Scenery.image = function (wall, img) { var base = this base.wall = wall base.img = img base.dimensions = new vec2(img.width, img.height) base.center = wall.center() base.bounds = wall.bounds_for(img) // should be proportional to distance from wall var cursor_amp = 1.5 base.init = function(){ base.build() base.bind() } base.build = function(){ base.mx_img = new MX.Image({ src: img.src, x: base.center.a, y: Rooms.list[wall.room].height/2 - img.height/2 - 20, z: base.center.b, scale: 300/img.naturalWidth, rotationY: wall_rotation[ wall.side ], backface: false, }) scene.add( base.mx_img ) base.move = new Scenery.image.move (base) } base.bind = function(){ base.move.bind() // base.resize.bind() $(base.mx_img.el).bind({ mouseenter: function(e){ // console.log('entered an image') // show the resize points for this image Scenery.resize.show(base) Scenery.image.hovering = true }, mouseleave: function(e){ // console.log('left an image') Scenery.resize.defer_hide(base) Scenery.image.hovering = false } }) } return base }