mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-28 10:06:08 -05:00
800 lines
30 KiB
CoffeeScript
800 lines
30 KiB
CoffeeScript
CocoClass = require 'lib/CocoClass'
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{createProgressBar} = require './sprite_utils'
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Camera = require './Camera'
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Mark = require './Mark'
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Label = require './Label'
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AudioPlayer = require 'lib/AudioPlayer'
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{me} = require 'lib/auth'
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# We'll get rid of this once level's teams actually have colors
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healthColors =
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ogres: [64, 128, 212]
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humans: [255, 0, 0]
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neutral: [64, 212, 128]
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# Sprite: EaselJS-based view/controller for Thang model
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module.exports = Lank = class Lank extends CocoClass
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thangType: null # ThangType instance
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sprite: null
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healthBar: null
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marks: null
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labels: null
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ranges: null
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options:
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groundLayer: null
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textLayer: null
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floatingLayer: null
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thang: null
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camera: null
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showInvisible: false
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possessed: false
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flipped: false
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flippedCount: 0
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actionQueue: null
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actions: null
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rotation: 0
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# Scale numbers
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scaleFactorX: 1 # Current scale adjustment. This can change rapidly.
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scaleFactorY: 1
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targetScaleFactorX: 1 # What the scaleFactor is going toward during a tween.
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targetScaleFactorY: 1
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# ACTION STATE
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# Actions have relations. If you say 'move', 'move_side' may play because of a direction
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# relationship, and if you say 'cast', 'cast_begin' may happen first, or 'cast_end' after.
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currentRootAction: null # action that, in general, is playing or will play
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currentAction: null # related action that is right now playing
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subscriptions:
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'level:sprite-dialogue': 'onDialogue'
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'level:sprite-clear-dialogue': 'onClearDialogue'
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'level:set-letterbox': 'onSetLetterbox'
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'surface:ticked': 'onSurfaceTicked'
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'sprite:move': 'onMove'
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constructor: (@thangType, options) ->
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super()
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spriteName = @thangType.get('name')
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@isMissile = /(Missile|Arrow|Spear)/.test(spriteName) and not /Tower/.test(spriteName)
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@options = _.extend($.extend(true, {}, @options), options)
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@setThang @options.thang
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if @thang?
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options = @thang?.getLankOptions?()
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@options.colorConfig = options.colorConfig if options and options.colorConfig
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console.error @toString(), 'has no ThangType!' unless @thangType
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# this is a stub, use @setSprite to swap it out for something else later
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@sprite = new createjs.Container
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@actionQueue = []
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@marks = {}
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@labels = {}
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@ranges = []
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@handledDisplayEvents = {}
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@age = 0
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@stillLoading = true
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if @thangType.isFullyLoaded() then @onThangTypeLoaded() else @listenToOnce(@thangType, 'sync', @onThangTypeLoaded)
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toString: -> "<Lank: #{@thang?.id}>"
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onThangTypeLoaded: ->
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@stillLoading = false
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for trigger, sounds of @thangType.get('soundTriggers') or {} when trigger isnt 'say'
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AudioPlayer.preloadSoundReference sound for sound in sounds when sound
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if @thangType.get('raster')
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@actions = {}
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@isRaster = true
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else
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@actions = @thangType.getActions()
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@createMarks()
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@scaleFactorX = @thang.scaleFactorX if @thang?.scaleFactorX?
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@scaleFactorX = @thang.scaleFactor if @thang?.scaleFactor?
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@scaleFactorY = @thang.scaleFactorY if @thang?.scaleFactorY?
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@scaleFactorY = @thang.scaleFactor if @thang?.scaleFactor?
