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-rw-r--r--public/assets/javascripts/rectangles/engine/rooms/builder.js20
-rw-r--r--public/assets/javascripts/rectangles/engine/rooms/grouper.js168
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/_scenery.js46
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/move.js81
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/resize.js20
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/types/_object.js57
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/types/image.js19
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/types/video.js12
-rw-r--r--public/assets/javascripts/rectangles/engine/scenery/undo.js18
-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
-rw-r--r--public/assets/javascripts/rectangles/util/colors.js3
-rw-r--r--public/assets/javascripts/rectangles/util/minotaur.js64
-rw-r--r--public/assets/javascripts/rectangles/util/mouse.js10
-rw-r--r--public/assets/javascripts/rectangles/util/sort.js33
18 files changed, 902 insertions, 293 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/builder.js b/public/assets/javascripts/rectangles/engine/rooms/builder.js
index dfabc86..f321f71 100644
--- a/public/assets/javascripts/rectangles/engine/rooms/builder.js
+++ b/public/assets/javascripts/rectangles/engine/rooms/builder.js
@@ -7,7 +7,7 @@
}
else {
MX = require('../../../../../../test/mocks/mx.js')
- scene = MX.scene
+ scene = MX.Scene
Rooms = require('./_rooms')
sort = require('../../util/sort')
FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
@@ -43,7 +43,7 @@
if (window.scene) {
base.clear()
base.build()
- base.bind_walls()
+ Rooms.grouper.build()
}
}
@@ -62,18 +62,7 @@
})
}.bind(this))
}
-
- base.bind_walls = function (){
- Rooms.forEach(function(room){
- room.walls = room.group_mx_walls()
- room.walls.forEach(function(wall){
- Rooms.walls[ wall.id ] = wall
- wall.bind()
- wall.randomize_colors()
- })
- })
- }
-
+
base.clear = function (){
els.forEach(function(el){
scene.remove(el)
@@ -84,7 +73,6 @@
this.build_walls = function (region) {
var room = Rooms.list[ region.id ]
-
var list = [], el = null
var width = region.x.length()
@@ -305,7 +293,7 @@
el.side = 0
el.rect = null
el.destroy = function(){
- this.el = this.rect = null
+ this.el = this.rect = this.face = null
}
// possible if walls are opaque
diff --git a/public/assets/javascripts/rectangles/engine/rooms/grouper.js b/public/assets/javascripts/rectangles/engine/rooms/grouper.js
new file mode 100644
index 0000000..cde9fbb
--- /dev/null
+++ b/public/assets/javascripts/rectangles/engine/rooms/grouper.js
@@ -0,0 +1,168 @@
+(function(){
+
+ var vec2, Rect, Rooms, UidGenerator, Wall, Surface, sort, _
+ if ('window' in this) {
+ vec2 = window.vec2
+ Rect = window.Rect
+ Surface = window.Surface
+ Rooms = window.Rooms
+ UidGenerator = window.UidGenerator
+ Wall = window.Wall
+ sort = window.sort
+ _ = window._
+ }
+ else {
+ Rooms = require('./_rooms')
+ UidGenerator = require('../../util/uid')
+ vec2 = require('../../models/vec2')
+ Rect = require('../../models/rect')
+ Wall = require('../../models/wall')
+ Surface = require('../../models/surface')
+ sort = require('../../util/sort')
+ _ = require('lodash')
+ FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
+ PI = Math.PI
+ HALF_PI = PI/2
+ TOP = CEILING, BOTTOM = FLOOR
+ function sidesToString(sides){
+ var s = ""
+ if (sides & FRONT) s += "front "
+ if (sides & BACK) s += "back "
+ if (sides & LEFT) s += "left "
+ if (sides & RIGHT) s += "right "
+ if (sides & TOP) s += "top "
+ if (sides & BOTTOM) s += "bottom "
+ return s
+ }
+ }
+
+ Rooms.grouper = new function(){
+
+ var base = this
