mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-23 23:58:02 -05:00
4dda1b67dd
Attempting to use a react-component-like system, where the Surface simply emits everything that happens through the shared GameUIState, and the parent (in this case the ThangsTabView, but theoretically anything that uses the surface) handles the events manually, to enforce desired behavior for that particular context. It's nice that all the event handling is centralized, but it's still a bit of a mess, and not thoroughly stateful. But it's a start. This is in preparation for allowing multi-thang selection and manipulation in the level editor.
344 lines
13 KiB
CoffeeScript
344 lines
13 KiB
CoffeeScript
CocoClass = require 'core/CocoClass'
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GameUIState = require 'models/GameUIState'
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# If I were the kind of math major who remembered his math, this would all be done with matrix transforms.
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r2d = (radians) -> radians * 180 / Math.PI
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d2r = (degrees) -> degrees / 180 * Math.PI
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MAX_ZOOM = 8
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MIN_ZOOM = 0.1
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DEFAULT_ZOOM = 2.0
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DEFAULT_TARGET = {x: 0, y: 0}
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DEFAULT_TIME = 1000
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STANDARD_ZOOM_WIDTH = 924
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STANDARD_ZOOM_HEIGHT = 589
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# You can't mutate any of the constructor parameters after construction.
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# You can only call zoomTo to change the zoom target and zoom level.
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module.exports = class Camera extends CocoClass
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@PPM: 10 # pixels per meter
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@MPP: 0.1 # meters per pixel; should match @PPM
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bounds: null # list of two surface points defining the viewable rectangle in the world
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# or null if there are no bounds
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# what the camera is pointed at right now
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target: DEFAULT_TARGET
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zoom: DEFAULT_ZOOM
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canvasScaleFactorX: 1
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canvasScaleFactorY: 1
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# properties for tracking going between targets
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oldZoom: null
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newZoom: null
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oldTarget: null
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newTarget: null
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tweenProgress: 0.0
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instant: false
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# INIT
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subscriptions:
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'camera:zoom-in': 'onZoomIn'
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'camera:zoom-out': 'onZoomOut'
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'camera:zoom-to': 'onZoomTo'
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'level:restarted': 'onLevelRestarted'
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constructor: (@canvas, @options={}) ->
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angle=Math.asin(0.75)
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hFOV=d2r(30)
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super()
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@gameUIState = @options.gameUIState or new GameUIState()
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@listenTo @gameUIState, 'surface:stage-mouse-move', @onMouseMove
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@listenTo @gameUIState, 'surface:stage-mouse-down', @onMouseDown
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@listenTo @gameUIState, 'surface:stage-mouse-up', @onMouseUp
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@listenTo @gameUIState, 'surface:mouse-scrolled', @onMouseScrolled
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@handleEvents = @options.handleEvents ? true
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@canvasWidth = parseInt(@canvas.attr('width'), 10)
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@canvasHeight = parseInt(@canvas.attr('height'), 10)
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@offset = {x: 0, y: 0}
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@calculateViewingAngle angle
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@calculateFieldOfView hFOV
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@calculateAxisConversionFactors()
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@calculateMinMaxZoom()
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@updateViewports()
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onResize: (newCanvasWidth, newCanvasHeight) ->
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@canvasScaleFactorX = newCanvasWidth / @canvasWidth
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@canvasScaleFactorY = newCanvasHeight / @canvasHeight
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Backbone.Mediator.publish 'camera:zoom-updated', camera: @, zoom: @zoom, surfaceViewport: @surfaceViewport
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calculateViewingAngle: (angle) ->
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# Operate on open interval between 0 - 90 degrees to make the math easier
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epsilon = 0.000001 # Too small and numerical instability will get us.
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@angle = Math.max(Math.min(Math.PI / 2 - epsilon, angle), epsilon)
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if @angle isnt angle and angle isnt 0 and angle isnt Math.PI / 2
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console.log "Restricted given camera angle of #{r2d(angle)} to #{r2d(@angle)}."
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calculateFieldOfView: (hFOV) ->
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# http://en.wikipedia.org/wiki/Field_of_view_in_video_games
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epsilon = 0.000001 # Too small and numerical instability will get us.
