import { CONST } from "../constants.js";
import { utils } from "../index.js";
/**
* A base draw object.
*/
export class DrawShapeObject {
#x;
#y;
#bg;
/**
* @type {string}
* @enum {CONST.DRAW_TYPE}
*/
#type;
/**
* Is used for blending pixel arithmetic
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/blendFunc.
* @type {Array<number>}
*/
#blendFunc;
/**
* @type {number}
*/
#sortIndex = 0;
/**
* @type {number}
*/
#rotation = 0;
/**
* @type {number}
*/
#id = utils.generateUniqId();
/**
* @type {boolean}
*/
#isRemoved = false;
/**
* @type {undefined | number | null}
*/
#attachedMaskId;
/**
* @type {boolean}
*/
#isMask;
/**
* @type {boolean}
*/
#isOffsetTurnedOff = false;
/**
* @type {boolean}
*/
#isChanged = false;
/**
* @hideconstructor
*/
constructor(type, mapX, mapY, bgColor) {
this.#x = mapX;
this.#y = mapY;
this.#bg = bgColor;
this.#type = type;
}
/**
* Background color as rgba(r,g,b,a).
* @type {string}
*/
get bgColor() {
return this.#bg;
}
set bgColor(value) {
this.#bg = value;
}
/**
* @type {string}
* @enum {CONST.DRAW_TYPE}
*/
get type() {
return this.#type;
}
/**
* @type {number}
*/
get x() {
return this.#x;
}
/**
* @type {number}
*/
get y () {
return this.#y;
}
set x(posX) {
this.#x = posX;
}
set y(posY) {
this.#y = posY;
}
/**
* @type {number}
*/
get sortIndex () {
return this.#sortIndex;
}
set sortIndex(value) {
this.#sortIndex = value;
}
get blendFunc () {
return this.#blendFunc;
}
set blendFunc(value) {
this.#blendFunc = value;
}
/**
* @type {number}
*/
get rotation() {
return this.#rotation;
}
set rotation(value) {
this.#rotation = value;
}
/**
* @type {number}
*/
get id() {
return this.#id;
}
/**
* @type {boolean}
*/
get isRemoved() {
return this.#isRemoved;
}
/**
* Destroy object on next render iteration.
*/
destroy() {
this.#isRemoved = true;
}
get isMaskAttached() {
return !!this.#attachedMaskId;
}
/**
* @ignore
*/
get _maskId() {
return this.#attachedMaskId;
}
/**
*
* @param {DrawShapeObject} mask
*/
setMask(mask) {
mask._isMask = true;
this.#attachedMaskId = mask.id;
}
removeMask() {
this.#attachedMaskId = null;
}
set _isMask(isSet) {
this.#isMask = isSet;
}
get _isMask() {
return this.#isMask;
}
get isOffsetTurnedOff() {
return this.#isOffsetTurnedOff;
}
/**
* turn off offset for specific draw object
* gameStageData.centerCameraPosition() will take no effect on such object
* Can be used for something that should be always on screen: control buttons, overlay masks etc.
*/
turnOffOffset() {
this.#isOffsetTurnedOff = true;
}
/**
* @ignore
* @param {number} width
* @param {number} height
* @returns {Array<Array<number>>}
*/
_calculateRectVertices = (width, height) => {
const halfW = width/2,
halfH = height/2;
return [[-halfW, -halfH], [halfW, -halfH], [halfW, halfH], [-halfW, halfH]];
};
/**
* @param {number} radius
* @param {number} [angle = 2 * Math.PI]
* @param {number} [step = Math.PI/12]
* @returns {Array<number>}
* @ignore
*/
_calculateConusVertices(radius, angle = 2*Math.PI, step = Math.PI/14) {
let conusPolygonCoords = [0, 0];
for (let r = 0; r <= angle; r += step) {
let x2 = Math.cos(r) * radius,
y2 = Math.sin(r) * radius;
conusPolygonCoords.push(x2, y2);
}
return conusPolygonCoords;
}
/**
* @param {number} radius
* @param {number} [angle = 2 * Math.PI]
* @param {number} [step = Math.PI/12]
* @returns {Array<Array<number>>}
* @ignore
*/
_calculateConusBoundaries(radius, angle = 2*Math.PI, step = Math.PI/14) {
let conusPolygonCoords = [];
for (let r = 0; r <= angle; r += step) {
let x2 = Math.cos(r) * radius,
y2 = Math.sin(r) * radius;
conusPolygonCoords.push([x2, y2]);
}
return conusPolygonCoords;
}
/**
* @param {Array<Array<number>> | Array<{x:number, y:number}>} boundaries
* @returns {Array<Array<number>>}
* @ignore
*/
_convertVerticesArray(boundaries) {
if (typeof boundaries[0].x !== "undefined" && typeof boundaries[0].y !== "undefined") {
return utils.verticesArrayToArrayNumbers(boundaries);
} else {
return boundaries;
}
}
}