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-rw-r--r--public/assets/javascripts/rectangles/models/rect.js8
-rw-r--r--public/assets/javascripts/rectangles/models/room.js76
-rw-r--r--public/assets/javascripts/rectangles/models/surface.js281
-rw-r--r--public/assets/javascripts/rectangles/models/vec2.js5
-rw-r--r--public/assets/javascripts/rectangles/models/wall.js274
5 files changed, 459 insertions, 185 deletions
diff --git a/public/assets/javascripts/rectangles/models/rect.js b/public/assets/javascripts/rectangles/models/rect.js
index 3f94740..a08176a 100644
--- a/public/assets/javascripts/rectangles/models/rect.js
+++ b/public/assets/javascripts/rectangles/models/rect.js
@@ -42,6 +42,7 @@
Rect.prototype.assign = function(r) {
this.x.assign(r.x)
this.y.assign(r.y)
+ return this
}
Rect.prototype.center = function(){
return new vec2(this.x.midpoint(), this.y.midpoint())
@@ -95,6 +96,9 @@
Rect.prototype.contains = function(x,y){
return this.x.contains(x) && this.y.contains(y)
}
+ Rect.prototype.contains_point = function(p){
+ return this.x.contains(p.x) && this.y.contains(p.y)
+ }
Rect.prototype.containsDisc = function(x,y,r){
return this.x.containsDisc(x,r) && this.y.containsDisc(y,r)
}
@@ -111,6 +115,9 @@
Rect.prototype.eq = function(r){
return this.x.eq(r.x) && this.y.eq(r.y)
}
+ Rect.prototype.fits = function(v){
+ return this.x.length() >= v.a && this.y.length() >= v.b
+ }
Rect.prototype.zero = function(){
this.a.zero()
this.b.zero()
@@ -133,6 +140,7 @@
}
Rect.prototype.width = function(){ return this.x.length() }
Rect.prototype.height = function(){ return this.y.length() }
+ Rect.prototype.delta = function(){ return new vec2( this.x.magnitude(), this.y.magnitude() ) }
Rect.prototype.toString = function(){
var sides = sidesToString(this.sides)
var s = "[" + this.x.toString() + " " + this.y.toString() + "] " + sides
diff --git a/public/assets/javascripts/rectangles/models/room.js b/public/assets/javascripts/rectangles/models/room.js
index aa18f6d..33a94d0 100644
--- a/public/assets/javascripts/rectangles/models/room.js
+++ b/public/assets/javascripts/rectangles/models/room.js
@@ -93,83 +93,7 @@
})
})
}
-
- Room.prototype.group_mx_walls = function(){
- var base = this
- var side_groups = {}, walls = []
-
- // group the walls by side
- base.mx_walls.forEach(function(wall){
-
- // ignore half-walls for now
- var side = wall.side || wall.half_side
-
- if (side_groups[side]) {
- side_groups[side].push(wall)
- }
- else {
- side_groups[side] = [wall]
- }
- })
-
- // sort the subgroups, and then combine mx objects under wall objects
- pairs(side_groups).forEach(function(pair){
- var side = pair[0], els = pair[1]
-
- if (side & LEFT_RIGHT) {
- els.sort(sort.compare_rect_x)
- }
- else if (side & FRONT_BACK) {
- els.sort(sort.compare_rect_y)
- }
-
- // wall holds state for the last wall we created/saw..
- // right now we keep walls subdivided where there are half-walls to simplify
- // calculations involving placing media on walls, calculating wall boundaries, etc..
- // one consequence of this is we can't place things on the walls above "doorways".
