1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
|
Scenery.image = function (wall, img) {
var base = this
var center
var x = 0, y = 0, z = 0, bounds
var dragging = false
// should be proportional to distance from wall
var cursor_amp = 1.5
base.init = function(){
base.build()
base.bind()
}
base.build = function(){
center = wall.center_for(img)
base.mx_img = new MX.Image({
src: img.src,
x: center.a,
y: Rooms.list[wall.room].height/2 - img.height/2 - 20,
z: center.b,
scale: 300/img.naturalWidth,
rotationY: wall_rotation[ wall.side ],
backface: false,
})
scene.add( base.mx_img )
}
base.bind = function(){
Scenery.mouse.bind_el(base.mx_img.el)
Scenery.mouse.on("down", down)
Scenery.mouse.on("enter", switch_wall)
Scenery.mouse.on("drag", drag)
Scenery.mouse.on("up", up)
}
function down (e, cursor){
if (e.target != base.mx_img.el) return;
dragging = true
x = base.mx_img.x
y = base.mx_img.y
z = base.mx_img.z
bounds = wall.bounds_for(img)
document.body.classList.add("dragging")
}
function switch_wall (e, new_wall, cursor){
if (! dragging) return
if (new_wall.uid == wall.uid) return
if (! new_wall.fits(img)) return
bounds = new_wall.bounds_for(img)
center = new_wall.center_for(img)
x = center.a
z = center.b
var wall_group = wall.side | new_wall.side
if (wall.side !== new_wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) {
switch (wall.side) {
case FRONT:
z = bounds.x.a
break
case BACK:
z = bounds.x.b
break
case LEFT:
x = bounds.x.a
break
case RIGHT:
x = bounds.x.b
break
}
}
cursor.x.a = cursor.x.b
base.mx_img.move({
x: x,
z: z,
rotationY: wall_rotation[ new_wall.side ]
})
wall = new_wall
}
function drag (e, cursor){
if (! dragging) return
base.mx_img.y = bounds.y.clamp( y - cursor.y.magnitude()*cursor_amp )
switch (wall.side) {
case FRONT:
base.mx_img.x = bounds.x.clamp( x - cursor.x.magnitude()*cursor_amp )
break
case BACK:
base.mx_img.x = bounds.x.clamp( x + cursor.x.magnitude()*cursor_amp )
break
case LEFT:
base.mx_img.z = bounds.x.clamp( z + cursor.x.magnitude()*cursor_amp )
break
case RIGHT:
base.mx_img.z = bounds.x.clamp( z - cursor.x.magnitude()*cursor_amp )
break
}
}
function up (e, cursor){
dragging = false
document.body.classList.remove("dragging")
}
return base
}
|