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
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
|
(function(){
var vec2, Rect, sort
if ('window' in this) {
vec2 = window.vec2
Rect = window.Rect
sort = window.sort
}
else {
vec2 = require('./vec2')
Rect = require('./rect')
UidGenerator = require('../util/uid')
Rooms = { uid: new UidGenerator({}) }
sort = require('../util/sort')
FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
TOP = CEILING, BOTTOM = FLOOR
FRONT_BACK = FRONT | BACK
LEFT_RIGHT = LEFT | RIGHT
function sidesToString(sides){
var s = ""
if (sides & FRONT) s += "front "
if (sides & BACK) s += "back "
if (sides & LEFT) s += "left "
if (sides & RIGHT) s += "right "
if (sides & TOP) s += "top "
if (sides & BOTTOM) s += "bottom "
return s
}
}
var Room = function(opt){
this.id = opt.id || Rooms.uid("room_")
this.rect = opt.rect
this.regions = opt.regions || []
this.height = opt.height || 200
this.focused = false
this.mx_walls = []
this.mx_floor = []
this.mx_ceiling = []
}
Room.prototype.copy = function(){
return {
id: this.id,
rect: this.rect.clone(),
height: this.height,
}
}
Room.prototype.toString = function(){
return this.rect.toString()
}
Room.prototype.serialize = function(){
return {
id: this.id,
rect: this.rect.serialize(),
height: ~~this.height,
}
}
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.mx_walls = []
this.mx_floor = []
this.mx_ceiling = []
}
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(src, dest, radius){
var x = dest.x, y = dest.z
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
}
if (contains_y) {
collision |= wall_collision & LEFT_RIGHT
}
})
return collision
}
if ('window' in this) {
window.Room = Room
}
else {
module.exports = Room
}
})()
|