summaryrefslogtreecommitdiff
path: root/public/assets/javascripts
diff options
context:
space:
mode:
Diffstat (limited to 'public/assets/javascripts')
-rw-r--r--public/assets/javascripts/rectangles/engine/rooms/mover.js95
-rw-r--r--public/assets/javascripts/rectangles/models/rect.js6
-rw-r--r--public/assets/javascripts/rectangles/models/surface.js9
-rw-r--r--public/assets/javascripts/rectangles/models/vec2.js5
-rw-r--r--public/assets/javascripts/ui/_router.js12
-rw-r--r--public/assets/javascripts/vendor/canvasutilities.js145
6 files changed, 247 insertions, 25 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/mover.js b/public/assets/javascripts/rectangles/engine/rooms/mover.js
index 121ecec..8ce00fe 100644
--- a/public/assets/javascripts/rectangles/engine/rooms/mover.js
+++ b/public/assets/javascripts/rectangles/engine/rooms/mover.js
@@ -36,6 +36,18 @@ Rooms.mover = new function(){
// check if we've breached one of the walls.. clamp position if so
var collision = base.room.collidesDisc(cam, pos, radius)
+ if (collision && ! base.noclip) {
+ cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x
+ cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z
+ return
+ }
+
+ // in this case, we appear to have left the room..
+ // $(".face.active").removeClass("active")
+ Walls.clearBodyColor()
+ base.room = null
+ }
+
/*
var dz = new vec2( cam.z, pos.z )
dz.normalize()
@@ -43,47 +55,82 @@ Rooms.mover = new function(){
var dx = new vec2( cam.x, pos.x )
dx.normalize()
+ // first check if the cam-pos movement intersects the wall.
+ // next check if it intersects any of the surface frames
+ // if we can pass through the wall at this point, we do not need to clamp.
+ // otherwise, get the distance along the cam-pos vector where we would hit the wall and clamp to it.
Walls.list.forEach(function(wall){
+ var t = -1
switch (wall.side) {
case FRONT:
+ if (cam.z >= wall.edge + radius && wall.edge + radius >= pos.z && wall.vec.intersects(dx) ) {
+ t = check_intersection( front_back_intersection, cam, pos, dx, wall, radius )
+ }
break
case BACK:
+ // console.log(cam.z|0, wall.edge-radius, pos.z|0, wall.vec.intersects(dx))
+ if (cam.z <= wall.edge - radius && wall.edge - radius <= pos.z && wall.vec.intersects(dx) ) {
+ t = check_intersection( front_back_intersection, cam, pos, dx, wall, -radius )
+ console.log(t)
+ }
break
case LEFT:
- if (cam.x >= wall.edge + radius && wall.edge + radius >= pos.x && (wall.vec.intersects(dz) ) {
- // intersects the wall.. next check if it intersects any of the surface frames
- wall.surface.faces.some(function(face, i){
- // if we can pass through the wall at this point, we do not need to clamp
- if (face.y.a === 0 && face.x.intersects(dz)) {
- dz.a = pos.z = face.x.clamp(pos.z)
- dz.b = cam.z
- dz.normalize()
- return true
- }
- })
+ if (cam.x >= wall.edge + radius && wall.edge + radius >= pos.x && wall.vec.intersects(dz) ) {
+ t = check_intersection( left_right_intersection, cam, pos, dz, wall, radius )
}
break
case RIGHT:
- if (cam.x <= wall.edge - radius && wall.edge - radius <= pos.x && (wall.vec.contains(cam.z) || wall.vec.contains(pos.z)) ) {
