diff options
Diffstat (limited to 'public/assets/javascripts/rectangles/models/wall.js')
| -rw-r--r-- | public/assets/javascripts/rectangles/models/wall.js | 274 |
1 files changed, 167 insertions, 107 deletions
diff --git a/public/assets/javascripts/rectangles/models/wall.js b/public/assets/javascripts/rectangles/models/wall.js index 6e2c728..8723c3c 100644 --- a/public/assets/javascripts/rectangles/models/wall.js +++ b/public/assets/javascripts/rectangles/models/wall.js @@ -1,21 +1,28 @@ -window.Wall = (function(){ +(function(){ + var vec2, Rect, sort + if ('window' in this) { + vec2 = window.vec2 + Rect = window.Rect + sort = window.sort + } + else { + vec2 = require('./vec2') + Rect = require('./rect') + UidGenerator = require('../util/uid') + } + var Wall = function(opt){ this.id = opt.id - this.uid = Uid() - this.room = opt.room - this.rect = opt.rect || new Rect (0,0,0,0) - this.rect.sides = opt.side + this.vec = opt.vec + this.edge = opt.edge this.side = opt.side - this.mx = [] - this.els = [] - if (opt.el) { - this.mx.push(opt.el) - } + this.surface = opt.surface + this.mx = opt.mx } Wall.prototype.toString = function(){ - return this.rect.toString() + return this.vec.toString() } Wall.prototype.reset = function(){ @@ -25,42 +32,118 @@ window.Wall = (function(){ this.mx.forEach(function(mx){ mx.destroy && mx.destroy() }) - this.room = this.rect = this.mx = this.els = null + this.room = this.vec = this.mx = null } Wall.prototype.bind = function(){ var base = this base.$walls = $( this.mx.map(function(mx){ return mx.el }) ) - base.$walls.bind({ - mouseover: function(){ - }, - mouseenter: function(e){ - Scenery.mouse.mouseenter(e, base) - }, - mousemove: function(e){ - }, - mousedown: function(){ - // base.randomize_colors() - // console.log(sidesToString(base.side)) - if (Scenery.nextMedia) { - var scenery = Scenery.addNextToWall(base) - - UndoStack.push({ - type: 'create-scenery', - undo: { id: scenery.id }, - redo: scenery.serialize(), + + this.mx.forEach(function(mx, index){ + $(mx.el).bind({ + mouseover: function(){ + }, + mouseenter: function(e){ + Scenery.mouse.mouseenter(e, { + wall: base, + index: index, }) + }, + mousemove: function(e){ + }, + mousedown: function(e){ + if (Scenery.nextMedia) { + var scenery = Scenery.addNextToWall({ + wall: base, + index: index + }) + + // scenery was not placed + if (! scenery) { + e.stopPropagation() + return + } + + UndoStack.push({ + type: 'create-scenery', + undo: { id: scenery.id }, + redo: scenery.serialize(), + }) + + // TODO: watch individual scenery object here + Minotaur.watch( app.router.editorView.settings ) + } + else if (Scenery.nextWallpaper) { + base.wallpaper() + } + else { + app.controller.hideExtras() + } } - else if (Scenery.nextWallpaper) { - base.wallpaper() - } - else { - app.controller.hideExtras() - } - } + }) }) this.outline() } + + + // wall + // side: corresponds to the orientation of this wall + // vec: equivalent to the bounds of the Surface + // edge: the coordinate of the normal of this surface + // var useX = side & LEFT_RIGHT + // var useA = side & (FRONT | LEFT) + // edge = mx.rect[useX ? 'x': 'y'][ useA ? 'a': 'b'] + // surface: an ordered set of contiguous wall regions, corresponding to mx objects + + Wall.prototype.positionToMx = function(position, dimension) { + var x, z + switch (this.side) { + case FRONT: + x = position.a + dimension.a / 2 + z = this.edge + painting_distance_from_wall + break + case BACK: + x = position.a + dimension.a / 2 + z = this.edge - painting_distance_from_wall + break + case LEFT: + x = this.edge + painting_distance_from_wall + z = position.a + dimension.a / 2 + break + case RIGHT: + x = this.edge - painting_distance_from_wall + z = position.a + dimension.a / 2 + break + } + return { + x: x, + y: position.b + dimension.b / 2, + z: z, + rotationY: wall_rotation[ this.side ], + } + } + Wall.prototype.mxToPosition = function(mx, dimension) { + var position = new vec2(0,0) + switch (this.side) { + case FRONT: + case BACK: + position.a = mx.x + position.b = mx.y + break + case LEFT: + case RIGHT: + position.a = mx.z + position.b = mx.y + break + } + if (dimension) { + position.a -= dimension.a / 2 + position.b -= dimension.b / 2 + } +// if (mx.width) { position.a -= mx.width / 2 } +// if (mx.height) { position.b -= mx.height / 2 } + return position + } Wall.prototype.bounds_for = function(img, scale) { scale = scale || 1 @@ -84,37 +167,25 @@ window.Wall = (function(){ Wall.prototype.center = function(offset){ - offset = offset || 0 - - var major_axis, minor_axis - if (this.side & FRONT_BACK) { - major_axis = this.rect.x - minor_axis = this.rect.y - } - else { - major_axis = this.rect.y - minor_axis = this.rect.x - } - switch (this.side) { case FRONT: - x = major_axis.midpoint() - z = minor_axis.a + painting_distance_from_wall + offset + x = this.vec.midpoint() + z = this.edge + painting_distance_from_wall break case BACK: - x = major_axis.midpoint() - z = minor_axis.b - painting_distance_from_wall + offset + x = this.vec.midpoint() + z = this.edge - painting_distance_from_wall break case LEFT: - x = minor_axis.a + painting_distance_from_wall + offset - z = major_axis.midpoint() + x = this.edge + painting_distance_from_wall + z = this.vec.midpoint() break case RIGHT: - x = minor_axis.b - painting_distance_from_wall + offset - z = major_axis.midpoint() + x = this.edge - painting_distance_from_wall + z = this.vec.midpoint() break } - + return new vec2 (x, z) } @@ -125,88 +196,71 @@ window.Wall = (function(){ Wall.prototype.wallpaper = function(){ var useX = this.side & FRONT_BACK var shouldFlip = this.side & (LEFT | BACK) - this.siblings().forEach(function(w){ - w.mx.forEach(function(mx){ - - var partitionOffset = useX ? mx.x : mx.z - if (shouldFlip) partitionOffset *= -1 - partitionOffset += mx.width/2 - var floorOffset = mx.y + mx.height/2 + this.mx.forEach(function(mx){ + var partitionOffset = useX ? mx.x : mx.z + if (shouldFlip) partitionOffset *= -1 + partitionOffset += mx.width/2 + var floorOffset = mx.y + mx.height/2 - mx.el.style.backgroundImage = Scenery.nextWallpaper - mx.el.style.backgroundPosition = (~~partitionOffset) + "px " + (~~floorOffset) + "px" - }) - }) + mx.el.style.backgroundImage = Scenery.nextWallpaper + mx.el.style.backgroundPosition = (~~partitionOffset) + "px " + (~~floorOffset) + "px" + }) } Wall.prototype.outline = function(){ - var canvas = document.createElement("canvas") - var ctx = canvas.getContext('2d') var useX = this.side & FRONT_BACK var shouldFlip = this.side & (LEFT | BACK) + var mx = this.mx - var sortedWalls = this.siblings().reduce(function(a,w){ - return a.concat(w.mx) - }, []).sort( useX ? sort.compare_x : sort.compare_z ) - - if (shouldFlip) { - sortedWalls = sortedWalls.reverse() + if (! shouldFlip) { + mx = mx.reverse() } - var len = sortedWalls.length + var len = this.mx.length + var backgroundColor = "rgba(255,255,255,0.95)" + var borderColor = "rgba(0,0,0,1.0)" + zz = window.zz || 0 - sortedWalls.forEach(function(mx, i){ + mx.forEach(function(mx, i){ if (mx.outlined) return mx.outlined = true - canvas.width = mx.width - canvas.height = mx.height - ctx.fillStyle = "rgba(255,255,255,0.9)" - ctx.fillRect(0, 0, canvas.width, canvas.height) - ctx.fillStyle = "rgba(0,0,0,1.0)" + mx.el.style.backgroundColor = backgroundColor - // all walls except top-half walls get bottom lines - ctx.fillRect(0, 0, canvas.width, 1) + // all walls get bottom lines + mx.el.style.borderBottom = "1px solid " + borderColor - // all walls except bottom-half walls get top lines - ctx.fillRect(0, canvas.height-1, canvas.width, 1) + // all walls get top lines + mx.el.style.borderTop = "1px solid " + borderColor // walls on initial sides get left lines // if their left edge lines up with the rect edge if (i == 0) { - ctx.fillRect(0, 0, 1, canvas.height) + mx.el.style.borderLeft = "1px solid " + borderColor } // walls on terminal sides get right lines.... // if their right edge lines up with the rect edge if (i == len-1) { - // ctx.fillStyle = "rgba(255,0,0,1.0)" - ctx.fillRect(canvas.width-1, 0, 1, canvas.height) + mx.el.style.borderRight = "1px solid " + borderColor } - var dataUrl = canvas.toDataURL() - - mx.el.style.backgroundImage = "url(" + dataUrl + ")" }) - window.zz += 1 } Wall.prototype.siblings = function(){ - var base = this - var match = base.side | base.half_side - var walls = Rooms.list[this.room].walls.filter(function(w){ - return (w.side | w.half_side) & match && w.$walls - }) - return walls + return this +// var base = this +// var match = base.side | base.half_side +// var walls = Rooms.list[this.room].walls.filter(function(w){ +// return (w.side | w.half_side) & match && w.$walls +// }) +// return walls } Wall.prototype.randomize_colors = function(){ var color = window.grayColors[ this.side | this.half_side ] - var siblings = this.siblings() - siblings.forEach(function(w, i){ - if (! w.$walls) return - w.color(color) - }) + // this.color(color) } Wall.prototype.stroke_colors = function(){ @@ -226,6 +280,12 @@ window.Wall = (function(){ }) } - return Wall + if ('window' in this) { + window.Wall = Wall + } + else { + module.exports = Wall + } + })() |
