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https://github.com/codeninjasllc/codecombat.git
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392 lines
17 KiB
CoffeeScript
392 lines
17 KiB
CoffeeScript
CocoClass = require 'lib/CocoClass'
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{me} = require 'lib/auth'
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LayerAdapter = require './LayerAdapter'
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IndieSprite = require 'lib/surface/IndieSprite'
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WizardSprite = require 'lib/surface/WizardSprite'
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FlagSprite = require 'lib/surface/FlagSprite'
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CocoSprite = require 'lib/surface/CocoSprite'
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Mark = require './Mark'
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Grid = require 'lib/world/Grid'
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module.exports = class SpriteBoss extends CocoClass
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subscriptions:
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'bus:player-joined': 'onPlayerJoined'
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'bus:player-left': 'onPlayerLeft'
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'level:set-debug': 'onSetDebug'
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'sprite:highlight-sprites': 'onHighlightSprites'
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'surface:stage-mouse-down': 'onStageMouseDown'
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'level:select-sprite': 'onSelectSprite'
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'level:suppress-selection-sounds': 'onSuppressSelectionSounds'
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'level:lock-select': 'onSetLockSelect'
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'level:restarted': 'onLevelRestarted'
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'god:new-world-created': 'onNewWorld'
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'god:streaming-world-updated': 'onNewWorld'
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'camera:dragged': 'onCameraDragged'
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'sprite:loaded': -> @update(true)
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'level:flag-color-selected': 'onFlagColorSelected'
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'level:flag-updated': 'onFlagUpdated'
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'surface:flag-appeared': 'onFlagAppeared'
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'surface:remove-selected-flag': 'onRemoveSelectedFlag'
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constructor: (@options) ->
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super()
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@dragged = 0
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@options ?= {}
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@camera = @options.camera
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@webGLStage = @options.webGLStage
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@surfaceTextLayer = @options.surfaceTextLayer
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@world = options.world
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@options.thangTypes ?= []
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@sprites = {}
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@spriteArray = [] # Mirror @sprites, but faster for when we just need to iterate
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@selfWizardSprite = null
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@createLayers()
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@pendingFlags = []
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destroy: ->
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@removeSprite sprite for thangID, sprite of @sprites
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@targetMark?.destroy()
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@selectionMark?.destroy()
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super()
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toString: -> "<SpriteBoss: #{@spriteArray.length} sprites>"
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thangTypeFor: (type) ->
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_.find @options.thangTypes, (m) -> m.get('original') is type or m.get('name') is type
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createLayers: ->
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@spriteLayers = {}
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for [name, priority] in [
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['Land', -40]
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['Ground', -30]
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['Obstacle', -20]
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['Path', -10]
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['Default', 0]
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['Floating', 10]
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]
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@spriteLayers[name] = new LayerAdapter name: name, webGL: true, layerPriority: priority, transform: LayerAdapter.TRANSFORM_CHILD, camera: @camera
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@webGLStage.addChild (spriteLayer.container for spriteLayer in _.values(@spriteLayers))...
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layerForChild: (child, sprite) ->
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unless child.layerPriority?
