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BrickMapper.js
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BrickMapper.js
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function BrickMapper(stageDiv) {
var stageWidth = parseInt($(stageDiv).width());
var stageHeight = parseInt($(stageDiv).height());
var stageLeft = 0;
var stageRight = stageLeft + stageWidth;
var stageTop = 0;
var stageBottom = stageTop + stageHeight;
var shortestSide = Math.min(stageWidth, stageHeight);
var mouseIsDown = false;
var brickWidth = 2;
var brickHeight = 2;
var intervalX = 0;
var intervalY = 0;
var rowOffset = 0;
var SAVE_KEY = 'brick-mapper-ls';
var horizontalStart = null;
var horizontalEnd = null;
var horizontalNumPts = 2;
var diagonalStart = null;
var diagonalEnd = null;
var diagonalNumPts = 2;
var brickPoints = [];
var allBricks = [];
var boundsBricks = {};
var levelBricks = [];
var shiftHeld = false;
var editMode = false;
var hoverBrick = null;
// Setup canvas drawing
$(stageDiv).append('<canvas id="brick-mapper-canvas"></canvas>');
var canvas = $('#brick-mapper-canvas');
var ctx = document.getElementById('brick-mapper-canvas').getContext('2d');
$('#brick-mapper-canvas').attr('width', stageWidth);
$('#brick-mapper-canvas').attr('height', stageHeight);
$(stageDiv).append('<div id="brick-mapper-settings" style="position:fixed; background-color: rgba(5,5,5,0.8); color: rgba(255,255,255,0.8); padding: 26px; bottom:0%;"><span id="savebtn">SAVE             </span><span id="lockbtn" class="edit-mode">LOCK</span><br/><br/><input id="horizontalCount" type="range" min="2" max="100" step="1" value="2" /><span> Horizontal Count: </span><span id="horizontalCountVal">2</span><br/><input id="diagonalCount" type="range" min="2" max="100" step="1" value="2" /><span> Diagonal Count: </span><span id="diagonalCountVal">2</span><br/><input id="brickWidth" type="range" min="1" max="100" step="0.1" value="1" /><span> Brick Width: </span><span id="brickWidthVal">0</span><br/><input id="brickHeight" type="range" min="1" max="70" step="0.1" value="1" /><span> Brick Height: </span><span id="brickHeightVal">0</span></form></div>');
var settings = $('#brick-mapper-settings');
this.enable = function() {
$(canvas).show();
$(settings).show();
$(canvas)[0].addEventListener('mousedown', mousedown, false);
$(canvas)[0].addEventListener('mousemove', mousemove, false);
$(canvas)[0].addEventListener('mouseup', mouseup, false);
// Watch when shift is held.
$(document).on('keyup keydown', function(evt) {
shiftHeld = evt.shiftKey;
});
$('#brickWidth')[0].oninput = function(evt) {
document.getElementById('brickWidthVal').innerHTML = evt.target.value;
brickWidth = parseFloat(evt.target.value);
levelBricks = [];
drawUI();
};
$('#brickHeight')[0].oninput = function(evt) {
document.getElementById('brickHeightVal').innerHTML = evt.target.value;
brickHeight = parseFloat(evt.target.value);
levelBricks = [];
drawUI();
};
$('#horizontalCount')[0].oninput = function(evt) {
document.getElementById('horizontalCountVal').innerHTML = evt.target.value;
horizontalNumPts = parseInt(evt.target.value);
drawUI();
updateIntervals();
};
$('#diagonalCount')[0].oninput = function(evt) {
document.getElementById('diagonalCountVal').innerHTML = evt.target.value;
diagonalNumPts = parseInt(evt.target.value);
drawUI();
updateIntervals();
};
$('#savebtn').click(() => {
save();
});
$('#lockbtn').click(() => {
console.log('Lock btn clicked');
if ($('#lockbtn').text() == 'LOCK') {
$('#lockbtn').text('UNLOCK');
// Hide all settings
$('#brick-mapper-settings').children().not('.edit-mode').hide();
// Unlock for mapping mode
editMode = true;
} else {
$('#lockbtn').text('LOCK');
// Show all settings
$('#brick-mapper-settings').children().not('.edit-mode').show();
// Lock down mapping for brick editor
editMode = false;
}
});
};
this.disable = function() {
$(canvas).hide();
$(settings).hide();
};
this.getAllBricks = function() {
return allBricks;
};