- // intersects
+ if (cam.x <= wall.edge - radius && wall.edge - radius <= pos.x && wall.vec.intersects(dz) ) {
+ t = check_intersection( left_right_intersection, cam, pos, dz, wall, -radius )
}
break
}
+ if (0 <= t && t <= 1) {
+ pos.x = cam.x + (pos.x - cam.x) * t
+ pos.z = cam.z + (pos.z - cam.z) * t
+
+ dz = new vec2( cam.z, pos.z )
+ dz.normalize()
+
+ dx = new vec2( cam.x, pos.x )
+ dx.normalize()
+ }
})
-*/
- if (collision && ! base.noclip) {
- cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x
- cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z
- return
- }
+ function check_intersection(intersection_function, cam, pos, cam_pos_vector, wall, radius) {
+ var t = -1
+ wall.surface.faces.some(function(face, i){
+ if (face.y.a == 0 && face.x.intersects(cam_pos_vector)) {
+ t = intersection_function( cam, pos, wall, face, radius )
+ console.log(">>", t)
+ if (0 <= t && t <= 1) {
+ return true
+ }
+ else {
+ t = -1
+ }
+ }
+ return false
+ })
+ return t
+ }
+ function left_right_intersection (cam, pos, wall, face, radius) {
+ var perp_n = (face.x.a - face.x.b) * (wall.edge - cam.z + radius)
+ var perp_d = (face.x.a - face.x.b) * (pos.z - cam.z)
+ if (perp_d == 0) return Infinity
+ return perp_n / perp_d
+ }
+ function front_back_intersection (cam, pos, wall, face, radius) {
+ // va.vx*vb.vy - va.vy*vb.vx
+ var perp_n = (face.x.b - face.x.a) * (wall.edge - cam.x + radius)
+ var perp_d = (face.x.b - face.x.a) * (pos.x - cam.x)
- // in this case, we appear to have left the room..
- // $(".face.active").removeClass("active")
- Walls.clearBodyColor()
- base.room = null
- }
+ console.log((pos.x - cam.x), wall.edge - cam.x, radius)
+ if (perp_d == 0) return Infinity
+ return perp_n / perp_d
+ }
+*/
// collision test failed, so update position
cam.x = pos.x
cam.z = pos.z
diff --git a/public/assets/javascripts/rectangles/models/rect.js b/public/assets/javascripts/rectangles/models/rect.js
index 00f2c55..c667cf5 100644
--- a/public/assets/javascripts/rectangles/models/rect.js
+++ b/public/assets/javascripts/rectangles/models/rect.js
@@ -169,6 +169,12 @@
var s = "[" + this.x.toString() + " " + this.y.toString() + "] " + sides
return s
}
+ Rect.prototype.exactString = function(){
+ var sides = sidesToString(this.sides)
+ var s = "[" + this.x.exactString() + " " + this.y.exactString() + "] " + sides
+ return s
+ }
+
Rect.prototype.serialize = function(){
return { x: this.x.serialize(), y: this.y.serialize() }
}
diff --git a/public/assets/javascripts/rectangles/models/surface.js b/public/assets/javascripts/rectangles/models/surface.js
index 3a6c449..fc4aae4 100644
--- a/public/assets/javascripts/rectangles/models/surface.js
+++ b/public/assets/javascripts/rectangles/models/surface.js
@@ -154,6 +154,15 @@
}
return -1
}
+ Surface.prototype.face_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 this.faces[i]
+ }
+ }
+ return null
+ }
Surface.prototype.bounds_at_index_with_dimensions = function(index, dimensions){
var faces = this.faces
diff --git a/public/assets/javascripts/rectangles/models/vec2.js b/public/assets/javascripts/rectangles/models/vec2.js
