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-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/move.js2
-rw-r--r--public/assets/javascripts/rectangles/models/vec2.js7
-rw-r--r--public/assets/javascripts/rectangles/models/wall.js29
3 files changed, 31 insertions, 7 deletions
diff --git a/public/assets/javascripts/rectangles/engine/scenery/move.js b/public/assets/javascripts/rectangles/engine/scenery/move.js
index e7ca4ef..981eb68 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/move.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/move.js
@@ -102,7 +102,7 @@ Scenery.move = function(base){
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
-
+
oldState = null
}
diff --git a/public/assets/javascripts/rectangles/models/vec2.js b/public/assets/javascripts/rectangles/models/vec2.js
index 0040435..a5a832e 100644
--- a/public/assets/javascripts/rectangles/models/vec2.js
+++ b/public/assets/javascripts/rectangles/models/vec2.js
@@ -37,6 +37,9 @@
vec2.prototype.midpoint = function(){
return lerp(0.5, this.a, this.b)
}
+ vec2.prototype.lerp = function(n){
+ return lerp(n, this.a, this.b)
+ }
vec2.prototype.eq = function(v){
return this.a == v.a && this.b == v.b
}
@@ -63,6 +66,10 @@
vec2.prototype.zero = function(){
this.a = this.b = 0
}
+ vec2.prototype.round = function(){
+ this.a = Math.round(this.a)
+ this.b = Math.round(this.b)
+ }
vec2.prototype.setPosition = function(n){
var len = this.length()
this.a = n
diff --git a/public/assets/javascripts/rectangles/models/wall.js b/public/assets/javascripts/rectangles/models/wall.js
index 07c3971..fdf54f0 100644
--- a/public/assets/javascripts/rectangles/models/wall.js
+++ b/public/assets/javascripts/rectangles/models/wall.js
@@ -50,16 +50,24 @@
index: index,
})
},
+/*
mousemove: function(e){
var offset = offsetFromPoint(e, mx.el)
+ var shouldFlip = base.side & (RIGHT | FRONT)
if (offset) {
- console.log([offset.left * mx.width + mx.face.x.a, (1-offset.top) * mx.height + mx.face.y.a].map(Math.round))
-// console.log(mx)
- }
- else {
- console.log("NONE")
+ var pos = base.mxOffsetToPosition( offset, index )
+
+ var mx_pos = base.positionToMx(pos, new vec2(5,5))
+ var mx_dot = new MX.Object3D
+ mx_dot.move(mx_pos)
+ mx_dot.width = 5
+ mx_dot.height = 5
+ mx_dot.rotationY = wall_rotation[base.side]
+ mx_dot.el.style.backgroundColor = "red"
+ scene.add(mx_dot)
}
},
+*/
mousedown: function(e){
if (Scenery.nextMedia) {
var scenery = Scenery.addNextToWall({
@@ -184,7 +192,16 @@
}
return position
}
-
+ Wall.prototype.mxOffsetToPosition = function( offset, index ) {
+ var face = this.surface.faces[index]
+ var shouldFlip = this.side & (RIGHT | FRONT)
+ var position = new vec2(0,0)
+ position.a = face.x.lerp(shouldFlip ? 1-offset.left : offset.left)
+ position.b = face.y.lerp(1-offset.top)
+ position.round()
+ return position
+ }
+
Wall.prototype.color = function(color){
this.$walls.css("background-color", color)
}