mirror of
https://github.com/logsol/chuck.js.git
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279 lines
No EOL
8.7 KiB
JavaScript
279 lines
No EOL
8.7 KiB
JavaScript
define([
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"Game/Client/View/Abstract/Layer",
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"Lib/Vendor/Pixi",
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"Game/Client/View/Pixi/ColorRangeReplaceFilter",
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"Game/Config/Settings",
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"Lib/Utilities/ColorConverter"
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],
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function (Parent, PIXI, ColorRangeReplaceFilter, Settings, ColorConverter) {
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"use strict";
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function Layer (name, parallaxSpeed) {
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Parent.call(this, name, parallaxSpeed);
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this.container = new PIXI.DisplayObjectContainer();
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this.container.x = 0;
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this.container.y = 0;
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this.static = false;
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if (Settings.SHOW_LAYER_INFO) {
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var self = this;
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var g = new PIXI.Graphics();
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var converter = new ColorConverter();
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var c = converter.getColorByName(name);
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var fontSize = 12;
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var textOptions = {
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font: "normal " + fontSize + "px 'Joystix'",
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fill: "#" + c.toString(16),
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};
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var t = new PIXI.Text(name, textOptions);
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var y = 0;
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switch (name) {
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case "ghost": y++;
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case "item": y++;
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case "tile": y++;
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case "spawn": y=y;
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}
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t.position = new PIXI.Point(0, fontSize * y);
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g.lineStyle (1, c, 1);
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g.drawRect (0, 0, 100 + y, 100 + y);
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setTimeout(function(){
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self.container.addChild(t);
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self.container.addChild(g);
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}, 500);
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}
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}
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Layer.prototype = Object.create(Parent.prototype);
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Layer.prototype.getAvailableMeshFilters = function() {
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return {
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"blur": PIXI.BlurFilter,
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"desaturate": PIXI.GrayFilter,
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"pixelate": PIXI.PixelateFilter,
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"colorRangeReplace": ColorRangeReplaceFilter,
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};
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};
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Layer.prototype.getContainer = function() {
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return this.container;
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};
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Layer.prototype.show = function() {
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this.container.visible = true;
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};
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Layer.prototype.hide = function() {
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this.container.visible = false;
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};
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Layer.prototype.addMesh = function(mesh) {
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this.container.addChild(mesh);
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};
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Layer.prototype.removeMesh = function(mesh) {
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this.container.removeChild(mesh);
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};
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Layer.prototype.createMesh = function (texturePath, callback, options) {
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var texture = (options && options.fromFrame)
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? PIXI.Texture.fromFrame(texturePath)
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: PIXI.Texture.fromImage(texturePath);
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var mesh = new PIXI.Sprite(texture);
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if(options) this.updateMesh(mesh, options);
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callback(mesh);
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};
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Layer.prototype.createAnimatedMesh = function (texturePaths, callback, options) {
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var textures = [];
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for (var i = 0; i < texturePaths.length; i++) {
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var texture = (options && options.fromFrame)
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? PIXI.Texture.fromFrame(texturePaths[i])
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: PIXI.Texture.fromImage(texturePaths[i]);
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texture.width = options.width;
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texture.height = options.height;
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//PIXI.texturesToUpdate.push(texture);
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textures.push(texture);
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}
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var mesh = new PIXI.MovieClip(textures);
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if(options) this.updateMesh(mesh, options);
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mesh.animationSpeed = 0.5;
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mesh.play();
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callback(mesh);
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}
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Layer.prototype.updateMesh = function(mesh, options) {
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if (options.x) mesh.position.x = options.x;
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if (options.y) mesh.position.y = options.y;
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if (options.rotation) mesh.rotation = options.rotation;
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if (options.alpha) mesh.alpha = options.alpha;
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if (options.width) mesh.width = options.width;
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if (options.height) mesh.height = options.height;
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if (options.xScale) mesh.width = Math.abs(mesh.width) * options.xScale;
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if (options.yScale) mesh.scale.y = options.yScale;
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if (options.visible === true || options.visible === false) mesh.visible = options.visible;
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if (options.pivot) mesh.pivot = new PIXI.Point(options.pivot.x, options.pivot.y);
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if (options.anchor) mesh.anchor = options.anchor;
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if (options.animationSpeed) mesh.animationSpeed = options.animationSpeed;
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};