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if thang = sprite?.thang
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child.layerPriority = thang.layerPriority
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child.layerPriority ?= 0 if thang.isSelectable
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child.layerPriority ?= -40 if thang.isLand
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child.layerPriority ?= 0
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return @spriteLayers['Default'] unless child.layerPriority
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layer = _.findLast @spriteLayers, (layer, name) ->
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layer.layerPriority <= child.layerPriority
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layer ?= @spriteLayers['Land'] if child.layerPriority < -40
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layer ? @spriteLayers['Default']
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addSprite: (sprite, id=null, layer=null) ->
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id ?= sprite.thang.id
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console.error 'Sprite collision! Already have:', id if @sprites[id]
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@sprites[id] = sprite
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@spriteArray.push sprite
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layer ?= @spriteLayers['Obstacle'] if sprite.thang?.spriteName.search(/(dungeon|indoor).wall/i) isnt -1
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layer ?= @layerForChild sprite.imageObject, sprite
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layer.addCocoSprite sprite
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layer.updateLayerOrder()
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sprite
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createMarks: ->
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return # TODO: get these marks working again
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@targetMark = new Mark name: 'target', camera: @camera, layer: @spriteLayers['Ground'], thangType: 'target'
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@selectionMark = new Mark name: 'selection', camera: @camera, layer: @spriteLayers['Ground'], thangType: 'selection'
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createSpriteOptions: (options) ->
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_.extend options, camera: @camera, resolutionFactor: SPRITE_RESOLUTION_FACTOR, groundLayer: @spriteLayers['Ground'], textLayer: @surfaceTextLayer, floatingLayer: @spriteLayers['Floating'], showInvisible: @options.showInvisible
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createIndieSprites: (indieSprites, withWizards) ->
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unless @indieSprites
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@indieSprites = []
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@indieSprites = (@createIndieSprite indieSprite for indieSprite in indieSprites) if indieSprites
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if withWizards and not @selfWizardSprite
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@selfWizardSprite = @createWizardSprite thangID: 'My Wizard', isSelf: true, sprites: @sprites
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createIndieSprite: (indieSprite) ->
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unless thangType = @thangTypeFor indieSprite.thangType
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console.warn "Need to convert #{indieSprite.id}'s ThangType #{indieSprite.thangType} to a ThangType reference. Until then, #{indieSprite.id} won't show up."
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return
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sprite = new IndieSprite thangType, @createSpriteOptions {thangID: indieSprite.id, pos: indieSprite.pos, sprites: @sprites, team: indieSprite.team, teamColors: @world.getTeamColors()}
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@addSprite sprite, sprite.thang.id
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createOpponentWizard: (opponent) ->
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# TODO: colorize name and cloud by team, colorize wizard by user's color config, level-specific wizard spawn points
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sprite = @createWizardSprite thangID: opponent.id, name: opponent.name, codeLanguage: opponent.codeLanguage
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if not opponent.levelSlug or opponent.levelSlug is 'brawlwood'
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sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 52} else {x: 28, y: 28}
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else if opponent.levelSlug in ['dungeon-arena', 'sky-span']
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sprite.targetPos = if opponent.team is 'ogres' then {x: 72, y: 39} else {x: 9, y: 39}
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else if opponent.levelSlug is 'criss-cross'
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sprite.targetPos = if opponent.team is 'ogres' then {x: 50, y: 12} else {x: 0, y: 40}
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else
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sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 28} else {x: 20, y: 28}
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createWizardSprite: (options) ->
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sprite = new WizardSprite @thangTypeFor('Wizard'), @createSpriteOptions(options)
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@addSprite sprite, sprite.thang.id, @spriteLayers['Floating']
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onPlayerJoined: (e) ->
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# Create another WizardSprite, unless this player is just me
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pid = e.player.id
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return if pid is me.id
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wiz = @createWizardSprite thangID: pid, sprites: @sprites
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wiz.animateIn()
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state = e.player.wizard or {}
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wiz.setInitialState(state.targetPos, @sprites[state.targetSprite])
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onPlayerLeft: (e) ->
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pid = e.player.id
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@sprites[pid]?.animateOut => @removeSprite @sprites[pid]
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onSetDebug: (e) ->
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return if e.debug is @debug
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@debug = e.debug
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sprite.setDebug @debug for sprite in @spriteArray
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onHighlightSprites: (e) ->
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highlightedIDs = e.thangIDs or []
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for thangID, sprite of @sprites
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sprite.setHighlight? thangID in highlightedIDs, e.delay