+
+ base.list = {}
+
+ base.uid = new UidGenerator(base.list)
+
+ base.build = function (){
+ var walls = []
+ var collections = base.collect()
+ base.cull(collections)
+ base.group(walls, collections, FRONT)
+ base.group(walls, collections, BACK)
+ base.group(walls, collections, LEFT)
+ base.group(walls, collections, RIGHT)
+ Rooms.walls = walls
+ base.bind()
+ }
+ base.collect = function(){
+ var collections = {}
+ collections[FRONT] = []
+ collections[BACK] = []
+ collections[LEFT] = []
+ collections[RIGHT] = []
+
+ Rooms.forEach(function(room){
+ room.mx_walls.forEach(function(mx){
+ var side = mx.side || mx.half_side
+ collections[side].push(mx)
+ })
+ })
+
+ base.cull(collections)
+
+ return collections
+ }
+ base.cull = function(collections){
+ [FRONT, BACK, LEFT, RIGHT].forEach(function(side){
+ var collection = collections[side]
+ var useX = side & FRONT_BACK
+ var useA = side & (FRONT | RIGHT)
+ var last_mx
+ var widthVec, heightVec
+
+ collection.sort( useX ? sort.compare_zx : sort.compare_xz )
+ collection.forEach(function(mx){
+ if (last_mx && last_mx.rect.eq(mx.rect)) {
+ // culls half-walls
+ if (last_mx.rect.id == mx.rect.id) {
+ last_mx.height += mx.height/2
+ last_mx.y += mx.height/4
+ last_mx.face.y.b += mx.height/2
+ }
+ last_mx.side = side
+ mx.culled = true
+ mx.destroy()
+ scene.remove(mx)
+ return
+ }
+ widthVec = mx.rect[useX ? 'x' : 'y'].clone()
+ heightVec = new vec2( mx.y - mx.height/2, mx.y + mx.height/2 )
+ mx.face = new Rect( widthVec, heightVec )
+ last_mx = mx
+ })
+ })
+ return collections
+ }
+ base.group = function(walls, collections, side){
+ var collection = collections[side]
+ var useX = side & FRONT_BACK
+ var useA = side & (FRONT | LEFT)
+
+ // collection.sort( useX ? sort.compare_zx : sort.compare_xz )
+
+ var planes = {}
+
+ collection.forEach(function(mx){
+ if (mx.culled) return
+ var edge = mx.rect[useX ? 'y': 'x'][ useA ? 'a': 'b']
+ planes[edge] = planes[edge] || []
+ planes[edge].push(mx)
+ })
+
+ var edges = _.keys(planes)
+ edges.forEach(function(edge){
+
+ var wall
+
+ planes[edge].forEach(function(mx){
+
+ if (wall) {
+ if (useX && wall.vec.b == mx.rect.x.a) {
+ wall.vec.b = mx.rect.x.b
+ wall.mx.push(mx)
+ wall.surface.add(mx.face)
+ return
+ }
+ else if (! useX && wall.vec.b == mx.rect.y.a) {
+ wall.vec.b = mx.rect.y.b
+ wall.mx.push(mx)
+ wall.surface.add(mx.face)
+ return
+ }
+ }
+ wall = new Wall ({
+ id: base.uid(),
+ side: side,
+ mx: [ mx ],
+ surface: new Surface( mx.face ),
+ vec: mx.rect[ useX ? 'x' : 'y' ].clone(),
+ edge: mx.rect[ useX ? 'y' : 'x' ][ useA ? 'a' : 'b' ],
+ })
+ walls.push(wall)
+ })
+ })
+
+ return walls
+ }
+
+ base.bind = function(){
+ Rooms.walls.forEach(function(wall){
+ wall.bind()
+ wall.randomize_colors()
+ })
+ }
+
+ }
+
+})()
diff --git a/public/assets/javascripts/rectangles/engine/scenery/_scenery.js b/public/assets/javascripts/rectangles/engine/scenery/_scenery.js
index c96885c..2fd6122 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/_scenery.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/_scenery.js
@@ -12,27 +12,37 @@ var Scenery = new function(){
base.resize.init()
}
- base.add = function(wall, media, id){
+ base.add = function(opt){
var scene_media
- switch (media.type) {
+ switch (opt.media.type) {
case 'image':
- scene_media = new Scenery.types.image ({ media: media, wall: wall, id: id })
+ scene_media = new Scenery.types.image (opt)
break
case 'video':
case 'youtube':
case 'vimeo':
- scene_media = new Scenery.types.video ({ media: media, wall: wall, id: id })
+ scene_media = new Scenery.types.video (opt)
break
}
base.list[scene_media.id] = scene_media
