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path: root/client/assets/javascripts/rectangles/models/room.js
blob: 731411cdaee176a282f68459e8b15f6728022e85 (plain)
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window.Room = (function(){

	var Room = function(opt){
		this.id = opt.id || Rooms.list.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
			var side = wall.side || wall.half_side

			if (side_groups[side]) {
				side_groups[side].push(wall)
			}
			else {
				side_groups[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)
			}
			else if (side & FRONT_BACK) {
 				els.sort(compare_z)
			}
			
			var wall

			els.forEach(function(el){
				if (el.half_side) {
					wall = new_wall(el)
					walls.push(wall)
					wall = null
				}
				else if (! wall) {
					wall = new_wall(el)
					walls.push(wall)
				}
				else 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 | el.half_side,
				half_side: el.half_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

})()