diff options
Diffstat (limited to 'public/assets/javascripts/rectangles/engine/scenery/move.js')
| -rw-r--r-- | public/assets/javascripts/rectangles/engine/scenery/move.js | 41 |
1 files changed, 21 insertions, 20 deletions
diff --git a/public/assets/javascripts/rectangles/engine/scenery/move.js b/public/assets/javascripts/rectangles/engine/scenery/move.js index 991d1d4..93bccb0 100644 --- a/public/assets/javascripts/rectangles/engine/scenery/move.js +++ b/public/assets/javascripts/rectangles/engine/scenery/move.js @@ -63,7 +63,7 @@ Scenery.move = function(base){ var flipX = base.wall.side & (FRONT | RIGHT) var delta = cursor.delta() - delta.mul( cursor_amp ) // this should be proportional to your distance from the wall + delta.mul( cursor_amp ) // TODO: this should be proportional to your distance from the wall if (flipX) { delta.a *= -1 } delta.b *= -1 @@ -108,46 +108,47 @@ Scenery.move = function(base){ function switch_wall (e, target, cursor){ if (! dragging) return if (target.wall.id == base.wall.id) return - if (! target.wall.fits(base.media, base.scale)) return - + var old_wall_side = base.wall.side var wall_group = old_wall_side | target.wall.side + var new_bounds = target.wall.surface.bounds_at_index_with_dimensions(target.index || 0, dimension) - base.set_wall(target) + if (! new_bounds) return + + base.wall = target.wall + base.bounds = bounds = new_bounds + + position.a = bounds.x.midpoint() - dimension.a / 2 - bounds = base.bounds - x = base.center.a - z = base.center.b - if (old_wall_side !== target.wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) { switch (old_wall_side) { case FRONT: - z = bounds.x.a + position.a = bounds.x.a + dimension.a / 2 break case BACK: - z = bounds.x.b + position.a = bounds.x.b - dimension.a / 2 break case LEFT: - x = bounds.x.a + position.a = bounds.x.a + dimension.a / 2 break case RIGHT: - x = bounds.x.b + position.a = bounds.x.b - dimension.a / 2 break } } - cursor.x.a = cursor.x.b - - base.mx.move({ - x: x, - z: z, - rotationY: wall_rotation[ target.wall.side ] - }) + var mx_delta = base.wall.positionToMx( position, dimension ) + base.mx.move(mx_delta) if (editor.permissions.resize) { Scenery.resize.rotate_dots() - Scenery.resize.move_dots() +// Scenery.resize.move_dots() } + + cursor.x.a = cursor.x.b + //var delta = cursor.delta() + drag(e, cursor) + } return this |