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@updateAction() unless @currentAction
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setSprite: (newSprite) ->
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if @sprite
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@sprite.destroy?()
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if parent = @sprite.parent
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parent.removeChild @sprite
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if parent.spriteSheet is newSprite.spriteSheet
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parent.addChild newSprite
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# get the lank to update things
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for prop in ['lastPos', 'currentRootAction']
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delete @[prop]
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@sprite = newSprite
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if @thang and @thang.stateChanged is false
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@thang.stateChanged = true
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@configureMouse()
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@sprite.on 'animationend', @playNextAction
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@playAction(@currentAction) if @currentAction and not @stillLoading
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@trigger 'new-sprite', @sprite
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##################################################
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# QUEUEING AND PLAYING ACTIONS
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queueAction: (action) ->
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# The normal way to have an action play
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action = @actions[action] if _.isString(action)
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action ?= @actions.idle
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@actionQueue = []
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@actionQueue.push @currentRootAction.relatedActions.end if @currentRootAction?.relatedActions?.end
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@actionQueue.push action.relatedActions.begin if action.relatedActions?.begin
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@actionQueue.push action
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if action.goesTo and nextAction = @actions[action.goesTo]
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@actionQueue.push nextAction if nextAction
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@currentRootAction = action
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@playNextAction()
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onSurfaceTicked: (e) -> @age += e.dt
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playNextAction: =>
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@playAction(@actionQueue.splice(0, 1)[0]) if @actionQueue.length
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playAction: (action) ->
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return if @isRaster
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@currentAction = action
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return @hide() unless action.animation or action.container or action.relatedActions or action.goesTo
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@show()
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return @updateActionDirection() unless action.animation or action.container or action.goesTo
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return if @sprite.placeholder
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m = if action.container then 'gotoAndStop' else 'gotoAndPlay'
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@sprite[m]?(action.name)
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@updateScale()
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@updateRotation()
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hide: ->
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@hiding = true
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@updateAlpha()
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show: ->
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@hiding = false
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@updateAlpha()
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stop: ->
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@sprite?.stop?()
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mark.stop() for name, mark of @marks
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@stopped = true
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play: ->
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@sprite?.play?()
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mark.play() for name, mark of @marks
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@stopped = false
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update: (frameChanged) ->
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# Gets the sprite to reflect what the current state of the thangs and surface are
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return false if @stillLoading
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thangUnchanged = @thang and @thang.stateChanged is false
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if (frameChanged and not thangUnchanged) or (@thang and @thang.bobHeight) or @notOfThisWorld
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@updatePosition()
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return false if thangUnchanged
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frameChanged = frameChanged or @targetScaleFactorX isnt @scaleFactorX or @targetScaleFactorY isnt @scaleFactorY
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if frameChanged
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@handledDisplayEvents = {}
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@updateScale() # must happen before rotation
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@updateAlpha()
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@updateRotation()
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@updateAction()
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@updateStats()
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@updateGold()
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@showAreaOfEffects()
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@showTextEvents()
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@updateHealthBar()
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@updateMarks()
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@updateLabels()
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@thang.stateChanged = false if @thang and @thang.stateChanged is true
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return true
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showAreaOfEffects: ->
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return unless @thang?.currentEvents
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for event in @thang.currentEvents
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continue unless event.startsWith 'aoe-'
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continue if @handledDisplayEvents[event]
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@handledDisplayEvents[event] = true
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args = JSON.parse(event[4...])
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key = 'aoe-' + JSON.stringify(args[2..])
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unless key in @options.groundLayer.spriteSheet.getAnimations()
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args = JSON.parse(event[4...])
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circle = new createjs.Shape()
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radius = args[2] * Camera.PPM
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if args.length is 4
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circle.graphics.beginFill(args[3]).drawCircle(0, 0, radius)
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else
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startAngle = args[4]
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endAngle = args[5]
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circle.graphics.beginFill(args[3])
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.lineTo(0, 0)
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.lineTo(radius * Math.cos(startAngle), radius * Math.sin(startAngle))
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.arc(0, 0, radius, startAngle, endAngle)
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.lineTo(0, 0)
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@options.groundLayer.addCustomGraphic(key, circle, [-radius, -radius, radius*2, radius*2])
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circle = new createjs.Sprite(@options.groundLayer.spriteSheet)
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circle.gotoAndStop(key)
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pos = @options.camera.worldToSurface {x: args[0], y: args[1]}
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circle.x = pos.x
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circle.y = pos.y
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resFactor = @options.groundLayer.resolutionFactor
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circle.scaleY = @options.camera.y2x * 0.7 / resFactor
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circle.scaleX = 0.7 / resFactor
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circle.alpha = 0.2
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@options.groundLayer.addChild circle
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createjs.Tween.get(circle)
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.to({alpha: 0.6, scaleY: @options.camera.y2x / resFactor, scaleX: 1 / resFactor}, 100, createjs.Ease.circOut)
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.to({alpha: 0, scaleY: 0, scaleX: 0}, 700, createjs.Ease.circIn)
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.call =>
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return if @destroyed
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@options.groundLayer.removeChild circle
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delete @handledDisplayEvents[event]
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showTextEvents: ->
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return unless @thang?.currentEvents
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for event in @thang.currentEvents
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continue unless event.startsWith 'text-'
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continue if @handledDisplayEvents[event]
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@handledDisplayEvents[event] = true
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options = JSON.parse(event[5...])
