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layer.js
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// @ts-check
/*
* GDevelop JS Platform
* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). 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 {LayerData} 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._defaultZOrder = 0;
this._hidden = !layerData.visibility;
this._initialEffectsData = layerData.effects || [];
this._cameraX = runtimeScene.getGame().getGameResolutionWidth() / 2;
this._cameraY = runtimeScene.getGame().getGameResolutionHeight() / 2;
this._cachedGameResolutionWidth = runtimeScene
.getGame()
.getGameResolutionWidth();
this._cachedGameResolutionHeight = runtimeScene
.getGame()
.getGameResolutionHeight();
this._runtimeScene = runtimeScene;
// Lighting layer properties.
this._isLightingLayer = layerData.isLightingLayer;
this._followBaseLayerCamera = layerData.followBaseLayerCamera;
this._clearColor = [
layerData.ambientLightColorR / 255,
layerData.ambientLightColorG / 255,
layerData.ambientLightColorB / 255,
1.0,
];
// @ts-ignore - assume the proper renderer is passed
this._renderer = new gdjs.LayerRenderer(this, runtimeScene.getRenderer());
this.show(!this._hidden);
for (var i = 0; i < layerData.effects.length; ++i) {
this.addEffect(layerData.effects[i]);
}
};
gdjs.Layer.prototype.getRenderer = function () {
return this._renderer;
};
/**
* Get the default Z order to be attributed to objects created on this layer
* (usually from events generated code).
* @returns {number}
*/
gdjs.Layer.prototype.getDefaultZOrder = function () {
return this._defaultZOrder;
}
/**
* Set the default Z order to be attributed to objects created on this layer.
* @param {number} defaultZOrder The Z order to use when creating a new object from events.
*/
gdjs.Layer.prototype.setDefaultZOrder = function (defaultZOrder) {
this._defaultZOrder = defaultZOrder;
}
/**
* Called by the RuntimeScene whenever the game resolution size is changed.
* Updates the layer width/height and position.
*/
gdjs.Layer.prototype.onGameResolutionResized = function () {
var oldGameResolutionWidth = this._cachedGameResolutionWidth;
var oldGameResolutionHeight = this._cachedGameResolutionHeight;
this._cachedGameResolutionWidth = this._runtimeScene
.getGame()
.getGameResolutionWidth();
this._cachedGameResolutionHeight = this._runtimeScene
.getGame()
.getGameResolutionHeight();
// Adapt position of the camera center as:
// * Most cameras following a player/object on the scene will be updating this
// in events anyway.
// * Cameras not following a player/object are usually UIs which are intuitively
// expected not to "move". Not adapting the center position would make the camera
// move from its initial position (which is centered in the screen) - and anchor
// behavior would behave counterintuitively.
this._cameraX +=
(this._cachedGameResolutionWidth - oldGameResolutionWidth) / 2;
this._cameraY +=
(this._cachedGameResolutionHeight - oldGameResolutionHeight) / 2;
this._renderer.updatePosition();
};
/**
* Returns the scene the layer belongs to
* @returns {gdjs.RuntimeScene} the scene the layer belongs to
*/
gdjs.Layer.prototype.getRuntimeScene = function () {
return this._runtimeScene;
};
/**
* Called at each frame, after events are run and before rendering.
* @param {gdjs.RuntimeScene} runtimeScene The scene the layer belongs to.
*/
gdjs.Layer.prototype.update = function (runtimeScene) {
if (this._followBaseLayerCamera) this.followBaseLayer();
return this._renderer.update();
};
/**
* 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 {number=} 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 {number=} 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();
};
/**
* Get the camera width (which can be different than the game resolution width
* if the camera is zoomed).
*
* @param {number=} cameraId The camera number. Currently ignored.
* @return {number} The width of the camera
*/
gdjs.Layer.prototype.getCameraWidth = function (cameraId) {
return (+this._cachedGameResolutionWidth * 1) / this._zoomFactor;
};
/**
* Get the camera height (which can be different than the game resolution height
* if the camera is zoomed).
*
* @param {number=} cameraId The camera number. Currently ignored.
* @return {number} The height of the camera
*/
gdjs.Layer.prototype.getCameraHeight = function (cameraId) {
return (+this._cachedGameResolutionHeight * 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._cachedGameResolutionWidth / 2;
y -= this._cachedGameResolutionHeight / 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._cachedGameResolutionWidth / 2,
y + this._cachedGameResolutionHeight / 2,
];
};
gdjs.Layer.prototype.getWidth = function () {
return this._cachedGameResolutionWidth;
};
gdjs.Layer.prototype.getHeight = function () {
return this._cachedGameResolutionHeight;
};
/**
* Return the initial effects data for the layer. Only to
* be used by renderers.
