quintus_scenes.js | |
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/*global Quintus:false */
Quintus.Scenes = function(Q) {
Q.scenes = {};
Q.stages = [];
Q.Scene = Q.Class.extend({
init: function(sceneFunc,opts) {
this.opts = opts || {};
this.sceneFunc = sceneFunc;
}
}); | |
Set up or return a new scene | Q.scene = function(name,sceneObj,opts) {
if(sceneObj === void 0) {
return Q.scenes[name];
} else {
if(Q._isFunction(sceneObj)) {
sceneObj = new Q.Scene(sceneObj,opts);
}
Q.scenes[name] = sceneObj;
return sceneObj;
}
};
Q._nullContainer = {
c: {
x: 0,
y: 0,
cx: 0,
cy: 0,
angle: 0,
scale: 1
},
matrix: Q.matrix2d()
};
|
Default to SAT collision between two objects Thanks to doc's at: http://www.sevenson.com.au/actionscript/sat/ TODO: handle angles on objects | Q.collision = (function() {
var normalX, normalY,
offset = [ 0,0 ],
result1 = { separate: [] },
result2 = { separate: [] };
function calculateNormal(points,idx) {
var pt1 = points[idx],
pt2 = points[idx+1] || points[0];
normalX = -(pt2[1] - pt1[1]);
normalY = pt2[0] - pt1[0];
var dist = Math.sqrt(normalX*normalX + normalY*normalY);
if(dist > 0) {
normalX /= dist;
normalY /= dist;
}
}
function dotProductAgainstNormal(point) {
return (normalX * point[0]) + (normalY * point[1]);
}
function collide(o1,o2,flip) {
var min1,max1,
min2,max2,
d1, d2,
offsetLength,
tmp, i, j,
minDist, minDistAbs,
shortestDist = Number.POSITIVE_INFINITY,
collided = false,
p1, p2;
var result = flip ? result2 : result1;
offset[0] = 0; //o1.x + o1.cx - o2.x - o2.cx;
offset[1] = 0; //o1.y + o1.cy - o2.y - o2.cy; |
If we have a position matrix, just use those points, | if(o1.c) {
p1 = o1.c.points;
} else {
p1 = o1.p.points;
offset[0] += o1.p.x;
offset[1] += o1.p.y;
}
if(o2.c) {
p2 = o2.c.points;
} else {
p2 = o2.p.points;
offset[0] += -o2.p.x;
offset[1] += -o2.p.y;
}
o1 = o1.p;
o2 = o2.p;
for(i = 0;i<p1.length;i++) {
calculateNormal(p1,i);
min1 = dotProductAgainstNormal(p1[0]);
max1 = min1;
for(j = 1; j<p1.length;j++) {
tmp = dotProductAgainstNormal(p1[j]);
if(tmp < min1) { min1 = tmp; }
if(tmp > max1) { max1 = tmp; }
}
min2 = dotProductAgainstNormal(p2[0]);
max2 = min2;
for(j = 1;j<p2.length;j++) {
tmp = dotProductAgainstNormal(p2[j]);
if(tmp < min2) { min2 = tmp; }
if(tmp > max2) { max2 = tmp; }
}
offsetLength = dotProductAgainstNormal(offset);
min1 += offsetLength;
max1 += offsetLength;
d1 = min1 - max2;
d2 = min2 - max1;
if(d1 > 0 || d2 > 0) { return null; }
minDist = (max2 - min1) * -1;
if(flip) { minDist *= -1; }
minDistAbs = Math.abs(minDist);
if(minDistAbs < shortestDist) {
result.distance = minDist;
result.magnitude = minDistAbs;
result.normalX = normalX;
result.normalY = normalY;
if(result.distance > 0) {
result.distance *= -1;
result.normalX *= -1;
result.normalY *= -1;
}
collided = true;
shortestDist = minDistAbs;
}
} |
Do return the actual collision | return collided ? result : null;
}
function satCollision(o1,o2) {
var result1, result2, result; |
Don't compare a square to a square for no reason if(!o1.p.points && !o2.p.points) return true; | if(!o1.p.points) { Q._generatePoints(o1); }
if(!o2.p.points) { Q._generatePoints(o2); }
Q._generateCollisionPoints(o1);
Q._generateCollisionPoints(o2);
result1 = collide(o1,o2);