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@hFOV = Math.max(Math.min(Math.PI - epsilon, hFOV), epsilon)
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if @hFOV isnt hFOV and hFOV isnt 0 and hFOV isnt Math.PI
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console.log "Restricted given horizontal field of view to #{r2d(hFOV)} to #{r2d(@hFOV)}."
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@vFOV = 2 * Math.atan(Math.tan(@hFOV / 2) * @canvasHeight / @canvasWidth)
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if @vFOV > Math.PI
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console.log 'Vertical field of view problem: expected canvas not to be taller than it is wide with high field of view.'
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@vFOV = Math.PI - epsilon
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calculateAxisConversionFactors: ->
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@y2x = Math.sin @angle # 1 unit along y is equivalent to y2x units along x
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@z2x = Math.cos @angle # 1 unit along z is equivalent to z2x units along x
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@z2y = @z2x / @y2x # 1 unit along z is equivalent to z2y units along y
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@x2y = 1 / @y2x # 1 unit along x is equivalent to x2y units along y
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@x2z = 1 / @z2x # 1 unit along x is equivalent to x2z units along z
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@y2z = 1 / @z2y # 1 unit along y is equivalent to y2z units along z
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# CONVERSIONS AND CALCULATIONS
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worldToSurface: (pos) ->
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x = pos.x * Camera.PPM
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y = -pos.y * @y2x * Camera.PPM
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if pos.z
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y -= @z2y * @y2x * pos.z * Camera.PPM
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{x: x, y: y}
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surfaceToCanvas: (pos) ->
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{x: (pos.x - @surfaceViewport.x) * @zoom, y: (pos.y - @surfaceViewport.y) * @zoom}
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canvasToScreen: (pos) ->
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{x: pos.x * @canvasScaleFactorX, y: pos.y * @canvasScaleFactorY}
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screenToCanvas: (pos) ->
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{x: pos.x / @canvasScaleFactorX, y: pos.y / @canvasScaleFactorY}
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canvasToSurface: (pos) ->
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{x: pos.x / @zoom + @surfaceViewport.x, y: pos.y / @zoom + @surfaceViewport.y}
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surfaceToWorld: (pos) ->
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{x: pos.x * Camera.MPP, y: -pos.y * Camera.MPP * @x2y, z: 0}
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canvasToWorld: (pos) -> @surfaceToWorld @canvasToSurface pos
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worldToCanvas: (pos) -> @surfaceToCanvas @worldToSurface pos
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worldToScreen: (pos) -> @canvasToScreen @worldToCanvas pos
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surfaceToScreen: (pos) -> @canvasToScreen @surfaceToCanvas pos
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screenToSurface: (pos) -> @canvasToSurface @screenToCanvas pos
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screenToWorld: (pos) -> @surfaceToWorld @screenToSurface pos
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cameraWorldPos: ->
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# I tried to figure out the math for how much of @vFOV is below the midpoint (botFOV) and how much is above (topFOV), but I failed.
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# So I'm just making something up. This would give botFOV 20deg, topFOV 10deg at @vFOV 30deg and @angle 45deg, or an even 15/15 at @angle 90deg.
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botFOV = @x2y * @vFOV / (@y2x + @x2y)
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topFOV = @y2x * @vFOV / (@y2x + @x2y)
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botDist = @worldViewport.height / 2 * Math.sin(@angle) / Math.sin(botFOV)
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z = botDist * Math.sin(@angle + botFOV)
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x: @worldViewport.cx, y: @worldViewport.cy - z * @z2y, z: z
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distanceTo: (pos) ->
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# Get the physical distance in meters from the camera to the given world pos.
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cpos = @cameraWorldPos()
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dx = pos.x - cpos.x
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dy = pos.y - cpos.y
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dz = (pos.z or 0) - cpos.z
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Math.sqrt dx * dx + dy * dy + dz * dz
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distanceRatioTo: (pos) ->
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# Get the ratio of the distance to the given world pos over the distance to the center of the camera view.
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cpos = @cameraWorldPos()
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dy = @worldViewport.cy - cpos.y
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camDist = Math.sqrt(dy * dy + cpos.z * cpos.z)
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return @distanceTo(pos) / camDist
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# Old method for flying things below; could re-integrate this
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## Because none of our maps are designed to get smaller with distance along the y-axis, we'll only use z, as if we were looking straight down, until we get high enough. Based on worldPos.z, we gradually shift over to the more-realistic scale. This is pretty hacky.