*/
gdjs.Layer.prototype.getInitialEffectsData = function () {
return this._initialEffectsData;
};
/**
* Add a new effect, or replace the one with the same name.
* @param {EffectData} effectData The data of the effect to add.
*/
gdjs.Layer.prototype.addEffect = function (effectData) {
this._renderer.addEffect(effectData);
for (var name in effectData.doubleParameters) {
this.setEffectDoubleParameter(
effectData.name,
name,
effectData.doubleParameters[name]
);
}
for (var name in effectData.stringParameters) {
this.setEffectStringParameter(
effectData.name,
name,
effectData.stringParameters[name]
);
}
for (var name in effectData.booleanParameters) {
this.setEffectBooleanParameter(
effectData.name,
name,
effectData.booleanParameters[name]
);
}
};
/**
* Remove the effect with the specified name
* @param {string} effectName The name of the effect.
*/
gdjs.Layer.prototype.removeEffect = function (effectName) {
this._renderer.removeEffect(effectName);
};
/**
* Change an effect parameter value (for parameters that are numbers).
* @param {string} name The name of the effect to update.
* @param {string} parameterName The name of the parameter to update.
* @param {number} value The new value (number).
*/
gdjs.Layer.prototype.setEffectDoubleParameter = function (
name,
parameterName,
value
) {
return this._renderer.setEffectDoubleParameter(name, parameterName, value);
};
/**
* Change an effect parameter value (for parameters that are strings).
* @param {string} name The name of the effect to update.
* @param {string} parameterName The name of the parameter to update.
* @param {string} value The new value (string).
*/
gdjs.Layer.prototype.setEffectStringParameter = function (
name,
parameterName,
value
) {
return this._renderer.setEffectStringParameter(name, parameterName, value);
};
/**
* Change an effect parameter value (for parameters that are booleans).
* @param {string} name The name of the effect to update.
* @param {string} parameterName The name of the parameter to update.
* @param {boolean} value The new value (boolean).
*/
gdjs.Layer.prototype.setEffectBooleanParameter = function (
name,
parameterName,
value
) {
return this._renderer.setEffectBooleanParameter(name, parameterName, value);
};
/**
* Enable or disable an effect.
* @param {string} name 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} name 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);
};
/**
* Check if an effect exists on this layer
* @param {string} name The name of the effect
* @return {boolean} true if the effect exists, false otherwise.
*/
gdjs.Layer.prototype.hasEffect = function (name) {
return this._renderer.hasEffect(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 () {
return this._runtimeScene.getTimeManager().getElapsedTime() * this._timeScale;
};
/**
* Change the position, rotation and scale (zoom) of the layer camera to be the same as the base layer camera.
*/
gdjs.Layer.prototype.followBaseLayer = function () {
var baseLayer = this._runtimeScene.getLayer('');
this.setCameraX(baseLayer.getCameraX());
this.setCameraY(baseLayer.getCameraY());
this.setCameraRotation(baseLayer.getCameraRotation());
this.setCameraZoom(baseLayer.getCameraZoom());
};
/**
* The clear color is defined in the format [r, g, b], with components in the range of 0 to 1.
* @return {number[]} the clear color of layer in the range of [0, 1].
*/
gdjs.Layer.prototype.getClearColor = function () {
return this._clearColor;
};
/**
* Set the clear color in format [r, g, b], with components in the range of 0 to 1.;
* @param {?number} r Red color component in the range 0-255.
* @param {?number} g Green color component in the range 0-255.
* @param {?number} b Blue color component in the range 0-255.
*/
gdjs.Layer.prototype.setClearColor = function (r, g, b) {
if (r) this._clearColor[0] = r / 255;
if (g) this._clearColor[1] = g / 255;
if (b) this._clearColor[2] = b / 255;
this._renderer.updateClearColor();
};
/**
* Set whether layer's camera follows base layer's camera or not.
* @param {boolean} follow
*/
gdjs.Layer.prototype.setFollowBaseLayerCamera = function (follow) {
this._followBaseLayerCamera = follow;
};
/**
* Return true if the layer is a lighting layer, false otherwise.
* @return {boolean} true if it is a lighting layer, false otherwise.
*/
gdjs.Layer.prototype.isLightingLayer = function () {
return this._isLightingLayer;
};