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(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')
}
var Wall = function(opt){
this.id = [ opt.side, opt.edge, opt.vec.a ].join("_")
this.vec = opt.vec
this.edge = opt.edge
this.side = opt.side
this.surface = opt.surface
this.mx = opt.mx
this.background = ""
}
Wall.prototype.toString = function(){
return this.vec.toString()
}
Wall.prototype.reset = function(){
}
Wall.prototype.destroy = function(){
this.mx.forEach(function(mx){
mx.destroy && mx.destroy()
})
this.room = this.vec = this.mx = null
}
Wall.prototype.bind = function(){
var base = this
base.$walls = $( this.mx.map(function(mx){ return mx.el }) )
this.mx.forEach(function(mx, index){
$(mx.el).bind({
mouseover: function(){
},
mouseenter: function(e){
Scenery.mouse.mouseenter(e, {
wall: base,
index: index,
})
},
mousemove: function(e){
},
mousedown: function(e){
if (Scenery.nextMedia) {
var scenery = Scenery.addNextToWall({
wall: base,
index: index
})
// scenery was not placed
if (! scenery) {
e.stopPropagation()
return
}
app.controller.toolbar.resetPermissions()
Scenery.resize.show(scenery)
Scenery.hovering = true
UndoStack.push({
type: 'create-scenery',
undo: { id: scenery.id },
redo: scenery.serialize(),
})
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
}
else if (Scenery.nextWallpaper) {
var oldState = base.serialize()
base.wallpaper(Scenery.nextWallpaper)
Scenery.nextWallpaper = null
UndoStack.push({
type: 'update-wallpaper',
undo: oldState,
redo: base.serialize(),
})
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
}
else {
app.controller.hideExtras()
}
}
})
})
// flip the mx order
var shouldFlip = this.side & (LEFT | BACK)
if (! shouldFlip) {
this.mx.reverse()
}
// this.outline(wallColor, outlineColor)
}
Wall.prototype.serialize = function(){
return {
id: this.id,
background: this.background,
}
}
Wall.prototype.deserialize = function(data){
this.wallpaper( data.background )
}
// wall
// side: corresponds to the orientation of this wall
// vec: equivalent to the bounds of the Surface
// edge: the coordinate of the normal of this surface
// var useX = side & LEFT_RIGHT
// var useA = side & (FRONT | LEFT)
// edge = mx.rect[useX ? 'x': 'y'][ useA ? 'a': 'b']
// surface: an ordered set of contiguous wall regions, corresponding to mx objects
Wall.prototype.positionToMx = function(position, dimension) {
var x, z
switch (this.side) {
case FRONT:
x = position.a + dimension.a / 2
z = this.edge + painting_distance_from_wall
break
case BACK:
x = position.a + dimension.a / 2
z = this.edge - painting_distance_from_wall
break
case LEFT:
x = this.edge + painting_distance_from_wall
z = position.a + dimension.a / 2
break
case RIGHT:
x = this.edge - painting_distance_from_wall
z = position.a + dimension.a / 2
break
}
return {
x: x,
y: position.b + dimension.b / 2,
z: z,
rotationY: wall_rotation[ this.side ],
}
}
Wall.prototype.mxToPosition = function(mx, dimension) {
var position = new vec2(0,0)
switch (this.side) {
case FRONT:
case BACK:
position.a = mx.x
position.b = mx.y
break
case LEFT:
case RIGHT:
position.a = mx.z
position.b = mx.y
break
}
if (dimension) {
position.a -= dimension.a / 2
position.b -= dimension.b / 2
}
return position
}
Wall.prototype.color = function(color){
this.$walls.css("background-color", color)
}
Wall.prototype.wallpaper = function(background){
var useX = this.side & FRONT_BACK
var shouldFlip = this.side & (LEFT | BACK)
this.background = background || "none"
this.mx.forEach(function(mx){
var partitionOffset = useX ? mx.x : mx.z
if (shouldFlip) partitionOffset *= -1
partitionOffset += mx.width/2
var floorOffset = mx.y + mx.height/2
mx.el.style.backgroundImage = background
mx.el.style.backgroundPosition = (~~partitionOffset) + "px " + (~~floorOffset) + "px"
})
}
Wall.prototype.outline = function(wallColor, outlineColor){
var useX = this.side & FRONT_BACK
var mx = this.mx
var len = this.mx.length
var outlineString = app.defaults.outlineWidth + "px solid " + outlineColor
zz = 0
mx.forEach(function(mx, i){
// if (mx.outlined) return
// mx.outlined = true
if (wallColor) {
mx.el.style.backgroundColor = wallColor
}
if (outlineColor) {
// all walls get bottom lines
mx.el.style.borderBottom = outlineString
// all walls get top lines
mx.el.style.borderTop = outlineString
// walls on initial sides get left lines
// if their left edge lines up with the rect edge
if (i == 0) {
mx.el.style.borderLeft = outlineString
}
// walls on terminal sides get right lines....
// if their right edge lines up with the rect edge
if (i == len-1) {
mx.el.style.borderRight = outlineString
}
}
})
}
if ('window' in this) {
window.Wall = Wall
}
else {
module.exports = Wall
}
})()
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