mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 08:08:15 -05:00
314 lines
12 KiB
CoffeeScript
314 lines
12 KiB
CoffeeScript
CocoClass = require 'lib/CocoClass'
|
|
|
|
# If I were the kind of math major who remembered his math, this would all be done with matrix transforms.
|
|
|
|
r2d = (radians) -> radians * 180 / Math.PI
|
|
d2r = (degrees) -> degrees / 180 * Math.PI
|
|
|
|
MAX_ZOOM = 4
|
|
MIN_ZOOM = 0.05
|
|
DEFAULT_ZOOM = 2.0
|
|
DEFAULT_TARGET = {x:0, y:0}
|
|
DEFAULT_TIME = 1000
|
|
|
|
# You can't mutate any of the constructor parameters after construction.
|
|
# You can only call zoomTo to change the zoom target and zoom level.
|
|
module.exports = class Camera extends CocoClass
|
|
@PPM: 10 # pixels per meter
|
|
@MPP: 0.1 # meters per pixel; should match @PPM
|
|
|
|
bounds: null # list of two surface points defining the viewable rectangle in the world
|
|
# or null if there are no bounds
|
|
|
|
# what the camera is pointed at right now
|
|
target: DEFAULT_TARGET
|
|
zoom: DEFAULT_ZOOM
|
|
|
|
# properties for tracking going between targets
|
|
oldZoom: null
|
|
newZoom: null
|
|
oldTarget: null
|
|
newTarget: null
|
|
tweenProgress: 0.0
|
|
|
|
instant: false
|
|
|
|
# INIT
|
|
|
|
subscriptions:
|
|
'camera-zoom-in': 'onZoomIn'
|
|
'camera-zoom-out': 'onZoomOut'
|
|
'surface:mouse-scrolled': 'onMouseScrolled'
|
|
'level:restarted': 'onLevelRestarted'
|
|
'sprite:mouse-down': 'onMouseDown'
|
|
'sprite:dragged': 'onMouseDragged'
|
|
'camera-zoom-to': 'onZoomTo'
|
|
|
|
# TODO: Fix tests to not use mainLayer
|
|
constructor: (@canvasWidth, @canvasHeight, angle=Math.asin(0.75), hFOV=d2r(30)) ->
|
|
super()
|
|
@offset = {x: 0, y:0}
|
|
@calculateViewingAngle angle
|
|
@calculateFieldOfView hFOV
|
|
@calculateAxisConversionFactors()
|
|
@updateViewports()
|
|
@calculateMinZoom()
|
|
|
|
calculateViewingAngle: (angle) ->
|
|
# Operate on open interval between 0 - 90 degrees to make the math easier
|
|
epsilon = 0.000001 # Too small and numerical instability will get us.
|
|
@angle = Math.max(Math.min(Math.PI / 2 - epsilon, angle), epsilon)
|
|
if @angle isnt angle and angle isnt 0 and angle isnt Math.PI / 2
|
|
console.log "Restricted given camera angle of #{r2d(angle)} to #{r2d(@angle)}."
|
|
|
|
calculateFieldOfView: (hFOV) ->
|
|
# http://en.wikipedia.org/wiki/Field_of_view_in_video_games
|
|
epsilon = 0.000001 # Too small and numerical instability will get us.
|
|
@hFOV = Math.max(Math.min(Math.PI - epsilon, hFOV), epsilon)
|
|
if @hFOV isnt hFOV and hFOV isnt 0 and hFOV isnt Math.PI
|
|
console.log "Restricted given horizontal field of view to #{r2d(hFOV)} to #{r2d(@hFOV)}."
|
|
@vFOV = 2 * Math.atan(Math.tan(@hFOV / 2) * @canvasHeight / @canvasWidth)
|
|
if @vFOV > Math.PI
|
|
console.log "Vertical field of view problem: expected canvas not to be taller than it is wide with high field of view."
