// @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 {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().getGameResolutionWidth() / 2; this._cameraY = runtimeScene.getGame().getGameResolutionHeight() / 2; this._cachedGameResolutionWidth = runtimeScene .getGame() .getGameResolutionWidth(); this._cachedGameResolutionHeight = runtimeScene .getGame() .getGameResolutionHeight(); this._runtimeScene = runtimeScene; // @ts-ignore - assume the proper renderer is passed this._renderer = new gdjs.LayerRenderer(this, runtimeScene.getRenderer()); this.show(!this._hidden); this._setEffectsDefaultParameters(); }; gdjs.Layer.prototype.getRenderer = function() { return this._renderer; }; /** * 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) { return this._renderer.updateTime(); }; /** * 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; }; gdjs.Layer.prototype.getEffects = function() { return this._effects; }; /** * 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); }; gdjs.Layer.prototype._setEffectsDefaultParameters = function() { for (var i = 0; i < this._effects.length; ++i) { var effect = this._effects[i]; for (var name in effect.doubleParameters) { this.setEffectDoubleParameter( effect.name, name, effect.doubleParameters[name] ); } for (var name in effect.stringParameters) { this.setEffectStringParameter( effect.name, name, effect.stringParameters[name] ); } for (var name in effect.booleanParameters) { this.setEffectBooleanParameter( effect.name, name, effect.booleanParameters[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; };