Files
Superalgos/FloatingSpace/FloatingObject.js
T

241 lines
7.3 KiB
JavaScript


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;
}
}