summaryrefslogtreecommitdiff
path: root/public/assets/javascripts/rectangles/models/wall.js
blob: f2b8bcaf2719670cc8abb405661e5cf7bf6213f9 (plain)
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
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
(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_uid = new UidGenerator({})
	
	var Wall = function(opt){
		this.id = opt.id
		this.uid = wall_uid
		this.vec = opt.vec
		this.side = opt.side
		this.mx = []
 		if (opt.el) {
 			this.mx.push(opt.el)
 		}
	}
	
	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 = $( this.mx.map(function(mx){ return mx.el }) )
		base.$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 if (Scenery.nextWallpaper) {
					base.wallpaper()
				}
				else {
					app.controller.hideExtras()
				}
			}
		})
		this.outline()
	}
	
	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.wallpaper = function(){
		var useX = this.side & FRONT_BACK
		var shouldFlip = this.side & (LEFT | BACK)
		this.siblings().forEach(function(w){
			w.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 = Scenery.nextWallpaper
				mx.el.style.backgroundPosition = (~~partitionOffset) + "px " + (~~floorOffset) + "px"
			})
		})
	}
	
	Wall.prototype.outline = function(){
		var canvas = document.createElement("canvas")
		var ctx = canvas.getContext('2d')
		var useX = this.side & FRONT_BACK
		var shouldFlip = this.side & (LEFT | BACK)

		var sortedWalls = this.siblings().reduce(function(a,w){
			return a.concat(w.mx)
		}, []).sort( useX ? sort.compare_x : sort.compare_z )

		if (shouldFlip) {
			sortedWalls = sortedWalls.reverse()
		}

		var len = sortedWalls.length
		
		zz = window.zz || 0

		sortedWalls.forEach(function(mx, i){
			if (mx.outlined) return
			mx.outlined = true
			canvas.width = mx.width
			canvas.height = mx.height
			ctx.fillStyle = "rgba(255,255,255,0.9)"
			ctx.fillRect(0, 0, canvas.width, canvas.height)
			ctx.fillStyle = "rgba(0,0,0,1.0)"

			// all walls except top-half walls get bottom lines
			ctx.fillRect(0, 0, canvas.width, 1)
			
			// all walls except bottom-half walls get top lines
			ctx.fillRect(0, canvas.height-1, canvas.width, 1)
			
			// walls on initial sides get left lines
			// if their left edge lines up with the rect edge
			if (i == 0) {
 				ctx.fillRect(0, 0, 1, canvas.height)
			}
			
			// walls on terminal sides get right lines....
			// if their right edge lines up with the rect edge
			if (i == len-1) {
				// ctx.fillStyle = "rgba(255,0,0,1.0)"
				ctx.fillRect(canvas.width-1, 0, 1, canvas.height)
			}
			var dataUrl = canvas.toDataURL()

			mx.el.style.backgroundImage = "url(" + dataUrl + ")"
		})
	}
	
	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 && w.$walls
		})
		return walls
	}

	Wall.prototype.randomize_colors = function(){
		var color = window.grayColors[ this.side | this.half_side ]
		var siblings = this.siblings()
		siblings.forEach(function(w, i){
			if (! w.$walls) return
			w.color(color)
		})
	}

	Wall.prototype.stroke_colors = function(){
		var color = "#fff"
		var siblings = this.siblings()
		siblings.forEach(function(w, i){
			if (! w.$walls) return
			w.color(color)
			if (i == 0) {
				w.$walls.css("border-left", "1px solid #000")
			}
			if (i == siblings.length-1) {
				w.$walls.css("border-right", "1px solid #000")
			}
			w.$walls.css("border-top", "1px solid #000")
			w.$walls.css("border-bottom", "1px solid #000")
		})
	}
	
	if ('window' in this) {
		window.Wall = Wall
	}
	else {
		module.exports = Wall
	}


})()