this.getBoundingBricks = function() {
var bounds = {};
};
this.getBrickSize = function() {
return {w:brickWidth, h:brickHeight};
};
this.load = function() {
console.log('loading previous data...');
var loadObj = JSON.parse(localStorage.getItem(SAVE_KEY));
console.log(loadObj);
brickWidth = loadObj.brickWidth;
brickHeight = loadObj.brickHeight;
intervalX = loadObj.intervalX;
intervalY = loadObj.intervalY;
rowOffset = loadObj.rowOffset;
horizontalStart = loadObj.horizontalStart;
horizontalEnd = loadObj.horizontalEnd;
horizontalNumPts = loadObj.horizontalNumPts;
diagonalStart = loadObj.diagonalStart;
diagonalEnd = loadObj.diagonalEnd;
diagonalNumPts = loadObj.diagonalNumPts;
brickPoints = loadObj.brickPoints;
drawUI();
};
function save() {
console.log('save');
const saveObj = {
brickWidth: brickWidth,
brickHeight: brickHeight,
intervalX: intervalX,
intervalY: intervalY,
rowOffset: rowOffset,
horizontalStart: horizontalStart,
horizontalEnd: horizontalEnd,
horizontalNumPts: horizontalNumPts,
diagonalStart: diagonalStart,
diagonalEnd: diagonalEnd,
diagonalNumPts: diagonalNumPts,
brickPoints: brickPoints,
};
// console.log('==== ALL BRICKS ====');
// console.log(allBricks);
// console.log('==== END BRICKS ====');
// console.log(boundsBricks);
localStorage.setItem(SAVE_KEY, JSON.stringify(saveObj));
drawBoundsBricks();
}
function mousedown(event) {
mouseIsDown = true;
inputStart(event.pageX, event.pageY);
}
function mousemove(event) {
inputMove(event.pageX, event.pageY);
}
function mouseup(event) {
mouseIsDown = false;
inputUp(event.pageX, event.pageY);
}
function inputStart(inputX, inputY) {
if (editMode == false) {
// Mapping mode. Start guide line
if (shiftHeld) {
horizontalStart = {x:inputX, y:inputY};
} else {
diagonalStart = {x:inputX, y:inputY};
}
} else {
// Edit brick mode. Add brick.
if (hoverBrick) {
const foundBrickIndex = brickExists(hoverBrick, levelBricks);
if (foundBrickIndex == -1) {
// Add as new brick
levelBricks.push(hoverBrick);
} else {
// Brick already exists toggle off.
levelBricks.splice(foundBrickIndex, 1);
}
}
}
drawUI(inputX, inputY);
}
function inputMove(inputX, inputY) {
hoverBrick = findBrickAtPoint(inputX, inputY);
if (editMode == false) {
if (mouseIsDown) {
console.log('inputMove', shiftHeld);
if (shiftHeld) {
horizontalEnd = {x:inputX, y:inputY};
} else {
diagonalEnd = {x:inputX, y:inputY};
}
}
} else {
if (mouseIsDown) {
if (hoverBrick) {
if (brickExists(hoverBrick, levelBricks) == -1) {
// Add to level
levelBricks.push(hoverBrick);
}
}
}
}
drawUI(inputX, inputY);
}
function inputUp(inputX, inputY) {
if (editMode == false) {
if (shiftHeld) {
if (horizontalStart.x >= horizontalEnd.x) {
console.log('abort h');
horizontalEnd = null;
horizontalStart = null;
return;
}
horizontalEnd = {x:inputX, y:inputY};
} else {
if (diagonalStart.x >= diagonalEnd.x) {
console.log('abort v');
diagonalEnd = null;
diagonalStart = null;
return;
}
diagonalEnd = {x:inputX, y:inputY};
}
updateIntervals();
}
}
function updateIntervals() {
console.log('updateIntervals');
if (horizontalEnd) {
var pixelWidth = horizontalEnd.x - horizontalStart.x;
intervalX = pixelWidth / (horizontalNumPts - 1);
console.log('horizontal interval x', intervalX);
updateGuideBrickPoints();
}
if (diagonalEnd) {
var pixelHeight = diagonalEnd.y - diagonalStart.y;
var pixelWidth = diagonalEnd.x - diagonalStart.x;
intervalY = pixelHeight / (diagonalNumPts - 1);
rowOffset = pixelWidth / (diagonalNumPts - 1);
console.log('diagonal interval y', intervalY);
console.log('diagonal rowOffset', rowOffset);
}
levelBricks = [];
}
function updateGuideBrickPoints() {
var avgY = (horizontalStart.y + horizontalEnd.y) / 2;
var px = horizontalStart.x;
brickPoints = [];
for (var i = 0; i < horizontalNumPts; i++) {
pt = avgY;
brickPoints.push({x:px, y:avgY});
px += intervalX;
}
}
function findBrickAtPoint(x,y) {
var foundBrick = null;
var r1x;
var r1y;
var r2x;
var r2y;
// Loop through all bricks and see
// if this point is within any.
