codecombat/app/lib/surface/Lank.coffee

825 lines
32 KiB
CoffeeScript

CocoClass = require 'core/CocoClass'
{createProgressBar} = require './sprite_utils'
Camera = require './Camera'
Mark = require './Mark'
Label = require './Label'
AudioPlayer = require 'lib/AudioPlayer'
{me} = require 'core/auth'
# We'll get rid of this once level's teams actually have colors
healthColors =
ogres: [64, 128, 212]
humans: [255, 0, 0]
neutral: [64, 212, 128]
# Sprite: EaselJS-based view/controller for Thang model
module.exports = Lank = class Lank extends CocoClass
thangType: null # ThangType instance
sprite: null
healthBar: null
marks: null
labels: null
ranges: null
options:
groundLayer: null
textLayer: null
floatingLayer: null
thang: null
camera: null
showInvisible: false
preloadSounds: true
possessed: false
flipped: false
flippedCount: 0
actionQueue: null
actions: null
rotation: 0
# Scale numbers
scaleFactorX: 1 # Current scale adjustment. This can change rapidly.
scaleFactorY: 1
targetScaleFactorX: 1 # What the scaleFactor is going toward during a tween.
targetScaleFactorY: 1
# ACTION STATE
# Actions have relations. If you say 'move', 'move_side' may play because of a direction
# relationship, and if you say 'cast', 'cast_begin' may happen first, or 'cast_end' after.
currentRootAction: null # action that, in general, is playing or will play
currentAction: null # related action that is right now playing
subscriptions:
'level:sprite-dialogue': 'onDialogue'
'level:sprite-clear-dialogue': 'onClearDialogue'
'level:set-letterbox': 'onSetLetterbox'
'surface:ticked': 'onSurfaceTicked'
'sprite:move': 'onMove'
constructor: (@thangType, options) ->
super()
spriteName = @thangType.get('name')
@isMissile = /(Missile|Arrow|Spear)/.test(spriteName) and not /(Tower|Charge)/.test(spriteName)
@options = _.extend($.extend(true, {}, @options), options)
@setThang @options.thang
if @thang?
options = @thang?.getLankOptions?()
@options.colorConfig = options.colorConfig if options and options.colorConfig
console.error @toString(), 'has no ThangType!' unless @thangType
# this is a stub, use @setSprite to swap it out for something else later
@sprite = new createjs.Container
@actionQueue = []
@marks = {}
@labels = {}
@ranges = []
@handledDisplayEvents = {}
@age = 0
@stillLoading = true
if @thangType.isFullyLoaded() then @onThangTypeLoaded() else @listenToOnce(@thangType, 'sync', @onThangTypeLoaded)
toString: -> "<Lank: #{@thang?.id}>"
onThangTypeLoaded: ->
@stillLoading = false
if @options.preloadSounds
for trigger, sounds of @thangType.get('soundTriggers') or {} when trigger isnt 'say'
AudioPlayer.preloadSoundReference sound for sound in sounds when sound
if @thangType.get('raster')
@actions = {}
@isRaster = true
else
@actions = @thangType.getActions()
@createMarks()
@scaleFactorX = @thang.scaleFactorX if @thang?.scaleFactorX?
@scaleFactorX = @thang.scaleFactor if @thang?.scaleFactor?
@scaleFactorY = @thang.scaleFactorY if @thang?.scaleFactorY?
@scaleFactorY = @thang.scaleFactor if @thang?.scaleFactor?
