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simulator.js
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TS.AIMap = Class.create(TS, {
initialize: function ($super, container, map_data, options) {
$super();
this.options = Object.extend({
engine: "SVG"
}, options || {});
this.container = $(container);
this.layers = {};
this.graphics = {};
this.color = new TS.Color();
this.size = {
width: this.container.getWidth(),
height: this.container.getHeight()
};
this.config = map_data.representation;
this.nodeGraph = new TS.NodeGraph(this.config);
// Create a canvas element for each display layer
$A(['background', 'paths', 'nodes', 'moves', 'soldiers', 'combats', 'spawns', 'debug']).each(function (layer) {
this.layers[layer] = new TS[this.options.engine](
this.container, {
position: {
x: 0,
y: 0
},
size: this.size,
active: ['debug'].indexOf(layer) <= -1,
mustRefresh: ['nodes', 'moves', 'soldiers', 'combats', 'spawns'].indexOf(layer) > -1,
translate: this.config.infos.translate
}
);
}, this);
// Preload all the images
this.imagesToLoad = this.config.images.size() + 3;
to_load = this.config.images.concat([
{ name: 'node_id', src: '/assets/simulator/node_id.png' },
{ name: 'number_of_soldiers', src: '/assets/simulator/number_of_soldiers.png' },
{ name: 'victory_points', src: '/assets/simulator/victory_points.png' }
]);
to_load.each(function (data) {
var img = new Image();
img.onload = this.onImageLoaded.bindAsEventListener(this, data.name);
img.src = (this.options.local ? "." : "") + data.src;
}, this);
},
/*
* Callback after each image is loaded
*/
onImageLoaded: function (event, name) {
this.graphics[name] = event.findElement();
this.imagesToLoad--;
// when all the images are loaded, tell the world.
if (this.imagesToLoad == 0)
this.fire("ready");
},
/*
* Called every time a new turn happens
*/
doTurn: function (turnBefore, turnNow, forward) {
// if a turnBefore exists, we must play the departure animations
if (turnBefore) {
Object.keys(turnBefore.layers).each(function (layerName) {
var layer = this.layers[layerName];
if (!layer.getMustRefresh()) {
return;
}
// clear the layer
layer.clear();
if (!layer.active) {
return;
}
var data = turnBefore.layers[layerName];
// add the objects
data.objects.each(function (object) {
layer.addObject(
object,
data[forward ? 'forward_departure' : 'backward_departure'][object.id].start);
}, this);
// add the animations
Object.keys(data[forward ? 'forward_departure' : 'backward_departure']).each(function (animationId) {
var animation = data[forward ? 'forward_departure' : 'backward_departure'][animationId];
layer.addAnimation(animationId, animation.end, animation.length);
}, this);
}, this);
}
if (turnNow) {
Object.keys(turnNow.layers).each(function (layerName) {
var layer = this.layers[layerName];
if (!layer.getMustRefresh()) {
return;
}
// clear the layer
layer.clear();
if (!layer.active) {
return;
}
var data = turnNow.layers[layerName];
// add the objects
data.objects.each(function (object) {
layer.addObject(object, data[forward ? 'forward_arrival' : 'backward_arrival'][object.id].start);
}, this);
// add the animations
Object.keys(data[forward ? 'forward_arrival' : 'backward_arrival']).each(function (animationId) {
var animation = data[forward ? 'forward_arrival' : 'backward_arrival'][animationId];
layer.addAnimation(animationId, animation.end, animation.length);
}, this);
}, this);
}
},
drawDebugLayer: function (turn) {
var layer = this.layers['debug'];
if (!layer.getMustRefresh()) {
return;
}
// clear the layer
layer.clear();
if (!layer.active) {
return;
}
var data = turn.layers['debug'];
// add the objects
data.objects.each(function (object) {
layer.addObject(object, data['forward_arrival'][object.id].start);
}, this);
}
});