Files
cardsforscience/js/detector/detector.js
T
2016-02-26 14:21:01 +08:00

242 lines
9.0 KiB
JavaScript

/** Manages the detector animation in the canvas of the detector pane **/
var Detector = function(){
return {
elements: new GameObjects.Cards(),
visible: true,
width: 400,
height: 400,
ratio: 1,
lastRender: 0,
bubblr: undefined,
init: function()
{
// this.initBubbles();
// this.initFlame();
},
initBubbles: function(){
// init the test tube animation
var bubblrElem = $('#detector-core').bubblr({
backgroundColor: '#e8e8e8',
bubbleColor: "#bfbfbf",
bubbleMinSize: 3,
bubbleMaxSize: 5,
bubbleMaxSpeed: 2,
bubbleMinSpeed: 1,
animationSpeed: 20,
// bubbleXposMultiplier allows us to position bubbles on the x-axis
bubbleXposMultiplier: 2,
// bubbleYpopLimit determines how far in pixels from the canvas's
// top edge bubbles will disappear
bubbleYpopLimit: 10
});
this.bubblr = bubblrElem.data('plugin_bubblr');
},
// initFlame: function(){
// var flameElem = $('#detector-flame').flame();
// this.flamer = flameElem.data('plugin_flame')
// },
bindOnResize: function(){
// HACK
$(window).on('resize',this.onResize.bind(this));
},
// onResize: function(){
// // TODO, do one, schedule a check and then prevent firing until then
// if ($(window).width() >= 1200) {
// if (this.width != 500) {
// $('#detector').width(500).height(500);
// this.init(500);
// }
// } else if ($(window).width() < 768 && $(window).height() - 90 < 300) {
// var newWidth = $(window).width() - Math.max($(window).width() - ($(window).height() - 90 + 10), 300) - 10;
// if (this.width != newWidth) {
// $('#detector').width(newWidth).height(newWidth);
// this.init(newWidth);
// }
// } else if ($(window).width() < 992) {
// if (this.width != 300) {
// $('#detector').width(300).height(300);
// this.init(300);
// }
// } else {
// if (this.width != 400) {
// $('#detector').width(400).height(400);
// this.init(400);
// }
// }
//
// this.bubblr.onResize();
// this.flamer.onResize();
// },
/** When a user clicks the detector **/
addEvent: function()
{
// this.bubblr.bubble(); // bubble for 500ms, TODO make one bubble
},
/** When a worker clicks the detector **/
addEventExternal: function(numWorkers)
{
// this.bubblr.genBubbles(numWorkers);
},
/** Draw current events **/
draw: function(duration)
{
// this.bubblr.bubble();
},
/** Clear an element back to element Store **/
storeElementBy: function(qObject,game){
var i = _.findIndex(this.elements,qObject);
var removedElement = this.elements.splice(i,1)[0];
return game.elements.get(removedElement.key).state.amount+=1;
},
clearAll: function(game){
var hashKeys = this.elements.map(function(e){return e.$$hashKey;});
for (var i = 0; i < hashKeys.length; i++) {
this.storeElementBy({'$$hashKey': hashKeys[i]}, game);
}
},
onDrop: function(event, ui, game){
var self=this;
console.debug('onDrop',arguments);
var $draggable = angular.element(ui.draggable),
$droppable = angular.element(event.target);
// if the dragger came from the elements panels, clone it to here
var newElement;
if ($draggable.hasClass('element-store')){
var elementStore = game.elements.filter(function(e){return e.key==$draggable.data('element');})[0];
elementStore.state.amount-=1;
newElement = angular.copy(elementStore);
newElement.state.top=$draggable.offset().top;
newElement.state.left=$draggable.offset().left;
this.elements.push(newElement);
}
// get everything intersecting the drop
var draggableTop = $draggable.offset().top;
var draggableHeight = $draggable.height();
var draggableBottom = draggableTop + draggableHeight;
var draggableLeft = $draggable.offset().left;
var draggableWidth = $draggable.height();
var draggableRight = draggableLeft + draggableWidth;
var detectorDOMElems = angular.element('#detector').find('.element').not('.element-store'); // replace with detector.elements
var intersectingDOMElems = detectorDOMElems.filter( function() {
var $elem = angular.element(this);
var top = $elem.offset().top;
var height = $elem.height();
var bottom = top + height;
var left = $elem.offset().left;
var width = $elem.width();
var right = left + width;
var isCoveredByDraggable = top <= draggableBottom && bottom >= draggableTop
&& left <= draggableRight && right >= draggableLeft;
return isCoveredByDraggable;
});
// We have the DOM's in the area (maybe missing the newly dropped one)
// var droppedModel = game.elements.getByHashKey($draggable.data('hashkey'));
var intersectingElements = intersectingDOMElems.toArray().map(function(input){
return self.elements.getByHashKey(angular.element(input).data('hashkey'));
});
// make sure we include the dropped element as in some cases
// it wont have DOM object yet so it wont be picked up as intersecting
if (newElement && intersectingElements.indexOf(newElement)===-1) intersectingElements.push(newElement);
var uniqueElems = _(intersectingElements).map('key').uniq().value().length;
if (intersectingElements.length==2 && uniqueElems>1){
var observation = this.experiment({inputs:intersectingElements,location:$draggable.offset()},game);
console.log('intersectingElements', intersectingElements.length, observation);
return observation;
} else {
return;
}
},
/** Run an experiment depending on reactants and conditions **/
experiment: function(options,game) {
var inputs = options.inputs || [];
var inputKeys = inputs.map(function(e){return e.key;});
inputKeys.sort(); // this makes reaction be independant of order
var result = game.testRules(inputKeys);
if (result) {
this.reaction(inputs,result.reactants,result.results, options.location, game);
} else {
result = {
reactants: [],
catalysts: [],
conditions: [],
results: [],
inputs: inputKeys
};
}
return result;
},
/** Remove reactants and make results with animations **/
reaction: function(inputs,reactants,results,location,game){
// remove reactants from detector
for (var i = 0; i < reactants.length; i++) {
// get the uuid from inputs
var ingredient = inputs.filter(function(e){return e.key===reactants[i];})[0];
var j = _.findIndex(this.elements,{uuid:ingredient.uuid});
var removed = this.elements.splice(j,1);
}
// TODO use angular effects to remove in puff of fade
// add results and discover them
for (var i = 0; i < results.length; i++) {
var resultKey = results[i];
// make sure it's discovered
var elementStore = game.elements.get(resultKey);
if (!elementStore.state.discovered){
// old discoveries are not interesting
game.elements.map(function(e){e.state.interesting=false;});
// a new discovery is interesting
elementStore.state.interesting=true;
elementStore.state.discovered=true;
}
// add new element to beaker
var newElem = elementStore.spawn();
newElem.state=location;
this.elements.push(newElem);
}
// effects
// this.bubblr.bubble();
},
};
};