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node-haxball

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The most powerful and lightweight API that allows you to develop your original Haxball(www.haxball.com) host, client, and standalone applications both on node.js and browser environments and also includes every possible hack and functionality that you can

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module.exports = function (API) { const { Library, Utils } = API; Object.setPrototypeOf(this, Library.prototype); Library.call(this, "animations", { version: 0.1, author: "el cono guardiola & abc", description: "A library to create animations", }); const thisLibrary = this; const animations = []; let lastID; var scale; var angle; var radius; var color; this.initialize = () => { lastID = 1; console.log("Animations library initiated"); }; this.finalize = () => console.log("Animations library finalized"); this.register = (data) => { const animationID = lastID++; animations.push({ id: animationID, animationProps: data, triggered: false, discsArray: [], }); return animationID; }; this.unregister = (animationID) => { const index = animations.findIndex((e) => e.id === animationID); if (index > -1) animations.splice(index, 1); }; this.triggerAnimation = (animationID) => { const animationElement = animations.find((e) => e.id === animationID); if (animationElement) { animationElement.triggered = true; animationElement.animationProps.t = 0; } }; this.pauseAnimation = (animationID) => console.log(`Animation (${animationID}) paused`); this.addDiscs = (mapObject) => { animations.forEach((e) => { for (let i = 0; i < e.animationProps.discsAmount; i++) { const discId = mapObject.discs.push({ pos: [-99999999, 0], radius: 10, invMass: 0.5, color: "FFFFFF", cMask: [""], }) - 1; e.discsArray.push({ discId, animationID: e.id, }); } }); return Utils.parseStadium(JSON.stringify(mapObject)); }; this.onGameTick = (originX, originY, stopper) => { Utils.runAfterGameTick(() => { animations.forEach((animation) => { if (!animation.triggered) return; animation.discsArray.forEach((d, index) => { scale = animation.animationProps.scale( animation.animationProps.t, index ); angle = animation.animationProps.angle( animation.animationProps.t, index ); radius = animation.animationProps.radius( animation.animationProps.t, index ); color = animation.animationProps.color( animation.animationProps.t, index ); var x = animation.animationProps.x(animation.animationProps.t, index), y = animation.animationProps.y(animation.animationProps.t, index), s = Math.sin(angle), c = Math.cos(angle), rx = x * c - y * s, ry = x * s + y * c; x = scale * rx + originX; y = scale * ry + originY; this.room.setDiscProperties(d.discId, { x: x, y: y, radius: radius, color: color, }); }); animation.animationProps.t += 1; if (animation.animationProps.t >= animation.animationProps.tLimit) { stopper.value = false; hideDiscs(animation.discsArray); scale = undefined; angle = undefined; radius = undefined; color = undefined; } }); }); }; function hideDiscs(discsArray) { Utils.runAfterGameTick(() => { discsArray.forEach((e) => { thisLibrary.room.setDiscProperties(e.discId, { x: NaN, y: NaN }); }); }, 5); } };