@updateAction() unless @currentAction
setSprite: (newSprite) ->
if @sprite
@sprite.destroy?()
if parent = @sprite.parent
parent.removeChild @sprite
if parent.spriteSheet is newSprite.spriteSheet
parent.addChild newSprite
# get the lank to update things
for prop in ['lastPos', 'currentRootAction']
delete @[prop]
@sprite = newSprite
if @thang and @thang.stateChanged is false
@thang.stateChanged = true
@configureMouse()
@sprite.on 'animationend', @playNextAction
@playAction(@currentAction) if @currentAction and not @stillLoading
@trigger 'new-sprite', @sprite
##################################################
# QUEUEING AND PLAYING ACTIONS
queueAction: (action) ->
# The normal way to have an action play
action = @actions[action] if _.isString(action)
action ?= @actions.idle
@actionQueue = []
@actionQueue.push @currentRootAction.relatedActions.end if @currentRootAction?.relatedActions?.end
@actionQueue.push action.relatedActions.begin if action.relatedActions?.begin
@actionQueue.push action
if action.goesTo and nextAction = @actions[action.goesTo]
@actionQueue.push nextAction if nextAction
@currentRootAction = action
@playNextAction()
onSurfaceTicked: (e) -> @age += e.dt
playNextAction: =>
@playAction(@actionQueue.splice(0, 1)[0]) if @actionQueue.length
playAction: (action) ->
return if @isRaster
@currentAction = action
return @hide() unless action.animation or action.container or action.relatedActions or action.goesTo
@show()
return @updateActionDirection() unless action.animation or action.container or action.goesTo
return if @sprite.placeholder
m = if action.container then 'gotoAndStop' else 'gotoAndPlay'
@sprite[m]?(action.name)
@updateScale()
@updateRotation()
hide: ->
@hiding = true
@updateAlpha()
show: ->
@hiding = false
@updateAlpha()
stop: ->
@sprite?.stop?()
mark.stop() for name, mark of @marks
@stopped = true
play: ->
@sprite?.play?()
mark.play() for name, mark of @marks
@stopped = false
update: (frameChanged) ->
# Gets the sprite to reflect what the current state of the thangs and surface are
return false if @stillLoading
thangUnchanged = @thang and @thang.stateChanged is false
if (frameChanged and not thangUnchanged) or (@thang and @thang.bobHeight) or @notOfThisWorld
@updatePosition()
return false if thangUnchanged
frameChanged = frameChanged or @targetScaleFactorX isnt @scaleFactorX or @targetScaleFactorY isnt @scaleFactorY
if frameChanged
@handledDisplayEvents = {}
@updateScale() # must happen before rotation
@updateAlpha()
@updateRotation()
@updateAction()
@updateStats()
@updateGold()
@showAreaOfEffects()
@showTextEvents()
@updateHealthBar()
@updateMarks()
@updateLabels()
@thang.stateChanged = false if @thang and @thang.stateChanged is true
return true
showAreaOfEffects: ->
return unless @thang?.currentEvents
for event in @thang.currentEvents
continue unless _.string.startsWith event, 'aoe-'
continue if @handledDisplayEvents[event]
@handledDisplayEvents[event] = true
args = JSON.parse(event[4...])
key = 'aoe-' + JSON.stringify(args[2..])
layerName = args[6] ? 'ground' # Can also specify 'floating'.
unless layer = @options[layerName + 'Layer']
console.error "#{@thang.id} couldn't find layer #{layerName}Layer for AOE effect #{key}; using ground layer."
