builder.buildAsync()
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@builder.on 'complete', @onBuildSpriteSheetComplete, @, true, key
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return true
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console.warn 'Building', @get('name'), 'and blocking the main thread. LevelLoader should have it built asynchronously instead.'
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spriteSheet = @builder.build()
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@spriteSheets[key] = spriteSheet
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spriteSheet
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onBuildSpriteSheetComplete: (e, key) ->
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@spriteSheets[key] = e.target.spriteSheet
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@trigger 'build-complete'
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spriteSheetKey: (options) ->
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"#{@get('name')} - #{options.resolutionFactor}"
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getPortrait: (spriteOptionsOrKey, size=100) ->
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key = spriteOptionsOrKey
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key = if _.isObject(key) then @spriteSheetKey(key) else key
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spriteSheet = @spriteSheets[key]
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return unless spriteSheet
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canvas = $("<canvas width='#{size}' height='#{size}'></canvas>")
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stage = new createjs.Stage(canvas[0])
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sprite = new createjs.Sprite(spriteSheet)
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pt = @actions.portrait?.positions?.registration
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sprite.regX = pt?.x or 0
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sprite.regY = pt?.y or 0
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sprite.gotoAndStop 'portrait'
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stage.addChild(sprite)
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stage.update()
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url = stage.toDataURL()
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img = $('<img />').attr('src', url)
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