return scene_media
}
- base.addNextToWall = function(wall){
- var media = base.add(wall, base.nextMedia)
- base.nextMedia = null
- return media
+ base.addNextToWall = function(opt){
+ opt.media = base.nextMedia
+ opt.index = opt.index || 0
+ var scene_media = base.add(opt)
+
+ // test if scenery was placed here
+ if (! scene_media.bounds) {
+ base.remove( scene_media.id )
+ return null
+ }
+ else {
+ base.nextMedia = null
+ return scene_media
+ }
}
base.find = function(id){
@@ -40,9 +50,15 @@ var Scenery = new function(){
}
base.remove = function(id){
- var media = base.list[id]
+ var scene_media = base.list[id]
delete base.list[id]
- media && media.destroy()
+ scene_media && scene_media.destroy()
+ }
+
+ base.removeAll = function(){
+ base.forEach(function(scene_media){
+ base.remove(scene_media.id)
+ })
}
base.uid = new UidGenerator(base.list)
@@ -68,9 +84,13 @@ var Scenery = new function(){
base.deserialize = function(scenery_data){
scenery_data.forEach(function(data){
- var wall = Rooms.walls[data.wall_id]
- var scene_media = base.add(wall, data.media, data.id)
- scene_media.deserialize(data)
+ var wall = Rooms.walls[data.wall_id] || Rooms.walls[0]
+ var scene_media = base.add({
+ data: data,
+ wall: wall,
+ media: data.media,
+ id: data.id
+ })
})
}
diff --git a/public/assets/javascripts/rectangles/engine/scenery/move.js b/public/assets/javascripts/rectangles/engine/scenery/move.js
index ef9bc32..93bccb0 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
@@ -30,6 +30,9 @@ Scenery.move = function(base){
redo: { id: base.id },
})
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
+
Scenery.remove(base.id)
return
}
@@ -45,7 +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")
}
@@ -53,18 +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 ) // TODO: 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()
}
@@ -76,60 +93,62 @@ Scenery.move = function(base){
dragging = false
document.body.classList.remove("dragging")
- console.log("pushing", oldState, base.serialize())
-
UndoStack.push({
type: 'update-scenery',
undo: oldState,
redo: base.serialize(),
})
-
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
+
oldState = null
}
- function switch_wall (e, new_wall, cursor){
+ function switch_wall (e, target, cursor){
if (! dragging) return
- if (new_wall.uid == base.wall.uid) return
- if (! new_wall.fits(base.media, base.scale)) return
-
+ if (target.wall.id == base.wall.id) return
+
var old_wall_side = base.wall.side
- var wall_group = old_wall_side | new_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(new_wall)
+ if (! new_bounds) return
- bounds = base.bounds
- x = base.center.a
- z = base.center.b
-
- if (old_wall_side !== new_wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) {
+ base.wall = target.wall
+ base.bounds = bounds = new_bounds
+
+ position.a = bounds.x.midpoint() - dimension.a / 2
+
+ 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[ new_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
diff --git a/public/assets/javascripts/rectangles/engine/scenery/resize.js b/public/assets/javascripts/rectangles/engine/scenery/resize.js
index c5c754a..d9cce18 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/resize.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/resize.js
@@ -6,7 +6,7 @@ Scenery.resize = new function(){
var obj
var x, y, z, bounds
var dragging = false
- var dimensions, position, scale
+ var naturalDimension, dimension, position, scale
var oldState
var dots = [], dot, selected_dot
@@ -148,8 +148,9 @@ Scenery.resize = new function(){
selected_dot = selection[0]
dragging = true
-
- dimensions = obj.dimensions
+