if(!result1) { return false; }
result2 = collide(o2,o1,true);
if(!result2) { return false; }
result = (result2.magnitude < result1.magnitude) ? result2 : result1;
if(result.magnitude === 0) { return false; }
result.separate[0] = result.distance * result.normalX;
result.separate[1] = result.distance * result.normalY;
return result;
}
return satCollision;
}());
Q.overlap = function(o1,o2) {
var c1 = o1.c || o1.p;
var c2 = o2.c || o2.p;
var o1x = c1.x - c1.cx,
o1y = c1.y - c1.cy;
var o2x = c2.x - c2.cx,
o2y = c2.y - c2.cy;
return !((o1y+c1.h<o2y) || (o1y>o2y+c2.h) ||
(o1x+c1.w<o2x) || (o1x>o2x+c2.w));
};
Q.Stage = Q.GameObject.extend({ |
Should know whether or not the stage is paused | defaults: {
sort: false,
gridW: 400,
gridH: 400
},
init: function(scene,opts) {
this.scene = scene;
this.items = [];
this.lists = {};
this.index = {};
this.removeList = [];
this.grid = {};
this.options = Q._extend({},this.defaults);
if(this.scene) {
Q._extend(this.options,scene.opts);
}
if(opts) { Q._extend(this.options,opts); }
if(this.options.sort && !Q._isFunction(this.options.sort)) {
this.options.sort = function(a,b) { return ((a.p && a.p.z) || -1) - ((b.p && b.p.z) || -1); };
}
},
destroyed: function() {
this.invoke("debind");
this.trigger("destroyed");
}, |
Needs to be separated out so the current stage can be set | loadScene: function() {
if(this.scene) {
this.scene.sceneFunc(this);
}
},
each: function(callback) {
for(var i=0,len=this.items.length;i<len;i++) {
callback.call(this.items[i],arguments[1],arguments[2]);
}
},
invoke: function(funcName) {
for(var i=0,len=this.items.length;i<len;i++) {
this.items[i][funcName].call(
this.items[i],arguments[1],arguments[2]
);
}
},
detect: function(func) {
for(var i = this.items.length-1;i >= 0; i--) {
if(func.call(this.items[i],arguments[1],arguments[2],arguments[3])) {
return this.items[i];
}
}
return false;
},
identify: function(func) {
var result;
for(var i = this.items.length-1;i >= 0; i--) {
if(result = func.call(this.items[i],arguments[1],arguments[2],arguments[3])) {
return result;
}
}
return false;
},
addToLists: function(lists,object) {
for(var i=0;i<lists.length;i++) {
this.addToList(lists[i],object);
}
},
addToList: function(list, itm) {
if(!this.lists[list]) { this.lists[list] = []; }
this.lists[list].push(itm);
},
removeFromLists: function(lists, itm) {
for(var i=0;i<lists.length;i++) {
this.removeFromList(lists[i],itm);
}
},
removeFromList: function(list, itm) {
var listIndex = this.lists[list].indexOf(itm);
if(listIndex !== -1) {
this.lists[list].splice(listIndex,1);
}
},
insert: function(itm,container) {
this.items.push(itm);
itm.stage = this;
itm.container = container;
if(container) {
container.children.push(itm);
}
itm.grid = {}; |
Make sure we have a square of collision points | Q._generatePoints(itm);
Q._generateCollisionPoints(itm);
if(itm.className) { this.addToList(itm.className, itm); }
if(itm.activeComponents) { this.addToLists(itm.activeComponents, itm); }
if(itm.p) {
this.index[itm.p.id] = itm;
}
this.trigger('inserted',itm);
itm.trigger('inserted',this);
this.regrid(itm);
return itm;
},
remove: function(itm) {
this.delGrid(itm);
this.removeList.push(itm);
},
forceRemove: function(itm) {
var idx = this.items.indexOf(itm);