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addThangToSprites: (thang, layer=null) ->
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return console.warn 'Tried to add Thang to the surface it already has:', thang.id if @sprites[thang.id]
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thangType = _.find @options.thangTypes, (m) ->
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return false unless m.get('actions') or m.get('raster')
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return m.get('name') is thang.spriteName
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thangType ?= _.find @options.thangTypes, (m) -> return m.get('name') is thang.spriteName
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return console.error "Couldn't find ThangType for", thang unless thangType
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options = @createSpriteOptions thang: thang
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options.resolutionFactor = if thangType.get('kind') is 'Floor' then 2 else SPRITE_RESOLUTION_FACTOR
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sprite = new CocoSprite thangType, options
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@listenTo sprite, 'sprite:mouse-up', @onSpriteMouseUp
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@addSprite sprite, null, layer
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sprite.setDebug @debug
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sprite
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removeSprite: (sprite) ->
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sprite.layer.removeCocoSprite(sprite)
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thang = sprite.thang
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delete @sprites[sprite.thang.id]
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@spriteArray.splice @spriteArray.indexOf(sprite), 1
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@stopListening sprite
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sprite.destroy()
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sprite.thang = thang # Keep around so that we know which thang the destroyed thang was for
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updateSounds: ->
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sprite.playSounds() for sprite in @spriteArray # hmm; doesn't work for sprites which we didn't add yet in adjustSpriteExistence
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update: (frameChanged) ->
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@adjustSpriteExistence() if frameChanged
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sprite.update frameChanged for sprite in @spriteArray
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@updateSelection()
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@spriteLayers['Default'].updateLayerOrder()
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@cacheObstacles()
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adjustSpriteExistence: ->
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# Add anything new, remove anything old, update everything current
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updatedObstacles = []
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itemsJustEquipped = []
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for thang in @world.thangs when thang.exists and thang.pos
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itemsJustEquipped = itemsJustEquipped.concat @equipNewItems thang
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if sprite = @sprites[thang.id]
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sprite.setThang thang # make sure Sprite has latest Thang
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else
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sprite = @addThangToSprites(thang)
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Backbone.Mediator.publish 'surface:new-thang-added', thang: thang, sprite: sprite
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updatedObstacles.push sprite if sprite.imageObject.parent is @spriteLayers['Obstacle']
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sprite.playSounds()
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item.modifyStats() for item in itemsJustEquipped
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for thangID, sprite of @sprites
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missing = not (sprite.notOfThisWorld or @world.thangMap[thangID]?.exists)
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isObstacle = sprite.imageObject.parent is @spriteLayers['Obstacle']
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updatedObstacles.push sprite if isObstacle and (missing or sprite.hasMoved)
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sprite.hasMoved = false
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@removeSprite sprite if missing
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@cacheObstacles updatedObstacles if updatedObstacles.length and @cachedObstacles
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# mainly for handling selecting thangs from session when the thang is not always in existence
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if @willSelectThang and @sprites[@willSelectThang[0]]
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@selectThang @willSelectThang...
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equipNewItems: (thang) ->
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itemsJustEquipped = []
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if thang.equip and not thang.equipped
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thang.equip() # Pretty hacky, but needed since initialize may not be called if we're not running Systems.
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itemsJustEquipped.push thang
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if thang.inventoryIDs
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# Even hackier: these items were only created/equipped during simulation, so we reequip here.
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for slot, itemID of thang.inventoryIDs
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item = @world.getThangByID itemID
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unless item.equipped
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console.log thang.id, 'equipping', item, 'in', thang.slot, 'Surface-side, but it cannot equip?' unless item.equip
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item.equip()
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itemsJustEquipped.push item
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return itemsJustEquipped
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cacheObstacles: (updatedObstacles=null) ->
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return if @cachedObstacles and not updatedObstacles
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wallSprites = (sprite for sprite in @spriteArray when sprite.thangType?.get('name').search(/(dungeon|indoor).wall/i) isnt -1)
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return if _.any (s.stillLoading for s in wallSprites)
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walls = (sprite.thang for sprite in wallSprites)
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@world.calculateBounds()
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wallGrid = new Grid walls, @world.size()...
