(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.vec = opt.vec this.edge = opt.edge this.side = opt.side this.surface = opt.surface this.mx = opt.mx } Wall.prototype.toString = function(){ return this.vec.toString() } Wall.prototype.reset = function(){ } Wall.prototype.destroy = function(){ this.mx.forEach(function(mx){ mx.destroy && mx.destroy() }) this.room = this.vec = this.mx = null } Wall.prototype.bind = function(){ var base = this base.$walls = $( this.mx.map(function(mx){ return mx.el }) ) 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() } } }) }) 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 var coord = this.side & FRONT_BACK ? this.rect.x : this.rect.y var halfWidth = img.width/2 * scale var halfHeight = img.height/2 * scale return new Rect( new vec2( coord.a + halfWidth, coord.b - halfWidth ), new vec2( halfHeight, Rooms.list[this.room].height - halfHeight ) ) } Wall.prototype.fits = function(img, scale){ if (this.side & FRONT_BACK && this.rect.x.length() < img.width * scale) { return false } if (this.side & LEFT_RIGHT && this.rect.y.length() < img.width * scale) { return false } return true } Wall.prototype.center = function(offset){ switch (this.side) { case FRONT: x = this.vec.midpoint() z = this.edge + painting_distance_from_wall break case BACK: x = this.vec.midpoint() z = this.edge - painting_distance_from_wall break case LEFT: x = this.edge + painting_distance_from_wall z = this.vec.midpoint() break case RIGHT: x = this.edge - painting_distance_from_wall z = this.vec.midpoint() break } return new vec2 (x, z) } Wall.prototype.color = function(color){ this.$walls && this.$walls.css("background-color", color) } Wall.prototype.wallpaper = function(){ var useX = this.side & FRONT_BACK var shouldFlip = this.side & (LEFT | BACK) this.mx.forEach(function(mx){ var partitionOffset = useX ? mx.x : mx.z if (shouldFlip) partitionOffset *= -1 partitionOffset += mx.width/2 var floorOffset = mx.y + mx.height/2 mx.el.style.backgroundImage = Scenery.nextWallpaper mx.el.style.backgroundPosition = (~~partitionOffset) + "px " + (~~floorOffset) + "px" }) } Wall.prototype.outline = function(){ var useX = this.side & FRONT_BACK var shouldFlip = this.side & (LEFT | BACK) var mx = this.mx if (! shouldFlip) { mx = mx.reverse() } var len = this.mx.length var backgroundColor = "rgba(255,255,255,0.95)" var borderColor = "rgba(0,0,0,1.0)" zz = window.zz || 0 mx.forEach(function(mx, i){ if (mx.outlined) return mx.outlined = true mx.el.style.backgroundColor = backgroundColor // all walls get bottom lines mx.el.style.borderBottom = "1px solid " + borderColor // all walls get top lines mx.el.style.borderTop = "1px solid " + borderColor // walls on initial sides get left lines // if their left edge lines up with the rect edge if (i == 0) { mx.el.style.borderLeft = "1px solid " + borderColor } // walls on terminal sides get right lines.... // if their right edge lines up with the rect edge if (i == len-1) { mx.el.style.borderRight = "1px solid " + borderColor } }) } Wall.prototype.siblings = function(){ return this // var base = this // var match = base.side | base.half_side // var walls = Rooms.list[this.room].walls.filter(function(w){ // return (w.side | w.half_side) & match && w.$walls // }) // return walls } Wall.prototype.randomize_colors = function(){ var color = window.grayColors[ this.side | this.half_side ] // this.color(color) } Wall.prototype.stroke_colors = function(){ var color = "#fff" var siblings = this.siblings() siblings.forEach(function(w, i){ if (! w.$walls) return w.color(color) if (i == 0) { w.$walls.css("border-left", "1px solid #000") } if (i == siblings.length-1) { w.$walls.css("border-right", "1px solid #000") } w.$walls.css("border-top", "1px solid #000") w.$walls.css("border-bottom", "1px solid #000") }) } if ('window' in this) { window.Wall = Wall } else { module.exports = Wall } })()