- // in the future, we should have more robust placement algorithm, which takes
- // this into account, and only use one wall "object" per plane
- var wall
- els.forEach(function(el){
- if (el.half_side) {
- wall = new_wall(el)
- walls.push(wall)
- wall = null
- }
- else if (! wall) {
- wall = new_wall(el)
- walls.push(wall)
- }
- else if (side & FRONT_BACK && wall.rect.x.b == el.rect.x.a) {
- wall.rect.x.b = el.rect.x.b
- wall.mx.push(el)
- }
- else if (side & LEFT_RIGHT && wall.rect.y.b == el.rect.y.a) {
- wall.rect.y.b = el.rect.y.b
- wall.mx.push(el)
- }
- else {
- wall = new_wall(el)
- walls.push(wall)
- }
- })
- })
-
- function new_wall (el) {
- return new Wall ({
- id: base.id + "_" + (el.side | el.half_side) + "_" + walls.length,
- room: base.id,
- side: el.side | el.half_side,
- half_side: el.half_side,
- rect: el.rect.clone(),
- el: el,
- })
- }
-
- return walls
- }
-
Room.prototype.clipTo = function(r){
// for each of this rect's regions split the region if necessary
var regions = this.regions
diff --git a/public/assets/javascripts/rectangles/models/surface.js b/public/assets/javascripts/rectangles/models/surface.js
new file mode 100644
index 0000000..53977c8
--- /dev/null
+++ b/public/assets/javascripts/rectangles/models/surface.js
@@ -0,0 +1,281 @@
+(function(){
+
+ var vec2, Rect
+ if ('window' in this) {
+ vec2 = window.vec2
+ Rect = window.Rect
+ }
+ else {
+ vec2 = require('./vec2')
+ Rect = require('./rect')
+ }
+
+ var Surface = function (face){
+ this.bounds = new Rect (new vec2(0, 0), new vec2(0, 0))
+ this.faces = []
+ if (face) {
+ this.add(face)
+ }
+ }
+ Surface.prototype.add = function(rect){
+ if (this.faces.length == 0) {
+ this.bounds.x.a = rect.x.a
+ this.bounds.x.b = rect.x.a
+ this.bounds.y.a = rect.y.a
+ this.bounds.y.b = rect.y.a
+ }
+ this.bounds.x.b += rect.width()
+ this.bounds.y.a = Math.min(this.bounds.y.a, rect.y.a)
+ this.bounds.y.b = Math.max(this.bounds.y.b, rect.y.b)
+ this.faces.push(rect)
+ }
+ Surface.prototype.fits_scale = function(v, scale){
+ v = v.clone().mul(scale)
+ return this.fits(v)
+ }
+ Surface.prototype.fits = function(v){
+ var faces = this.faces
+ var scratch
+ if (this.bounds.x.b < v.a || this.bounds.y.b < v.b) {
+ return null
+ }
+ for (var i = 0; i < faces.length; i++) {
+ if (faces[i].fits(v)) {
+ return faces[i]
+ }
+ }
+ scratch = new Rect (0,0,0,0)
+ for (var i = 0; i < faces.length; i++) {
+ if (faces[i].y.length() < v.b) {
+ continue
+ }
+ scratch.x.a = faces[i].x.a
+ scratch.x.b = faces[i].x.b
+ scratch.y.a = faces[i].y.a
+ scratch.y.b = faces[i].y.b
+ SEARCH: for (var j = i+1; j < faces.length; j++) {
+ if (faces[j].y.a > scratch.y.a) {
+ scratch.y.a = faces[j].y.a
+ }
+ if (faces[j].y.b < scratch.y.b) {
+ scratch.y.b = faces[j].y.b
+ }
+ if (scratch.y.b <= scratch.y.a || scratch.y.length() < v.b) {
+ break SEARCH
+ }
+ scratch.x.b = faces[j].x.b
+ if (scratch.fits(v)) {
+ return scratch
+ }
+ }
+ }
+ return null
+ }
+
+ function center_for (dimension, position, delta) {
+ var center = new vec2( position.a + dimension.a/2, position.b + dimension.b/2 )
+ if (delta) {
+ center.a += delta.a
+ center.b += delta.b
+ }
+ return center
+ }
+
+ Surface.prototype.clamp_delta = function (bounds, dimension, position, delta) {
+ var left_edge = position.a + delta.a - bounds.x.a
+ if (left_edge < 0) {
+ delta.a -= left_edge
+ }
+
+ var right_edge = position.a + dimension.a + delta.a - bounds.x.b
+ if (right_edge > 0) {
+ delta.a -= right_edge
+ }
+ var bottom_edge = position.b + delta.b - bounds.y.a
+ if (bottom_edge < 0) {
+ delta.b -= bottom_edge
+ }
+
+ var top_edge = position.b + dimension.b + delta.b - bounds.y.b
+ if (top_edge > 0) {
+ delta.b -= top_edge
+ }
+
+ return delta
+ }
+
+ Surface.prototype.translate = function (old_bounds, dimension, position, delta) {
+ this.clamp_delta( this.bounds, dimension, position, delta )
+
+ var new_delta = delta.clone()
+ if (this.clamp_delta(old_bounds, dimension, position, new_delta).eq(delta)) {
+ return old_bounds
+ }
+
+// var left_index = this.index_for_x( position.a + delta.a, 0 )
+// var center_index = this.index_for_x( position.a + dimension.a/2 + delta.a, left_index )
+// var right_index = this.index_for_x( position.a + dimension.a + delta.a, center_index )
+// var new_bounds = this.bounds_at_index_with_dimensions(center_index, dimension)
+//
+// this.clamp_delta(new_bounds, dimension, position, delta)
+//
+// return new_bounds
+
+ var left_side = this.index_for_x( position.a + delta.a, 0 )