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if updatedObstacles
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possiblyUpdatedWallSprites = (sprite for sprite in wallSprites when _.find updatedObstacles, (w2) -> sprite is w2 or (Math.abs(sprite.thang.pos.x - w2.thang.pos.x) + Math.abs(sprite.thang.pos.y - w2.thang.pos.y)) <= 16)
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else
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possiblyUpdatedWallSprites = wallSprites
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#console.log 'updating up to', possiblyUpdatedWallSprites.length, 'of', wallSprites.length, 'wall sprites from updatedObstacles', updatedObstacles
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for wallSprite in possiblyUpdatedWallSprites
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wallSprite.updateActionDirection wallGrid
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wallSprite.lockAction()
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wallSprite.updateScale()
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wallSprite.updatePosition()
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#console.log @wallGrid.toString()
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@cachedObstacles = true
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spriteFor: (thangID) -> @sprites[thangID]
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onNewWorld: (e) ->
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@world = @options.world = e.world
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play: ->
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sprite.play() for sprite in @spriteArray
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@selectionMark?.play()
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@targetMark?.play()
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stop: ->
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sprite.stop() for sprite in @spriteArray
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@selectionMark?.stop()
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@targetMark?.stop()
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# Selection
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onSuppressSelectionSounds: (e) -> @suppressSelectionSounds = e.suppress
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onSetLockSelect: (e) -> @selectLocked = e.lock
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onLevelRestarted: (e) ->
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@selectLocked = false
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@selectSprite e, null
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onSelectSprite: (e) ->
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@selectThang e.thangID, e.spellName
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onCameraDragged: ->
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@dragged += 1
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onSpriteMouseUp: (e) ->
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return if key.shift #and @options.choosing
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return @dragged = 0 if @dragged > 3
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@dragged = 0
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sprite = if e.sprite?.thang?.isSelectable then e.sprite else null
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return if @flagCursorSprite and sprite?.thangType.get('name') is 'Flag'
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@selectSprite e, sprite
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onStageMouseDown: (e) ->
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return if key.shift #and @options.choosing
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@selectSprite e if e.onBackground
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selectThang: (thangID, spellName=null, treemaThangSelected = null) ->
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return @willSelectThang = [thangID, spellName] unless @sprites[thangID]
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@selectSprite null, @sprites[thangID], spellName, treemaThangSelected
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selectSprite: (e, sprite=null, spellName=null, treemaThangSelected = null) ->
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return if e and (@disabled or @selectLocked) # Ignore clicks for selection/panning/wizard movement while disabled or select is locked
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worldPos = sprite?.thang?.pos
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worldPos ?= @camera.screenToWorld {x: e.originalEvent.rawX, y: e.originalEvent.rawY} if e?.originalEvent
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if worldPos and (@options.navigateToSelection or not sprite or treemaThangSelected) and e?.originalEvent?.nativeEvent?.which isnt 3
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@camera.zoomTo(sprite?.imageObject or @camera.worldToSurface(worldPos), @camera.zoom, 1000, true)
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sprite = null if @options.choosing # Don't select sprites while choosing
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if sprite isnt @selectedSprite
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@selectedSprite?.selected = false
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sprite?.selected = true
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@selectedSprite = sprite
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alive = sprite and not (sprite.thang.health < 0)
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Backbone.Mediator.publish 'surface:sprite-selected',
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thang: if sprite then sprite.thang else null
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sprite: sprite
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spellName: spellName ? e?.spellName
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originalEvent: e
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worldPos: worldPos
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@willSelectThang = null if sprite # Now that we've done a real selection, don't reselect some other Thang later.
