isTensed to tensionLevel

This commit is contained in:
Luis Fernando Molina committed 2020-02-04 11:36:45 +01:00
1 parent c33cca3166
commit 567fecbc9c
5 files changed
+16 -16

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@@ -145,7 +145,7 @@ function newNodeCloning () {
isPinned: node.payload.floatingObject.isPinned,
isFrozen: (node.payload.floatingObject.isFrozen && node.payload.floatingObject.frozenManually),
isCollapsed: (node.payload.floatingObject.isCollapsed && node.payload.floatingObject.collapsedManually),
isTensed: (node.payload.floatingObject.isTensed)
tensionLevel: (node.payload.floatingObject.tensionLevel)
},
uiObject: {
isRunning: node.payload.uiObject.isRunning,
@@ -148,7 +148,7 @@ function newProtocolNode () {
isPinned: node.payload.floatingObject.isPinned,
isFrozen: (node.payload.floatingObject.isFrozen && node.payload.floatingObject.frozenManually),
isCollapsed: (node.payload.floatingObject.isCollapsed && node.payload.floatingObject.collapsedManually),
isTensed: (node.payload.floatingObject.isTensed)
tensionLevel: (node.payload.floatingObject.tensionLevel)
},
uiObject: {
isRunning: node.payload.uiObject.isRunning,
+10 -10
View File
@@ -22,7 +22,7 @@ function newFloatingObject () {
targetRadius: 0, // This is the target radius of the floating object with zoom applied. It should be animated until reaching this value.
isPinned: false,
isFrozen: false,
isTensed: TENSION_LEVEL.NO_TENSION,
tensionLevel: TENSION_LEVEL.NO_TENSION,
isCollapsed: false,
isParentCollapsed: false,
frozenManually: false,
@@ -139,7 +139,7 @@ function newFloatingObject () {
}
function getTensionStatus () {
return thisObject.isTensed
return thisObject.tensionLevel
}
function freezeToggle () {
@@ -165,25 +165,25 @@ function newFloatingObject () {
}
function tensionToggle () {
switch (thisObject.isTensed) {
switch (thisObject.tensionLevel) {
case TENSION_LEVEL.NO_TENSION:
thisObject.isTensed = TENSION_LEVEL.LEVEL_360
thisObject.tensionLevel = TENSION_LEVEL.LEVEL_360
break
case TENSION_LEVEL.LEVEL_360:
thisObject.isTensed = TENSION_LEVEL.LEVEL_180
thisObject.tensionLevel = TENSION_LEVEL.LEVEL_180
break
case TENSION_LEVEL.LEVEL_180:
thisObject.isTensed = TENSION_LEVEL.LEVEL_90
thisObject.tensionLevel = TENSION_LEVEL.LEVEL_90
break
case TENSION_LEVEL.LEVEL_90:
thisObject.isTensed = TENSION_LEVEL.LEVEL_45
thisObject.tensionLevel = TENSION_LEVEL.LEVEL_45
break
case TENSION_LEVEL.LEVEL_45:
thisObject.isTensed = TENSION_LEVEL.NO_TENSION
thisObject.tensionLevel = TENSION_LEVEL.NO_TENSION
break
}
return thisObject.isTensed
return thisObject.tensionLevel
}
function physics () {
@@ -223,7 +223,7 @@ function newFloatingObject () {
function tensionPhysics () {
/* Tension Effect */
if (thisObject.isTensed !== TENSION_LEVEL.NO_TENSION) {
if (thisObject.tensionLevel !== TENSION_LEVEL.NO_TENSION) {
let parent = thisObject.payload.chainParent
if (parent === undefined) { return }
if (parent.payload === undefined) { return }
+1 -1
View File
@@ -864,7 +864,7 @@ function newUiObject () {
/* Target Line */
let LINE_STYLE = UI_COLOR.TITANIUM_YELLOW
if (thisObject.payload.floatingObject.isTensed !== TENSION_LEVEL.NO_TENSION) {
if (thisObject.payload.floatingObject.tensionLevel !== TENSION_LEVEL.NO_TENSION) {
LINE_STYLE = UI_COLOR.GOLDEN_ORANGE
}
if (thisObject.payload.floatingObject.isFrozen === true) {
+3 -3
View File
@@ -57,12 +57,12 @@ function newUiObjectConstructor () {
if (payload.node.savedPayload.floatingObject.isCollapsed === true) {
floatingObject.collapseToggle()
}
floatingObject.isTensed = payload.node.savedPayload.floatingObject.isTensed
floatingObject.tensionLevel = payload.node.savedPayload.floatingObject.tensionLevel
}
/* For brand new objects being created directly by the user, we will make them inherit some properties from their parents. */
if (userAddingNew === true) {
floatingObject.isTensed = payload.parentNode.payload.floatingObject.isTensed
floatingObject.tensionLevel = payload.parentNode.payload.floatingObject.tensionLevel
}
let uiObject = newUiObject()
@@ -310,7 +310,7 @@ function newUiObjectConstructor () {
switch (payload.node.type) {
case 'Workspace': {
level_0()
floatingObject.isTensed = TENSION_LEVEL.LEVEL_360
floatingObject.tensionLevel = TENSION_LEVEL.LEVEL_360
break
}