if(idx !== -1) {
this.items.splice(idx,1);
if(itm.className) { this.removeFromList(itm.className,itm); }
if(itm.activeComponents) { this.removeFromLists(itm.activeComponents,itm); }
if(itm.container) {
var containerIdx = itm.container.children.indexOf(itm);
if(containerIdx !== -1) {
itm.container.children.splice(containerIdx,1);
}
}
if(itm.destroy) { itm.destroy(); }
if(itm.p.id) {
delete this.index[itm.p.id];
}
this.trigger('removed',itm);
}
},
pause: function() {
this.paused = true;
},
unpause: function() {
this.paused = false;
},
_gridCellCheck: function(type,id,obj,collisionMask) {
if(!collisionMask || collisionMask & type) {
var obj2 = this.index[id];
if(obj2 && obj2 !== obj && Q.overlap(obj,obj2)) {
var col= Q.collision(obj,obj2);
if(col) {
col.obj = obj2;
return col;
} else {
return false;
}
}
}
},
gridTest: function(obj,collisionMask,collisionLayer) {
var grid = obj.grid, gridCell, col;
for(var y = grid.Y1;y <= grid.Y2;y++) {
if(this.grid[y]) {
for(var x = grid.X1;x <= grid.X2;x++) {
gridCell = this.grid[y][x];
if(gridCell) {
col = Q._detect(gridCell,this._gridCellCheck,this,obj,collisionMask);
if(col) { return col; }
}
}
}
}
return false;
},
collisionLayer: function(layer) {
this._collisionLayer = layer;
this.insert(layer);
},
search: function(obj,collisionMask) {
var col;
collisionMask = collisionMask || (obj.p && obj.p.collisionMask);
if(this._collisionLayer && (this._collisionLayer.p.type & collisionMask)) {
col = this._collisionLayer.collide(obj);
if(col) { return col; }
}
col = this.gridTest(obj,collisionMask,this._collisionLayer);
return col;
},
_locateObj: {
p: {
x: 0,
y: 0,
w: 1,
h: 1
}, grid: {}
},
locate: function(x,y,collisionMask) {
var col = null;
this._locateObj.p.x = x;
this._locateObj.p.y = y;
this.regrid(this._locateObj,true);
if(this._collisionLayer && (this._collisionLayer.p.type & collisionMask)) {
col = this._collisionLayer.collide(this._locateObj);
}
if(!col) {
col = this.gridTest(this._locateObj,collisionMask,this._collisionLayer);
}
if(col && col.obj) {
return col.obj;
} else {
return false;
}
},
collide: function(obj,collisionMask) {
var col, col2, maxCol = 3;
collisionMask = collisionMask || (obj.p && obj.p.collisionMask);
this.regrid(obj);
if(this._collisionLayer && (this._collisionLayer.p.type & collisionMask)) {
while(maxCol > 0 && (col = this._collisionLayer.collide(obj))) {
col.obj = this._collisionLayer;
obj.trigger('hit',col);
obj.trigger('hit.collision',col);
this.regrid(obj);
maxCol--;
}
}
maxCol = 3;
while(maxCol > 0 && (col2 = this.gridTest(obj,collisionMask,this._collisionLayer))) {
obj.trigger('hit',col2);
obj.trigger('hit.sprite',col2); |
Do the recipricol collision TODO: extract | var obj2 = col2.obj;
col2.obj = obj;
col2.normalX *= -1;
col2.normalY *= -1;
col2.distance = 0;
col2.magnitude = 0;
col2.separate[0] = 0;
col2.separate[1] = 0;
obj2.trigger('hit',col2);
obj2.trigger('hit.sprite',col2);
this.regrid(obj);
maxCol--;
}
return col2 || col;
},
delGrid: function(item) {
var grid = item.grid;
for(var y = grid.Y1;y <= grid.Y2;y++) {
if(this.grid[y]) {
for(var x = grid.X1;x <= grid.X2;x++) {
if(this.grid[y][x]) {
delete this.grid[y][x][item.p.id];
}
}
}
}
},
addGrid: function(item) {
var grid = item.grid;
for(var y = grid.Y1;y <= grid.Y2;y++) {