layer = @options.groundLayer
unless key in layer.spriteSheet.getAnimations()
circle = new createjs.Shape()
radius = args[2] * Camera.PPM
if args.length is 4
circle.graphics.beginFill(args[3]).drawCircle(0, 0, radius)
else
startAngle = args[4] or 0
endAngle = args[5] or 2 * Math.PI
if startAngle is endAngle
startAngle = 0
endAngle = 2 * Math.PI
circle.graphics.beginFill(args[3])
.lineTo(0, 0)
.lineTo(radius * Math.cos(startAngle), radius * Math.sin(startAngle))
.arc(0, 0, radius, startAngle, endAngle)
.lineTo(0, 0)
layer.addCustomGraphic(key, circle, [-radius, -radius, radius*2, radius*2])
circle = new createjs.Sprite(layer.spriteSheet)
circle.gotoAndStop(key)
pos = @options.camera.worldToSurface {x: args[0], y: args[1]}
circle.x = pos.x
circle.y = pos.y
resFactor = layer.resolutionFactor
circle.scaleY = @options.camera.y2x * 0.7 / resFactor
circle.scaleX = 0.7 / resFactor
circle.alpha = 0.2
layer.addChild circle
createjs.Tween.get(circle)
.to({alpha: 0.6, scaleY: @options.camera.y2x / resFactor, scaleX: 1 / resFactor}, 100, createjs.Ease.circOut)
.to({alpha: 0, scaleY: 0, scaleX: 0}, 700, createjs.Ease.circIn)
.call =>
return if @destroyed
layer.removeChild circle
delete @handledDisplayEvents[event]
showTextEvents: ->
return unless @thang?.currentEvents
for event in @thang.currentEvents
continue unless _.string.startsWith event, 'text-'
continue if @handledDisplayEvents[event]
@handledDisplayEvents[event] = true
options = JSON.parse(event[5...])
label = new createjs.Text options.text, "bold #{options.size or 16}px Arial", options.color or '#FFF'
shadowColor = {humans: '#F00', ogres: '#00F', neutral: '#0F0', common: '#0F0'}[@thang.team] ? '#000'
label.shadow = new createjs.Shadow shadowColor, 1, 1, 3
offset = @getOffset 'aboveHead'
[label.x, label.y] = [@sprite.x + offset.x - label.getMeasuredWidth() / 2, @sprite.y + offset.y]
@options.textLayer.addChild label
window.labels ?= []
window.labels.push label
label.alpha = 0
createjs.Tween.get(label)
.to({y: label.y-2, alpha: 1}, 200, createjs.Ease.linear)
.to({y: label.y-12}, 1000, createjs.Ease.linear)
.to({y: label.y-22, alpha: 0}, 1000, createjs.Ease.linear)
.call =>
return if @destroyed
@options.textLayer.removeChild label
getBobOffset: ->
return 0 unless @thang.bobHeight
return @lastBobOffset if @stopped
return @lastBobOffset = @thang.bobHeight * (1 + Math.sin(@age * Math.PI / @thang.bobTime))
getWorldPosition: ->
p1 = if @possessed then @shadow.pos else @thang.pos
if bobOffset = @getBobOffset()
p1 = p1.copy?() or _.clone(p1)
p1.z += bobOffset
x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2
updatePosition: (whileLoading=false) ->
return if @stillLoading and not whileLoading
return unless @thang?.pos and @options.camera?
[p0, p1] = [@lastPos, @thang.pos]
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
wop = @getWorldPosition()
sup = @options.camera.worldToSurface wop
[@sprite.x, @sprite.y] = [sup.x, sup.y]
@lastPos = p1.copy?() or _.clone(p1) unless whileLoading
@hasMoved = true
if @thangType.get('name') is 'Flag' and not @notOfThisWorld
# Let the pending flags know we're here (but not this call stack, they need to delete themselves, and we may be iterating sprites).
_.defer => Backbone.Mediator.publish 'surface:flag-appeared', sprite: @
updateScale: (force) ->
return unless @sprite
if @thangType.get('matchWorldDimensions') and @thang and @options.camera
if force or @thang.width isnt @lastThangWidth or @thang.height isnt @lastThangHeight or @thang.rotation isnt @lastThangRotation
bounds = @sprite.getBounds()
return unless bounds
@sprite.scaleX = @thang.width * Camera.PPM / bounds.width * (@options.camera.y2x + (1 - @options.camera.y2x) * Math.abs Math.cos @thang.rotation)
@sprite.scaleY = @thang.height * Camera.PPM / bounds.height * (@options.camera.y2x + (1 - @options.camera.y2x) * Math.abs Math.sin @thang.rotation)
@sprite.regX = bounds.width * 3 / 4 # Why not / 2? I don't know.
