function newFloatingObject () { const MODULE_NAME = 'Floating Object' const INFO_LOG = false const INTENSIVE_LOG = false const ERROR_LOG = true const logger = newWebDebugLog() logger.fileName = MODULE_NAME var thisObject = { physicsLoop: physicsLoop, eventHandler: undefined, payload: undefined, // This is a reference to an object controlled by a Plotter. The plotter can change its internal value and we will see them from here. type: undefined, // Currently there are two types of Floating Objects: Profile Balls, and Notes. physicsEnabled: false, initializeMass: initializeMass, initializeRadius: initializeRadius, initializeImageSize: initializeImageSize, initializeFontSize: initializeFontSize, imageId: undefined, currentPosition: 0, // Current x,y position of the floating object at the floating object's layer, where there is no displacement or zoom. This position is always changing towards the target position. currentSpeed: 0, // This is the current speed of the floating object. currentRadius: 0, // This is the current radius of the floating object, including its zoom applied. currentMass: 0, // This is the current mass of the floating object, including its zoom applied. friction: 0, // This is a factor that will ultimatelly desacelerate the floating object. rawMass: 0, // This is the mass value without zoom. rawRadius: 0, // This is the radius of this floating object without zoom. targetRadius: 0, // This is the target radius of the floating object with zoom applied. It should be animated until reaching this value. fillStyle: '', labelStrokeStyle: '', radomizeCurrentPosition: radomizeCurrentPosition, radomizeCurrentSpeed: radomizeCurrentSpeed, drawBackground: drawBackground, drawForeground: drawForeground, updateMass: updateMass, // Function to update the mass when the zoom level changed. updateRadius: updateRadius, // Function to update the radius when the zoom level changed. linkedObject: undefined, // This is a reference to the object that this floating object is representing. linkedObjectType: '', // Since there might be floating objects for different types of objects, here we store the type of object we are linking to. container: undefined, // This is a pointer to the object where the floating object belongs to. initialize: initialize } let underlayingObject thisObject.eventHandler = newEventHandler() return thisObject function initialize (pType, callBackFunction) { try { if (INFO_LOG === true) { logger.write('[INFO] initialize -> Entering function.') } switch (pType) { case 'Profile Ball': { underlayingObject = newProfileBall() underlayingObject.initialize(onInitialized) function onInitialized (err) { } break } case 'Note': { underlayingObject = newNote() underlayingObject.initialize(onInitialized) function onInitialized (err) { } break } default: { break } } thisObject.type = pType thisObject.eventHandler.listenToEvent('onMouseOver', onMouseOver) canvas.eventHandler.listenToEvent('onMouseNotOver', onMouseNotOver) thisObject.eventHandler.listenToEvent('onMouseClick', onMouseClick) if (callBackFunction !== undefined) { callBackFunction(GLOBAL.DEFAULT_OK_RESPONSE) } } catch (err) { if (ERROR_LOG === true) { logger.write('[ERROR] initialize -> err.message = ' + err.message) } if (callBackFunction !== undefined) { callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE) } } } function physicsLoop (callBackFunction) { try { if (INFO_LOG === true) { logger.write('[INFO] initialize -> Entering function.') } underlayingObject.physicsLoop() if (callBackFunction !== undefined) { callBackFunction(GLOBAL.DEFAULT_OK_RESPONSE) } } catch (err) { if (ERROR_LOG === true) { logger.write('[ERROR] physicsLoop -> err.message = ' + err.message) } if (callBackFunction !== undefined) { callBackFunction(GLOBAL.DEFAULT_FAIL_RESPONSE) } } } function onMouseOver () { thisObject.targetRadius = thisObject.rawRadius * 1.5 thisObject.targetImageSize = thisObject.rawImageSize * 1.5 thisObject.targetFontSize = thisObject.rawFontSize * 1.5 underlayingObject.onMouseOver() } function onMouseNotOver () { thisObject.targetRadius = thisObject.rawRadius * 1 thisObject.targetImageSize = thisObject.rawImageSize * 1 thisObject.targetFontSize = thisObject.rawFontSize * 1 underlayingObject.onMouseNotOver() } function onMouseClick (pPoint) { underlayingObject.onMouseClick(pPoint, thisObject) } function drawBackground () { underlayingObject.drawBackground(thisObject) } function drawForeground () { underlayingObject.drawForeground(thisObject) } function initializeMass (suggestedValue) { var mass = suggestedValue if (mass < 0.1) { mass = 0.1 } thisObject.rawMass = mass thisObject.currentMass = mass } function initializeRadius (suggestedValue) { var radius = suggestedValue if (radius < 2) { radius = 2 } thisObject.rawRadius = radius thisObject.targetRadius = radius thisObject.currentRadius = radius / 3 } function initializeImageSize (suggestedValue) { var size = suggestedValue if (size < 2) { size = 2 } thisObject.rawImageSize = size thisObject.targetImageSize = size thisObject.currentImageSize = size / 3 } function initializeFontSize (suggestedValue) { var size = suggestedValue if (size < 3) { size = 3 } thisObject.rawFontSize = size thisObject.targetFontSize = size thisObject.currentFontSize = size / 3 } function radomizeCurrentPosition (arroundPoint) { var position = { x: Math.floor((Math.random() * (200) - 100)) + arroundPoint.x, y: Math.floor((Math.random() * (200) - 100)) + arroundPoint.y } thisObject.currentPosition = position } function radomizeCurrentSpeed () { var initialXDirection var randomX = Math.floor((Math.random() * 10) + 1) if (randomX > 5) { initialXDirection = 1 } else { initialXDirection = -1 } var initialYDirection var randomY = Math.floor((Math.random() * 10) + 1) if (randomY > 5) { initialYDirection = 1 } else { initialYDirection = -1 } var velocity = { x: initialXDirection * Math.floor((Math.random() * 300) + 1) / 100, y: initialYDirection * Math.floor((Math.random() * 300) + 1) / 100 } thisObject.currentSpeed = velocity } function updateMass () { // thisObject.currentMass = thisObject.rawMass + thisObject.rawMass * thisObject.container.zoom.incrementM * thisObject.container.zoom.levelM; } function updateRadius () { // thisObject.targetRadius = thisObject.rawRadius + thisObject.rawRadius * thisObject.container.zoom.incrementR * thisObject.container.zoom.levelR; } }