mirror of
https://github.com/codeninjasllc/codecombat.git
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299 lines
10 KiB
CoffeeScript
299 lines
10 KiB
CoffeeScript
CocoClass = require 'lib/CocoClass'
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Camera = require './Camera'
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ThangType = require 'models/ThangType'
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markThangTypes = {}
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module.exports = class Mark extends CocoClass
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subscriptions: {}
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alpha: 1
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constructor: (options) ->
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super()
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options ?= {}
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@name = options.name
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@sprite = options.sprite
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@camera = options.camera
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@layer = options.layer
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@thangType = options.thangType
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console.error @toString(), 'needs a name.' unless @name
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console.error @toString(), 'needs a camera.' unless @camera
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console.error @toString(), 'needs a layer.' unless @layer
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@build()
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destroy: ->
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createjs.Tween.removeTweens @mark if @mark
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@mark?.parent?.removeChild @mark
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@markSprite?.destroy()
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@sprite = null
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super()
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toString: -> "<Mark #{@name}: Sprite #{@sprite?.thang?.id ? 'None'}>"
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toggle: (to) ->
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return @ if to is @on
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return @toggleTo = to unless @mark
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@on = to
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delete @toggleTo
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if @on
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@layer.addChild @mark
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@layer.updateLayerOrder()
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else
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@layer.removeChild @mark
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if @highlightTween
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@highlightDelay = @highlightTween = null
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createjs.Tween.removeTweens @mark
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@mark.visible = true
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@
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setSprite: (sprite) ->
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return if sprite is @sprite
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@sprite = sprite
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@build()
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@
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build: ->
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unless @mark
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if @name is 'bounds' then @buildBounds()
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else if @name is 'shadow' then @buildShadow()
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else if @name is 'debug' then @buildDebug()
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else if @name.match(/.+(Range|Distance|Radius)$/) then @buildRadius(@name)
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else if @thangType then @buildSprite()
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else console.error 'Don\'t know how to build mark for', @name
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@mark?.mouseEnabled = false
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@
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buildBounds: ->
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@mark = new createjs.Container()
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@mark.mouseChildren = false
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# Confusingly make some semi-random colors that'll be consistent based on the drawsBoundsIndex
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@drawsBoundsIndex = @sprite.thang.drawsBoundsIndex
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colors = (128 + Math.floor(('0.'+Math.sin(3 * @drawsBoundsIndex + i).toString().substr(6)) * 128) for i in [1 ... 4])
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color = "rgba(#{colors[0]}, #{colors[1]}, #{colors[2]}, 0.5)"
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[w, h] = [@sprite.thang.width * Camera.PPM, @sprite.thang.height * Camera.PPM * @camera.y2x]
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if @sprite.thang.drawsBoundsStyle in ['border-text', 'corner-text']
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@drawsBoundsBorderShape = shape = new createjs.Shape()
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shape.graphics.setStrokeStyle 5
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shape.graphics.beginStroke color
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if @sprite.thang.drawsBoundsStyle is 'border-text'
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shape.graphics.beginFill color.replace('0.5', '0.25')
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else
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shape.graphics.beginFill color
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if @sprite.thang.shape in ['ellipsoid', 'disc']
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shape.drawEllipse 0, 0, w, h
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else
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shape.graphics.drawRect -w / 2, -h / 2, w, h
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shape.graphics.endStroke()
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shape.graphics.endFill()
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@mark.addChild shape
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if @sprite.thang.drawsBoundsStyle is 'border-text'
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text = new createjs.Text '' + @drawsBoundsIndex, '20px Arial', color.replace('0.5', '1')
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text.regX = text.getMeasuredWidth() / 2
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text.regY = text.getMeasuredHeight() / 2
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text.shadow = new createjs.Shadow('#000000', 1, 1, 0)
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@mark.addChild text
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else if @sprite.thang.drawsBoundsStyle is 'corner-text'
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return if @sprite.thang.world.age is 0
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letter = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'[@drawsBoundsIndex % 26]
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text = new createjs.Text letter, '14px Arial', '#333333' # color.replace('0.5', '1')
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text.x = -w / 2 + 2
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text.y = -h / 2 + 2
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@mark.addChild text
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else
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console.warn @sprite.thang.id, 'didn\'t know how to draw bounds style:', @sprite.thang.drawsBoundsStyle
