diff options
| author | Michele Bini <michele.bini@gmail.com> | 2014-12-24 12:22:27 (GMT) |
|---|---|---|
| committer | Michele Bini <michele.bini@gmail.com> | 2014-12-24 12:22:27 (GMT) |
| commit | ad5b4e6d85e7b6c9f5c009f12c17c27659043816 (patch) | |
| tree | c2ff652d8f8be0c2a9987f1ef2d54f7961bc9eaa /jaws/src/pixel_map.js | |
| parent | 365daa50c441dc905a348f72eaf9da606a34c0fb (diff) | |
Pruned unused files
Diffstat (limited to 'jaws/src/pixel_map.js')
| -rwxr-xr-x | jaws/src/pixel_map.js | 154 |
1 files changed, 0 insertions, 154 deletions
diff --git a/jaws/src/pixel_map.js b/jaws/src/pixel_map.js deleted file mode 100755 index 782942a..0000000 --- a/jaws/src/pixel_map.js +++ /dev/null @@ -1,154 +0,0 @@ -var jaws = (function(jaws) { -/** -* @class jaws.PixelMap -* @constructor -* -* Worms-style terrain collision detection. Created from a normal image. -* Read out specific pixels. Modify as you would do with a canvas. -* -* @property {string} image the image of the terrain -* @property {int} scale_image Scale the image by this factor -* -* @example -* tile_map = new jaws.Parallax({image: "map.png", scale_image: 4}) // scale_image: 4 for retro blocky feeling! -* tile_map.draw() // draw on canvas -* tile_map.nameColor([0,0,0,255], "ground") // give the color black the name "ground" -* tile_map.namedColorAtRect("ground", player.rect()) // True if players boundingbox is touching any black pixels on tile_map -* -*/ -jaws.PixelMap = function PixelMap(options) { - if( !(this instanceof arguments.callee) ) return new arguments.callee( options ); - - this.options = options - this.scale = options.scale || 1 - this.x = options.x || 0 - this.y = options.y || 0 - - if(options.image) { - this.setContext(options.image); - - if(options.scale_image) { - this.setContext( jaws.retroScaleImage(this.context.canvas, options.scale_image) ) - } - - this.width = this.context.canvas.width * this.scale; - this.height = this.context.canvas.height * this.scale; - } - else { jaws.log.warn("PixelMap needs an image to work with") } - - this.named_colors = []; - this.update(); -} - -/* -* Initiates a drawable context from given image. -* @private -*/ -jaws.PixelMap.prototype.setContext = function(image) { - var image = jaws.isDrawable(image) ? image : jaws.assets.get(image) - this.context = jaws.imageToCanvasContext(image) -} - -/** -* Updates internal pixel-array from the canvas. If we modify the 'terrain' (paint on pixel_map.context) we'll need to call this method. -*/ -jaws.PixelMap.prototype.update = function(x, y, width, height) { - if(x === undefined || x < 0) x = 0; - if(y === undefined || y < 0) y = 0; - if(width === undefined || width > this.width) width = this.width; - if(height === undefined || height > this.height) height = this.height; - - // No arguments? Read whole canvas, replace this.data - if(arguments.length == 0) { - this.data = this.context.getImageData(x, y, width, height).data - } - // Read a rectangle from the canvas, replacing relevant pixels in this.data - else { - var tmp = this.context.getImageData(x, y, width, height).data - var tmp_count = 0; - - // Some precalculation-optimizations - var one_line_down = this.width * 4; - var offset = (y * this.width * 4) + (x*4); - var horizontal_line = width*4; - - for(var y2 = 0; y2 < height; y2++) { - for(var x2 = 0; x2 < horizontal_line; x2++) { - this.data[offset + x2] = tmp[tmp_count++]; - } - offset += one_line_down; - } - } -} - -/** -* Draws the pixel map on the maincanvas -*/ -jaws.PixelMap.prototype.draw = function() { - jaws.context.drawImage(this.context.canvas, this.x, this.y, this.width, this.height) -} - -/** -* Trace the outline of a Rect until a named color found. -* -* @param {object} Rect Instance of jaws.Rect() -* @param {string} Color_Filter Only look for this named color -* -* @return {string} name of found color -*/ -jaws.PixelMap.prototype.namedColorAtRect = function(rect, color) { - var x = rect.x - var y = rect.y - - for(; x < rect.right-1; x++) if(this.namedColorAt(x, y) == color || color===undefined) return this.namedColorAt(x,y); - for(; y < rect.bottom-1; y++) if(this.namedColorAt(x, y) == color || color===undefined) return this.namedColorAt(x,y); - for(; x > rect.x; x--) if(this.namedColorAt(x, y) == color || color===undefined) return this.namedColorAt(x,y); - for(; y > rect.y; y--) if(this.namedColorAt(x, y) == color || color===undefined) return this.namedColorAt(x,y); - - return false; -} - -/** -* Read current color at given coordinates X/Y -* -* @return {array} 4 integers [R, G, B, A] representing the pixel at x/y -*/ -jaws.PixelMap.prototype.at = function(x, y) { - x = parseInt(x) - y = parseInt(y) - if(y < 0) y = 0; - - var start = (y * this.width * 4) + (x*4); - var R = this.data[start]; - var G = this.data[start + 1]; - var B = this.data[start + 2]; - var A = this.data[start + 3]; - return [R, G, B, A]; -} - -/** -* Get previously named color if it exists at given x/y-coordinates. -* -* @return {string} name or color -*/ -jaws.PixelMap.prototype.namedColorAt = function(x, y) { - var a = this.at(x, y); - for(var i=0; i < this.named_colors.length; i++) { - var name = this.named_colors[i].name; - var c = this.named_colors[i].color; - if(c[0] == a[0] && c[1] == a[1] && c[2] == a[2] && c[3] == a[3]) return name; - } -} - -/** -* Give a RGBA-array a name. Later on we can work with names instead of raw colorvalues. -* -* @example -* pixel_map.nameColor([0,0,0,255], "ground") // Give the color black (with no transparency) the name "ground" -*/ -jaws.PixelMap.prototype.nameColor = function(color, name) { - this.named_colors.push({name: name, color: color}); -} - -return jaws; -})(jaws || {}); |