if(!this.grid[y]) { this.grid[y] = {}; }
for(var x = grid.X1;x <= grid.X2;x++) {
if(!this.grid[y][x]) { this.grid[y][x] = {}; }
this.grid[y][x][item.p.id] = item.p.type;
}
}
}, |
Add an item into the collision detection grid, Ignore the collision layer or objects without a type | regrid: function(item,skipAdd) {
if(this._collisionLayer && item === this._collisionLayer) { return; }
if(!item.p.type && !skipAdd) { return; }
var c = item.c || item.p;
var gridX1 = Math.floor((c.x - c.cx) / this.options.gridW),
gridY1 = Math.floor((c.y - c.cy) / this.options.gridH),
gridX2 = Math.floor((c.x - c.cx + c.w) / this.options.gridW),
gridY2 = Math.floor((c.y - c.cy + c.h) / this.options.gridH),
grid = item.grid;
if(grid.X1 !== gridX1 || grid.X2 !== gridX2 ||
grid.Y1 !== gridY1 || grid.Y2 !== gridY2) {
if(grid.X1 !== void 0) { this.delGrid(item); }
grid.X1 = gridX1;
grid.X2 = gridX2;
grid.Y1 = gridY1;
grid.Y2 = gridY2;
if(!skipAdd) { this.addGrid(item); }
}
},
updateSprites: function(items,dt,isContainer) {
var item;
for(var i=0,len=items.length;i<len;i++) {
item = items[i];
if(isContainer || !item.container) {
item.update(dt);
Q._generateCollisionPoints(item);
this.regrid(item);
}
}
},
step:function(dt) {
if(this.paused) { return false; }
this.trigger("prestep",dt);
this.updateSprites(this.items,dt);
this.trigger("step",dt);
if(this.removeList.length > 0) {
for(var i=0,len=this.removeList.length;i<len;i++) {
this.forceRemove(this.removeList[i]);
}
this.removeList.length = 0;
}
this.trigger('poststep',dt);
},
render: function(ctx) {
if(this.options.sort) {
this.items.sort(this.options.sort);
}
this.trigger("prerender",ctx);
this.trigger("beforerender",ctx);
for(var i=0,len=this.items.length;i<len;i++) {
var item = this.items[i]; |
Don't render sprites with containers (sprites do that themselves) | if(!item.container) {
item.render(ctx);
}
}
this.trigger("render",ctx);
this.trigger("postrender",ctx);
}
});
Q.activeStage = 0;
Q.StageSelector = Q.Class.extend({
emptyList: [],
init: function(stage,selector) {
this.stage = stage;
this.selector = selector; |
Generate an object list from the selector TODO: handle array selectors | this.items = this.stage.lists[this.selector] || this.emptyList;
this.length = this.items.length;
},
each: function(callback) {
for(var i=0,len=this.items.length;i<len;i++) {
callback.call(this.items[i],arguments[1],arguments[2]);
}
return this;
},
invoke: function(funcName) {
for(var i=0,len=this.items.length;i<len;i++) {
this.items[i][funcName].call(
this.items[i],arguments[1],arguments[2]
);
}
return this;
},
trigger: function(name,params) {
this.invoke("trigger",name,params);
},
destroy: function() {
this.invoke("destroy");
},
detect: function(func) {
for(var i = 0,val=null, len=this.items.length; i < len; i++) {
if(func.call(this.items[i],arguments[1],arguments[2])) {
return this.items[i];
}
}
return false;
},
identify: function(func) {
var result = null;
for(var i = 0,val=null, len=this.items.length; i < len; i++) {
if(result = func.call(this.items[i],arguments[1],arguments[2])) {
return result;
}
}
return false;
}, |
This hidden utility method extends and object's properties with a source object. Used by the p method to set properties. | _pObject: function(source) {