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label = new createjs.Text options.text, "bold #{options.size or 16}px Arial", options.color or '#FFF'
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shadowColor = {humans: '#F00', ogres: '#00F', neutral: '#0F0', common: '#0F0'}[@thang.team] ? '#000'
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label.shadow = new createjs.Shadow shadowColor, 1, 1, 3
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offset = @getOffset 'aboveHead'
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[label.x, label.y] = [@sprite.x + offset.x - label.getMeasuredWidth() / 2, @sprite.y + offset.y]
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@options.textLayer.addChild label
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window.labels ?= []
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window.labels.push label
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label.alpha = 0
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createjs.Tween.get(label)
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.to({y: label.y-2, alpha: 1}, 200, createjs.Ease.linear)
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.to({y: label.y-12}, 1000, createjs.Ease.linear)
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.to({y: label.y-22, alpha: 0}, 1000, createjs.Ease.linear)
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.call =>
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return if @destroyed
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@options.textLayer.removeChild label
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getBobOffset: ->
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return 0 unless @thang.bobHeight
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return @lastBobOffset if @stopped
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return @lastBobOffset = @thang.bobHeight * (1 + Math.sin(@age * Math.PI / @thang.bobTime))
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getWorldPosition: ->
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p1 = if @possessed then @shadow.pos else @thang.pos
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if bobOffset = @getBobOffset()
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p1 = p1.copy?() or _.clone(p1)
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p1.z += bobOffset
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x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2
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updatePosition: (whileLoading=false) ->
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return if @stillLoading and not whileLoading
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return unless @thang?.pos and @options.camera?
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[p0, p1] = [@lastPos, @thang.pos]
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return if p0 and p0.x is p1.x and p0.y is p1.y and p0.z is p1.z and not @thang.bobHeight
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wop = @getWorldPosition()
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sup = @options.camera.worldToSurface wop
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[@sprite.x, @sprite.y] = [sup.x, sup.y]
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@lastPos = p1.copy?() or _.clone(p1) unless whileLoading
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@hasMoved = true
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if @thangType.get('name') is 'Flag' and not @notOfThisWorld
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# Let the pending flags know we're here (but not this call stack, they need to delete themselves, and we may be iterating sprites).
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_.defer => Backbone.Mediator.publish 'surface:flag-appeared', sprite: @
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updateScale: ->
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return unless @sprite
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if @thangType.get('matchWorldDimensions') and @thang
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if @thang.width isnt @lastThangWidth or @thang.height isnt @lastThangHeight
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bounds = @sprite.getBounds()
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return unless bounds
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@sprite.scaleX = @thang.width * Camera.PPM / bounds.width
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@sprite.scaleY = @thang.height * Camera.PPM * @options.camera.y2x / bounds.height
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@sprite.regX = bounds.width / 2
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@sprite.regY = bounds.height / 2
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unless @thang.spriteName is 'Beam'
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@sprite.scaleX *= @thangType.get('scale') ? 1
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@sprite.scaleY *= @thangType.get('scale') ? 1
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[@lastThangWidth, @lastThangHeight] = [@thang.width, @thang.height]
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return
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scaleX = scaleY = 1
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if @isMissile
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# Scales the arrow so it appears longer when flying parallel to horizon.
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# To do that, we convert angle to [0, 90] (mirroring half-planes twice), then make linear function out of it:
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# (a - x) / a: equals 1 when x = 0, equals 0 when x = a, monotonous in between. That gives us some sort of
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# degenerative multiplier.
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# For our purposes, a = 90 - the direction straight upwards.
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# Then we use r + (1 - r) * x function with r = 0.5, so that
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# maximal scale equals 1 (when x is at it's maximum) and minimal scale is 0.5.
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# Notice that the value of r is empirical.
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angle = @getRotation()
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angle = -angle if angle < 0
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angle = 180 - angle if angle > 90
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scaleX = 0.5 + 0.5 * (90 - angle) / 90
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# console.error 'No thang for', @ unless @thang
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@sprite.scaleX = @sprite.baseScaleX * @scaleFactorX * scaleX
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@sprite.scaleY = @sprite.baseScaleY * @scaleFactorY * scaleY
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newScaleFactorX = @thang?.scaleFactorX ? @thang?.scaleFactor ? 1
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newScaleFactorY = @thang?.scaleFactorY ? @thang?.scaleFactor ? 1
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if @thang and (newScaleFactorX isnt @targetScaleFactorX or newScaleFactorY isnt @targetScaleFactorY)
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@targetScaleFactorX = newScaleFactorX
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@targetScaleFactorY = newScaleFactorY
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createjs.Tween.removeTweens(@)
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createjs.Tween.get(@).to({scaleFactorX: @targetScaleFactorX, scaleFactorY: @targetScaleFactorY}, 2000, createjs.Ease.elasticOut)
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updateAlpha: ->
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@sprite.alpha = if @hiding then 0 else 1
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return unless @thang?.alpha?
