(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){ $(mx.el).bind({ mouseover: function(){ }, mouseenter: function(e){ Scenery.mouse.mouseenter(e, base, mx) }, mousemove: function(e){ }, mousedown: function(){ // base.randomize_colors() // console.log(sidesToString(base.side)) if (Scenery.nextMedia) { var scenery = Scenery.addNextToWall(base) UndoStack.push({ type: 'create-scenery', undo: { id: scenery.id }, redo: scenery.serialize(), }) } else if (Scenery.nextWallpaper) { base.wallpaper() } else { app.controller.hideExtras() } } }) }) this.outline() } Wall.prototype.bounds_for = function(img, scale) { scale = scale || 1 var coord = this.side & FRONT_BACK ? this.rect.x : this.rect.y var halfWidth = img.width/2 * scale var halfHeight = img.height/2 * scale return new Rect( new vec2( coord.a + halfWidth, coord.b - halfWidth ), new vec2( halfHeight, Rooms.list[this.room].height - halfHeight ) ) } Wall.prototype.bounds_for_mx = function(img, scale, mx) { // } Wall.prototype.fits_mx = function(img, scale, mx) { } Wall.prototype.fits = function(img, scale){ if (this.side & FRONT_BACK && this.rect.x.length() < img.width * scale) { return false } if (this.side & LEFT_RIGHT && this.rect.y.length() < img.width * scale) { return false } return true } Wall.prototype.center = function(offset){ offset = offset || 0 var major_axis, minor_axis if (this.side & FRONT_BACK) { major_axis = this.rect.x minor_axis = this.rect.y } else { major_axis = this.rect.y minor_axis = this.rect.x } switch (this.side) { case FRONT: x = major_axis.midpoint() z = minor_axis.a + painting_distance_from_wall + offset break case BACK: x = major_axis.midpoint() z = minor_axis.b - painting_distance_from_wall + offset break case LEFT: x = minor_axis.a + painting_distance_from_wall + offset z = major_axis.midpoint() break case RIGHT: x = minor_axis.b - painting_distance_from_wall + offset z = major_axis.midpoint() break } return new vec2 (x, z) } Wall.prototype.color = function(color){ this.$walls && this.$walls.css("background-color", color) } Wall.prototype.wallpaper = function(){ var useX = this.side & FRONT_BACK var shouldFlip = this.side & (LEFT | BACK) this.siblings().forEach(function(w){ w.mx.forEach(function(mx){ var partitionOffset = useX ? mx.x : mx.z if (shouldFlip) partitionOffset *= -1 partitionOffset += mx.width/2 var floorOffset = mx.y + mx.height/2 mx.el.style.backgroundImage = Scenery.nextWallpaper mx.el.style.backgroundPosition = (~~partitionOffset) + "px " + (~~floorOffset) + "px" }) }) } Wall.prototype.outline = function(){ var canvas = document.createElement("canvas") var ctx = canvas.getContext('2d') var useX = this.side & FRONT_BACK var shouldFlip = this.side & (LEFT | BACK) var mx = this.mx // console.log( sidesToString(this.side), mx.length ) if (! shouldFlip) { mx = mx.reverse() } var len = this.mx.length zz = window.zz || 0 mx.forEach(function(mx, i){ if (mx.outlined) return mx.outlined = true canvas.width = mx.width canvas.height = mx.height ctx.fillStyle = "rgba(255,255,255,0.95)" ctx.fillRect(0, 0, canvas.width, canvas.height) ctx.fillStyle = "rgba(0,0,0,1.0)" // all walls get bottom lines ctx.fillRect(0, 0, canvas.width, 1) // all walls get top lines ctx.fillRect(0, canvas.height-1, canvas.width, 1) // walls on initial sides get left lines // if their left edge lines up with the rect edge if (i == 0) { ctx.fillRect(0, 0, 1, canvas.height) } // walls on terminal sides get right lines.... // if their right edge lines up with the rect edge if (i == len-1) { ctx.fillRect(canvas.width-1, 0, 1, canvas.height) } var dataUrl = canvas.toDataURL() mx.el.style.backgroundImage = "url(" + dataUrl + ")" }) } Wall.prototype.siblings = function(){ return this // var base = this // var match = base.side | base.half_side // var walls = Rooms.list[this.room].walls.filter(function(w){ // return (w.side | w.half_side) & match && w.$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 } })()