@sprite.regY = bounds.height * 3 / 4 # Why not / 2? I don't know.
unless @thang.spriteName is 'Beam'
@sprite.scaleX *= @thangType.get('scale') ? 1
@sprite.scaleY *= @thangType.get('scale') ? 1
[@lastThangWidth, @lastThangHeight, @lastThangRotation] = [@thang.width, @thang.height, @thang.rotation]
return
scaleX = scaleY = 1
if @isMissile
# Scales the arrow so it appears longer when flying parallel to horizon.
# To do that, we convert angle to [0, 90] (mirroring half-planes twice), then make linear function out of it:
# (a - x) / a: equals 1 when x = 0, equals 0 when x = a, monotonous in between. That gives us some sort of
# degenerative multiplier.
# For our purposes, a = 90 - the direction straight upwards.
# Then we use r + (1 - r) * x function with r = 0.5, so that
# maximal scale equals 1 (when x is at it's maximum) and minimal scale is 0.5.
# Notice that the value of r is empirical.
angle = @getRotation()
angle = -angle if angle < 0
angle = 180 - angle if angle > 90
scaleX = 0.5 + 0.5 * (90 - angle) / 90
# console.error 'No thang for', @ unless @thang
@sprite.scaleX = @sprite.baseScaleX * @scaleFactorX * scaleX
@sprite.scaleY = @sprite.baseScaleY * @scaleFactorY * scaleY
newScaleFactorX = @thang?.scaleFactorX ? @thang?.scaleFactor ? 1
newScaleFactorY = @thang?.scaleFactorY ? @thang?.scaleFactor ? 1
if @layer?.name is 'Land' or @thang?.spriteName is 'Beam'
@scaleFactorX = newScaleFactorX
@scaleFactorY = newScaleFactorY
else if @thang and (newScaleFactorX isnt @targetScaleFactorX or newScaleFactorY isnt @targetScaleFactorY)
@targetScaleFactorX = newScaleFactorX
@targetScaleFactorY = newScaleFactorY
createjs.Tween.removeTweens(@)
createjs.Tween.get(@).to({scaleFactorX: @targetScaleFactorX, scaleFactorY: @targetScaleFactorY}, 2000, createjs.Ease.elasticOut)
updateAlpha: ->
@sprite.alpha = if @hiding then 0 else 1
return unless @thang?.alpha?
return if @sprite.alpha is @thang.alpha
@sprite.alpha = @thang.alpha
if @options.showInvisible
@sprite.alpha = Math.max 0.5, @sprite.alpha
mark.updateAlpha @thang.alpha for name, mark of @marks
@healthBar?.alpha = @thang.alpha
updateRotation: (sprite) ->
rotationType = @thangType.get('rotationType')
return if rotationType is 'fixed'
rotation = @getRotation()
if @isMissile and @thang.velocity
# Rotates the arrow to see it arc based on velocity.z.
# Notice that rotation here does not affect thang's state - it is just the effect.
# Thang's rotation is always pointing where it is heading.
vz = @thang.velocity.z
if vz and speed = @thang.velocity.magnitude(true)
vx = @thang.velocity.x
heading = @thang.velocity.heading()
xFactor = Math.cos heading
zFactor = vz / Math.sqrt(vz * vz + vx * vx)
rotation -= xFactor * zFactor * 45
sprite ?= @sprite
return sprite.rotation = rotation if rotationType is 'free' or not rotationType
@updateIsometricRotation(rotation, sprite)
getRotation: ->
thang = if @possessed then @shadow else @thang
return @rotation if not thang?.rotation
rotation = thang?.rotation
rotation = (360 - (rotation * 180 / Math.PI) % 360) % 360
rotation -= 360 if rotation > 180
rotation
updateIsometricRotation: (rotation, sprite) ->
return unless @currentAction
return if _.string.endsWith(@currentAction.name, 'back')
return if _.string.endsWith(@currentAction.name, 'fore')
sprite.scaleX *= -1 if Math.abs(rotation) >= 90
##################################################
updateAction: ->
return if @isRaster or @actionLocked
action = @determineAction()
isDifferent = action isnt @currentRootAction or action is null
if not action and @thang?.actionActivated and not @stopLogging
console.error 'action is', action, 'for', @thang?.id, 'from', @currentRootAction, @thang.action, @thang.getActionName?()
@stopLogging = true
@queueAction(action) if action and (isDifferent or (@thang?.actionActivated and action.name isnt 'move'))
@updateActionDirection()
determineAction: ->
action = null
thang = if @possessed then @shadow else @thang
action = thang.action if thang?.acts
action ?= @currentRootAction.name if @currentRootAction?