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if w > 0 and h > 0 and @sprite.thang.drawsBoundsStyle is 'border-text'
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@mark.cache -w / 2, -h / 2, w, h, 2
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@lastWidth = @sprite.thang.width
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@lastHeight = @sprite.thang.height
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buildShadow: ->
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alpha = @sprite.thang?.alpha ? 1
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width = (@sprite.thang?.width ? 0) + 0.5
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height = (@sprite.thang?.height ? 0) + 0.5
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longest = Math.max width, height
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actualLongest = @sprite.thangType.get('shadow') ? longest
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width = width * actualLongest / longest
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height = height * actualLongest / longest
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width *= Camera.PPM
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height *= Camera.PPM * @camera.y2x # TODO: doesn't work with rotation
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@mark = new createjs.Shape()
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@mark.mouseEnabled = false
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@mark.graphics.beginFill "rgba(0,0,0,#{alpha})"
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if @sprite.thang.shape in ['ellipsoid', 'disc']
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@mark.graphics.drawEllipse 0, 0, width, height
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else
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@mark.graphics.drawRect 0, 0, width, height
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@mark.graphics.endFill()
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@mark.regX = width / 2
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@mark.regY = height / 2
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@mark.layerIndex = 10
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@mark.cache -1, 0, width+2, height # not actually faster than simple ellipse draw
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buildRadius: (range) ->
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alpha = 0.15
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colors =
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voiceRange: "rgba(0,145,0,#{alpha})"
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visualRange: "rgba(0,0,145,#{alpha})"
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attackRange: "rgba(145,0,0,#{alpha})"
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# Fallback colors which work on both dungeon and grass tiles
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extraColors = [
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"rgba(145,0,145,#{alpha})"
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"rgba(0,145,145,#{alpha})"
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"rgba(145,105,0,#{alpha})"
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"rgba(225,125,0,#{alpha})"
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]
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# Find the index of this range, to find the next-smallest radius
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rangeNames = @sprite.ranges.map((range, index) ->
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range['name']
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)
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i = rangeNames.indexOf(range)
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@mark = new createjs.Shape()
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fillColor = colors[range] ? extraColors[i]
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@mark.graphics.beginFill fillColor
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# Draw the outer circle
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@mark.graphics.drawCircle 0, 0, @sprite.thang[range] * Camera.PPM
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# Cut out the hollow part if necessary
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if i+1 < @sprite.ranges.length
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@mark.graphics.arc 0, 0, @sprite.ranges[i+1]['radius'], Math.PI*2, 0, true
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@mark.graphics.endFill()
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strokeColor = fillColor.replace '' + alpha, '0.75'
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@mark.graphics.setStrokeStyle 2
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@mark.graphics.beginStroke strokeColor
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@mark.graphics.arc 0, 0, @sprite.thang[range] * Camera.PPM, Math.PI*2, 0, true
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@mark.graphics.endStroke()
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# Add perspective
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@mark.scaleY *= @camera.y2x
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buildDebug: ->
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@mark = new createjs.Shape()
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PX = 3
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[w, h] = [Math.max(PX, @sprite.thang.width * Camera.PPM), Math.max(PX, @sprite.thang.height * Camera.PPM) * @camera.y2x]
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@mark.alpha = 0.5
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@mark.graphics.beginFill '#abcdef'
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if @sprite.thang.shape in ['ellipsoid', 'disc']
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[w, h] = [Math.max(PX, w, h), Math.max(PX, w, h)]
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@mark.graphics.drawCircle 0, 0, w / 2
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else
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@mark.graphics.drawRect -w / 2, -h / 2, w, h
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@mark.graphics.endFill()
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buildSprite: ->
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if _.isString @thangType
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thangType = markThangTypes[@thangType]
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return @loadThangType() if not thangType
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@thangType = thangType
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return @listenToOnce(@thangType, 'sync', @onLoadedThangType) if not @thangType.loaded
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CocoSprite = require './CocoSprite'
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# don't bother with making these render async for now, but maybe later for fun and more complexity of code
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markSprite = new CocoSprite @thangType, {async: false}
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markSprite.queueAction 'idle'
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@mark = markSprite.imageObject
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@markSprite = markSprite
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loadThangType: ->
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name = @thangType
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@thangType = new ThangType()
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@thangType.url = -> "/db/thang.type/#{name}"
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@listenToOnce(@thangType, 'sync', @onLoadedThangType)
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@thangType.fetch()
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markThangTypes[name] = @thangType
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window.mtt = markThangTypes
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onLoadedThangType: ->
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@build()
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@toggle(@toggleTo) if @toggleTo?