+ naturalDimension = obj.naturalDimensions
+ dimension = obj.dimensions
position = new vec3(obj.mx.x, obj.mx.y, obj.mx.z)
scale = obj.mx.scale
oldState = obj.serialize()
@@ -165,7 +166,7 @@ Scenery.resize = new function(){
var width = cursor.x.magnitude()
var height = cursor.y.magnitude()
var mag = cursor.magnitude()
- var old_width = dimensions.a * scale
+ var old_width = dimension.a * scale
if (abs(width) > abs(height)) {
mag = x_sign * mag * sign(width)
@@ -173,8 +174,10 @@ Scenery.resize = new function(){
else {
mag = y_sign * mag * sign(height)
}
-
- obj.mx.scale = scale * (old_width + mag) / old_width
+
+ obj.mx.scale = ( dimension.a + mag ) / naturalDimension.a // dimension.a // scale * (old_width + mag) / old_width
+
+// console.log(scale, obj.mx.scale, dimension.a + mag, naturalDimension.a)
if (selected_dot.side & LEFT_RIGHT) {
obj.mx.x = position.a + cos(rotationY) * mag/2 * (x_sign)
@@ -192,7 +195,7 @@ Scenery.resize = new function(){
selected_dot = null
if (! editor.permissions.resize) { return }
obj.scale = obj.mx.ops.scale = obj.mx.scale
- obj.set_wall()
+ obj.dimensions.assign(obj.naturalDimensions).mul(obj.scale)
UndoStack.push({
type: 'update-scenery',
@@ -200,6 +203,9 @@ Scenery.resize = new function(){
redo: obj.serialize(),
})
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
+
document.body.classList.remove("dragging")
}
diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/_object.js b/public/assets/javascripts/rectangles/engine/scenery/types/_object.js
index 66e0faf..2dbae48 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/types/_object.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/types/_object.js
@@ -8,12 +8,34 @@ Scenery.types.base = Fiber.extend(function(base){
this.id = opt.id || Scenery.uid("scenery")
this.move = new Scenery.move (this)
this.media = opt.media
- this.dimensions = new vec2(this.media.width, this.media.height)
- this.scale = this.media.scale
+ this.naturalDimensions = new vec2(this.media.width, this.media.height)
+
+ this.set_scale( opt.scale || this.media.scale || 1.0 )
+ this.position = new vec2(0,0)
+ },
- if (opt.wall) {
- this.set_wall(opt.wall)
+ set_wall: function(opt){
+ this.wall = opt.wall || this.wall
+ if (! this.wall) return
+ this.bounds = this.wall.surface.bounds_at_index_with_dimensions(opt.index || 0, this.dimensions)
+ },
+
+ set_scale: function(scale){
+ this.scale = scale || 1.0
+ if (this.mx) {
+ this.mx.scale = this.mx.ops.scale = this.scale
}
+ this.dimensions = this.naturalDimensions.clone().mul(this.scale)
+ },
+
+ recenter: function () {
+ if (! this.bounds) return
+ var center = this.bounds.center()
+ center.a -= this.dimensions.a / 2
+ center.b -= this.dimensions.b / 2
+ var mx_position = this.wall.positionToMx( center, this.dimensions )
+ this.mx.move(mx_position)
+ this.position.assign(center)
},
bind: function(){
@@ -41,6 +63,7 @@ Scenery.types.base = Fiber.extend(function(base){
this.move = null
this.media = null
this.dimensions = null
+ this.naturalDimensions = null
this.wall = null
this.bounds = null
this.center = null
@@ -60,34 +83,14 @@ Scenery.types.base = Fiber.extend(function(base){
}
},
- set_wall: function(wall){
- this.wall = wall || this.wall
- this.bounds = this.wall.bounds_for(this.media, this.scale)
- this.center = this.wall.center()
- },
-
- set_scale: function(scale){
- this.scale = this.mx.scale = this.mx.ops.scale = scale || 1.0
- },
-
- recenter: function(){
- this.mx.move({
- x: this.center.a,
- y: Rooms.list[this.wall.room].height/2 - 20,
- z: this.center.b,
- scale: this.scale,
- rotationY: wall_rotation[ this.wall.side ],
- })
- },
-
serialize: function(){
var data = {