|
|
@vFOV = Math.PI - epsilon
|
|
|
|
calculateAxisConversionFactors: ->
|
|
@y2x = Math.sin @angle # 1 unit along y is equivalent to y2x units along x
|
|
@z2x = Math.cos @angle # 1 unit along z is equivalent to z2x units along x
|
|
@z2y = @z2x / @y2x # 1 unit along z is equivalent to z2y units along y
|
|
@x2y = 1 / @y2x # 1 unit along x is equivalent to x2y units along y
|
|
@x2z = 1 / @z2x # 1 unit along x is equivalent to x2z units along z
|
|
@y2z = 1 / @z2y # 1 unit along y is equivalent to y2z units along z
|
|
|
|
# CONVERSIONS AND CALCULATIONS
|
|
|
|
worldToSurface: (pos) ->
|
|
x = pos.x * Camera.PPM
|
|
y = -pos.y * @y2x * Camera.PPM
|
|
if pos.z
|
|
y -= @z2y * @y2x * pos.z * Camera.PPM
|
|
{x: x, y: y}
|
|
|
|
surfaceToCanvas: (pos) ->
|
|
{x: (pos.x - @surfaceViewport.x) * @zoom, y: (pos.y - @surfaceViewport.y) * @zoom}
|
|
|
|
# TODO: do we even need separate screen coordinates?
|
|
# We would need some other properties for the actual ratio of screen size to canvas size.
|
|
canvasToScreen: (pos) ->
|
|
#{x: pos.x * @someCanvasToScreenXScaleFactor, y: pos.y * @someCanvasToScreenYScaleFactor}
|
|
{x: pos.x, y: pos.y}
|
|
|
|
screenToCanvas: (pos) ->
|
|
#{x: pos.x / @someCanvasToScreenXScaleFactor, y: pos.y / @someCanvasToScreenYScaleFactor}
|
|
{x: pos.x, y: pos.y}
|
|
|
|
canvasToSurface: (pos) ->
|
|
{x: pos.x / @zoom + @surfaceViewport.x, y: pos.y / @zoom + @surfaceViewport.y}
|
|
|
|
surfaceToWorld: (pos) ->
|
|
{x: pos.x * Camera.MPP, y: -pos.y * Camera.MPP * @x2y, z: 0}
|
|
|
|
canvasToWorld: (pos) -> @surfaceToWorld @canvasToSurface pos
|
|
worldToCanvas: (pos) -> @surfaceToCanvas @worldToSurface pos
|
|
worldToScreen: (pos) -> @canvasToScreen @worldToCanvas pos
|
|
surfaceToScreen: (pos) -> @canvasToScreen @surfaceToCanvas pos
|
|
screenToSurface: (pos) -> @canvasToSurface @screenToCanvas pos
|
|
screenToWorld: (pos) -> @surfaceToWorld @screenToSurface pos
|
|
|
|
cameraWorldPos: ->
|
|
# 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.
|
|
# 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.
|
|
botFOV = @x2y * @vFOV / (@y2x + @x2y)
|
|
topFOV = @y2x * @vFOV / (@y2x + @x2y)
|
|
botDist = @worldViewport.height / 2 * Math.sin(@angle) / Math.sin(botFOV)
|
|
z = botDist * Math.sin(@angle + botFOV)
|
|
x: @worldViewport.cx, y: @worldViewport.cy - z * @z2y, z: z
|
|
|
|
distanceTo: (pos) ->
|
|
# Get the physical distance in meters from the camera to the given world pos.
|
|
cpos = @cameraWorldPos()
|
|
dx = pos.x - cpos.x
|
|
dy = pos.y - cpos.y
|
|
dz = (pos.z or 0) - cpos.z
|
|
Math.sqrt dx * dx + dy * dy + dz * dz
|
|
|
|
distanceRatioTo: (pos) ->
|
|
# Get the ratio of the distance to the given world pos over the distance to the center of the camera view.
|
|
cpos = @cameraWorldPos()
|
|
dy = @worldViewport.cy - cpos.y
|
|
camDist = Math.sqrt(dy * dy + cpos.z * cpos.z)