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return if @sprite.alpha is @thang.alpha
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@sprite.alpha = @thang.alpha
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if @options.showInvisible
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@sprite.alpha = Math.max 0.5, @sprite.alpha
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mark.updateAlpha @thang.alpha for name, mark of @marks
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@healthBar?.alpha = @thang.alpha
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updateRotation: (sprite) ->
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rotationType = @thangType.get('rotationType')
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return if rotationType is 'fixed'
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rotation = @getRotation()
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if @isMissile and @thang.velocity
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# Rotates the arrow to see it arc based on velocity.z.
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# Notice that rotation here does not affect thang's state - it is just the effect.
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# Thang's rotation is always pointing where it is heading.
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vz = @thang.velocity.z
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if vz and speed = @thang.velocity.magnitude(true)
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vx = @thang.velocity.x
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heading = @thang.velocity.heading()
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xFactor = Math.cos heading
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zFactor = vz / Math.sqrt(vz * vz + vx * vx)
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rotation -= xFactor * zFactor * 45
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sprite ?= @sprite
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return sprite.rotation = rotation if rotationType is 'free' or not rotationType
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@updateIsometricRotation(rotation, sprite)
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getRotation: ->
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thang = if @possessed then @shadow else @thang
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return @rotation if not thang?.rotation
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rotation = thang?.rotation
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rotation = (360 - (rotation * 180 / Math.PI) % 360) % 360
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rotation -= 360 if rotation > 180
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rotation
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updateIsometricRotation: (rotation, sprite) ->
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return unless @currentAction
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return if _.string.endsWith(@currentAction.name, 'back')
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return if _.string.endsWith(@currentAction.name, 'fore')
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sprite.scaleX *= -1 if Math.abs(rotation) >= 90
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##################################################
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updateAction: ->
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return if @isRaster or @actionLocked
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action = @determineAction()
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isDifferent = action isnt @currentRootAction or action is null
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if not action and @thang?.actionActivated and not @stopLogging
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console.error 'action is', action, 'for', @thang?.id, 'from', @currentRootAction, @thang.action, @thang.getActionName?()
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@stopLogging = true
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@queueAction(action) if action and (isDifferent or (@thang?.actionActivated and action.name isnt 'move'))
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@updateActionDirection()
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determineAction: ->
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action = null
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thang = if @possessed then @shadow else @thang
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action = thang.action if thang?.acts
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action ?= @currentRootAction.name if @currentRootAction?
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action ?= 'idle'
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unless @actions[action]?
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@warnedFor ?= {}
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console.warn 'Cannot show action', action, 'for', @thangType.get('name'), 'because it DNE' unless @warnedFor[action]
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@warnedFor[action] = true
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return if @action is 'idle' then null else 'idle'
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#action = 'break' if @actions.break? and @thang?.erroredOut # This makes it looks like it's dead when it's not: bad in Brawlwood.
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action = 'die' if @actions.die? and thang?.health? and thang.health <= 0
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@actions[action]
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updateActionDirection: (@wallGrid=null) ->
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# wallGrid is only needed for wall grid face updates; should refactor if this works
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return unless action = @getActionDirection()
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@playAction(action) if action isnt @currentAction
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lockAction: -> (@actionLocked=true)
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getActionDirection: (rootAction=null) ->
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rootAction ?= @currentRootAction
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return null unless relatedActions = rootAction?.relatedActions ? {}
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rotation = @getRotation()
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if relatedActions['111111111111'] # has grid-surrounding-wall-based actions
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if @wallGrid
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@hadWallGrid = true
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action = ''
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tileSize = 4
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[gx, gy] = [@thang.pos.x, @thang.pos.y]
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for y in [gy + tileSize, gy, gy - tileSize, gy - tileSize * 2]
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for x in [gx - tileSize, gx, gx + tileSize]
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if x >= 0 and y >= 0 and x < @wallGrid.width and y < @wallGrid.height
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wallThangs = @wallGrid.contents x, y
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else
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wallThangs = ['outside of the map yo']
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if wallThangs.length is 0
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if y is gy and x is gx
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action += '1' # the center wall we're placing
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else
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action += '0'
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else if wallThangs.length is 1
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action += '1'
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else
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console.error 'Overlapping walls at', x, y, '...', wallThangs
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action += '1'
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matchedAction = '111111111111'
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for relatedAction of relatedActions
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if action.match(relatedAction.replace(/\?/g, '.'))
