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authorMichele Bini <michele.bini@gmail.com>2014-12-24 12:22:27 (GMT)
committerMichele Bini <michele.bini@gmail.com>2014-12-24 12:22:27 (GMT)
commitad5b4e6d85e7b6c9f5c009f12c17c27659043816 (patch)
treec2ff652d8f8be0c2a9987f1ef2d54f7961bc9eaa /jaws/src/pixel_map.js
parent365daa50c441dc905a348f72eaf9da606a34c0fb (diff)
Pruned unused files
Diffstat (limited to 'jaws/src/pixel_map.js')
-rwxr-xr-xjaws/src/pixel_map.js154
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 || {});