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juiceobject.lua
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juiceobject.lua
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juice.object = class()
function juice.object:init()
if juice.automatic then
-- Add object to global weak table
juice.addWeakObject(self)
end
-- If active is true, update will be
-- called on this object
self.active = true
-- If visible is true, object will be drawn
self.visible = true
-- Draw order is used for automatic drawing
-- only
self.drawOrder = 1
-- Object style state
self.fill = color(255)
self.stroke = color(0,0,0,0)
self.strokeWidth = 3
self.smooth = false
self.alpha = 1.0
self.blendMode = nil
-- Object base transform
self.pos = vec2(0,0)
self.angle = 0
self.scale = vec2(1,1)
-- Image context
self.context = nil
-- Helpers
self.parent = nil
self.children = {}
self.juiceMoves = {}
self.juiceMoveKey = 0
self.juiceShouldCollect = juice.automatic
self.lastMoveCache = juice.move()
end
-------------------------------------------
-- Recomputes the angle as an angle in
-- 0 to 360
-------------------------------------------
function juice.object:fixAngleRange()
self.angle = self.angle % 360
end
-------------------------------------------
-- Adding and removing children
-------------------------------------------
function juice.object:addChild(child)
if child then
if juice.automatic then
-- Remove child from global table
juice.removeWeakObject(child)
child.juiceShouldCollect = false
end
-- Add as child
if child.juiceChildIndex ~= nil then
table.remove(self.children, child.juiceChildIndex)
end
table.insert(self.children, child)
child.juiceChildIndex = #self.children
child.parent = self
end
end
function juice.object:removeChild(child)
if child then
-- Remove child
if child.juiceChildIndex ~= nil then
table.remove(self.children, child.juiceChildIndex)
for i = child.juiceChildIndex,#self.children do
local c = self.children[i]
c.juiceChildIndex = i
end
child.juiceChildIndex = nil
child.parent = nil
end
if juice.automatic then
-- Add child to global table
juice.addWeakObject(child)
self.juiceShouldCollect = true
end
end
end
-------------------------------------------
-- Applying actions to self and children
-------------------------------------------
function juice.object:applyAction(action, ...)
if action then
action(self, ...)
for k,v in pairs(self.children) do
v:applyAction(action, ...)
end
end
end
-------------------------------------------
-- Copying objects
-------------------------------------------
function juice.object:copy()
local klass = getmetatable(self)
local c = klass()
self:copyInto(c)
return c
end
function juice.object:copyInto(obj)
obj.alpha = self.alpha
obj.fill = color(self.fill.r, self.fill.g, self.fill.b, self.fill.a)
obj.stroke = color(self.stroke.r, self.stroke.g, self.stroke.b, self.stroke.a)
obj.strokeWidth = self.strokeWidth
obj.smooth = self.smooth
obj.pos = self.pos * 1
obj.angle = self.angle
obj.scale = self.scale * 1
for k,v in pairs(self.children) do
obj:addChild(v:copy())
end
end
-------------------------------------------
-- Halt all current moves
-------------------------------------------
function juice.object:haltMoves(dur)
for k,v in pairs(self.juiceMoves) do
for i, t in ipairs(v.tweens) do
tween.stop(t)
end
local etCallback = function()
self.juiceMoves[k] = nil
end
if v.stopMoveAction then
v.stopMoveAction(dur, etCallback)
else
tween(dur, v, { pos = vec2(0,0), scale = vec2(1, 1), angle = 0 }, tween.easing.linear, etCallback)
end
end
end
-------------------------------------------
-- Start a move with a specific transform
-------------------------------------------
function juice.object:addMove(m)
local mk = self.juiceMoveKey
m.key = mk
m.object = self
self.juiceMoves[mk] = m
self.juiceMoveKey = mk+1
return m, mk
end
-------------------------------------------
-- Start a move with a blank tranform
-------------------------------------------
function juice.object:startMove(m)
m = m or juice.move()
return self:addMove(m)
end
-------------------------------------------
-- Apply a move to this object to modify
-- its transform state
-------------------------------------------
function juice.object:applyMove(m)
self.pos = self.pos + m.pos
self.angle = self.angle + m.angle
self.scale = vec2(self.scale.x * m.scale.x,
self.scale.y * m.scale.y)
end
-------------------------------------------
-- Finish a move by applying its current
-- state to the object and removing it
-------------------------------------------
function juice.object:finishMove(mk)
if mk then
local m = self.juiceMoves[mk]
if m then
self:applyMove(m)
self.juiceMoves[mk] = nil
end
end
end
-------------------------------------------
-- Cancel a move and don't apply it
-------------------------------------------
function juice.object:cancelMove(mk)
if mk then
self.juiceMoves[mk] = nil
end
end
-------------------------------------------
-- These methods compute the world base
-- position / rotation / scale of the