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matchedAction = relatedAction
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break
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#console.log 'returning', matchedAction, 'for', @thang.id, 'at', gx, gy
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return relatedActions[matchedAction]
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else if @hadWallGrid
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return null
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else
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keys = _.keys relatedActions
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index = Math.max 0, Math.floor((179 + rotation) / 360 * keys.length)
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#console.log 'Showing', relatedActions[keys[index]]
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return relatedActions[keys[index]]
|
|
value = Math.abs(rotation)
|
|
direction = null
|
|
direction = 'side' if value <= 45 or value >= 135
|
|
direction = 'fore' if 135 > rotation > 45
|
|
direction = 'back' if -135 < rotation < -45
|
|
relatedActions[direction]
|
|
|
|
updateStats: ->
|
|
return unless @thang and @thang.health isnt @lastHealth
|
|
@lastHealth = @thang.health
|
|
if bar = @healthBar
|
|
healthPct = Math.max(@thang.health / @thang.maxHealth, 0)
|
|
bar.scaleX = healthPct / @options.floatingLayer.resolutionFactor
|
|
if @thang.showsName
|
|
@setNameLabel(if @thang.health <= 0 then '' else @thang.id)
|
|
|
|
configureMouse: ->
|
|
@sprite.cursor = 'pointer' if @thang?.isSelectable
|
|
@sprite.mouseEnabled = @sprite.mouseChildren = false unless @thang?.isSelectable or @thang?.isLand
|
|
if @sprite.mouseEnabled
|
|
@sprite.on 'mousedown', @onMouseEvent, @, false, 'sprite:mouse-down'
|
|
@sprite.on 'click', @onMouseEvent, @, false, 'sprite:clicked'
|
|
@sprite.on 'dblclick', @onMouseEvent, @, false, 'sprite:double-clicked'
|
|
@sprite.on 'pressmove', @onMouseEvent, @, false, 'sprite:dragged'
|
|
@sprite.on 'pressup', @onMouseEvent, @, false, 'sprite:mouse-up'
|
|
|
|
onMouseEvent: (e, ourEventName) ->
|
|
return if @letterboxOn or not @sprite
|
|
p = @sprite
|
|
p = p.parent while p.parent
|
|
newEvent = sprite: @, thang: @thang, originalEvent: e, canvas: p.canvas
|
|
@trigger ourEventName, newEvent
|
|
Backbone.Mediator.publish ourEventName, newEvent
|
|
|
|
addHealthBar: ->
|
|
return unless @thang?.health? and 'health' in (@thang?.hudProperties ? []) and @options.floatingLayer
|
|
team = @thang?.team or 'neutral'
|
|
key = "#{team}-health-bar"
|
|
|
|
unless key in @options.floatingLayer.spriteSheet.getAnimations()
|
|
healthColor = healthColors[team]
|
|
bar = createProgressBar(healthColor)
|
|
@options.floatingLayer.addCustomGraphic(key, bar, bar.bounds)
|
|
|
|
hadHealthBar = @healthBar
|
|
@healthBar = new createjs.Sprite(@options.floatingLayer.spriteSheet)
|
|
@healthBar.gotoAndStop(key)
|
|
offset = @getOffset 'aboveHead'
|
|
@healthBar.scaleX = @healthBar.scaleY = 1 / @options.floatingLayer.resolutionFactor
|
|
@healthBar.name = 'health bar'
|
|
@options.floatingLayer.addChild @healthBar
|
|
@updateHealthBar()
|
|
@lastHealth = null
|
|
if not hadHealthBar
|
|
@listenTo @options.floatingLayer, 'new-spritesheet', @addHealthBar
|
|
|
|
getActionProp: (prop, subProp, def=null) ->
|
|
# Get a property or sub-property from an action, falling back to ThangType
|
|
for val in [@currentAction?[prop], @thangType.get(prop)]
|
|
val = val[subProp] if val? and subProp
|
|
return val if val?
