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path: root/public/assets/javascripts/rectangles/engine/rooms/mover.js
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Rooms.mover = new function(){

	var base = this
	base.room = null
	base.noclip = false

	base.init = function(){
		base.bind()
		base.update(scene.camera)
	}
	
	base.bind = function(){
		app.on("move", base.update)
		keys.on("backslash", function(e){
		  if ( ! (e.ctrlKey || e.metaKey) ) return
			base.noclip = ! base.noclip
			base.room = null
			app.movements.gravity( ! base.noclip )
		})
	}
	
	base.update = function(pos){
		var radius = scene.camera.radius
		
		cam.y = pos.y

		// if we were in a room already..
		if (base.room) {
			// check if we're still in the room
			if (base.room.rect.containsDisc(pos.x, pos.z, radius)) {
				cam.x = pos.x
				cam.z = pos.z
				return
			}

			// check if we've breached one of the walls.. clamp position if so
			var collision = base.room.collidesDisc(cam, pos, radius)

/*
      var dz = new vec2( cam.z, pos.z )
      dz.normalize()

      var dx = new vec2( cam.x, pos.x )
      dx.normalize()

			Walls.list.forEach(function(wall){
			  switch (wall.side) {
			    case FRONT:
			      break
			    case BACK:
			      break
			    case LEFT:
			      if (cam.x >= wall.edge + radius && wall.edge + radius >= pos.x && (wall.vec.intersects(dz) ) {
			        // intersects the wall.. next check if it intersects any of the surface frames
			        wall.surface.faces.some(function(face, i){
			          // if we can pass through the wall at this point, we do not need to clamp
			          if (face.y.a === 0 && face.x.intersects(dz)) {
			            dz.a = pos.z = face.x.clamp(pos.z)
			            dz.b = cam.z
			            dz.normalize()
			            return true
			          }
			        })
			      }
			      break
			    case RIGHT:
			      if (cam.x <= wall.edge - radius && wall.edge - radius <= pos.x && (wall.vec.contains(cam.z) || wall.vec.contains(pos.z)) ) {
			        // intersects
			      }
			      break
			  }
      })
*/

			if (collision && ! base.noclip) {
				cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x
				cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z
				return
			}

			// in this case, we appear to have left the room..
			// $(".face.active").removeClass("active")
			Walls.clearBodyColor()
			base.room = null
		}

		// collision test failed, so update position
		cam.x = pos.x
		cam.z = pos.z
		
		// determine what room we are in now
		var intersects = Rooms.filter(function(r){
			return r.rect.contains(pos.x, pos.z)
		})
		
		// did we actually enter a room?
		if (intersects.length) {
			base.room = intersects[0]
			if (! base.noclip) {
				Walls.setBodyColor()
			}
      app.tube("change-room", { room: base.room })
		}

	}

}