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-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/_scenery.js6
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/move.js24
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/types/image.js6
3 files changed, 28 insertions, 8 deletions
diff --git a/public/assets/javascripts/rectangles/engine/scenery/_scenery.js b/public/assets/javascripts/rectangles/engine/scenery/_scenery.js
index 119391d..1e2e83a 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/_scenery.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/_scenery.js
@@ -54,6 +54,12 @@ var Scenery = new function(){
delete base.list[id]
scene_media && scene_media.destroy()
}
+
+ base.removeAll = function(){
+ base.forEach(function(scene_media){
+ base.remove(scene_media.id)
+ })
+ }
base.uid = new UidGenerator(base.list)
diff --git a/public/assets/javascripts/rectangles/engine/scenery/move.js b/public/assets/javascripts/rectangles/engine/scenery/move.js
index 47e155b..991d1d4 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/move.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/move.js
@@ -1,7 +1,7 @@
Scenery.move = function(base){
- var x, y, z, bounds
+ var x, y, z, position, dimension, bounds
var dragging = false
var oldState
@@ -48,7 +48,11 @@ Scenery.move = function(base){
x = base.mx.x
y = base.mx.y
z = base.mx.z
+
bounds = base.bounds
+ dimension = base.dimensions
+ position = base.wall.mxToPosition( base.mx, dimension )
+
oldState = base.serialize()
document.body.classList.add("dragging")
}
@@ -56,18 +60,28 @@ Scenery.move = function(base){
function drag (e, cursor){
if (! dragging) return
- base.mx.y = bounds.y.clamp( y - cursor.y.magnitude()*cursor_amp )
+ 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
+ if (flipX) { delta.a *= -1 }
+ delta.b *= -1
+
+ var new_bounds = base.wall.surface.translate( bounds, dimension, position, delta )
+ if (new_bounds) bounds = new_bounds
+ if (flipX) { delta.a *= -1 }
+
+ base.mx.y = position.b + delta.b + dimension.b / 2
switch (base.wall.side) {
case FRONT:
case BACK:
- base.mx.x = bounds.x.clamp( x + cos(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp )
+ base.mx.x = position.a + delta.a * cos(wall_rotation[base.wall.side]) + dimension.a / 2
break
case LEFT:
case RIGHT:
- base.mx.z = bounds.x.clamp( z + sin(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp )
+ base.mx.z = position.a + delta.a * sin(wall_rotation[base.wall.side]) + dimension.a / 2
break
}
-
if (editor.permissions.resize) {
Scenery.resize.move_dots()
}
diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/image.js b/public/assets/javascripts/rectangles/engine/scenery/types/image.js
index 3bee827..cab6a94 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/types/image.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/types/image.js
@@ -12,13 +12,13 @@ Scenery.types.image = Scenery.types.base.extend(function(base){
this.bind()
if (opt.data) {
- console.log(opt.wall)
+ // console.log(opt.wall)
// console.log(opt.data.position)
if (opt.wall) {
var position = opt.wall.mxToPosition(opt.data.position)
- console.log(position.a)
+ // console.log(position.a)
opt.index = opt.wall.surface.index_for_x( position.a, 0 )
- console.log(opt.index)
+ // console.log(opt.index)
}
this.set_wall(opt)
this.deserialize(opt.data)