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