more layer work

This commit is contained in:
Jeena 2014-08-30 16:02:41 +02:00
parent b5c70687d8
commit 57135f3acc
7 changed files with 54 additions and 31 deletions

View file

@ -89,19 +89,22 @@ function (Parent, Settings, Nc, PIXI, AbstractLayer) {
};
Level.prototype.createItems = function(options) {
var layerName = AbstractLayer.ID.ITEM;
Nc.trigger(Nc.ns.client.view.layer.createAndAdd, layerName);
options.layer = layerName;
options.layer = AbstractLayer.ID.ITEM;
Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layer, 1, AbstractLayer.ID.SPAWN, true);
Parent.prototype.createItems.call(this, options);
};
Level.prototype.createTiles = function(options) {
var layerName = AbstractLayer.ID.TILE;
Nc.trigger(Nc.ns.client.view.layer.createAndAdd, layerName);
options.layer = layerName;
options.layerId = AbstractLayer.ID.TILE;
Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layerId, 1, AbstractLayer.ID.SPAWN, true);
Parent.prototype.createTiles.call(this, options);
};
Level.prototype.createSpawnPoints = function(options) {
options.layerId = AbstractLayer.ID.SPAWN;
Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layerId, 1);
Parent.prototype.createTiles.call(this, options);
};

View file

@ -14,8 +14,6 @@ function (Abstract, DomController, Settings, Exception, Nc) {
this.debugMode = false;
this.ncTokens = [
Nc.on(Nc.ns.client.view.layer.createAndAdd, this.createAndAddLayer, this),
Nc.on(Nc.ns.client.view.fullscreen.change, this.onFullscreenChange, this),
Nc.on(Nc.ns.client.view.debugMode.toggle, this.onToggleDebugMode, this),

View file

@ -1,11 +1,17 @@
define([
"Lib/Utilities/NotificationCenter"
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Exception",
"Game/Client/View/Pixi/Layer"
],
function (Nc) {
function (Nc, Exception, Layer) {
function LayerManager() {
function LayerManager(stage) {
this.layers = [];
this.stage = stage;
this.ncTokens = [
Nc.on(Nc.ns.client.view.layer.createAndInsert, this.createAndInsert, this),
Nc.on(Nc.ns.client.view.mesh.create, this.createMesh, this),
Nc.on(Nc.ns.client.view.animatedMesh.create, this.createAnimatedMesh, this),
Nc.on(Nc.ns.client.view.mesh.add, this.addMesh, this),
@ -39,7 +45,7 @@ function (Nc) {
var layer = new Layer(id, parallaxSpeed);
var layerIndex = behind ? referenceIndex : referenceIndex + 1;
var layerIndex = behind ? referenceIndex -1 : referenceIndex;
this.layers.splice(layerIndex, 0, layer);
this.stage.addChildAt(layer.getContainer(), layerIndex);
@ -57,37 +63,43 @@ function (Nc) {
LayerManager.prototype.delegate = function(methodName, layerId) {
var layer = this.getLayerById(layerId);
var args = arguments.splice(0,2);
var args = Array.prototype.splice.call(arguments, 0, 2);
layer[methodName].apply(layer, args);
};
LayerManager.prototype.createMesh = function() {
this.delegate(arguments.splice(0,0,'createMesh'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'createMesh'));
};
LayerManager.prototype.createAnimatedMesh = function() {
this.delegate(arguments.splice(0,0,'createAnimatedMesh'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'createAnimatedMesh'));
};
LayerManager.prototype.addMesh = function() {
this.delegate(arguments.splice(0,0,'addMesh'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'addMesh'));
};
LayerManager.prototype.removeMesh = function() {
this.delegate(arguments.splice(0,0,'removeMesh'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'removeMesh'));
};
LayerManager.prototype.updateMesh = function() {
this.delegate(arguments.splice(0,0,'updateMesh'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'updateMesh'));
};
LayerManager.prototype.addFilter = function() {
this.delegate(arguments.splice(0,0,'addFilter'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'addFilter'));
};
LayerManager.prototype.removeFilter = function() {
this.delegate(arguments.splice(0,0,'removeFilter'));
this.delegate(Array.prototype.splice.call(arguments, 0, 0, 'removeFilter'));
};
LayerManager.prototype.destroy = function() {
for (var i = 0; i < this.ncTokens.length; i++) {
Nc.off(this.ncTokens[i]);
};
};
return LayerManager;

View file

@ -13,15 +13,15 @@ function (Parent, PIXI) {
Layer.prototype = Object.create(Parent.prototype);
Layer.prototype.getContainer = function() {
return this.contianer;
return this.container;
};
Layer.prototype.show = function() {
this.contianer.visible = true;
this.container.visible = true;
};
Layer.prototype.hide = function() {
this.contianer.visible = false;
this.container.visible = false;
};
Layer.prototype.addMesh = function(mesh) {

View file

@ -7,10 +7,10 @@ define([
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Exception",
"Game/Client/View/Pixi/GameStats",
"Game/Client/View/Pixi/Layer"
"Game/Client/View/LayerManager",
],
function (Parent, DomController, PIXI, ColorRangeReplaceFilter, Settings, Nc, Exception, GameStats, Layer) {
function (Parent, DomController, PIXI, ColorRangeReplaceFilter, Settings, Nc, Exception, GameStats, LayerManager) {
var AVAILABLE_MESH_FILTERS = {
"blur": PIXI.BlurFilter,
@ -23,6 +23,7 @@ function (Parent, DomController, PIXI, ColorRangeReplaceFilter, Settings, Nc, Ex
Parent.call(this);
this.layerManager = null;
this.movableObjects = [];
this.stage = null;
this.container = null;
@ -33,7 +34,6 @@ function (Parent, DomController, PIXI, ColorRangeReplaceFilter, Settings, Nc, Ex
this.init();
this.pixi = PIXI;
this.currentZoom = Settings.ZOOM_DEFAULT;
this.layers = [];
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
}
@ -56,6 +56,8 @@ function (Parent, DomController, PIXI, ColorRangeReplaceFilter, Settings, Nc, Ex
this.stage = new PIXI.Stage(0x333333);
this.layerManager = new LayerManager(this.stage);
this.initCamera();
this.initLoader();
@ -283,6 +285,8 @@ function (Parent, DomController, PIXI, ColorRangeReplaceFilter, Settings, Nc, Ex
};
PixiView.prototype.destroy = function() {
this.layerManager.destroy();
for (var i = 0; i < this.stage.children.length; i++) {
this.stage.removeChild(this.stage.children[i]);

View file

@ -31,8 +31,14 @@ define([
TiledLevel.prototype.setup = function(levelData) {
this.levelData = levelData;
for (var i = 0; i < levelData.layers.length; i++) {
var layerOptions = levelData.layers[i];
// Make sure spawnpoints layer is created first
var layers = levelData.layers.sort(function(a, b) {
return a.name == "spawnpoints" ? -1 : b.name == "spawnpoints" ? 1 : 0;
});
for (var i = 0; i < layers.length; i++) {
var layerOptions = layers[i];
layerOptions.z = i;
if(this.layerMapping[layerOptions.name]) {