+ var right_side = this.index_for_x( position.a + dimension.a + delta.a, left_side )
+
+ var bounds = this.faces[left_side].clone()
+ var intersection
+
+ for (var i = Math.min(left_side+1, right_side); i <= right_side; i++) {
+ intersection = bounds.y.intersection(this.faces[i].y)
+ if (intersection.length() < dimension.b) {
+ bounds = null
+ break
+ }
+ bounds.y.assign(intersection)
+ bounds.x.b = this.faces[i].x.b
+ }
+ if (! bounds || bounds.width() < dimension.a || bounds.height() < dimension.b ||
+ bounds.y.a > position.b + delta.b || bounds.y.b < position.b + dimension.b + delta.b) {
+ bounds = old_bounds
+ }
+
+ this.clamp_delta(bounds, dimension, position, delta)
+ return bounds
+ }
+
+ Surface.prototype.index_for_x = function(x, min_i){
+ min_i = min_i || 0
+ for (var i = min_i; i < this.faces.length; i++) {
+ if (this.faces[i].x.contains(x)) {
+ return i
+ }
+ }
+ return -1
+ }
+
+ Surface.prototype.bounds_at_index_with_dimensions = function(index, dimensions){
+ var faces = this.faces
+ if (index == -1) index = this.faces.length-1
+
+ var bounds, intersection
+ var width = dimensions.a
+ var height = dimensions.b
+
+ for (var i = index; i >= 0; i--) {
+ var face = faces[i]
+ if (face.y.length() < height) {
+ if (bounds) break
+ else continue
+ }
+ if (! bounds) {
+ bounds = face.clone()
+ bounds.last = i
+ }
+ else if (bounds.width() < width) {
+ intersection = bounds.y.intersection(face.y)
+ if (intersection.length() < height) {
+ // not totally sure if we can clobber the bounds here since this would prevent
+ // us from looking rightwise later
+ break
+ }
+ else {
+ bounds.y.a = intersection.a
+ bounds.y.b = intersection.b
+ bounds.x.a = face.x.a
+ bounds.first = i
+ continue
+ }
+ }
+ else {
+ if (face.y.a > bounds.y.a) break
+ if (face.y.b < bounds.y.b) break
+ }
+ bounds.x.a = face.x.a
+ bounds.first = i
+ }
+
+ for (var i = bounds ? bounds.last+1 : index+1; i < faces.length; i++) {
+ var face = faces[i]
+ if (face.y.length() < height) {
+ if (bounds) break
+ else continue
+ }
+ if (! bounds) {
+ bounds = face.clone()
+ bounds.first = i
+ }
+ else if (bounds.width() < width) {
+ intersection = bounds.y.intersection(face.y)
+ if (intersection.length() < height) {
+ // here, since the element is tall enough, we can clobber the bounds completely
+ bounds.y.a = face.y.a
+ bounds.y.b = face.y.b
+ bounds.x.a = face.x.a
+ bounds.x.b = face.x.b
+ bounds.first = bounds.last = i
+ continue
+ }
+ else {
+ bounds.y.a = intersection.a
+ bounds.y.b = intersection.b
+ bounds.x.b = face.x.b
+ bounds.last = i
+ continue
+ }
+ }
+ if (face.y.a > bounds.y.a) break
+ if (face.y.b < bounds.y.b) break
+ bounds.x.b = face.x.b
+ bounds.last = i
+ }
+
+ if (! bounds) {
+ // console.log('no bounds')
+ return false
+ }
+ else if (bounds.width() < width) {
+ // console.log('too narrow')
+ return false
+ }
+ return bounds
+ }
+
+ Surface.prototype.bounds_at_index = function(index){
+ var faces = this.faces
+ if (index == -1) index = this.faces.length-1
+
+ var bounds = faces[index].clone()
+ var height = faces[index].height()
+ bounds.first = bounds.last = index
+
+ for (var i = index-1; i >= 0; i--) {
+ var face = faces[i]
+ if (face.y.length() < height) break
+ if (face.y.a > bounds.y.a) break
+ if (face.y.b < bounds.y.b) break
+
+ bounds.x.a = face.x.a
+ bounds.first = i
+ }
+
+ for (var i = index+1; i < faces.length; i++) {
+ var face = faces[i]
+ if (face.y.length() < height) break
+ if (face.y.a > bounds.y.a) break
+ if (face.y.b < bounds.y.b) break
+
+ bounds.x.b = face.x.b
+ bounds.last = i
+ }
+ return bounds
+ }
+
+ if ('window' in this) {
+ window.Surface = Surface
+ }
+ else {
+ module.exports = Surface
+ }
+})()
diff --git a/public/assets/javascripts/rectangles/models/vec2.js b/public/assets/javascripts/rectangles/models/vec2.js
index 214feb9..0040435 100644
--- a/public/assets/javascripts/rectangles/models/vec2.js
+++ b/public/assets/javascripts/rectangles/models/vec2.js
@@ -20,6 +20,7 @@
vec2.prototype.assign = function(v){
this.a = v.a
this.b = v.b
+ return this
}
vec2.prototype.abs = function(){
if (this.b < this.a) {
@@ -123,12 +124,12 @@
}
vec2.prototype.union = function(v){
if (this.intersects(v)) {
- return new vec2( min(this.a,v.a), max(this.b, v.b) )
+ return new vec2( Math.min(this.a,v.a), Math.max(this.b, v.b) )
}
}
vec2.prototype.intersection = function(v){
if (this.intersects(v)) {
- return new vec2( max(this.a,v.a), min(this.b, v.b) )
+ return new vec2( Math.max(this.a,v.a), Math.min(this.b, v.b) )
}
}
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
+ }
+
})()