for (var i = 0; i < allBricks.length; i++) {
var brick = allBricks[i];
r1x = brick.x - (brick.w / 2);
r1y = brick.y - (brick.h / 2);
r2x = brick.x + (brick.w / 2);
r2y = brick.y + (brick.h / 2);
// Is point within brick rectangle?
if (r1x <= x && x <= r2x && r1y <= y && y <= r2y) {
// Is contained in this brick.
foundBrick = brick;
// Exit
break;
}
}
return foundBrick;
}
// Add brick
function addBrickPoint(x,y) {
drawUI(x, y);
}
function drawUI(mouseX, mouseY) {
clearCanvas();
if (editMode && mouseIsDown) {
// console.log('drawing level tiles', levelBricks.length);
} else {
// Reset to be filled anew...
allBricks = [];
boundsBricks = {top:[],bottom:[],right:[],left:[]};
}
// Red crosshairs for easy cursor tracking
ctx.beginPath();
ctx.strokeStyle = '#FD3E43';
ctx.moveTo(0, mouseY);
ctx.lineTo(stageWidth, mouseY);
ctx.moveTo(mouseX, 0);
ctx.lineTo(mouseX, stageHeight);
ctx.stroke();
// Draw horizontal guide line
if (horizontalStart) {
circle(horizontalStart.x, horizontalStart.y);
line(horizontalStart.x, horizontalStart.y - 20, horizontalStart.x, horizontalStart.y + 20, 'white');
line(horizontalStart.x - 20, horizontalStart.y, horizontalStart.x + 20, horizontalStart.y, 'white');
if (horizontalEnd) {
line(horizontalStart.x, horizontalStart.y, horizontalEnd.x, horizontalEnd.y, 'yellow');
circle(horizontalEnd.x, horizontalEnd.y);
line(horizontalEnd.x, horizontalEnd.y - 20, horizontalEnd.x, horizontalEnd.y + 20, 'white');
line(horizontalEnd.x - 20, horizontalEnd.y, horizontalEnd.x + 20, horizontalEnd.y, 'white');
}
// Draw ticks along line
// to represent brick centers...
if (!mouseIsDown) {
drawSegmentsOverLine(horizontalStart, horizontalEnd, horizontalNumPts);
}
}
// Draw diagonal guide line
if (diagonalStart) {
circle(diagonalStart.x, diagonalStart.y);
line(diagonalStart.x - 20, diagonalStart.y, diagonalStart.x + 20, diagonalStart.y, 'white');
line(diagonalStart.x, diagonalStart.y - 20, diagonalStart.x, diagonalStart.y + 20, 'white');
if (diagonalEnd) {
line(diagonalStart.x, diagonalStart.y, diagonalEnd.x, diagonalEnd.y, '#44ffaa');
circle(diagonalEnd.x, diagonalEnd.y);
line(diagonalEnd.x, diagonalEnd.y - 20, diagonalEnd.x, diagonalEnd.y + 20, 'white');
line(diagonalEnd.x - 20, diagonalEnd.y, diagonalEnd.x + 20, diagonalEnd.y, 'white');
}
// Draw ticks along line
// to represent brick centers...
