forked from perelman/contra-renderer
Daniel Perelman
9fbf7d18ac
Currently just copied over the existing code and applied the quick fixes to get it to compile. Each move should be refactored to be handle its parameters earlier where applicable. But variants support should probably be added first so both refactors can happen together.
83 lines
3.4 KiB
TypeScript
83 lines
3.4 KiB
TypeScript
import { DanceRole, CoupleRole } from "../danceCommon.js";
|
|
import { SemanticPosition, Facing, HandConnection, HandTo, BalanceWeight } from "../interpreterCommon.js";
|
|
import { Move } from "../libfigureMapper.js";
|
|
import { SemanticAnimationKind } from "../lowLevelMove.js";
|
|
import { Hand } from "../rendererConstants.js";
|
|
import { ISingleVariantMoveInterpreter, LowLevelMovesForAllDancers, MoveInterpreter, PartialLowLevelMove, SemanticPositionsForAllDancers, SingleVariantMoveInterpreter, moveInterpreters } from "./_moveInterpreter.js";
|
|
|
|
const moveName: Move["move"] = "box circulate";
|
|
|
|
class BoxCirculateSingleVariant extends SingleVariantMoveInterpreter<BoxCirculate, typeof moveName> {
|
|
moveAsLowLevelMoves(): LowLevelMovesForAllDancers {
|
|
const circulateRight: boolean = this.move.parameters.hand;
|
|
const whoCrosses = this.move.parameters.who;
|
|
return this.handleCircleMove(({ id, startPos }) => {
|
|
let isCrossing: boolean;
|
|
switch (whoCrosses) {
|
|
case "gentlespoons":
|
|
isCrossing = id.danceRole === DanceRole.Lark;
|
|
break;
|
|
case "ladles":
|
|
isCrossing = id.danceRole === DanceRole.Robin;
|
|
break;
|
|
case "ones":
|
|
isCrossing = id.coupleRole === CoupleRole.Ones;
|
|
break;
|
|
case "twos":
|
|
isCrossing = id.coupleRole === CoupleRole.Twos;
|
|
break;
|
|
case "first corners":
|
|
case "second corners":
|
|
throw "first/second corner leading box circulate doesn't make sense?";
|
|
}
|
|
|
|
// Starts in long wavy lines.
|
|
const startingPos: SemanticPosition = {
|
|
...startPos,
|
|
facing: isCrossing === startPos.which.isLeft() ? Facing.Right : Facing.Left,
|
|
hands: new Map<Hand, HandConnection>([
|
|
[Hand.Left, { hand: Hand.Left, to: HandTo.DancerLeft }],
|
|
[Hand.Right, { hand: Hand.Right, to: HandTo.DancerRight }],
|
|
]),
|
|
balance: undefined,
|
|
longLines: undefined,
|
|
dancerDistance: undefined,
|
|
};
|
|
const balance: PartialLowLevelMove[] = this.move.parameters.bal ? [
|
|
{
|
|
beats: 2,
|
|
endPosition: { ...startingPos, balance: circulateRight ? BalanceWeight.Right : BalanceWeight.Left },
|
|
movementPattern: { kind: SemanticAnimationKind.Linear },
|
|
},
|
|
{
|
|
beats: 2,
|
|
endPosition: { ...startingPos, balance: BalanceWeight.Backward },
|
|
movementPattern: { kind: SemanticAnimationKind.Linear },
|
|
},
|
|
] : [];
|
|
const circulate: PartialLowLevelMove = {
|
|
beats: this.move.beats - (this.move.parameters.bal ? 4 : 0),
|
|
endPosition: {
|
|
...startingPos,
|
|
which: isCrossing ? startingPos.which.swapAcross() : startingPos.which.swapUpAndDown(),
|
|
facing: isCrossing ? startingPos.facing : startingPos.facing === Facing.Right ? Facing.Left : Facing.Right,
|
|
},
|
|
movementPattern: {
|
|
// TODO Not sure loop should really be linear...
|
|
kind: SemanticAnimationKind.Linear,
|
|
minRotation: isCrossing ? undefined : circulateRight ? 180 : -180,
|
|
handsDuring: "None",
|
|
}
|
|
};
|
|
return this.combine([...balance, circulate], startingPos);
|
|
});
|
|
}
|
|
}
|
|
|
|
class BoxCirculate extends MoveInterpreter<typeof moveName> {
|
|
buildSingleVariantMoveInterpreter(startingPos: SemanticPositionsForAllDancers): ISingleVariantMoveInterpreter {
|
|
return new BoxCirculateSingleVariant(this, startingPos);
|
|
}
|
|
}
|
|
|
|
moveInterpreters.set(moveName, BoxCirculate); |