codecombat/app/lib/surface/WebGLLayer.coffee

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11 KiB
CoffeeScript

SpriteBuilder = require 'lib/sprites/SpriteBuilder'
CocoClass = require 'lib/CocoClass'
WebGLSprite = require './WebGLSprite'
{SpriteContainerLayer} = require 'lib/surface/Layer'
module.exports = class WebGLLayer extends CocoClass
_.extend(WebGLLayer.prototype, Backbone.Events)
actionRenderState: null
needToRerender: false
toRenderBundles: null
willRender: false
buildAutomatically: true
buildAsync: true
resolutionFactor: SPRITE_RESOLUTION_FACTOR
defaultActions: ['idle', 'die', 'move', 'move_back', 'move_side', 'move_fore', 'attack']
numThingsLoading: 0
cocoSprites: null
spriteSheet: null
spriteContainer: null
constructor: (@layerOptions) ->
@layerOptions ?= {}
super()
@initializing = true
@spriteSheet = @_renderNewSpriteSheet(false) # builds an empty spritesheet
@spriteContainer = new SpriteContainerLayer(@spriteSheet, @layerOptions)
@actionRenderState = {}
@toRenderBundles = []
@cocoSprites = []
@initializing = false
setDefaultActions: (@defaultActions) ->
renderGroupingKey: (thangType, grouping, colorConfig) ->
key = thangType.get('slug')
if colorConfig?.team
key += "(#{colorConfig.team.hue},#{colorConfig.team.saturation},#{colorConfig.team.lightness})"
key += '.'+grouping if grouping
key
addCocoSprite: (cocoSprite) ->
cocoSprite.options.resolutionFactor = @resolutionFactor
if cocoSprite.layer
console.warn 'CocoSprite being re-added to a layer?'
cocoSprite.layer = @
cocoSprite.updateBaseScale()
@listenTo(cocoSprite, 'action-needs-render', @onActionNeedsRender)
@cocoSprites.push cocoSprite
@loadThangType(cocoSprite.thangType)
@addDefaultActionsToRender(cocoSprite)
@setImageObjectToCocoSprite(cocoSprite)
# TODO: actually add it as a child
removeCocoSprite: (cocoSprite) ->
@stopListening(cocoSprite)
cocoSprite.imageObject.parent.removeChild cocoSprite.imageObject
@cocoSprites = _.without @cocoSprites, cocoSprite
onActionNeedsRender: (cocoSprite, action) ->
@upsertActionToRender(cocoSprite.thangType, action.name, cocoSprite.options.colorConfig)
loadThangType: (thangType) ->
if not thangType.isFullyLoaded()
thangType.setProjection null
thangType.fetch() unless thangType.loading
@numThingsLoading++
@listenToOnce(thangType, 'sync', @somethingLoaded)
else if thangType.get('raster') and not thangType.loadedRaster
thangType.loadRasterImage()
@listenToOnce(thangType, 'raster-image-loaded', @somethingLoaded)
@numThingsLoading++
somethingLoaded: (thangType) ->
@numThingsLoading--
@loadThangType(thangType) # might need to load the raster image object
for cocoSprite in @cocoSprites
if cocoSprite.thangType is thangType
@addDefaultActionsToRender(cocoSprite)
@renderNewSpriteSheet()
addDefaultActionsToRender: (cocoSprite) ->
needToRender = false
if cocoSprite.thangType.get('raster')
@upsertActionToRender(cocoSprite.thangType)
else
for action in _.values(cocoSprite.thangType.getActions())
continue unless action.name in @defaultActions
@upsertActionToRender(cocoSprite.thangType, action.name, cocoSprite.options.colorConfig)
upsertActionToRender: (thangType, actionName, colorConfig) ->
groupKey = @renderGroupingKey(thangType, actionName, colorConfig)
return false if @actionRenderState[groupKey] isnt undefined
@actionRenderState[groupKey] = 'need-to-render'
@toRenderBundles.push({thangType: thangType, actionName: actionName, colorConfig: colorConfig})
return true if @willRender or not @buildAutomatically
@willRender = _.defer => @renderNewSpriteSheet()
return true
renderNewSpriteSheet: ->
@willRender = false
return if @numThingsLoading
@_renderNewSpriteSheet()
_renderNewSpriteSheet: (async) ->
async ?= @buildAsync
builder = new createjs.SpriteSheetBuilder()
groups = _.groupBy(@toRenderBundles, ((bundle) -> @renderGroupingKey(bundle.thangType, '', bundle.colorConfig)), @)
# Always have an empty frame be the first frame.
# Then if you go to a frame that DNE, it doesn't show up.
emptiness = new createjs.Container()
emptiness.setBounds(0, 0, 1, 1)
builder.addFrame(emptiness)
for bundleGrouping in _.values(groups)
thangType = bundleGrouping[0].thangType
colorConfig = bundleGrouping[0].colorConfig
actionNames = (bundle.actionName for bundle in bundleGrouping)
args = [thangType, colorConfig, actionNames, builder]
if thangType.get('raw')
if thangType.get('renderStrategy') is 'container'
@renderContainers(args...)
else
@renderSpriteSheet(args...)