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Layer.prototype.addFilter = function(mesh, filterName, options) {
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if (!this.getAvailableMeshFilters().hasOwnProperty(filterName)) {
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throw new Exception('Filter ' + filterName + ' is not available');
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}
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var MeshFilter = this.getAvailableMeshFilters()[filterName];
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var filter = new MeshFilter();
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switch (filterName) {
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case 'desaturate':
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if (options.amount) filter.gray = options.amount;
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break;
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case 'blur':
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if (options.blurX) filter.blurX = options.blurX;
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if (options.blurY) filter.blurY = options.blurY;
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break;
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case 'colorRangeReplace':
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if (options.minColor) filter.minColor = options.minColor;
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if (options.maxColor) filter.maxColor = options.maxColor;
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if (options.newColor) filter.newColor = options.newColor;
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if (options.brightnessOffset) filter.brightnessOffset = options.brightnessOffset;
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break;
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case 'pixelate':
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if (options.sizeX) filter.size.x = options.sizeX;
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if (options.sizeY) filter.size.y = options.sizeY;
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break;
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default:
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break;
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}
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var filters = mesh.filters;
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if(!filters) {
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filters = [];
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} else {
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// ensure uniqueness of filter by name
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this.removeFilter(mesh, filterName);
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}
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filters.push(filter);
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mesh.filters = filters;
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};
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Layer.prototype.removeFilter = function(mesh, filterName) {
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var filters = mesh.filters;
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if(!filters) {
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return;
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}
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var MeshFilter = this.getAvailableMeshFilters()[options.filter];
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filters = filters.filter(function(filter){
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return !filter instanceof MeshFilter;
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});
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mesh.filters = filter;
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};
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Layer.prototype.render = function(centerPosition, zoom) {
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this.setPosition(centerPosition);
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this.setZoom(zoom);
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// Zoom
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var zoomStep = (this.zoom.target - this.zoom.current) * Settings.CAMERA_GLIDE / 100;
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this.zoom.current += zoomStep;
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this.container.scale.x = this.zoom.current;
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this.container.scale.y = this.container.scale.x;
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/*
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// we would need another zoom state,
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// to separate fixed zooming (by window size)
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// and user zoom by +/-/0 keys
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// this snippet would zoom the layers by its parallax
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// so further away layers would not zoom as much.
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var zoomParallax = this.parallaxSpeed == 0
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? 1
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: this.parallaxSpeed < 0
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? (1 + this.parallaxSpeed)
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: this.parallaxSpeed + 1000;
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var newZoomTarget = 1 + Math.log(this.zoom.target+2) * (zoomParallax)
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console.log(newZoomTarget)
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this.container.scale.x = newZoomTarget;
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this.container.scale.y = newZoomTarget;
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// Later, this would need to be added as well:
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this.container.x *= newZoomTarget;
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this.container.y *= newZoomTarget;
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*/
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// Position
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if (!this.static) {
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// Fixme: needs to read from actual level size
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var levelSize = {
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x: 600,
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y: 400
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}
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var posXStep = (this.position.target.x - this.position.current.x) * Settings.CAMERA_GLIDE / 100;
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this.position.current.x += posXStep;
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var posYStep = (this.position.target.y - this.position.current.y) * Settings.CAMERA_GLIDE / 100;
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this.position.current.y += posYStep;
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this.container.x = this.position.current.x + levelSize.x / 2 - (-this.parallaxSpeed) * (this.position.current.x + levelSize.x / 2);
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this.container.y = this.position.current.y + levelSize.y / 2 - (-this.parallaxSpeed) * (this.position.current.y + levelSize.y / 2);
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// Add here to set 0,0 not in the center of the map but the level origin in the top left
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if (this.name == "spawn"
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|| this.name == "tile"
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|| this.name == "item"
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|| this.name == "ghost"
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|| this.name == "swiper") {
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this.container.x = this.position.current.x;
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this.container.y = this.position.current.y;
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}
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this.container.x *= this.zoom.current;
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this.container.y *= this.zoom.current;
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this.container.x += Settings.STAGE_WIDTH / 2;
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this.container.y += Settings.STAGE_HEIGHT / 2;
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}
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};
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return Layer;
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}); |