|
|
def
|
|
|
|
getOffset: (prop) ->
|
|
# Get the proper offset from either the current action or the ThangType
|
|
def = x: 0, y: {registration: 0, torso: -50, mouth: -60, aboveHead: -100}[prop]
|
|
pos = @getActionProp 'positions', prop, def
|
|
pos = x: pos.x, y: pos.y
|
|
if not @isRaster
|
|
scale = @getActionProp 'scale', null, 1
|
|
scale *= @sprite.parent.resolutionFactor if prop is 'registration'
|
|
pos.x *= scale
|
|
pos.y *= scale
|
|
if @thang and prop isnt 'registration'
|
|
pos.x *= @thang.scaleFactorX ? @thang.scaleFactor ? 1
|
|
pos.y *= @thang.scaleFactorY ? @thang.scaleFactor ? 1
|
|
# We might need to do this, but I don't have a good test case yet. TODO: figure out.
|
|
#if prop isnt @registration
|
|
# pos.x *= if @getActionProp 'flipX' then -1 else 1
|
|
# pos.y *= if @getActionProp 'flipY' then -1 else 1
|
|
pos
|
|
|
|
createMarks: ->
|
|
return unless @options.camera
|
|
if @thang
|
|
# TODO: Add back ranges
|
|
# allProps = []
|
|
# allProps = allProps.concat (@thang.hudProperties ? [])
|
|
# allProps = allProps.concat (@thang.programmableProperties ? [])
|
|
# allProps = allProps.concat (@thang.moreProgrammableProperties ? [])
|
|
#
|
|
# for property in allProps
|
|
# if m = property.match /.*(Range|Distance|Radius)$/
|
|
# if @thang[m[0]]? and @thang[m[0]] < 9001
|
|
# @ranges.push
|
|
# name: m[0]
|
|
# radius: @thang[m[0]]
|
|
#
|
|
# @ranges = _.sortBy @ranges, 'radius'
|
|
# @ranges.reverse()
|
|
#
|
|
# @addMark range.name for range in @ranges
|
|
|
|
# TODO: add back bounds
|
|
# @addMark('bounds').toggle true if @thang?.drawsBounds
|
|
@addMark('shadow').toggle true unless @thangType.get('shadow') is 0
|
|
|
|
updateMarks: ->
|
|
return unless @options.camera
|
|
@addMark 'repair', null, 'repair' if @thang?.errorsOut
|
|
@marks.repair?.toggle @thang?.errorsOut
|
|
|
|
if @selected
|
|
@marks[range['name']].toggle true for range in @ranges
|
|
else
|
|
@marks[range['name']].toggle false for range in @ranges
|
|
|
|
if @isMissile and @thang.action is 'die'
|
|
@marks.shadow?.hide()
|
|
mark.update() for name, mark of @marks
|
|
#@thang.effectNames = ['warcry', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
|
|
@updateEffectMarks() if @thang?.effectNames?.length or @previousEffectNames?.length
|
|
|
|
updateEffectMarks: ->
|
|
return if _.isEqual @thang.effectNames, @previousEffectNames
|
|
return if @stopped
|
|
for effect in @thang.effectNames
|
|
mark = @addMark effect, @options.floatingLayer, effect
|
|
mark.statusEffect = true
|
|
mark.toggle 'on'
|
|
mark.show()
|
|
|
|
if @previousEffectNames
|
|
for effect in @previousEffectNames
|
|
continue if effect in @thang.effectNames
|
|
mark = @marks[effect]
|
|
mark.toggle false
|
|
|
|
if @thang.effectNames.length > 1 and not @effectInterval
|
|
@rotateEffect()
|
|
@effectInterval = setInterval @rotateEffect, 1500
|
|
|
|
else if @effectInterval and @thang.effectNames.length <= 1
|
|
clearInterval @effectInterval
|
|
@effectInterval = null
|
|
|
|
@previousEffectNames = @thang.effectNames
|
|
|
|
rotateEffect: =>
|
|
effects = (m.name for m in _.values(@marks) when m.on and m.statusEffect and m.mark)
|
|
return unless effects.length
|
|
effects.sort()
|
|
@effectIndex ?= 0
|
|
@effectIndex = (@effectIndex + 1) % effects.length
|
|
@marks[effect].hide() for effect in effects
|
|
@marks[effects[@effectIndex]].show()
|
|
|
|
setHighlight: (to, delay) ->
|
|
@addMark 'highlight', @options.floatingLayer, 'highlight' if to
|
|
@marks.highlight?.highlightDelay = delay
|
|
@marks.highlight?.toggle to and not @dimmed
|
|
|
|
setDimmed: (@dimmed) ->
|
|
@marks.highlight?.toggle @marks.highlight.on and not @dimmed
|
|
|
|
setThang: (@thang) ->
|
|
@options.thang = @thang
|
|
|
|
setDebug: (debug) ->
|
|
return unless @thang?.collides and @options.camera?