else
@renderRasterImage(thangType, builder)
if async
builder.buildAsync()
builder.on 'complete', @onBuildSpriteSheetComplete, @, true, builder
else
sheet = builder.build()
@onBuildSpriteSheetComplete(null, builder)
return sheet
onBuildSpriteSheetComplete: (e, builder) ->
return if @initializing
if builder.spriteSheet._images.length > 1
@resolutionFactor *= 0.9
console.debug('Sprite sheet is too large... re-rendering at', @resolutionFactor.toFixed(2))
@_renderNewSpriteSheet()
return
@spriteSheet = builder.spriteSheet
oldLayer = @spriteContainer
@spriteContainer = new SpriteContainerLayer(@spriteSheet, @layerOptions)
for cocoSprite in @cocoSprites
@setImageObjectToCocoSprite(cocoSprite)
for prop in ['scaleX', 'scaleY', 'regX', 'regY']
@spriteContainer[prop] = oldLayer[prop]
if parent = oldLayer.parent
index = parent.getChildIndex(oldLayer)
parent.removeChildAt(index)
parent.addChildAt(@spriteContainer, index)
@layerOptions.camera?.updateZoom(true)
@spriteContainer.updateLayerOrder()
for cocoSprite in @cocoSprites
cocoSprite.options.resolutionFactor = @resolutionFactor
cocoSprite.updateBaseScale()
cocoSprite.updateScale()
cocoSprite.updateRotation()
@trigger 'new-spritesheet'
renderContainers: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
containersToRender = {}
for actionName in actionNames
action = _.find(thangType.getActions(), {name: actionName})
if action.container
containersToRender[action.container] = true
else if action.animation
animationContainers = @getContainersForAnimation(thangType, action.animation)
containersToRender[container.gn] = true for container in animationContainers
spriteBuilder = new SpriteBuilder(thangType, {colorConfig: colorConfig})
for containerGlobalName in _.keys(containersToRender)
containerKey = @renderGroupingKey(thangType, containerGlobalName, colorConfig)
container = spriteBuilder.buildContainerFromStore(containerGlobalName)
frame = spriteSheetBuilder.addFrame(container, null, @resolutionFactor)
spriteSheetBuilder.addAnimation(containerKey, [frame], false)
getContainersForAnimation: (thangType, animation) ->
containers = thangType.get('raw').animations[animation].containers
for animation in thangType.get('raw').animations[animation].animations
containers = containers.concat(@getContainersForAnimation(thangType, animation.gn))
return containers
renderSpriteSheet: (thangType, colorConfig, actionNames, spriteSheetBuilder) ->
actionObjects = _.values(thangType.getActions())
animationActions = []
for a in actionObjects
continue unless a.animation
continue unless a.name in actionNames
animationActions.push(a)
spriteBuilder = new SpriteBuilder(thangType, {colorConfig: colorConfig})
animationGroups = _.groupBy animationActions, (action) -> action.animation
for animationName, actions of animationGroups
renderAll = _.any actions, (action) -> action.frames is undefined
scale = actions[0].scale or thangType.get('scale') or 1
mc = spriteBuilder.buildMovieClip(animationName, null, null, null, {'temp':0})
if renderAll
res = spriteSheetBuilder.addMovieClip(mc, null, scale * @resolutionFactor)
frames = spriteSheetBuilder._animations['temp'].frames
framesMap = _.zipObject _.range(frames.length), frames
else
framesMap = {}
framesToRender = _.uniq(_.flatten((a.frames.split(',') for a in actions)))
for frame in framesToRender
frame = parseInt(frame)
f = _.bind(mc.gotoAndStop, mc, frame)
framesMap[frame] = spriteSheetBuilder.addFrame(mc, null, scale * @resolutionFactor, f)
for action in actions
name = @renderGroupingKey(thangType, action.name, colorConfig)
if action.frames
frames = (framesMap[parseInt(frame)] for frame in action.frames.split(','))
else
frames = _.values(framesMap).sort()
next = true
next = action.goesTo if action.goesTo
next = false if action.loops is false
spriteSheetBuilder.addAnimation(name, frames, next)
containerActions = []
for a in actionObjects
continue unless a.container
continue unless a.name in actionNames
containerActions.push(a)
containerGroups = _.groupBy containerActions, (action) -> action.container
for containerName, actions of containerGroups
container = spriteBuilder.buildContainerFromStore(containerName)
scale = actions[0].scale or thangType.get('scale') or 1
frame = spriteSheetBuilder.addFrame(container, null, scale * @resolutionFactor)
for action in actions
name = @renderGroupingKey(thangType, action.name, colorConfig)
spriteSheetBuilder.addAnimation(name, [frame], false)
renderRasterImage: (thangType, spriteSheetBuilder) ->
unless thangType.rasterImage
console.error("Cannot render the WebGLLayer SpriteSheet until the raster image for <#{thangType.get('name')}> is loaded.")
bm = new createjs.Bitmap(thangType.rasterImage[0])
scale = thangType.get('scale') or 1
frame = spriteSheetBuilder.addFrame(bm, null, scale)
spriteSheetBuilder.addAnimation(@renderGroupingKey(thangType), [frame], false)
setImageObjectToCocoSprite: (cocoSprite) ->
if not cocoSprite.thangType.isFullyLoaded()
# just give a placeholder
sprite = new createjs.Sprite(@spriteSheet)
else if cocoSprite.thangType.get('raster')
sprite = new createjs.Sprite(@spriteSheet)
reg = cocoSprite.getOffset 'registration'
sprite.regX = -reg.x
sprite.regY = -reg.y
sprite.gotoAndStop(@renderGroupingKey(cocoSprite.thangType))
else
prefix = @renderGroupingKey(cocoSprite.thangType, null, cocoSprite.colorConfig) + '.'
sprite = new WebGLSprite(@spriteSheet, cocoSprite.thangType, prefix, @resolutionFactor)
sprite.sprite = cocoSprite
sprite.layerPriority = cocoSprite.thang?.layerPriority ? cocoSprite.thangType.get 'layerPriority'
sprite.name = cocoSprite.thang?.spriteName or cocoSprite.thangType.get 'name'
cocoSprite.addHealthBar()
cocoSprite.setImageObject(sprite)
cocoSprite.update(true)
@spriteContainer.addChild(sprite)