|
|
return @distanceTo(pos) / camDist
|
|
|
|
# Old method for flying things below; could re-integrate this
|
|
## 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.
|
|
#ratioWithoutY = dz * dz / (cPos.z * cPos.z)
|
|
#zv = Math.min(Math.max(0, worldPos.z - 5), cPos.z - 5) / (cPos.z - 5)
|
|
#zv * ratioWithY + (1 - zv) * ratioWithoutY
|
|
|
|
# SUBSCRIPTIONS
|
|
|
|
onZoomIn: (e) -> @zoomTo @target, @zoom * 1.15, 300
|
|
onZoomOut: (e) -> @zoomTo @target, @zoom / 1.15, 300
|
|
onMouseScrolled: (e) ->
|
|
ratio = 1 + 0.05 * Math.sqrt(Math.abs(e.deltaY))
|
|
ratio = 1 / ratio if e.deltaY > 0
|
|
newZoom = @zoom * ratio
|
|
if e.surfacePos and not @focusedOnSprite()
|
|
# zoom based on mouse position, adjusting the target so the point under the mouse stays the same
|
|
mousePoint = @canvasToSurface(e.surfacePos)
|
|
ratioPosX = (mousePoint.x - @surfaceViewport.x) / @surfaceViewport.width
|
|
ratioPosY = (mousePoint.y - @surfaceViewport.y) / @surfaceViewport.height
|
|
newWidth = @canvasWidth / newZoom
|
|
newHeight = @canvasHeight / newZoom
|
|
newTargetX = mousePoint.x - (newWidth * ratioPosX) + (newWidth / 2)
|
|
newTargetY = mousePoint.y - (newHeight * ratioPosY) + (newHeight / 2)
|
|
target = {x: newTargetX, y:newTargetY}
|
|
else
|
|
target = @target
|
|
@zoomTo target, newZoom, 0
|
|
|
|
onMouseDown: (e) ->
|
|
return if @dragDisabled
|
|
@lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY}
|
|
|
|
onMouseDragged: (e) ->
|
|
return if @dragDisabled
|
|
target = @boundTarget(@target, @zoom)
|
|
newPos = {
|
|
x: target.x + (@lastPos.x - e.originalEvent.rawX) / @zoom
|
|
y: target.y + (@lastPos.y - e.originalEvent.rawY) / @zoom
|
|
}
|
|
@zoomTo newPos, @zoom, 0
|
|
@lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY}
|
|
Backbone.Mediator.publish 'camera:dragged'
|
|
|
|
onLevelRestarted: ->
|
|
@setBounds(@firstBounds, false)
|
|
|
|
# COMMANDS
|
|
|
|
setBounds: (worldBounds, updateZoom=true) ->
|
|
# receives an array of two world points. Normalize and apply them
|
|
@firstBounds = worldBounds unless @firstBounds
|
|
@bounds = @normalizeBounds(worldBounds)
|
|
@calculateMinZoom()
|
|
@updateZoom true if updateZoom
|
|
@target = @currentTarget unless @focusedOnSprite()
|
|
|
|
normalizeBounds: (worldBounds) ->
|
|
return null unless worldBounds
|
|
top = Math.max(worldBounds[0].y, worldBounds[1].y)
|
|
left = Math.min(worldBounds[0].x, worldBounds[1].x)
|
|
bottom = Math.min(worldBounds[0].y, worldBounds[1].y)
|
|
right = Math.max(worldBounds[0].x, worldBounds[1].x)
|
|
bottom -= 1 if top is bottom
|
|
right += 1 if left is right
|
|
p1 = @worldToSurface({x:left, y:top})
|
|
p2 = @worldToSurface({x:right, y:bottom})
