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window.room = (function(){
var room = function(opt){
this.id = opt.id || clipper.rooms.length
this.rect = opt.rect
this.regions = []
this.height = opt.height || 200
this.focused = false
this.$walls = $([])
this.$floor = $([])
this.$ceiling = $([])
}
room.prototype.toString = function(){
return this.rect.toString()
}
room.prototype.reset = function(){
var copy = this.rect.clone()
copy.id = this.id
copy.sides = FRONT | BACK | LEFT | RIGHT
this.regions = [ copy ]
this.intersects = []
this.constructed = false
this.$walls = $([])
this.$floor = $([])
this.$ceiling = $([])
}
room.prototype.bind = function(){
this.$walls.bind({
mouseover: function(){
},
mousemove: function(e){
},
mousedown: function(){
$(this).css("background-color", choice(window.palettes.colors))
}
})
}
room.prototype.clipTo = function(r){
// for each of this rect's regions split the region if necessary
var regions = this.regions
var splits
for (var i = 0, len = regions.length; i < len; i++) {
if (regions[i] && regions[i].intersects(r)) {
splits = regions[i].split(r)
regions = regions.concat(splits)
regions[i] = null
}
}
this.regions = regions
}
room.prototype.collides = function(x,y){
var collision = 0, wall_collision, contains_x, contains_y
this.regions.forEach(function(r){
if (! r.sides) return
wall_collision = 0
if ((r.sides & FRONT) && y < r.y.a) {
wall_collision |= FRONT
}
if ((r.sides & BACK) && r.y.b < y) {
wall_collision |= BACK
}
if ((r.sides & LEFT) && x < r.x.a) {
wall_collision |= LEFT
}
if ((r.sides & RIGHT) && r.x.b < x) {
wall_collision |= RIGHT
}
if (! wall_collision) return
contains_y = r.y.contains(y)
contains_x = r.x.contains(x)
if (contains_x) {
collision |= wall_collision & FRONT_BACK
}
else if (contains_y) {
collision |= wall_collision & LEFT_RIGHT
}
else if (bitcount(wall_collision) > 1) {
collision |= wall_collision
}
})
return collision
}
room.prototype.collidesDisc = function(x,y,radius){
var collision = 0, wall_collision, contains_x, contains_y
this.regions.forEach(function(r){
if (! r.sides) return
wall_collision = 0
if ((r.sides & FRONT) && y-radius < r.y.a) {
wall_collision |= FRONT
}
if ((r.sides & BACK) && r.y.b < y+radius) {
wall_collision |= BACK
}
if ((r.sides & LEFT) && x-radius < r.x.a) {
wall_collision |= LEFT
}
if ((r.sides & RIGHT) && r.x.b < x+radius) {
wall_collision |= RIGHT
}
if (! wall_collision) return
contains_x = r.x.contains(x, radius)
contains_y = r.y.contains(y, radius)
if (contains_x) {
collision |= wall_collision & FRONT_BACK
}
else if (contains_y) {
collision |= wall_collision & LEFT_RIGHT
}
else if (bitcount(wall_collision) > 1) {
collision |= wall_collision
}
})
return collision
}
return room
})()
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