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if alive and not @suppressSelectionSounds
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instance = sprite.playSound 'selected'
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if instance?.playState is 'playSucceeded'
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Backbone.Mediator.publish 'sprite:thang-began-talking', thang: sprite?.thang
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instance.addEventListener 'complete', ->
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Backbone.Mediator.publish 'sprite:thang-finished-talking', thang: sprite?.thang
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onFlagColorSelected: (e) ->
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@removeSprite @flagCursorSprite if @flagCursorSprite
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@flagCursorSprite = null
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for flagSprite in @spriteArray when flagSprite.thangType.get('name') is 'Flag'
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flagSprite.imageObject.cursor = if e.color then 'crosshair' else 'pointer'
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return unless e.color
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@flagCursorSprite = new FlagSprite @thangTypeFor('Flag'), @createSpriteOptions(thangID: 'Flag Cursor', color: e.color, team: me.team, isCursor: true, pos: e.pos)
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@addSprite @flagCursorSprite, @flagCursorSprite.thang.id, @spriteLayers['Floating']
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onFlagUpdated: (e) ->
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return unless e.active
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pendingFlag = new FlagSprite @thangTypeFor('Flag'), @createSpriteOptions(thangID: 'Pending Flag ' + Math.random(), color: e.color, team: e.team, isCursor: false, pos: e.pos)
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@addSprite pendingFlag, pendingFlag.thang.id, @spriteLayers['Floating']
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@pendingFlags.push pendingFlag
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onFlagAppeared: (e) ->
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# Remove the pending flag that matches this one's color/team/position, and any color/team matches placed earlier.
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t1 = e.sprite.thang
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pending = (@pendingFlags ? []).slice()
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foundExactMatch = false
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for i in [pending.length - 1 .. 0] by -1
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pendingFlag = pending[i]
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t2 = pendingFlag.thang
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matchedType = t1.color is t2.color and t1.team is t2.team
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matched = matchedType and (foundExactMatch or Math.abs(t1.pos.x - t2.pos.x) < 0.00001 and Math.abs(t1.pos.y - t2.pos.y) < 0.00001)
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if matched
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foundExactMatch = true
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@pendingFlags.splice(i, 1)
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@removeSprite pendingFlag
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e.sprite.imageObject.cursor = if @flagCursorSprite then 'crosshair' else 'pointer'
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null
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onRemoveSelectedFlag: (e) ->
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# Remove the selected sprite if it's a flag, or any flag of the given color if a color is given.
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flagSprite = _.find [@selectedSprite].concat(@spriteArray), (sprite) ->
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sprite and sprite.thangType.get('name') is 'Flag' and sprite.thang.team is me.team and (sprite.thang.color is e.color or not e.color) and not sprite.notOfThisWorld
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return unless flagSprite
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Backbone.Mediator.publish 'surface:remove-flag', color: flagSprite.thang.color
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# Marks
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updateSelection: ->
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if @selectedSprite?.thang and (not @selectedSprite.thang.exists or not @world.getThangByID @selectedSprite.thang.id)
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thangID = @selectedSprite.thang.id
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@selectedSprite = null # Don't actually trigger deselection, but remove the selected sprite.
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@selectionMark?.toggle false
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@willSelectThang = [thangID, null]
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@updateTarget()
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return unless @selectionMark
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@selectedSprite = null if @selectedSprite and (@selectedSprite.destroyed or not @selectedSprite.thang)
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# The selection mark should be on the ground layer, unless we're not a normal sprite (like a wall), in which case we'll place it higher so we can see it.
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if @selectedSprite and @selectedSprite.imageObject.parent isnt @spriteLayers.Default
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@selectionMark.setLayer @spriteLayers.Default
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else if @selectedSprite
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@selectionMark.setLayer @spriteLayers.Ground
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@selectionMark.toggle @selectedSprite?
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@selectionMark.setSprite @selectedSprite
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@selectionMark.update()
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updateTarget: ->
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return unless @targetMark
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thang = @selectedSprite?.thang
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target = thang?.target
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targetPos = thang?.targetPos
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targetPos = null if targetPos?.isZero?() # Null targetPos get serialized as (0, 0, 0)
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@targetMark.setSprite if target then @sprites[target.id] else null
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@targetMark.toggle @targetMark.sprite or targetPos
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@targetMark.update if targetPos then @camera.worldToSurface targetPos else null
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