|
|
@addMark 'debug', @options.floatingLayer if debug
|
|
if d = @marks.debug
|
|
d.toggle debug
|
|
d.updatePosition()
|
|
|
|
addLabel: (name, style) ->
|
|
@labels[name] ?= new Label sprite: @, camera: @options.camera, layer: @options.textLayer, style: style
|
|
@labels[name]
|
|
|
|
addMark: (name, layer, thangType=null) ->
|
|
@marks[name] ?= new Mark name: name, lank: @, camera: @options.camera, layer: layer ? @options.groundLayer, thangType: thangType
|
|
@marks[name]
|
|
|
|
notifySpeechUpdated: (e) ->
|
|
e = _.clone(e)
|
|
e.sprite = @
|
|
e.blurb ?= '...'
|
|
e.thang = @thang
|
|
Backbone.Mediator.publish 'sprite:speech-updated', e
|
|
|
|
isTalking: ->
|
|
Boolean @labels.dialogue?.text or @labels.say?.text
|
|
|
|
onDialogue: (e) ->
|
|
return unless @thang?.id is e.spriteID
|
|
unless @thang?.id is 'Hero Placeholder' # Don't show these for heroes, because they aren't actually first-person, just LevelDialogueView narration
|
|
label = @addLabel 'dialogue', Label.STYLE_DIALOGUE
|
|
label.setText e.blurb or '...'
|
|
sound = e.sound ? AudioPlayer.soundForDialogue e.message, @thangType.get 'soundTriggers'
|
|
@dialogueSoundInstance?.stop()
|
|
if @dialogueSoundInstance = @playSound sound, false
|
|
@dialogueSoundInstance.addEventListener 'complete', -> Backbone.Mediator.publish 'sprite:dialogue-sound-completed', {}
|
|
@notifySpeechUpdated e
|
|
|
|
onClearDialogue: (e) ->
|
|
return unless @labels.dialogue?.text
|
|
@labels.dialogue?.setText null
|
|
@dialogueSoundInstance?.stop()
|
|
@notifySpeechUpdated {}
|
|
|
|
onSetLetterbox: (e) ->
|
|
@letterboxOn = e.on
|
|
|
|
setNameLabel: (name) ->
|
|
label = @addLabel 'name', Label.STYLE_NAME
|
|
label.setText name
|
|
|
|
updateLabels: ->
|
|
return unless @thang
|
|
blurb = if @thang.health <= 0 then null else @thang.sayMessage # Dead men tell no tales
|
|
blurb = null if blurb in ['For Thoktar!', 'Bones!', 'Behead!', 'Destroy!', 'Die, humans!'] # Let's just hear, not see, these ones.
|
|
labelStyle = if /Hero Placeholder/.test(@thang.id) then Label.STYLE_DIALOGUE else Label.STYLE_SAY
|
|
@addLabel 'say', labelStyle if blurb
|
|
if @labels.say?.setText blurb
|
|
@notifySpeechUpdated blurb: blurb
|
|
label.update() for name, label of @labels
|
|
|
|
updateGold: ->
|
|
# TODO: eventually this should be moved into some sort of team-based update
|
|
# rather than an each-thang-that-shows-gold-per-team thing.
|
|
return unless @thang
|
|
return if @thang.gold is @lastGold
|
|
gold = Math.floor @thang.gold ? 0
|
|
if @thang.world.age is 0
|
|
gold = @thang.world.initialTeamGold[@thang.team].gold
|
|
return if gold is @lastGold
|
|
@lastGold = gold
|
|
Backbone.Mediator.publish 'surface:gold-changed', {team: @thang.team, gold: gold, goldEarned: Math.floor(@thang.goldEarned ? 0)}
|
|
|
|
shouldMuteMessage: (m) ->
|
|
return true if m in ['moveRight', 'moveUp', 'moveDown', 'moveLeft']
|
|
return true if /^attack /.test m
|
|
return true if /^Repeating loop/.test m
|
|
return true if /^findNearestEnemy/.test m
|
|
false
|
|
|
|
playSounds: (withDelay=true, volume=1.0) ->
|
|
for event in @thang.currentEvents ? []
|
|
@playSound event, withDelay, volume
|
|
if event is 'pay-bounty-gold' and @thang.bountyGold > 25 and @thang.team isnt me.team
|
|
AudioPlayer.playInterfaceSound 'coin_1', 0.25
|
|
if @thang.actionActivated and (action = @thang.getActionName()) isnt 'say'
|
|
@playSound action, withDelay, volume
|
|
if @thang.sayMessage and withDelay and not @thang.silent and not @shouldMuteMessage @thang.sayMessage # don't play sayMessages while scrubbing, annoying
|
|
offsetFrames = Math.abs(@thang.sayStartTime - @thang.world.age) / @thang.world.dt
|
|
if offsetFrames <= 2 # or (not withDelay and offsetFrames < 30)
|
|
sound = AudioPlayer.soundForDialogue @thang.sayMessage, @thangType.get 'soundTriggers'
|
|
@playSound sound, false, volume
|
|
|
|
playSound: (sound, withDelay=true, volume=1.0) ->
|
|
if _.isString sound
|
|
sound = @thangType.get('soundTriggers')?[sound]
|
|
if _.isArray sound
|
|
sound = sound[Math.floor Math.random() * sound.length]
|
|
return null unless sound
|
|
delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0
|
|
name = AudioPlayer.nameForSoundReference sound
|
|
AudioPlayer.preloadSoundReference sound
|
|
instance = AudioPlayer.playSound name, volume, delay, @getWorldPosition()
|
|
#console.log @thang?.id, 'played sound', name, 'with delay', delay, 'volume', volume, 'and got sound instance', instance
|
|
instance
|
|
|
|
onMove: (e) ->
|
|
return unless e.spriteID is @thang?.id
|
|
pos = e.pos
|
|
if _.isArray pos
|
|
pos = new Vector pos...