|
|
{x:p1.x, y:p1.y, width:p2.x-p1.x, height:p2.y-p1.y}
|
|
|
|
calculateMinZoom: ->
|
|
# Zoom targets are always done in Surface coordinates.
|
|
if not @bounds
|
|
@minZoom = 0.5
|
|
return
|
|
@minZoom = Math.max @canvasWidth / @bounds.width, @canvasHeight / @bounds.height
|
|
@zoom = Math.max(@minZoom, @zoom) if @zoom
|
|
|
|
zoomTo: (newTarget=null, newZoom=1.0, time=1500) ->
|
|
# Target is either just a {x, y} pos or a display object with {x, y} that might change; surface coordinates.
|
|
time = 0 if @instant
|
|
newTarget ?= {x:0, y:0}
|
|
newTarget = (@newTarget or @target) if @locked
|
|
newZoom = Math.min((Math.max @minZoom, newZoom), MAX_ZOOM)
|
|
|
|
thangType = @target?.sprite?.thangType
|
|
if thangType
|
|
@offset = _.clone(thangType.get('positions')?.torso or {x: 0, y:0})
|
|
scale = thangType.get('scale') or 1
|
|
@offset.x *= scale
|
|
@offset.y *= scale
|
|
else
|
|
@offset = {x: 0, y:0}
|
|
|
|
return if @zoom is newZoom and newTarget is newTarget.x and newTarget.y is newTarget.y
|
|
|
|
@finishTween(true)
|
|
if time
|
|
@newTarget = newTarget
|
|
@oldTarget = @boundTarget(@target, @zoom)
|
|
@oldZoom = @zoom
|
|
@newZoom = newZoom
|
|
@tweenProgress = 0.01
|
|
createjs.Tween.get(@)
|
|
.to({tweenProgress: 1.0}, time, createjs.Ease.getPowInOut(3))
|
|
.call @finishTween
|
|
|
|
else
|
|
@target = newTarget
|
|
@zoom = newZoom
|
|
@updateZoom true
|
|
|
|
focusedOnSprite: ->
|
|
return @target?.name
|
|
|
|
finishTween: (abort=false) =>
|
|
createjs.Tween.removeTweens(@)
|
|
return unless @newTarget
|
|
unless abort is true
|
|
@target = @newTarget
|
|
@zoom = @newZoom
|
|
@newZoom = @oldZoom = @newTarget = @newTarget = @tweenProgress = null
|
|
@updateZoom true
|
|
|
|
updateZoom: (force=false) ->
|
|
# Update when we're focusing on a Thang, tweening, or forcing it, unless we're locked
|
|
return if (not force) and (@locked or (not @newTarget and not @focusedOnSprite()))
|
|
if @newTarget
|
|
t = @tweenProgress
|
|
@zoom = @oldZoom + t * (@newZoom - @oldZoom)
|
|
[p1, p2] = [@oldTarget, @boundTarget(@newTarget, @newZoom)]
|
|
target = @target = x: p1.x + t * (p2.x - p1.x), y: p1.y + t * (p2.y - p1.y)
|
|
else
|
|
target = @boundTarget @target, @zoom
|
|
return if not force and _.isEqual target, @currentTarget
|
|
@currentTarget = target
|
|
@updateViewports target
|
|
Backbone.Mediator.publish 'camera:zoom-updated', camera: @, zoom: @zoom, surfaceViewport: @surfaceViewport
|
|
|
|
boundTarget: (pos, zoom) ->
|
|
# Given an {x, y} in Surface coordinates, return one that will keep our viewport on the Surface.
|
|
return pos unless @bounds
|
|
marginX = (@canvasWidth / zoom / 2)
|
|
marginY = (@canvasHeight / zoom / 2)
|
|
x = Math.min(Math.max(marginX + @bounds.x, pos.x + @offset.x), @bounds.x + @bounds.width - marginX)
|
|
y = Math.min(Math.max(marginY + @bounds.y, pos.y + @offset.y), @bounds.y + @bounds.height - marginY)
|
|
{x: x, y: y}
|
|
|
|
updateViewports: (target) ->
|
|
target ?= @target
|
|
sv = width: @canvasWidth / @zoom, height: @canvasHeight / @zoom, cx: target.x, cy: target.y
|
|
sv.x = sv.cx - sv.width / 2
|
|
sv.y = sv.cy - sv.height / 2
|
|
@surfaceViewport = sv
|
|
|
|
wv = @surfaceToWorld sv # get x and y
|
|
wv.width = sv.width * Camera.MPP
|
|
wv.height = sv.height * Camera.MPP * @x2y
|
|
wv.cx = wv.x + wv.width / 2
|
|
wv.cy = wv.y + wv.height / 2
|
|
@worldViewport = wv
|
|
|
|
lock: ->
|
|
@target = @currentTarget
|
|
@locked = true
|
|
unlock: ->
|
|
@locked = false
|
|
|
|
destroy: ->
|
|
createjs.Tween.removeTweens @
|
|
@finishTween = null
|
|
super()
|
|
|
|
onZoomTo: (pos, time) ->
|
|
@zoomTo(@worldToSurface(pos), @zoom, time)
|