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path: root/public/assets/javascripts/rectangles/models/wall.js
blob: cc298c6f3abe7cfeaca1a66532d5536f30ed46b5 (plain)
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window.Wall = (function(){

	var Wall = function(opt){
		this.id = opt.id
		this.uid = Uid()
		this.room = opt.room
		this.rect = opt.rect || new Rect (0,0,0,0)
		this.rect.sides = opt.side
		this.side = opt.side
		this.mx = []
 		this.els = []
 		if (opt.el) {
 			this.mx.push(opt.el)
 		}
	}
	
	Wall.prototype.toString = function(){
		return this.rect.toString()
	}

	Wall.prototype.reset = function(){
	}
	
	Wall.prototype.destroy = function(){
		this.mx.forEach(function(mx){
			mx.destroy && mx.destroy()
		})
		this.room = this.rect = this.mx = this.els = null
	}
	
	Wall.prototype.bind = function(){
		var base = this
		base.$walls = $( this.mx.map(function(mx){ return mx.el }) )
		base.$walls.bind({
			mouseover: function(){
			},
			mouseenter: function(e){
				Scenery.mouse.mouseenter(e, base)
			},
			mousemove: function(e){
			},
			mousedown: function(){
				// base.randomize_colors()
				// console.log(sidesToString(base.side))
				if (Scenery.nextMedia) {
					Scenery.addNextToWall(base)
				}
				else {
					app.controller.hideExtras()
				}
			}
		})
	}
	
	Wall.prototype.bounds_for = function(img, scale) {
		scale = scale || 1
		var coord = this.side & FRONT_BACK ? this.rect.x : this.rect.y
		var halfWidth = img.width/2 * scale
		var halfHeight = img.height/2 * scale

		return new Rect( new vec2( coord.a + halfWidth, coord.b - halfWidth ),
		                 new vec2( halfHeight, Rooms.list[this.room].height - halfHeight ) )
	}
	
	Wall.prototype.fits = function(img, scale){
		if (this.side & FRONT_BACK && this.rect.x.length() < img.width * scale) {
			return false
		}
		if (this.side & LEFT_RIGHT && this.rect.y.length() < img.width * scale) {
			return false
		}
		return true
	}
	
	Wall.prototype.center = function(offset){
	
		offset = offset || 0

		var major_axis, minor_axis
		if (this.side & FRONT_BACK) {
			major_axis = this.rect.x
			minor_axis = this.rect.y
		}
		else {
			major_axis = this.rect.y
			minor_axis = this.rect.x
		}
		
		switch (this.side) {
			case FRONT:
				x = major_axis.midpoint()
				z = minor_axis.a + painting_distance_from_wall + offset
				break
			case BACK:
				x = major_axis.midpoint()
				z = minor_axis.b - painting_distance_from_wall + offset
				break
			case LEFT:
				x = minor_axis.a + painting_distance_from_wall + offset
				z = major_axis.midpoint()
				break
			case RIGHT:
				x = minor_axis.b - painting_distance_from_wall + offset
 				z = major_axis.midpoint()
				break
		}
		
		return new vec2 (x, z)
	}
	
	Wall.prototype.color = function(color){
		this.$walls && this.$walls.css("background-color", color)
	}
	
	Wall.prototype.siblings = function(){
		var base = this
		var match = base.side | base.half_side
		var walls = Rooms.list[this.room].walls.filter(function(w){
			return (w.side | w.half_side) & match
		})
		return walls;
	}

	Wall.prototype.randomize_colors = function(){
		var color = window.grayColors[ this.side | this.half_side ]
		this.siblings().forEach(function(w){ w.color(color) })
	}

	return Wall

})()