|
|
else if _.isString pos
|
|
return console.warn 'Couldn\'t find target sprite', pos, 'from', @options.sprites unless pos of @options.sprites
|
|
target = @options.sprites[pos].thang
|
|
heading = Vector.subtract(target.pos, @thang.pos).normalize()
|
|
distance = @thang.pos.distance target.pos
|
|
offset = Math.max(target.width, target.height, 2) / 2 + 3
|
|
pos = Vector.add(@thang.pos, heading.multiply(distance - offset))
|
|
Backbone.Mediator.publish 'level:sprite-clear-dialogue', {}
|
|
@onClearDialogue()
|
|
args = [pos]
|
|
args.push(e.duration) if e.duration?
|
|
@move(args...)
|
|
|
|
move: (pos, duration=2000, endAnimation='idle') =>
|
|
@updateShadow()
|
|
if not duration
|
|
createjs.Tween.removeTweens(@shadow.pos) if @lastTween
|
|
@lastTween = null
|
|
z = @shadow.pos.z
|
|
@shadow.pos = pos
|
|
@shadow.pos.z = z
|
|
@sprite.gotoAndPlay?(endAnimation)
|
|
return
|
|
|
|
@shadow.action = 'move'
|
|
@shadow.actionActivated = true
|
|
@pointToward(pos)
|
|
@possessed = true
|
|
@update true
|
|
|
|
ease = createjs.Ease.getPowInOut(2.2)
|
|
if @lastTween
|
|
ease = createjs.Ease.getPowOut(1.2)
|
|
createjs.Tween.removeTweens(@shadow.pos)
|
|
|
|
endFunc = =>
|
|
@lastTween = null
|
|
@sprite.gotoAndPlay(endAnimation) unless @stillLoading
|
|
@shadow.action = 'idle'
|
|
@update true
|
|
@possessed = false
|
|
|
|
@lastTween = createjs.Tween
|
|
.get(@shadow.pos)
|
|
.to({x: pos.x, y: pos.y}, duration, ease)
|
|
.call(endFunc)
|
|
|
|
pointToward: (pos) ->
|
|
@shadow.rotation = Math.atan2(pos.y - @shadow.pos.y, pos.x - @shadow.pos.x)
|
|
if (@shadow.rotation * 180 / Math.PI) % 90 is 0
|
|
@shadow.rotation += 0.01
|
|
|
|
updateShadow: ->
|
|
@shadow = {} if not @shadow
|
|
@shadow.pos = @thang.pos
|
|
@shadow.rotation = @thang.rotation
|
|
@shadow.action = @thang.action
|
|
@shadow.actionActivated = @thang.actionActivated
|
|
|
|
updateHealthBar: ->
|
|
return unless @healthBar
|
|
bounds = @healthBar.getBounds()
|
|
offset = @getOffset 'aboveHead'
|
|
@healthBar.x = @sprite.x - (-offset.x + bounds.width / 2 / @options.floatingLayer.resolutionFactor)
|
|
@healthBar.y = @sprite.y - (-offset.y + bounds.height / 2 / @options.floatingLayer.resolutionFactor)
|
|
|
|
destroy: ->
|
|
mark.destroy() for name, mark of @marks
|
|
label.destroy() for name, label of @labels
|
|
p.removeChild @healthBar if p = @healthBar?.parent
|
|
@sprite?.off 'animationend', @playNextAction
|
|
clearInterval @effectInterval if @effectInterval
|
|
super()
|