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layer.js
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layer.js
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/*
* GDevelop JS Platform
* Copyright 2013-2016 Florian Rival ([email protected]). All rights reserved.
* This project is released under the MIT License.
*/
/**
* Represents a layer of a scene, used to display objects.
*
* Viewports and multiple cameras are not supported.
*
* @class Layer
* @param {Object} layerData The data used to initialize the layer
* @param {gdjs.RuntimeScene} runtimeScene The scene in which the layer is used
* @memberof gdjs
*/
gdjs.Layer = function(layerData, runtimeScene)
{
this._name = layerData.name;
this._cameraRotation = 0;
this._zoomFactor = 1;
this._timeScale = 1;
this._hidden = !layerData.visibility;
this._effects = layerData.effects || [];
this._cameraX = runtimeScene.getGame().getDefaultWidth()/2;
this._cameraY = runtimeScene.getGame().getDefaultHeight()/2;
this._width = runtimeScene.getGame().getDefaultWidth();
this._height = runtimeScene.getGame().getDefaultHeight();
this._renderer = new gdjs.LayerRenderer(this, runtimeScene.getRenderer());
this.show(!this._hidden);
this.setEffectsDefaultParameters();
};
gdjs.Layer.prototype.getRenderer = function() {
return this._renderer;
};
/**
* Get the name of the layer
* @return {String} The name of the layer
*/
gdjs.Layer.prototype.getName = function() {
return this._name;
};
/**
* Change the camera center X position.
*
* @param cameraId The camera number. Currently ignored.
* @return The x position of the camera
*/
gdjs.Layer.prototype.getCameraX = function(cameraId) {
return this._cameraX;
};
/**
* Change the camera center Y position.
*
* @param cameraId The camera number. Currently ignored.
* @return The y position of the camera
*/
gdjs.Layer.prototype.getCameraY = function(cameraId) {
return this._cameraY;
};
/**
* Set the camera center X position.
*
* @param {number} x The new x position
* @param {number} cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraX = function(x, cameraId) {
this._cameraX = x;
this._renderer.updatePosition();
};
/**
* Set the camera center Y position.
*
* @param {number} y The new y position
* @param {number} cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraY = function(y, cameraId) {
this._cameraY = y;
this._renderer.updatePosition();
};
gdjs.Layer.prototype.getCameraWidth = function(cameraId) {
return (+this._width)*1/this._zoomFactor;
};
gdjs.Layer.prototype.getCameraHeight = function(cameraId) {
return (+this._height)*1/this._zoomFactor;
};
/**
* Show (or hide) the layer.
* @param {boolean} enable true to show the layer, false to hide it.
*/
gdjs.Layer.prototype.show = function(enable) {
this._hidden = !enable;
this._renderer.updateVisibility(enable);
};
/**
* Check if the layer is visible.
*
* @return true if the layer is visible.
*/
gdjs.Layer.prototype.isVisible = function() {
return !this._hidden;
};
/**
* Set the zoom of a camera.
*
* @param {number} newZoom The new zoom. Must be superior to 0. 1 is the default zoom.
* @param {number} cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraZoom = function(newZoom, cameraId) {
this._zoomFactor = newZoom;
this._renderer.updatePosition();
};
/**
* Get the zoom of a camera.
*
* @param {number} cameraId The camera number. Currently ignored.
* @return {number} The zoom.
*/
gdjs.Layer.prototype.getCameraZoom = function(cameraId) {
return this._zoomFactor;
};
/**
* Get the rotation of the camera, expressed in degrees.
*
* @param {number} cameraId The camera number. Currently ignored.
* @return {number} The rotation, in degrees.
*/
gdjs.Layer.prototype.getCameraRotation = function(cameraId) {
return this._cameraRotation;
};
/**
* Set the rotation of the camera, expressed in degrees.
* The rotation is made around the camera center.
*
* @param {number} rotation The new rotation, in degrees.
* @param {number} cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraRotation = function(rotation, cameraId) {
this._cameraRotation = rotation;
this._renderer.updatePosition();
};
/**
* Convert a point from the canvas coordinates (For example, the mouse position) to the
* "world" coordinates.
*
* TODO: Update this method to store the result in a static array
*
* @param {number} x The x position, in canvas coordinates.
* @param {number} y The y position, in canvas coordinates.
* @param {number} cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.convertCoords = function(x, y, cameraId) {
x -= this._width/2;
y -= this._height/2;
x /= Math.abs(this._zoomFactor);
y /= Math.abs(this._zoomFactor);
// Only compute angle and cos/sin once (allow heavy optimization from JS engines).
var angleInRadians = this._cameraRotation/180*Math.PI;
var tmp = x;
var cosValue = Math.cos(angleInRadians);
var sinValue = Math.sin(angleInRadians);
x = cosValue*x - sinValue*y;
y = sinValue*tmp + cosValue*y;
return [x + this.getCameraX(cameraId), y + this.getCameraY(cameraId)];
};
gdjs.Layer.prototype.convertInverseCoords = function(x, y, cameraId) {
x -= this.getCameraX(cameraId);
y -= this.getCameraY(cameraId);
// Only compute angle and cos/sin once (allow heavy optimization from JS engines).
var angleInRadians = this._cameraRotation/180*Math.PI;
var tmp = x;
var cosValue = Math.cos(-angleInRadians);
var sinValue = Math.sin(-angleInRadians);
x = cosValue*x - sinValue*y;
y = sinValue*tmp + cosValue*y;
x *= Math.abs(this._zoomFactor);
y *= Math.abs(this._zoomFactor);
return [x + this._width/2, y + this._height/2];
};
gdjs.Layer.prototype.getWidth = function() {
return this._width;
};
gdjs.Layer.prototype.getHeight = function() {
return this._height;
};
gdjs.Layer.prototype.getEffects = function() {
return this._effects;
};
gdjs.Layer.prototype.setEffectParameter = function(name, parameterIndex, value) {
return this._renderer.setEffectParameter(name, parameterIndex, value);
};
/**
* Enable or disable an effect.
* @param {string} effect The name of the effect to enable or disable.
* @param {boolean} enable true to enable, false to disable
*/
gdjs.Layer.prototype.enableEffect = function(name, enable) {
this._renderer.enableEffect(name, enable);
};
/**
* Check if an effect is enabled
* @param {string} effect The name of the effect
* @return {boolean} true if the effect is enabled, false otherwise.
*/
gdjs.Layer.prototype.isEffectEnabled = function(name) {
return this._renderer.isEffectEnabled(name);
};
gdjs.Layer.prototype.setEffectsDefaultParameters = function() {
for (var i = 0; i < this._effects.length; ++i) {
var effect = this._effects[i];
for (var name in effect.parameters) {
this.setEffectParameter(effect.name, name, effect.parameters[name]);
}
}
};
/**
* Set the time scale for the objects on the layer:
* time will be slower if time scale is < 1, faster if > 1.
* @param {number} timeScale The new time scale (must be positive).
*/
gdjs.Layer.prototype.setTimeScale = function(timeScale) {
if ( timeScale >= 0 ) this._timeScale = timeScale;
};
/**
* Get the time scale for the objects on the layer.
*/
gdjs.Layer.prototype.getTimeScale = function() {
return this._timeScale;
};
/**
* Return the time elapsed since the last frame,
* in milliseconds, for objects on the layer.
*/
gdjs.Layer.prototype.getElapsedTime = function(runtimeScene) {
return runtimeScene.getTimeManager().getElapsedTime() * this._timeScale;
}