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#ratioWithoutY = dz * dz / (cPos.z * cPos.z)
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#zv = Math.min(Math.max(0, worldPos.z - 5), cPos.z - 5) / (cPos.z - 5)
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#zv * ratioWithY + (1 - zv) * ratioWithoutY
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# SUBSCRIPTIONS
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onZoomIn: (e) -> @zoomTo @target, @zoom * 1.15, 300
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onZoomOut: (e) -> @zoomTo @target, @zoom / 1.15, 300
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onMouseDown: (e) ->
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return if @dragDisabled
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@lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY}
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@mousePressed = true
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onMouseMove: (e) ->
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return unless @mousePressed and @gameUIState.get('canDragCamera')
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return if @dragDisabled
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target = @boundTarget(@target, @zoom)
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newPos =
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x: target.x + (@lastPos.x - e.originalEvent.rawX) / @zoom
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y: target.y + (@lastPos.y - e.originalEvent.rawY) / @zoom
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@zoomTo newPos, @zoom, 0
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@lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY}
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Backbone.Mediator.publish 'camera:dragged', {}
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onMouseUp: (e) ->
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@mousePressed = false
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onMouseScrolled: (e) ->
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ratio = 1 + 0.05 * Math.sqrt(Math.abs(e.deltaY))
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ratio = 1 / ratio if e.deltaY > 0
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newZoom = @zoom * ratio
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if e.screenPos and not @focusedOnSprite()
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# zoom based on mouse position, adjusting the target so the point under the mouse stays the same
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mousePoint = @screenToSurface(e.screenPos)
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ratioPosX = (mousePoint.x - @surfaceViewport.x) / @surfaceViewport.width
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ratioPosY = (mousePoint.y - @surfaceViewport.y) / @surfaceViewport.height
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newWidth = @canvasWidth / newZoom
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newHeight = @canvasHeight / newZoom
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newTargetX = mousePoint.x - (newWidth * ratioPosX) + (newWidth / 2)
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newTargetY = mousePoint.y - (newHeight * ratioPosY) + (newHeight / 2)
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target = {x: newTargetX, y: newTargetY}
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else
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target = @target
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@zoomTo target, newZoom, 0
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onLevelRestarted: ->
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@setBounds(@firstBounds, false)
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# COMMANDS
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setBounds: (worldBounds, updateZoom=true) ->
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# receives an array of two world points. Normalize and apply them
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@firstBounds = worldBounds unless @firstBounds
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@bounds = @normalizeBounds(worldBounds)
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@calculateMinMaxZoom()
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@updateZoom true if updateZoom
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@target = @currentTarget unless @focusedOnSprite()
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normalizeBounds: (worldBounds) ->
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return null unless worldBounds
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top = Math.max(worldBounds[0].y, worldBounds[1].y)
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left = Math.min(worldBounds[0].x, worldBounds[1].x)
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bottom = Math.min(worldBounds[0].y, worldBounds[1].y)
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right = Math.max(worldBounds[0].x, worldBounds[1].x)
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bottom -= 1 if top is bottom
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right += 1 if left is right
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p1 = @worldToSurface({x: left, y: top})
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p2 = @worldToSurface({x: right, y: bottom})
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{x: p1.x, y: p1.y, width: p2.x-p1.x, height: p2.y-p1.y}
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calculateMinMaxZoom: ->
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# Zoom targets are always done in Surface coordinates.
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@maxZoom = MAX_ZOOM
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return @minZoom = MIN_ZOOM unless @bounds
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@minZoom = Math.max @canvasWidth / @bounds.width, @canvasHeight / @bounds.height
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if @zoom
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@zoom = Math.max @minZoom, @zoom
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@zoom = Math.min @maxZoom, @zoom
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zoomTo: (newTarget=null, newZoom=1.0, time=1500) ->
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# Target is either just a {x, y} pos or a display object with {x, y} that might change; surface coordinates.