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Backbone.Mediator.publish 'sprite:loaded'
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update: (pos=null) ->
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return false unless @on and @mark
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return false if @sprite? and not @sprite.thangType.isFullyLoaded()
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@mark.visible = not @hidden
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@updatePosition pos
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@updateRotation()
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@updateScale()
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if @name is 'highlight' and @highlightDelay and not @highlightTween
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@mark.visible = false
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@highlightTween = createjs.Tween.get(@mark).to({}, @highlightDelay).call =>
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@mark.visible = true
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@highlightDelay = @highlightTween = null
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@updateAlpha @alpha if @name in ['shadow', 'bounds']
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true
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updatePosition: (pos) ->
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if @sprite?.thang and @name in ['shadow', 'debug', 'target', 'selection', 'repair']
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pos = @camera.worldToSurface x: @sprite.thang.pos.x, y: @sprite.thang.pos.y
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else
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pos ?= @sprite?.imageObject
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@mark.x = pos.x
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@mark.y = pos.y
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if @statusEffect or @name is 'highlight'
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offset = @sprite.getOffset 'aboveHead'
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@mark.x += offset.x
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@mark.y += offset.y
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@mark.y -= 3 if @statusEffect
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updateAlpha: (@alpha) ->
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return if not @mark or @name is 'debug'
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if @name is 'shadow'
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worldZ = @sprite.thang.pos.z - @sprite.thang.depth / 2 + @sprite.getBobOffset()
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@mark.alpha = @alpha * 0.451 / Math.sqrt(worldZ / 2 + 1)
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else if @name is 'bounds'
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@drawsBoundsBorderShape?.alpha = Math.floor @sprite.thang.alpha # Stop drawing bounds as soon as alpha is reduced at all
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else
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@mark.alpha = @alpha
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updateRotation: ->
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if @name is 'debug' or (@name is 'shadow' and @sprite.thang?.shape in ['rectangle', 'box'])
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@mark.rotation = @sprite.thang.rotation * 180 / Math.PI
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updateScale: ->
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if @name is 'bounds' and ((@sprite.thang.width isnt @lastWidth or @sprite.thang.height isnt @lastHeight) or (@sprite.thang.drawsBoundsIndex isnt @drawsBoundsIndex))
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oldMark = @mark
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@buildBounds()
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oldMark.parent.addChild @mark
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oldMark.parent.swapChildren oldMark, @mark
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oldMark.parent.removeChild oldMark
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if @markSprite?
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@markSprite.scaleFactor = 1.2
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@markSprite.updateScale()
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if @name is 'shadow' and thang = @sprite.thang
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@mark.scaleX = thang.scaleFactor ? thang.scaleFactorX ? 1
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@mark.scaleY = thang.scaleFactor ? thang.scaleFactorY ? 1
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return unless @name in ['selection', 'target', 'repair', 'highlight']
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# scale these marks to 10m (100px). Adjust based on sprite size.
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factor = 0.3 # default size: 3m width, most commonly for target when pointing to a location
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if @sprite?.imageObject
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width = @sprite.imageObject.getBounds()?.width or 0
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width /= @sprite.options.resolutionFactor
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# all targets should be set to have a width of 100px, and then be scaled accordingly
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factor = width / 100 # normalize
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factor *= 1.1 # add margin
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factor = Math.max(factor, 0.3) # lower bound
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@mark.scaleX *= factor
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@mark.scaleY *= factor
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if @name in ['selection', 'target', 'repair']
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@mark.scaleY *= @camera.y2x # code applies perspective
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stop: -> @markSprite?.stop()
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play: -> @markSprite?.play()
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hide: -> @hidden = true
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show: -> @hidden = false
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