index 49613c3..f28df54 100644
--- a/public/assets/javascripts/rectangles/models/vec2.js
+++ b/public/assets/javascripts/rectangles/models/vec2.js
@@ -200,7 +200,10 @@
}
vec2.prototype.toString = function(){
- return "[" + ~~this.a + " " + ~~this.b + "]"
+ return "[" + round(this.a) + " " + round(this.b) + "]"
+ }
+ vec2.prototype.exactString = function(){
+ return "[" + this.a + " " + this.b + "]"
}
vec2.prototype.serialize = function(){
return [ ~~this.a, ~~this.b ]
diff --git a/public/assets/javascripts/ui/_router.js b/public/assets/javascripts/ui/_router.js
index 0c95664..d5a8e7f 100644
--- a/public/assets/javascripts/ui/_router.js
+++ b/public/assets/javascripts/ui/_router.js
@@ -18,6 +18,7 @@ var SiteRouter = Router.extend({
routes: {
"/": 'home',
+ "/home": 'home',
"/login": 'signin',
"/signup": 'signup',
@@ -45,7 +46,16 @@ var SiteRouter = Router.extend({
mobileRoutes: {
"/": 'home',
"/home": 'home',
+ "/login": 'signin',
+ "/signup": 'signup',
+ "/auth/usernameTaken": 'usernameTaken',
+ "/auth/password": 'passwordReset',
+ "/auth/forgotPassword": 'passwordForgot',
+
"/profile": 'profile',
+ "/profile/edit": 'editProfile',
+ "/profile/:name": 'profile',
+
"/project/:name": 'projectViewer',
},
@@ -63,10 +73,12 @@ var SiteRouter = Router.extend({
this.route()
+ /*
if (is_mobile) {
$(".topLinks").hide()
$(".share").hide()
}
+ */
$("body").removeClass("loading")
},
diff --git a/public/assets/javascripts/vendor/canvasutilities.js b/public/assets/javascripts/vendor/canvasutilities.js
new file mode 100644
index 0000000..011ebb0
--- /dev/null
+++ b/public/assets/javascripts/vendor/canvasutilities.js
@@ -0,0 +1,145 @@
+var drawArrow = function(ctx, x1, y1, x2, y2, style, which, angle, d) {
+ 'use strict';
+ // Ceason pointed to a problem when x1 or y1 were a string, and concatenation
+ // would happen instead of addition
+ if (typeof(x1) == 'string') x1 = parseInt(x1);
+ if (typeof(y1) == 'string') y1 = parseInt(y1);
+ if (typeof(x2) == 'string') x2 = parseInt(x2);
+ if (typeof(y2) == 'string') y2 = parseInt(y2);
+ style = typeof(style) != 'undefined' ? style : 3;
+ which = typeof(which) != 'undefined' ? which : 1; // end point gets arrow
+ angle = typeof(angle) != 'undefined' ? angle : Math.PI / 8;
+ d = typeof(d) != 'undefined' ? d : 10;
+ // default to using drawHead to draw the head, but if the style
+ // argument is a function, use it instead
+ var toDrawHead = typeof(style) != 'function' ? drawHead : style;
+
+ // For ends with arrow we actually want to stop before we get to the arrow
+ // so that wide lines won't put a flat end on the arrow.
+ //
+ var dist = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
+ var ratio = (dist - d / 3) / dist;
+ var tox, toy, fromx, fromy;
+ if (which & 1) {
+ tox = Math.round(x1 + (x2 - x1) * ratio);
+ toy = Math.round(y1 + (y2 - y1) * ratio);
+ } else {
+ tox = x2;
+ toy = y2;
+ }
+ if (which & 2) {
+ fromx = x1 + (x2 - x1) * (1 - ratio);
+ fromy = y1 + (y2 - y1) * (1 - ratio);
+ } else {
+ fromx = x1;
+ fromy = y1;
+ }
+
+ // Draw the shaft of the arrow
+ ctx.beginPath();
