Created
July 5, 2011 15:28
-
-
Save quidmonkey/1065058 to your computer and use it in GitHub Desktop.
NotificationManager for ImpactJS
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
* Impact Plugin | |
* NotificationManager | |
* Written by Abraham Walters | |
* July 2011 | |
* Jxyzzy Dev Company | |
* jxyzzy.com | |
* | |
* This plugin extends the Font class and allows you to pop-up a | |
* text Notification (spawnNote()), move it (this.pos) and have | |
* it fade after a specified amount of time (this.lifetime & | |
* this.fadetime). The plugin provides a NotificationManager to | |
* do all your dirty work and track each Notification for updating | |
* and drawing. | |
* | |
* To use the plugin you will need to create an instance of the | |
* NotificationManager in your ig.game instance (MyGame) like so: | |
* | |
* myNoteManager: new NotificationManager(), | |
* | |
* You will then need to add myNoteManager.update() to ig.game.update() | |
* and myNoteManager.draw() to ig.game.draw(). Make sure you add | |
* myNoteManager.draw() after the this.parent() draw, otherwise your | |
* Notifications will be drawn over. From there you can spawn a | |
* Notification within any Entity using the following syntax: | |
* | |
* ig.game.myNoteManager.spawnNote('media/font.png', 'string', x, y, settings); | |
* | |
* Enjoy! | |
* | |
*/ | |
ig.module( | |
'plugins.notification-manager' | |
) | |
.requires( | |
'impact.impact' | |
) | |
.defines(function(){ | |
ig.NotificationManager = ig.Class.extend({ | |
notes: [], | |
init: function() {}, | |
draw: function() { | |
for(var i = 0; i < this.notes.length; i++) { | |
this.notes[i].draw(); | |
} | |
}, | |
spawnNote: function( font, text, x, y, settings) { | |
var note = new Notification( font, text, x, y, settings ); | |
this.notes.push( note ); | |
}, | |
update: function() { | |
for( var i = this.notes.length ; i--; i ) { | |
this.notes[i].update(); | |
//if note is dead, erase it | |
if( this.notes[i]._kill ) { | |
this.notes.splice(i, 1); | |
} | |
} | |
} | |
}); | |
Notification = ig.Class.extend({ | |
font: null, //font | |
text: '', //string to draw | |
pos: { x: null, y: null }, //position | |
_kill: null, //state | |
vel: { x: 0, y: -20 }, //velocity - set to 0 if font doesn't move | |
alpha: 1, //alpha, 0 = translucent, 1 = opaque | |
lifetime: 1.2, //how long notification should last, set to zero to disable fade | |
fadetime: 0.4, //how long until note fades | |
init: function( font, text, x, y, settings ) { | |
this.font = font; | |
this.text = text; | |
this._kill = false; | |
this.pos.x = x - ig.game.screen.x; | |
this.pos.y = y - ig.game.screen.y; | |
ig.merge( this, settings ); | |
this.idleTimer = new ig.Timer(); | |
}, | |
update: function() { | |
//update position | |
this.pos.x += (this.vel.x * ig.system.tick); | |
this.pos.y += (this.vel.y * ig.system.tick); | |
//if lifetime = 0, skip fade and kill | |
if( !this.lifetime ) { | |
return; | |
} | |
//if greater than lifetime, kill note | |
if( this.idleTimer.delta() > this.lifetime ) { | |
this._kill = true; | |
return; | |
} | |
//do fade - slowly dissipate | |
this.alpha = this.idleTimer.delta().map( | |
this.lifetime - this.fadetime, this.lifetime, 1, 0 ); | |
}, | |
draw: function() { | |
//set system alpha for fade effect | |
if( this.alpha != 1) { | |
ig.system.context.globalAlpha = this.alpha; | |
} | |
//draw font | |
this.font.draw( this.text, | |
ig.system.getDrawPos(this.pos.x), ig.system.getDrawPos(this.pos.y), | |
ig.Font.ALIGN.LEFT ); | |
//reset system alpha so fade effect doesn't get applied | |
//to other objects being drawn | |
if( this.alpha != 1) { | |
ig.system.context.globalAlpha = 1; | |
} | |
} | |
}); | |
}); |
Weird. You're certain that it's not something else? Try commenting out the spawnNote() and see if the error persists.
Yeah if i comment out the whole spawnNote line i dont get any errors. :(
Could I get your email address to send you a private link to my full source to look at?
Big thx to 80bit and stahlmanDesign over @ the ImpactJS forums!
We hunted down and found a bug with the Notifications not being translated to the onscreen coordinates nor taking scale into account. Plugin has been updated to reflect these changes.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Yeah that's whats crazy, I've got those lines all in place.. and even tried swapping out the ig.game.font with a new font definition just as it is in the example, but still get the same issue. When i change the font name deliberately to be a font I dont have (ie: pullingyourhairout.png) it actually gives me a specific warning that the specific file cant be found, so i know it's not that..
my requires looks like this:
.requires(
'impact.game',
'impact.font',
)
myGame = ig.Game.extend({
Then in my crate.js I have this function that calls it:
Let me know if you want direct access to the code, I can give that as well if it helps... I am so thankful for your help. :)
Many cheers,
Nate