Files
GDevelop/GDJS/Runtime/layer.js
T
Florian Rival 131d1fe224 Fix layers not properly hidden in HTML5 games.
Started implementing unit tests for GDJS.
2014-08-25 21:03:59 +02:00

250 lines
7.4 KiB
JavaScript

/*
* Game Develop JS Platform
* Copyright 2013-2014 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the GNU Lesser General Public License.
*/
/**
* Represents a layer used to display objects.<br>
* The layer connects its Pixi container to the Pixi stage during its construction,
* but then it is objects responsibility to connect themselves to the layer's container
* ( See addChildToPIXIContainer method ).<br>
* Layers do not provide direct access to their pixi container as they do some extra work
* to ensure that z orders remains correct.
*
* <b>TODO:</b> Viewports and support for multiple cameras
*
* @class Layer
* @namespace gdjs
* @constructor
*/
gdjs.Layer = function(layerData, runtimeScene)
{
this._name = layerData.name;
this._cameraRotation = 0;
this._zoomFactor = 1;
this._hidden = !layerData.visibility;
this._pixiRenderer = runtimeScene.getPIXIRenderer();
this._pixiContainer = new PIXI.DisplayObjectContainer(); //The container of the layer
this._cameraX = runtimeScene.getGame().getDefaultWidth()/2;
this._cameraY = runtimeScene.getGame().getDefaultHeight()/2;
this._defaultWidth = runtimeScene.getGame().getDefaultWidth();
this._defaultHeight = runtimeScene.getGame().getDefaultHeight();
runtimeScene.getPIXIContainer().addChild(this._pixiContainer);
this.show(!this._hidden);
};
/**
* Update the position of the PIXI container. To be called after each change
* made to position, zoom or rotation of the camera.
* @private
*/
gdjs.Layer.prototype._updatePixiContainerPosition = function() {
var angle = -gdjs.toRad(this._cameraRotation);
this._pixiContainer.rotation = angle;
this._pixiContainer.scale.x = this._zoomFactor;
this._pixiContainer.scale.y = this._zoomFactor;
var centerX = (this._cameraX*this._zoomFactor)*Math.cos(angle)-(this._cameraY*this._zoomFactor)*Math.sin(angle);
var centerY = (this._cameraX*this._zoomFactor)*Math.sin(angle)+(this._cameraY*this._zoomFactor)*Math.cos(angle);
this._pixiContainer.position.x = -centerX;
this._pixiContainer.position.y = -centerY;
this._pixiContainer.position.x += this._defaultWidth/2;
this._pixiContainer.position.y += this._defaultHeight/2;
};
/**
* Get the name of the layer
* @method getName
* @return {String} The name of the layer
*/
gdjs.Layer.prototype.getName = function() {
return this._name;
};
/**
* Add a child to the pixi container associated to the layer.<br>
* All objects which are on this layer must be children of this container.<br>
*
* @method addChildToPIXIContainer
* @param child The child ( PIXI object ) to be added.
* @param zOrder The z order of the associated object.
*/
gdjs.Layer.prototype.addChildToPIXIContainer = function(child, zOrder) {
child.zOrder = zOrder; //Extend the pixi object with a z order.
for( var i = 0, len = this._pixiContainer.children.length; i < len;++i) {
if ( this._pixiContainer.children[i].zOrder >= zOrder ) { //TODO : Dichotomic search
this._pixiContainer.addChildAt(child, i);
return;
}
}
this._pixiContainer.addChild(child);
};
/**
* Change the z order of a child associated to an object.
*
* @method changePIXIContainerChildZOrder
* @param child The child ( PIXI object ) to be modified.
* @param newZOrder The z order of the associated object.
*/
gdjs.Layer.prototype.changePIXIContainerChildZOrder = function(child, newZOrder) {
this._pixiContainer.removeChild(child);
this.addChildToPIXIContainer(child, newZOrder);
};
/**
* Remove a child from the internal pixi container.<br>
* Should be called when an object is deleted or removed from the layer.
*
* @method removePIXIContainerChild
* @param child The child ( PIXI object ) to be removed.
*/
gdjs.Layer.prototype.removePIXIContainerChild = function(child) {
this._pixiContainer.removeChild(child);
};
/**
* Change the camera center X position.<br>
*
* @method getCameraX
* @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.<br>
*
* @method getCameraY
* @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.<br>
*
* @method setCameraX
* @param x {Number} The new x position
* @param cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraX = function(x, cameraId) {
this._cameraX = x;
this._updatePixiContainerPosition();
};
/**
* Set the camera center Y position.<br>
*
* @method setCameraY
* @param y {Number} The new y position
* @param cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraY = function(y, cameraId) {
this._cameraY = y;
this._updatePixiContainerPosition();
};
gdjs.Layer.prototype.getCameraWidth = function(cameraId) {
return (+this._defaultWidth)*1/this._pixiContainer.scale.x;
};
gdjs.Layer.prototype.getCameraHeight = function(cameraId) {
return (+this._defaultHeight)*1/this._pixiContainer.scale.y;
};
gdjs.Layer.prototype.show = function(enable) {
this._hidden = !enable;
this._pixiContainer.visible = !!enable;
};
/**
* Check if the layer is visible.<br>
*
* @method isVisible
* @return true if the layer is visible.
*/
gdjs.Layer.prototype.isVisible = function() {
return !this._hidden;
};
/**
* Set the zoom of a camera.<br>
*
* @method setCameraZoom
* @param The new zoom. Must be superior to 0. 1 is the default zoom.
* @param cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraZoom = function(newZoom, cameraId) {
this._zoomFactor = newZoom;
this._updatePixiContainerPosition();
};
/**
* Get the zoom of a camera.<br>
*
* @method getZoom
* @param cameraId The camera number. Currently ignored.
* @return The zoom.
*/
gdjs.Layer.prototype.getCameraZoom = function(cameraId) {
return this._zoomFactor;
};
/**
* Get the rotation of the camera, expressed in degrees.<br>
*
* @method getCameraRotation
* @param cameraId The camera number. Currently ignored.
* @return The rotation, in degrees.
*/
gdjs.Layer.prototype.getCameraRotation = function(cameraId) {
return this._cameraRotation;
};
/**
* Set the rotation of the camera, expressed in degrees.<br>
* The rotation is made around the camera center.
*
* @method setCameraRotation
* @param rotation {Number} The new rotation, in degrees.
* @param cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.setCameraRotation = function(rotation, cameraId) {
this._cameraRotation = rotation;
this._updatePixiContainerPosition();
};
/**
* Convert a point from the canvas coordinates (For example, the mouse position) to the
* "world" coordinates.
*
* @method convertCoords
* @param x {Number} The x position, in canvas coordinates.
* @param y {Number} The y position, in canvas coordinates.
* @param cameraId The camera number. Currently ignored.
*/
gdjs.Layer.prototype.convertCoords = function(x,y, cameraId) {
x -= this._defaultWidth/2;
y -= this._defaultHeight/2;
x /= Math.abs(this._pixiContainer.scale.x);
y /= Math.abs(this._pixiContainer.scale.y);
var tmp = x;
x = Math.cos(this._cameraRotation/180*3.14159)*x - Math.sin(this._cameraRotation/180*3.14159)*y;
y = Math.sin(this._cameraRotation/180*3.14159)*tmp + Math.cos(this._cameraRotation/180*3.14159)*y;
return [x+this.getCameraX(cameraId), y+this.getCameraY(cameraId)];
};