+ ctx.moveTo(fromx, fromy);
+ ctx.lineTo(tox, toy);
+ ctx.stroke();
+
+ // calculate the angle of the line
+ var lineangle = Math.atan2(y2 - y1, x2 - x1);
+ // h is the line length of a side of the arrow head
+ var h = Math.abs(d / Math.cos(angle));
+
+ if (which & 1) { // handle far end arrow head
+ var angle1 = lineangle + Math.PI + angle;
+ var topx = x2 + Math.cos(angle1) * h;
+ var topy = y2 + Math.sin(angle1) * h;
+ var angle2 = lineangle + Math.PI - angle;
+ var botx = x2 + Math.cos(angle2) * h;
+ var boty = y2 + Math.sin(angle2) * h;
+ toDrawHead(ctx, topx, topy, x2, y2, botx, boty, style);
+ }
+ if (which & 2) { // handle near end arrow head
+ var angle1 = lineangle + angle;
+ var topx = x1 + Math.cos(angle1) * h;
+ var topy = y1 + Math.sin(angle1) * h;
+ var angle2 = lineangle - angle;
+ var botx = x1 + Math.cos(angle2) * h;
+ var boty = y1 + Math.sin(angle2) * h;
+ toDrawHead(ctx, topx, topy, x1, y1, botx, boty, style);
+ }
+}
+
+var drawHead = function(ctx, x0, y0, x1, y1, x2, y2, style) {
+ 'use strict';
+ if (typeof(x0) == 'string') x0 = parseInt(x0);
+ if (typeof(y0) == 'string') y0 = parseInt(y0);
+ if (typeof(x1) == 'string') x1 = parseInt(x1);
+ if (typeof(y1) == 'string') y1 = parseInt(y1);
+ if (typeof(x2) == 'string') x2 = parseInt(x2);
+ if (typeof(y2) == 'string') y2 = parseInt(y2);
+ var radius = 3;
+ var twoPI = 2 * Math.PI;
+
+ // all cases do this.
+ ctx.save();
+ ctx.beginPath();
+ ctx.moveTo(x0, y0);
+ ctx.lineTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ switch (style) {
+ case 0:
+ // curved filled, add the bottom as an arcTo curve and fill
+ var backdist = Math.sqrt(((x2 - x0) * (x2 - x0)) + ((y2 - y0) * (y2 - y0)));
+ ctx.arcTo(x1, y1, x0, y0, .55 * backdist);
+ ctx.fill();
+ break;
+ case 1:
+ // straight filled, add the bottom as a line and fill.
+ ctx.beginPath();
+ ctx.moveTo(x0, y0);
+ ctx.lineTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.lineTo(x0, y0);
+ ctx.fill();
+ break;
+ case 2:
+ // unfilled head, just stroke.
+ ctx.stroke();
+ break;
+ case 3:
+ //filled head, add the bottom as a quadraticCurveTo curve and fill
+ var cpx = (x0 + x1 + x2) / 3;
+ var cpy = (y0 + y1 + y2) / 3;
+ ctx.quadraticCurveTo(cpx, cpy, x0, y0);
+ ctx.fill();
+ break;
+ case 4:
+ //filled head, add the bottom as a bezierCurveTo curve and fill
+ var cp1x, cp1y, cp2x, cp2y, backdist;
+ var shiftamt = 5;
+ if (x2 == x0) {
+ // Avoid a divide by zero if x2==x0
+ backdist = y2 - y0;
+ cp1x = (x1 + x0) / 2;
+ cp2x = (x1 + x0) / 2;
+ cp1y = y1 + backdist / shiftamt;
+ cp2y = y1 - backdist / shiftamt;
+ } else {
+ backdist = Math.sqrt(((x2 - x0) * (x2 - x0)) + ((y2 - y0) * (y2 - y0)));
+ var xback = (x0 + x2) / 2;
+ var yback = (y0 + y2) / 2;
+ var xmid = (xback + x1) / 2;
+ var ymid = (yback + y1) / 2;
+
+ var m = (y2 - y0) / (x2 - x0);
+ var dx = (backdist / (2 * Math.sqrt(m * m + 1))) / shiftamt;
+ var dy = m * dx;
+ cp1x = xmid - dx;
+ cp1y = ymid - dy;
+ cp2x = xmid + dx;
+ cp2y = ymid + dy;
+ }
+
+ ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x0, y0);
+ ctx.fill();
+ break;
+ }
+ ctx.restore();
+}