action ?= 'idle'
unless @actions[action]?
@warnedFor ?= {}
console.warn 'Cannot show action', action, 'for', @thangType.get('name'), 'because it DNE' unless @warnedFor[action]
@warnedFor[action] = true
return if @action is 'idle' then null else 'idle'
#action = 'break' if @actions.break? and @thang?.erroredOut # This makes it looks like it's dead when it's not: bad in Brawlwood.
action = 'die' if @actions.die? and thang?.health? and thang.health <= 0
@actions[action]
updateActionDirection: (@wallGrid=null) ->
# wallGrid is only needed for wall grid face updates; should refactor if this works
return unless action = @getActionDirection()
@playAction(action) if action isnt @currentAction
lockAction: -> (@actionLocked=true)
getActionDirection: (rootAction=null) ->
rootAction ?= @currentRootAction
return null unless relatedActions = rootAction?.relatedActions ? {}
rotation = @getRotation()
if relatedActions['111111111111'] # has grid-surrounding-wall-based actions
if @wallGrid
@hadWallGrid = true
action = ''
tileSize = 4
[gx, gy] = [@thang.pos.x, @thang.pos.y]
for y in [gy + tileSize, gy, gy - tileSize, gy - tileSize * 2]
for x in [gx - tileSize, gx, gx + tileSize]
if x >= 0 and y >= 0 and x < @wallGrid.width and y < @wallGrid.height
wallThangs = @wallGrid.contents x, y
else
wallThangs = ['outside of the map yo']
if wallThangs.length is 0
if y is gy and x is gx
action += '1' # the center wall we're placing
else
action += '0'
else if wallThangs.length is 1
action += '1'
else
console.error 'Overlapping walls at', x, y, '...', wallThangs
action += '1'
matchedAction = '111111111111'
for relatedAction of relatedActions
if action.match(relatedAction.replace(/\?/g, '.'))
matchedAction = relatedAction
break
#console.log 'returning', matchedAction, 'for', @thang.id, 'at', gx, gy
return relatedActions[matchedAction]
else if @hadWallGrid
return null
else
keys = _.keys relatedActions
index = Math.max 0, Math.floor((179 + rotation) / 360 * keys.length)
#console.log 'Showing', relatedActions[keys[index]]
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)
else if @options.playerName
@setNameLabel @options.playerName
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?.erroredOut
@marks.repair?.toggle @thang?.erroredOut
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) ->
if me.getAnnouncesActionAudioGroup() in ['no-audio', 'just-take-damage']
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
return false if m in ['moveRight', 'moveUp', 'moveDown', 'moveLeft']
@previouslySaidMessages ?= {}
t0 = @previouslySaidMessages[m] ? 0
t1 = new Date()
@previouslySaidMessages[m] = t1
return true if t1 - t0 < 5 * 1000
false
playSounds: (withDelay=true, volume=1.0) ->
for event in @thang.currentEvents ? []
if event is 'take-damage' and me.getAnnouncesActionAudioGroup() in ['no-audio', 'without-take-damage']
null # Skip playing it
else
@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
@dialogueSoundInstance?.removeAllEventListeners()
super()