id: this.id,
- room_id: this.wall.room_id,
- wall_id: this.wall.id,
- side: this.wall.side,
+ wall_id: this.wall && this.wall.id,
+ side: this.wall && this.wall.side,
dimensions: this.dimensions.serialize(),
position: app.position(this.mx),
+ scale: this.scale,
media: this.media,
}
return data
diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/image.js b/public/assets/javascripts/rectangles/engine/scenery/types/image.js
index 99c1810..d2fa3ab 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/types/image.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/types/image.js
@@ -4,13 +4,26 @@ Scenery.types.image = Scenery.types.base.extend(function(base){
var exports = {
init: function(opt){
+
+ opt.scale = opt.scale || (opt.data && opt.data.scale) || 300 / max(300, opt.media.width)
+
base.init.call(this, opt)
- this.scale = 300 / max(300, this.media.width)
this.build()
this.bind()
- this.set_wall()
- this.recenter()
+
+ if (opt.data) {
+ if (opt.wall) {
+ var position = opt.wall.mxToPosition(opt.data.position)
+ opt.index = opt.wall.surface.index_for_x( position.a, 0 )
+ }
+ this.set_wall(opt)
+ this.deserialize(opt.data)
+ }
+ else {
+ this.set_wall(opt)
+ this.bounds && this.recenter()
+ }
},
build: function(){
diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/video.js b/public/assets/javascripts/rectangles/engine/scenery/types/video.js
index a8df875..e8bc7f7 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/types/video.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/types/video.js
@@ -4,13 +4,19 @@ Scenery.types.video = Scenery.types.base.extend(function(base){
var exports = {
init: function(opt){
+ opt.scale = opt.scale || 300 / max(300, opt.media.width)
+
base.init.call(this, opt)
- this.scale = this.media.scale = 300 / max(300, this.media.width)
this.build()
this.bind()
- this.set_wall()
- this.recenter()
+
+ if (opt.data) {
+ this.deserialize(opt.data)
+ }
+ else {
+ this.recenter()
+ }
},
build: function(){
diff --git a/public/assets/javascripts/rectangles/engine/scenery/undo.js b/public/assets/javascripts/rectangles/engine/scenery/undo.js
index 7798550..54ab755 100644
--- a/public/assets/javascripts/rectangles/engine/scenery/undo.js
+++ b/public/assets/javascripts/rectangles/engine/scenery/undo.js
@@ -4,9 +4,15 @@
type: "create-scenery",
undo: function(state){
Scenery.remove(state.id)
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
},
redo: function(state){
Scenery.deserialize([ state ])
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
},
},
{
@@ -19,6 +25,9 @@
if (editor.permissions.resize) {
Scenery.resize.show(scenery)
}
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
},
redo: function(state){
var scenery = Scenery.find(state.id)
@@ -30,15 +39,24 @@
Scenery.resize.rotate_dots()
Scenery.resize.move_dots()
}
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
},
},
{
type: "destroy-scenery",
undo: function(state){
Scenery.deserialize([ state ])
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
},
redo: function(state){
Scenery.remove(state.id)
+
+ // TODO: watch individual scenery object here
+ Minotaur.watch( app.router.editorView.settings )
},
},
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
+ }
+
})()
diff --git a/public/assets/javascripts/rectangles/util/colors.js b/public/assets/javascripts/rectangles/util/colors.js
index 95827cc..16d34dd 100644
--- a/public/assets/javascripts/rectangles/util/colors.js
+++ b/public/assets/javascripts/rectangles/util/colors.js
@@ -58,7 +58,8 @@
select.blur()
})
- window.colors = color_palettes[select ? select.value : 'alphaQuad']
+ window.colors = color_palettes[select ? select.value : 'colors']
