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https://github.com/codeninjasllc/codecombat.git
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149 lines
No EOL
6.4 KiB
CoffeeScript
149 lines
No EOL
6.4 KiB
CoffeeScript
SpriteBuilder = require 'lib/sprites/SpriteBuilder'
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module.exports = class WebGLLayer extends createjs.SpriteContainer
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actionRenderState: null
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needToRerender: false
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toRenderBundles: null
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willRender: false
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resolutionFactor: SPRITE_RESOLUTION_FACTOR
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defaultActions: ['idle', 'die', 'move', 'move_back', 'move_side', 'move_fore', 'attack']
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constructor: ->
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super(arguments...)
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@actionRenderState = {}
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@toRenderBundles = []
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@initialize(arguments...)
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setDefaultActions: (@defaultActions) ->
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renderGroupingKey: (thangType, grouping, colorConfig) ->
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key = thangType.get('slug')
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if colorConfig?.team
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key += "(#{colorConfig.team.hue},#{colorConfig.team.saturation},#{colorConfig.team.lightness})"
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key += '.'+grouping if grouping
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key
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addCocoSprite: (cocoSprite) ->
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# build the animations for it
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if cocoSprite.thangType.get('raster')
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@upsertActionToRender(cocoSprite.thangType)
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else
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for action in _.values(cocoSprite.thangType.getActions())
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continue unless action.name in @defaultActions
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@upsertActionToRender(cocoSprite.thangType, action.name, cocoSprite.options.colorConfig)
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upsertActionToRender: (thangType, actionName, colorConfig) ->
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groupKey = @renderGroupingKey(thangType, actionName, colorConfig)
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return if @actionRenderState[groupKey] isnt undefined
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@actionRenderState[groupKey] = 'need-to-render'
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@toRenderBundles.push({thangType: thangType, actionName: actionName, colorConfig: colorConfig})
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return if @willRender
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# @willRender = _.defer => @renderNewSpriteSheet()
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renderNewSpriteSheet: ->
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@willRender = false
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builder = new createjs.SpriteSheetBuilder()
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groups = _.groupBy(@toRenderBundles, ((bundle) -> @renderGroupingKey(bundle.thangType, '', bundle.colorConfig)), @)
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for bundleGrouping in _.values(groups)
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thangType = bundleGrouping[0].thangType
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colorConfig = bundleGrouping[0].colorConfig
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actionNames = (bundle.actionName for bundle in bundleGrouping)
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args = [thangType, colorConfig, actionNames, builder]
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if thangType.get('raw')
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if thangType.get('renderStrategy') is 'container'
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@renderContainers(args...)
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else
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@renderSpriteSheet(args...)
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else
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@renderRasterImage(thangType, builder)
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builder.build()
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renderContainers: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
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containersToRender = {}
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for actionName in actionNames
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action = _.find(thangType.getActions(), {name: actionName})
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if action.container
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containersToRender[action.container] = true
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else if action.animation
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animationContainers = @getContainersForAnimation(thangType, action.animation)
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containersToRender[container.gn] = true for container in animationContainers
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spriteBuilder = new SpriteBuilder(thangType, {colorConfig: colorConfig})
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for containerGlobalName in _.keys(containersToRender)
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containerKey = @renderGroupingKey(thangType, containerGlobalName, colorConfig)
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container = spriteBuilder.buildContainerFromStore(containerGlobalName)
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frame = spriteSheetBuilder.addFrame(container)
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spriteSheetBuilder.addAnimation(containerKey, [frame], false)
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getContainersForAnimation: (thangType, animation) ->
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containers = thangType.get('raw').animations[animation].containers
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for animation in thangType.get('raw').animations[animation].animations
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containers = containers.concat(@getContainersForAnimation(thangType, animation.gn))
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return containers
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renderSpriteSheet: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
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actionObjects = _.values(thangType.getActions())
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animationActions = []
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for a in actionObjects
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continue unless a.animation
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continue unless a.name in actionNames
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animationActions.push(a)
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spriteBuilder = new SpriteBuilder(thangType, {colorConfig: colorConfig})
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animationGroups = _.groupBy animationActions, (action) -> action.animation
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for animationName, actions of animationGroups
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renderAll = _.any actions, (action) -> action.frames is undefined
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scale = actions[0].scale or thangType.get('scale') or 1
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mc = spriteBuilder.buildMovieClip(animationName, null, null, null, {'temp':0})
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if renderAll
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res = spriteSheetBuilder.addMovieClip(mc, null, scale * @resolutionFactor)
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frames = spriteSheetBuilder._animations['temp'].frames
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framesMap = _.zipObject _.range(frames.length), frames
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else
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framesMap = {}
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framesToRender = _.uniq(_.flatten((a.frames.split(',') for a in actions)))
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for frame in framesToRender
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frame = parseInt(frame)
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f = _.bind(mc.gotoAndStop, mc, frame)
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framesMap[frame] = spriteSheetBuilder.addFrame(mc, null, scale * @resolutionFactor, f)
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for action in actions
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name = @renderGroupingKey(thangType, action.name, colorConfig)
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if action.frames
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frames = (framesMap[parseInt(frame)] for frame in action.frames.split(','))
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else
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frames = _.values(framesMap).sort()
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next = true
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next = action.goesTo if action.goesTo
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next = false if action.loops is false
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spriteSheetBuilder.addAnimation(name, frames, next)
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containerActions = []
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for a in actionObjects
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continue unless a.container
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continue unless a.name in actionNames
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containerActions.push(a)
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containerGroups = _.groupBy containerActions, (action) -> action.container
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for containerName, actions of containerGroups
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container = spriteBuilder.buildContainerFromStore(containerName)
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scale = actions[0].scale or thangType.get('scale') or 1
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frame = spriteSheetBuilder.addFrame(container, null, scale * @resolutionFactor)
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for action in actions
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name = @renderGroupingKey(thangType, action.name, colorConfig)
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spriteSheetBuilder.addAnimation(name, [frame], false)
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renderRasterImage: (thangType, spriteSheetBuilder) ->
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unless thangType.rasterImage
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console.error("Cannot render the WebGLLayer SpriteSheet until the raster image for <#{thangType.get('name')}> is loaded.")
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bm = new createjs.Bitmap(thangType.rasterImage[0])
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scale = thangType.get('scale') or 1
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frame = spriteSheetBuilder.addFrame(bm, null, scale)
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spriteSheetBuilder.addAnimation(@renderGroupingKey(thangType), [frame], false) |