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@quidmonkey
Created July 5, 2011 15:28
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NotificationManager for ImpactJS
/*
* 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;
}
}
});
});
@80bit
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80bit commented Jul 27, 2011

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?

@quidmonkey
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Author

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.

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