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var FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
FRONT_BACK = FRONT | BACK, LEFT_RIGHT = LEFT | RIGHT, FLOOR_CEILING = FLOOR | CEILING
window.Room = (function(){
var Room = function(opt){
this.id = opt.id || clipper.rooms.length
this.rect = opt.rect
this.regions = []
this.walls = []
this.floor = []
this.ceiling = []
this.height = opt.height || 200
this.focused = false
}
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.mx_walls = []
this.mx_floor = []
this.mx_ceiling = []
}
Room.prototype.bind = function(){
var base = this
base.mx_walls.forEach(function(wall){
$(wall.el).bind({
mouseover: function(){
},
mousemove: function(e){
var color = choice(window.palettes.colors)
base.mx_walls.forEach(function(wall){
$(wall.el).css("background-color", color)
})
},
mousedown: function(){
}
})
})
}
Room.prototype.group_mx_walls = function(){
var base = this
var side_groups = {}, walls = []
// group the walls by side
base.mx_walls.forEach(function(wall){
// ignore half-walls for now
if (! wall.side) return;
if (side_groups[ wall.side ]) {
side_groups[ wall.side ].push(wall)
}
else {
side_groups[ wall.side ] = [wall]
}
})
// sort the subgroups, and then combine mx objects under wall objects
pairs(side_groups).forEach(function(pair){
var side = pair[0], els = pair[1]
if (side & LEFT_RIGHT) {
els.sort(compare_x)
console.log(els.map(function(r){ return r.rect+"" }).join("\n"))
}
else {
console.log(els.map(function(r){ return r.rect+"" }).join("\n"))
}
var wall = new_wall(els.shift())
walls.push(wall)
els.forEach(function(el){
if (side & FRONT_BACK && wall.rect.x.b == el.rect.x.a) {
wall.rect.x.b = el.rect.x.b
wall.mx.push(el)
}
else if (side & LEFT_RIGHT && wall.rect.y.b == el.rect.y.a) {
wall.rect.y.b = el.rect.y.b
wall.mx.push(el)
}
else {
wall = new_wall(el)
walls.push(wall)
}
})
})
function new_wall (el) {
return new Wall ({
room: base.id,
side: el.side,
rect: el.rect.clone(),
el: el,
})
}
return walls
}
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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