Files
cardsforscience/js/detector/detector.js
T
2016-02-23 11:33:34 +08:00

230 lines
7.4 KiB
JavaScript

/** Manages the detector animation in the canvas of the detector pane **/
var detector =
{
core:
{
canvas: null,
ctx: null
},
events:
{
canvas: null,
ctx: null,
list: [],
},
flame:
{
canvas: null,
ctx: null
},
visible: true,
width: 400,
height: 400,
ratio: 1,
lastRender: 0,
bubblr: undefined,
init: function(baseSize)
{
// get canvas
detector.core.canvas = document.getElementById('detector-core');
detector.core.ctx = detector.core.canvas.getContext('2d');
//detector.core.ctx = new C2S(400,400);
detector.events.canvas = document.getElementById('detector-events');
detector.events.ctx = detector.events.canvas.getContext('2d');
detector.flame.canvas = document.getElementById('detector-flame');
detector.flame.ctx = detector.events.canvas.getContext('2d');
// set size
// TODO resize "#detector-flame" too
var devicePixelRatio = window.devicePixelRatio || 1;
var backingStoreRatio = detector.core.ctx.webkitBackingStorePixelRatio ||
detector.core.ctx.mozBackingStorePixelRatio ||
detector.core.ctx.msBackingStorePixelRatio ||
detector.core.ctx.oBackingStorePixelRatio ||
detector.core.ctx.backingStorePixelRatio || 1;
var ratio = devicePixelRatio / backingStoreRatio;
detector.ratio = baseSize / 400;
detector.width = baseSize;
detector.height = baseSize;
detector.core.canvas.width = baseSize;
detector.core.canvas.height = baseSize;
detector.events.canvas.width = baseSize;
detector.events.canvas.height = baseSize;
detector.flame.canvas.width = baseSize;
detector.flame.canvas.height = baseSize;
if (devicePixelRatio !== backingStoreRatio) {
var oldWidth = detector.core.canvas.width;
var oldHeight = detector.core.canvas.height;
detector.core.canvas.width = oldWidth * ratio;
detector.core.canvas.height = oldHeight * ratio;
detector.core.canvas.style.width = oldWidth + 'px';
detector.core.canvas.style.height = oldHeight + 'px';
detector.events.canvas.width = oldWidth * ratio;
detector.events.canvas.height = oldHeight * ratio;
detector.events.canvas.style.width = oldWidth + 'px';
detector.events.canvas.style.height = oldHeight + 'px';
// now scale the context to counter
// the fact that we've manually scaled
// our canvas element
detector.core.ctx.scale(ratio, ratio);
detector.events.ctx.scale(ratio, ratio);
}
detector.initBubbles();
detector.initFlame();
// TODO refactor flame animation and put it here
// this.flame = $('#detector-flame').flame();
detector.animate();
},
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
});
detector.bubblr = bubblrElem.data('plugin_bubblr');
},
initFlame: function(){
var flameElem = $('#detector-flame').flame();
this.flame = flameElem.data('plugin_flame')
},
onResize: function(){
this.bubblr.onResize();
this.flame.onResize();
},
animate: function(time)
{
// var duration = typeof time !== 'undefined' ? time - detector.lastRender : 16;
// detector.lastRender = time;
//
// requestAnimFrame(detector.animate);
// detector.draw(duration);
},
/** When a user clicks the detector **/
addEvent: function()
{
detector.bubblr.bubble(); // bubble for 500ms, TODO make one bubble
},
/** When a worker clicks the detector **/
addEventExternal: function(numWorkers)
{
// detector.bubblr.bubble(numWorkers);
},
/** Draw current events **/
draw: function(duration)
{
detector.bubblr.bubble();
},
onDrop: function(event, ui, game){
// TODO tidy this, attach new runes to something better
// FIXME at the moment it duplicates runes, but we need a better system
var self=this;
console.debug('onDrop',arguments);
var $draggable = $(ui.draggable),
$droppable = $(event.target);
// if the dragger came from the elements panels, clone it to here
var newElement = $draggable.clone();
var $detector = $droppable.parent()
$detector.append(newElement);
// also set position to that of droppable
newElement.offset($draggable.offset())
var elementStore = game.elements.filter(function(e){return e.key==$draggable.data('element')});
elementStore[0].state.amount-=1;
// 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 $droppables = $(".ui-droppable");
var $droppablesCoveredByDraggable = $droppables.filter( function() {
var $droppable = $(this);
var top = $droppable.offset().top;
var height = $droppable.height();
var bottom = top + height;
var left = $droppable.offset().left;
var width = $droppable.width();
var right = left + width;
var isCoveredByDraggable = top <= draggableBottom && bottom >= draggableTop
&& left <= draggableRight && right >= draggableLeft;
return isCoveredByDraggable;
});
// TODO also get draggable covered by droppable
for (var i = 0; i < $droppablesCoveredByDraggable.length; i++) {
}
// just get one thes with a data-element attribute
var inputs = $droppablesCoveredByDraggable.filter(function(e){
return $(e).data('element');
})
inputs.push($draggable);
var reaction = game.experiment({inputs:inputs});
console.log('droppables', $droppablesCoveredByDraggable.length);
},
};
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function */ callback, /* DOMElement */ element){
window.setTimeout(callback, 1000 / 60);
};
})();
// start detector at this height
(function() { detector.init(400); $('#detector').width(400).height(400); })();