if (!mouseIsDown) {
drawSegmentsOverLine(diagonalStart, diagonalEnd, diagonalNumPts);
}
}
// When horizontal and diagonal have been
// drawn, extrapolate to all bricks
if (!mouseIsDown && diagonalNumPts > 2 && horizontalNumPts > 2) {
// Draw the guide brick row...
for (var i = 0; i < brickPoints.length; i++) {
var bp = brickPoints[i];
// Draw all brick points
ctx.beginPath();
ctx.arc(bp.x, bp.y, 5, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.strokeStyle = 'red';
ctx.fill();
ctx.stroke();
}
if (intervalX == 0 || intervalY == 0) {
console.log('Avoiding infinite draw with 0 intervals', intervalX, intervalY);
// horizontalStart = null;
// horizontalEnd = null;
// diagonalStart = null;
// diagonalEnd = null;
return;
}
// Starting from first brick,
// extrapolate to all brick center pts
var rowY = brickPoints[0].y;
var rowX = brickPoints[0].x;
let last = {x:rowX, y:rowY};
// Draw guide row
tileRow(rowX, rowY);
// Create rows going upward
while (rowY > stageTop + brickHeight) {
// Move one tile up
rowY -= intervalY;
rowX -= rowOffset;
// Draw row
last = tileRow(rowX, rowY);
}
boundsBricks.top = last;
rowY = brickPoints[0].y;
rowX = brickPoints[0].x;
// Create rows going downward
while (rowY < stageBottom - brickHeight) {
// Move one tile up
rowY += intervalY;
rowX += rowOffset;
// Draw row
last = tileRow(rowX, rowY);
}
boundsBricks.bottom = last;
}
// Draw all level bricks on top
for (var i = 0; i < levelBricks.length; i++) {
var lb = levelBricks[i];
styledRect(lb.x, lb.y, lb.w, lb.h, 'level');
}
// Lastly, draw highlight over any brick
// mouse is hovering over
if (hoverBrick) {
styledRect(hoverBrick.x, hoverBrick.y, hoverBrick.w, hoverBrick.h, 'hover');
}
}
// Calculate and redraw brick pattern.
function drawSegmentsOverLine(start, end, totalPts) {
var percIncrement = 1 / (totalPts - 1);
var drawPerc = 0;
var pt;
for (var i = 0; i < totalPts; i++) {
drawPerc = percIncrement * i;
pt = midpoint(start.x, start.y, end.x, end.y, drawPerc);
circle(pt.x, pt.y);
}
}
function tileRow(baseX, baseY) {
// Firstly, if base brick is offscreen,
// iterate until onscreen.
while ((baseX + (brickWidth / 2)) < stageLeft) {
baseX += intervalX;
}
while ((baseX - (brickWidth / 2)) > stageRight) {
baseX -= intervalX;
}
let rowArray = [];
let iX = baseX;
let iY = baseY;
let counter = 1;
let leftmostBrick = {x:999999};
let rightmostBrick = {x:-999999};
// Check for bounds bricks
// if (iX < leftmostBrick.x) {
// leftmostBrick = {x:iX, y:iY, w:brickWidth, h:brickHeight};
// }
// if (iX > rightmostBrick.x) {
// rightmostBrick = {x:iX, y:iY, w:brickWidth, h:brickHeight};
// }
// From guideRect, tile left...
while ((iX + (brickWidth / 2)) > stageLeft) {
rowArray.push(drawSingleTile(iX, iY, isOdd(counter)));
// Check for bounds bricks
if (iX < leftmostBrick.x) {
leftmostBrick = {x:iX, y:iY, w:brickWidth, h:brickHeight};
}
if (iX > rightmostBrick.x) {
rightmostBrick = {x:iX, y:iY, w:brickWidth, h:brickHeight};
}
// Move one tile over
iX -= intervalX;
counter++;
}
// From guideRect, tile right...
