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-rwxr-xr-xtemplates/project/assets/javascripts/gridster/jquery.collision.js224
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diff --git a/templates/project/assets/javascripts/gridster/jquery.collision.js b/templates/project/assets/javascripts/gridster/jquery.collision.js
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--- a/templates/project/assets/javascripts/gridster/jquery.collision.js
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-/*
- * jquery.collision
- * https://github.com/ducksboard/gridster.js
- *
- * Copyright (c) 2012 ducksboard
- * Licensed under the MIT licenses.
- */
-
-;(function($, window, document, undefined){
-
- var defaults = {
- colliders_context: document.body
- // ,on_overlap: function(collider_data){},
- // on_overlap_start : function(collider_data){},
- // on_overlap_stop : function(collider_data){}
- };
-
-
- /**
- * Detects collisions between a DOM element against other DOM elements or
- * Coords objects.
- *
- * @class Collision
- * @uses Coords
- * @param {HTMLElement} el The jQuery wrapped HTMLElement.
- * @param {HTMLElement|Array} colliders Can be a jQuery collection
- * of HTMLElements or an Array of Coords instances.
- * @param {Object} [options] An Object with all options you want to
- * overwrite:
- * @param {Function} [options.on_overlap_start] Executes a function the first
- * time each `collider ` is overlapped.
- * @param {Function} [options.on_overlap_stop] Executes a function when a
- * `collider` is no longer collided.
- * @param {Function} [options.on_overlap] Executes a function when the
- * mouse is moved during the collision.
- * @return {Object} Collision instance.
- * @constructor
- */
- function Collision(el, colliders, options) {
- this.options = $.extend(defaults, options);
- this.$element = el;
- this.last_colliders = [];
- this.last_colliders_coords = [];
- if (typeof colliders === 'string' || colliders instanceof jQuery) {
- this.$colliders = $(colliders,
- this.options.colliders_context).not(this.$element);
- }else{
- this.colliders = $(colliders);
- }
-
- this.init();
- }
-
-
- var fn = Collision.prototype;
-
-
- fn.init = function() {
- this.find_collisions();
- };
-
-
- fn.overlaps = function(a, b) {
- var x = false;
- var y = false;
-
- if ((b.x1 >= a.x1 && b.x1 <= a.x2) ||
- (b.x2 >= a.x1 && b.x2 <= a.x2) ||
- (a.x1 >= b.x1 && a.x2 <= b.x2)
- ) { x = true; }
-
- if ((b.y1 >= a.y1 && b.y1 <= a.y2) ||
- (b.y2 >= a.y1 && b.y2 <= a.y2) ||
- (a.y1 >= b.y1 && a.y2 <= b.y2)
- ) { y = true; }
-
- return (x && y);
- };
-
-
- fn.detect_overlapping_region = function(a, b){
- var regionX = '';
- var regionY = '';
-
- if (a.y1 > b.cy && a.y1 < b.y2) { regionX = 'N'; }
- if (a.y2 > b.y1 && a.y2 < b.cy) { regionX = 'S'; }
- if (a.x1 > b.cx && a.x1 < b.x2) { regionY = 'W'; }
- if (a.x2 > b.x1 && a.x2 < b.cx) { regionY = 'E'; }
-
- return (regionX + regionY) || 'C';
- };
-
-
- fn.calculate_overlapped_area_coords = function(a, b){
- var x1 = Math.max(a.x1, b.x1);
- var y1 = Math.max(a.y1, b.y1);
- var x2 = Math.min(a.x2, b.x2);
- var y2 = Math.min(a.y2, b.y2);
-
- return $({
- left: x1,
- top: y1,
- width : (x2 - x1),
- height: (y2 - y1)
- }).coords().get();
- };
-
-
- fn.calculate_overlapped_area = function(coords){
- return (coords.width * coords.height);
- };
-
-
- fn.manage_colliders_start_stop = function(new_colliders_coords, start_callback, stop_callback){
- var last = this.last_colliders_coords;
-
- for (var i = 0, il = last.length; i < il; i++) {
- if ($.inArray(last[i], new_colliders_coords) === -1) {
- start_callback.call(this, last[i]);
- }
- }
-
- for (var j = 0, jl = new_colliders_coords.length; j < jl; j++) {
- if ($.inArray(new_colliders_coords[j], last) === -1) {
- stop_callback.call(this, new_colliders_coords[j]);
- }
-
- }
- };
-
-
- fn.find_collisions = function(player_data_coords){
- var self = this;
- var colliders_coords = [];
- var colliders_data = [];
- var $colliders = (this.colliders || this.$colliders);
- var count = $colliders.length;
- var player_coords = self.$element.coords()
- .update(player_data_coords || false).get();
-
- while(count--){
- var $collider = self.$colliders ?
- $($colliders[count]) : $colliders[count];
- var $collider_coords_ins = ($collider.isCoords) ?
- $collider : $collider.coords();
- var collider_coords = $collider_coords_ins.get();
- var overlaps = self.overlaps(player_coords, collider_coords);
-
- if (!overlaps) {
- continue;
- }
-
- var region = self.detect_overlapping_region(
- player_coords, collider_coords);
-
- //todo: make this an option
- if (region === 'C'){
- var area_coords = self.calculate_overlapped_area_coords(
- player_coords, collider_coords);
- var area = self.calculate_overlapped_area(area_coords);
- var collider_data = {
- area: area,
- area_coords : area_coords,
- region: region,
- coords: collider_coords,
- player_coords: player_coords,
- el: $collider
- };
-
- if (self.options.on_overlap) {
- self.options.on_overlap.call(this, collider_data);
- }
- colliders_coords.push($collider_coords_ins);
- colliders_data.push(collider_data);
- }
- }
-
- if (self.options.on_overlap_stop || self.options.on_overlap_start) {
- this.manage_colliders_start_stop(colliders_coords,
- self.options.on_overlap_stop, self.options.on_overlap_start);
- }
-
- this.last_colliders_coords = colliders_coords;
-
- return colliders_data;
- };
-
-
- fn.get_closest_colliders = function(player_data_coords){
- var colliders = this.find_collisions(player_data_coords);
- var min_area = 100;
- colliders.sort(function(a, b){
- if (a.area <= min_area) {
- return 1;
- }
-
- /* if colliders are being overlapped by the "C" (center) region,
- * we have to set a lower index in the array to which they are placed
- * above in the grid. */
- if (a.region === 'C' && b.region === 'C') {
- if (a.coords.y1 < b.coords.y1 || a.coords.x1 < b.coords.x1) {
- return - 1;
- }else{
- return 1;
- }
- }
-
- if (a.area < b.area){
- return 1;
- }
-
- return 1;
- });
- return colliders;
- };
-
-
- //jQuery adapter
- $.fn.collision = function(collider, options) {
- return new Collision( this, collider, options );
- };
-
-
-}(jQuery, window, document));