Q._extend(this.p,source);
},
_pSingle: function(property,value) {
this.p[property] = value;
},
set: function(property, value) { |
Is value undefined | if(value === void 0) {
this.each(this._pObject,property);
} else {
this.each(this._pSingle,property,value);
}
return this;
},
at: function(idx) {
return this.items[idx];
},
first: function() {
return this.items[0];
},
last: function() {
return this.items[this.items.length-1];
}
}); |
Maybe add support for different types entity - active collision detection particle - no collision detection, no adding components to lists / etc | |
Q("Player").invoke("shimmer); - needs to return a selector Q(".happy").invoke("sasdfa",'fdsafas',"fasdfas"); Q("Enemy").p({ a: "asdfasf" }); | Q.select = function(selector,scope) {
scope = (scope === void 0) ? Q.activeStage : scope;
scope = Q.stage(scope);
if(Q._isNumber(selector)) {
return scope.index[selector];
} else {
return new Q.StageSelector(scope,selector); |
check if is array check is has any commas split into arrays find each of the classes find all the instances of a specific class | }
};
Q.stage = function(num) { |
Use activeStage is num is undefined | num = (num === void 0) ? Q.activeStage : num;
return Q.stages[num];
};
Q.stageScene = function(scene,num,options) { |
If it's a string, find a registered scene by that name | if(Q._isString(scene)) {
scene = Q.scene(scene);
} |
If the user skipped the num arg and went straight to options, swap the two and grab a default for num | if(Q._isObject(num)) {
options = num;
num = Q._popProperty(options,"stage") || (scene && scene.opts.stage) || 0;
} |
Clone the options arg to prevent modification | options = Q._clone(options); |
Grab the stage class, pulling from options, the scene default, or use the default stage | var StageClass = (Q._popProperty(options,"stageClass")) ||
(scene && scene.opts.stageClass) || Q.Stage; |
Figure out which stage to use | num = Q._isUndefined(num) ? ((scene && scene.opts.stage) || 0) : num; |
Clean up an existing stage if necessary | if(Q.stages[num]) {
Q.stages[num].destroy();
} |
Make this this the active stage and initialize the stage, calling loadScene to popuplate the stage if we have a scene. | Q.activeStage = num;
Q.stages[num] = new StageClass(scene,options);
if(scene) {
Q.stages[num].loadScene();
}
Q.activeStage = 0; |
If there's no loop active, run the default stageGameLoop | if(!Q.loop) {
Q.gameLoop(Q.stageGameLoop);
} |
Finally return the stage to the user for use if needed | return Q.stages[num];
};
Q.stageGameLoop = function(dt) {
var i,len,stage;
if(dt < 0) { dt = 1.0/60; }
if(dt > 1/15) { dt = 1.0/15; }
for(i =0,len=Q.stages.length;i<len;i++) {
Q.activeStage = i;
stage = Q.stage();
if(stage) {
stage.step(dt);
}
}
if(Q.ctx) { Q.clear(); }
for(i =0,len=Q.stages.length;i<len;i++) {
Q.activeStage = i;
stage = Q.stage();
if(stage) {
stage.render(Q.ctx);
}
}
Q.activeStage = 0;
if(Q.input && Q.ctx) { Q.input.drawCanvas(Q.ctx); }
};
Q.clearStage = function(num) {
if(Q.stages[num]) {
Q.stages[num].destroy();
Q.stages[num] = null;
}
};
Q.clearStages = function() {
for(var i=0,len=Q.stages.length;i<len;i++) {
if(Q.stages[i]) { Q.stages[i].destroy(); }
}
Q.stages.length = 0;
};
};
|