-- object
-------------------------------------------
function juice.object:getWorldPosition()
local p = self:getActualPosition()
local parent = self.parent
while parent ~= nil do
p = p + parent:getActualPosition()
parent = parent.parent
end
return p
end
function juice.object:getWorldAngle()
local a = self:getActualAngle()
local parent = self.parent
while parent ~= nil do
a = a + parent:getActualAngle()
parent = parent.parent
end
return a
end
function juice.object:getWorldScale()
local s = self:getActualScale()
local parent = self.parent
while parent ~= nil do
local ps = parent:getActualScale()
s = vec2( s.x * ps.x, s.y * ps.y )
parent = parent.parent
end
return s
end
-------------------------------------------
-- These methods compute the actual visible
-- position / rotation / scale of the
-- object after all current moves are
-- applied
-------------------------------------------
function juice.object:getActualPosition()
local p = self.pos
for k,v in pairs(self.juiceMoves) do
p = p + v.pos
end
return p
end
function juice.object:getActualAngle()
local a = self.angle
for k,v in pairs(self.juiceMoves) do
a = a + v.angle
end
return a
end
function juice.object:getActualScale()
local s = self.scale
for k,v in pairs(self.juiceMoves) do
s = vec2(s.x * v.scale.x, s.y * v.scale.y)
end
return s
end
-------------------------------------------
-- Helper methods for drawing
-------------------------------------------
-- Style setup
function juice.object:setupStyle()
pushStyle()
tint( self.fill.r, self.fill.g, self.fill.b,
self.fill.a * self.alpha )
fill( self.fill.r, self.fill.g, self.fill.b,
self.fill.a * self.alpha )
stroke( self.stroke.r, self.stroke.g, self.stroke.b,
self.stroke.a * self.alpha )
strokeWidth(self.strokeWidth)
if self.smooth then
smooth()
else
noSmooth()
end
if self.blendMode then
blendMode(self.blendMode)
elseif self.parent == nil then
blendMode(NORMAL)
end
spriteMode(CENTER)
rectMode(CENTER)
ellipseMode(CENTER)
textMode(CENTER)
end
function juice.object:finishStyle()
popStyle()
end
-- Transform setup
function juice.object:setupTransform()
pushMatrix()
local p = self.pos
local a = self.angle
local s = self.scale
local h = self.highlightAmount
for k,v in pairs(self.juiceMoves) do
p = p + v.pos
a = a + v.angle
s = vec2(s.x * v.scale.x, s.y * v.scale.y)
end
self.lastMoveCache = juice.move(p,a,s)
translate(p.x, p.y)
rotate(a)
scale(s.x, s.y)
end
function juice.object:finishTransform()
popMatrix()
end
-- Draw setup
function juice.object:startDraw()
juice.object.setupTransform(self)
juice.object.setupStyle(self)
if self.juiceShouldCollect then
juice.collectGarbage()
end
end
function juice.object:finishDraw()
juice.object.finishStyle(self)
juice.object.finishTransform(self)
end
-- Children
function juice.object:drawChildren()
for k,v in pairs(self.children) do
v:draw()
end
end
-------------------------------------------
-- Draws object and children, setting up
-- necessary style and transform
--
-- You should override drawObject for
-- normal drawing
--
-- If you override this be sure to call
-- startDraw
-- -- do your drawing
-- drawChildren
-- finishDraw
-------------------------------------------
function juice.object:draw()
if self.visible then
self:startDraw()
self:drawObject()
self:drawChildren()
self:finishDraw()
end
end
-------------------------------------------
-- Draw this object / Subclasses override
-- this
-------------------------------------------
function juice.object:drawObject()
end
-------------------------------------------
-- Draw all moves attached to this object
-- call from within drawObject() if
-- needed
-------------------------------------------
function juice.object:drawMoves()
for k,v in pairs(self.juiceMoves) do
v:draw()
end
end
-------------------------------------------
-- Updating object and children
-------------------------------------------
function juice.object:update(dt)
if self.active then
for k,v in pairs(self.juiceMoves) do
v:update(dt)
end
self:updateObject(dt)
for k,v in pairs(self.children) do
v:update(dt)
end
end
end
-------------------------------------------
-- Update this object / Subclasses override
-- this
-------------------------------------------
function juice.object:updateObject(dt)
end
-------------------------------------------
-- Should return bounding box / Subclasses
-- override this
-------------------------------------------
function juice.object:size()
return vec2(0,0)
end
-------------------------------------------
-- Checks if a point is within the bounds
-- of this object, bounds is computed
-- using size()
-------------------------------------------
function juice.object:contains(p)
local ap = self:getActualPosition()
local sz = self:size() * 0.5
if sz.x == 0 and sz.y == 0 then
for k,v in pairs(self.children) do
if v:contains(p) then
return true
end
end
else
local ll = ap - sz
local ur = ap + sz
if p.x <= ur.x and
p.x >= ll.x and
p.y <= ur.y and
p.y >= ll.y then
return true
end
end
return false
end