iX = baseX + intervalX;
counter = 0;
while ((iX - (brickWidth / 2)) < stageRight) {
rowArray.push(drawSingleTile(iX, iY, isOdd(counter)));
// Check for bounds bricks
if (iX < leftmostBrick.x) {
leftmostBrick = {x:iX, y:iY, w:brickWidth, h:brickHeight};
}
if (iX > rightmostBrick.x) {
rightmostBrick = {x:iX, y:iY, w:brickWidth, h:brickHeight};
}
// Move one tile over
iX += intervalX;
counter++;
}
boundsBricks.left.push(leftmostBrick);
boundsBricks.right.push(rightmostBrick);
return rowArray;
}
function isOdd(n) {
return Math.abs(n % 2) == 1;
}
function circle(x,y,r,c) {
var radius = r || 3;
var clr = c || 'white';
ctx.beginPath();
ctx.fillStyle = clr;
ctx.strokeStyle = clr;
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
}
function line(x1,y1,x2,y2,c) {
var clr = c || 'white';
ctx.beginPath();
ctx.strokeStyle = clr;
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
ctx.closePath();
}
function midpoint(lat1, long1, lat2, long2, per) {
return {x:(lat1 + (lat2 - lat1) * per), y:(long1 + (long2 - long1) * per)};
}
function drawBoundsBricks() {
clearCanvas();
// Merge all sides
var allBoundsBricks = boundsBricks.top.concat(boundsBricks.right).concat(boundsBricks.bottom).concat(boundsBricks.left);
var allLevelAndBoundsBricks = allBoundsBricks.concat(levelBricks);
// Remove any duplicates
var uniqueLevelBricks = arrayXYUnique(allLevelAndBoundsBricks);
for (var i = 0; i < uniqueLevelBricks.length; i++) {
var b = uniqueLevelBricks[i];
drawSingleTile(b.x, b.y, true);
}
console.log('Copy/Paste below this line ---------------------------');
console.log(JSON.stringify(uniqueLevelBricks));
}
function drawSingleTile(x, y, highlight) {
var highlight = highlight | false;
var clr = 'rgba(255,255,255,0.0)';
var gridStyle = 'grid1';
if (highlight) {
clr = '#FD6E83';
gridStyle = 'grid2';
}
styledRect(x, y, brickWidth, brickHeight, gridStyle);
circle(x, y, 2, clr);
var drawnBrick = {x:x,y:y,w:brickWidth,h:brickHeight};
allBricks.push(drawnBrick);
return drawnBrick;
}
function styledRect(x, y, w, h, style) {
var r1x = x - (w / 2);
var r1y = y - (h / 2);
var r2x = x + (w / 2);
var r2y = y + (h / 2);
var fill = 'rgba(255,255,255,0.0)';
var stroke = 'rgba(123,255,255,0.9)';
switch (style) {
case 'grid1':
fill = ctx.fillStyle = 'rgba(255,255,255,0.0)';
stroke = 'rgba(123,255,255,0.9)';
break;
case 'grid2':
fill = 'rgba(123,255,255,0.4)';
stroke = 'rgba(123,255,255,0.9)';
break;
case 'hover':
fill = 'rgba(255,255,255,0.4)';
stroke = 'red';
break;
case 'level':
fill = 'rgba(255,255,255,0.9)';
stroke = 'yellow';
break;
}
// Currently drawn rect.
ctx.beginPath();
ctx.rect(r1x, r1y, w, h);
ctx.fillStyle = fill;
ctx.strokeStyle = stroke;
ctx.fill();
ctx.stroke();
// Draw cross strokes
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(r1x, r1y);
ctx.lineTo(r2x, r2y);
ctx.moveTo(r1x, r2y);
ctx.lineTo(r2x, r1y);
ctx.stroke();
ctx.closePath();
}
function clearCanvas() {
ctx.clearRect(0, 0, stageWidth, stageHeight);
}
function map(value, low1, high1, low2, high2) {
return low2 + (high2 - low2) * (value - low1) / (high1 - low1);
}
// Remove duplicates in array
function arrayXYUnique(array) {
var a = array.concat();
for (var i = 0; i < a.length; ++i) {
for (var j = i + 1; j < a.length; ++j) {
if (Math.abs(a[i].x - a[j].x) < 0.01) {
if (Math.abs(a[i].y - a[j].y) < 0.01) {
a.splice(j--, 1);
}
}
}
}
return a;
}
// Check array for brick that exists
// with matching XY coords
// Returns index if exists
// otherwise -1
function brickExists(brick, a) {
for (var i = 0; i < a.length; ++i) {
if (Math.abs(a[i].x - brick.x) < 0.01) {
if (Math.abs(a[i].y - brick.y) < 0.01) {
return i;
}
}
}
return -1;
}
};