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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 if (Scenery.nextWallpaper) {
base.wallpaper()
}
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.wallpaper = function(){
var useZ = this.side & FRONT_BACK
var shouldFlip = this.side & (LEFT | BACK)
this.siblings().forEach(function(w){
w.mx.forEach(function(mx){
var partitionOffset = useZ ? 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.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")
})
}
return Wall
})()
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