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time = 0 if @instant
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newTarget ?= {x: 0, y: 0}
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newTarget = (@newTarget or @target) if @locked
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newZoom = Math.max newZoom, @minZoom
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newZoom = Math.min newZoom, @maxZoom
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thangType = @target?.sprite?.thangType
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if thangType
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@offset = _.clone(thangType.get('positions')?.torso or {x: 0, y: 0})
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scale = thangType.get('scale') or 1
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@offset.x *= scale
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@offset.y *= scale
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else
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@offset = {x: 0, y: 0}
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return if @zoom is newZoom and newTarget is newTarget.x and newTarget.y is newTarget.y
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@finishTween(true)
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if time
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@newTarget = newTarget
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@oldTarget = @boundTarget(@target, @zoom)
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@oldZoom = @zoom
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@newZoom = newZoom
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@tweenProgress = 0.01
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createjs.Tween.get(@)
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.to({tweenProgress: 1.0}, time, createjs.Ease.getPowOut(4))
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.call @finishTween
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else
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@target = newTarget
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@zoom = newZoom
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@updateZoom true
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focusedOnSprite: ->
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return @target?.name
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finishTween: (abort=false) =>
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createjs.Tween.removeTweens(@)
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return unless @newTarget
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unless abort is true
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@target = @newTarget
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@zoom = @newZoom
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@newZoom = @oldZoom = @newTarget = @newTarget = @tweenProgress = null
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@updateZoom true
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updateZoom: (force=false) ->
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# Update when we're focusing on a Thang, tweening, or forcing it, unless we're locked
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return if (not force) and (@locked or (not @newTarget and not @focusedOnSprite()))
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if @newTarget
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t = @tweenProgress
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@zoom = @oldZoom + t * (@newZoom - @oldZoom)
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[p1, p2] = [@oldTarget, @boundTarget(@newTarget, @newZoom)]
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target = @target = x: p1.x + t * (p2.x - p1.x), y: p1.y + t * (p2.y - p1.y)
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else
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target = @boundTarget @target, @zoom
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return if not force and _.isEqual target, @currentTarget
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@currentTarget = target
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viewportDifference = @updateViewports target
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if viewportDifference > 0.1 # Roughly 0.1 pixel difference in what we can see
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Backbone.Mediator.publish 'camera:zoom-updated', camera: @, zoom: @zoom, surfaceViewport: @surfaceViewport, minZoom: @minZoom
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boundTarget: (pos, zoom) ->
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# Given an {x, y} in Surface coordinates, return one that will keep our viewport on the Surface.
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return pos unless @bounds
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y = pos.y
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if thang = pos.sprite?.thang
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y = @worldToSurface(x: thang.pos.x, y: thang.pos.y).y # ignore z
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marginX = (@canvasWidth / zoom / 2)
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marginY = (@canvasHeight / zoom / 2)
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x = Math.min(Math.max(marginX + @bounds.x, pos.x + @offset.x), @bounds.x + @bounds.width - marginX)
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y = Math.min(Math.max(marginY + @bounds.y, y + @offset.y), @bounds.y + @bounds.height - marginY)
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{x: x, y: y}
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updateViewports: (target) ->
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target ?= @target
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sv = width: @canvasWidth / @zoom, height: @canvasHeight / @zoom, cx: target.x, cy: target.y
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sv.x = sv.cx - sv.width / 2
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sv.y = sv.cy - sv.height / 2
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if @surfaceViewport
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# Calculate how different this viewport is. (If it's basically not different, we can avoid visualizing the update.)
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viewportDifference = Math.abs(@surfaceViewport.x - sv.x) + 1.01 * Math.abs(@surfaceViewport.y - sv.y) + 1.02 * Math.abs(@surfaceViewport.width - sv.width)
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else
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viewportDifference = 9001
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@surfaceViewport = sv
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wv = @surfaceToWorld sv # get x and y
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wv.width = sv.width * Camera.MPP
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wv.height = sv.height * Camera.MPP * @x2y
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wv.cx = wv.x + wv.width / 2
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wv.cy = wv.y + wv.height / 2
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@worldViewport = wv
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viewportDifference
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lock: ->
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@target = @currentTarget
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@locked = true
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unlock: ->
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@locked = false
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destroy: ->
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createjs.Tween.removeTweens @
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super()
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onZoomTo: (e) ->
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@zoomTo @worldToSurface(e.pos), @zoom, e.duration
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