+// window.colors = color_palettes[select ? select.value : 'alphaQuad']
window.grayColors = {}
_.zip([FRONT, LEFT, BACK, RIGHT], color_palettes.alphaQuad).map(function(pair){
window.grayColors[pair[0]] = pair[1]
diff --git a/public/assets/javascripts/rectangles/util/minotaur.js b/public/assets/javascripts/rectangles/util/minotaur.js
new file mode 100644
index 0000000..039a053
--- /dev/null
+++ b/public/assets/javascripts/rectangles/util/minotaur.js
@@ -0,0 +1,64 @@
+(function(){
+
+ var Monitor = function () {
+ var base = this
+ base.$el = $("#minotaur")
+ base.timeout = null
+ base.delay = 500
+ base.objects = {}
+
+ base.init = function () {
+ base.$el.removeClass()
+ base.$el.click(base.save)
+ }
+
+ base.watch = function (object) {
+ base.objects[object.type] = base.objects[object.type] || {}
+ base.objects[object.type][object._id] = object
+ base.clear()
+ base.timeout = setTimeout(base.save, base.delay)
+ }
+
+ base.unwatch = function (object) {
+ if (base.objects[object.type] && base.objects[object.type][object._id]) {
+ delete base.objects[object.type][object._id]
+ }
+ }
+
+ base.clear = function () {
+ if (base.timeout) clearTimeout(base.timeout)
+ base.timeout = false
+ }
+
+ base.save = function () {
+ var saving = false
+ base.clear()
+
+ for (var type in base.objects) {
+ for (var id in base.objects[type]) {
+ var obj = base.objects[type][id]
+ if (obj) {
+ obj.save(null, function(){ base.hide() }, function(){})
+ }
+ delete base.objects[type][id]
+ saving = true
+ }
+ }
+
+ saving ? base.show() : base.hide()
+ }
+
+ base.show = function () {
+ base.$el.removeClass().addClass('saving')
+ }
+
+ base.hide = function () {
+ base.$el.removeClass()
+ }
+
+ base.init();
+ }
+
+ window.Minotaur = new Monitor ();
+
+})()
diff --git a/public/assets/javascripts/rectangles/util/mouse.js b/public/assets/javascripts/rectangles/util/mouse.js
index 06958af..34d3f5e 100644
--- a/public/assets/javascripts/rectangles/util/mouse.js
+++ b/public/assets/javascripts/rectangles/util/mouse.js
@@ -8,7 +8,7 @@
// cursor.x.a
// cursor.y.a
},
- move: function(e, cursor, delta){
+ move: function(e, cursor){
// delta.a (x)
// delta.b (y)
},
@@ -138,15 +138,15 @@ function mouse (opt) {
base.tube("move", e, base.cursor)
}
}
- base.mouseenter = function(e, el){
+ base.mouseenter = function(e, target, index){
if (! base.down) return
if (opt.use_offset && ! offset) return
- base.tube("enter", e, el, base.cursor)
+ base.tube("enter", e, target, base.cursor)
}
- base.mouseleave = function(e, el){
+ base.mouseleave = function(e, target){
if (! base.down) return
if (opt.use_offset && ! offset) return
- base.tube("leave", e, el, base.cursor)
+ base.tube("leave", e, target, base.cursor)
}
base.mouseup = function(e){
var pos, new_cursor
diff --git a/public/assets/javascripts/rectangles/util/sort.js b/public/assets/javascripts/rectangles/util/sort.js
index 7aa40a2..cf8d6b1 100644
--- a/public/assets/javascripts/rectangles/util/sort.js
+++ b/public/assets/javascripts/rectangles/util/sort.js
@@ -95,9 +95,38 @@
return a.x < b.x ? -1 : a.x == b.x ? 0 : 1
}
sort.compare_z = function (a,b){
- return a.z > b.z ? -1 : a.z == b.z ? 0 : 1
+ return a.z < b.z ? -1 : a.z == b.z ? 0 : 1
}
-
+ sort.compare_xz = function(a,b){
+ if (a.x < b.x) {
+ return -1
+ }
+ if (a.x > b.x) {
+ return 1
+ }
+ if (a.z < b.z) {
+ return -1
+ }
+ if (a.z > b.z) {
+ return 1
+ }
+ return 0
+ }
+ sort.compare_zx = function(a,b){
+ if (a.z < b.z) {
+ return -1
+ }
+ if (a.z > b.z) {
+ return 1
+ }
+ if (a.x < b.x) {
+ return -1
+ }
+ if (a.x > b.x) {
+ return 1
+ }
+ return 0
+ }
if ("window" in this) {
window.sort = sort
}