dynmap/web/clock.timeofday.js

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function MinecraftTimeOfDay(element,elementsun,elementmoon) {
this.create(element, elementsun, elementmoon);
}
MinecraftTimeOfDay.prototype = {
element: null,
elementsun: null,
elementmoon: null,
create: function(element,elementsun,elementmoon) {
if (!element) element = $('<div/>');
this.element = element;
if (!elementsun) elementsun = $('<div/>');
this.elementsun = elementsun;
this.elementsun.appendTo(this.element);
if (!elementmoon) elementmoon = $('<div/>');
this.elementmoon = elementmoon;
this.elementmoon.appendTo(this.elementsun);
this.element.height(60);
this.element.addClass('timeofday');
this.elementsun.height(60);
this.elementsun.addClass('timeofday');
this.elementsun.addClass('sun');
this.elementmoon.height(60);
this.elementmoon.addClass('timeofday');
this.elementmoon.addClass('moon');
this.elementmoon.html("&nbsp;&rlm;&nbsp;");
this.elementsun.css("background-position", (-120) + "px " + (-120) + "px");
this.elementmoon.css("background-position", (-120) + "px " + (-120) + "px");
return element;
},
setTime: function(time) {
var sunangle;
if(time > 23100 || time < 12900)
{
//day mode
var movedtime = time + 900;
movedtime = (movedtime >= 24000) ? movedtime - 24000 : movedtime;
//Now we have 0 -> 13800 for the day period
//Devide by 13800*2=27600 instead of 24000 to compress day
sunangle = ((movedtime)/27600 * 2 * Math.PI);
}
else
{
//night mode
var movedtime = time - 12900;
//Now we have 0 -> 10200 for the night period
//Devide by 10200*2=20400 instead of 24000 to expand night
sunangle = Math.PI + ((movedtime)/20400 * 2 * Math.PI);
}
var moonangle = sunangle + Math.PI;
this.elementsun.css("background-position", (-50 * Math.cos(sunangle)) + "px " + (-50 * Math.sin(sunangle)) + "px");
this.elementmoon.css("background-position", (-50 * Math.cos(moonangle)) + "px " + (-50 * Math.sin(moonangle)) + "px");
}
};
clocks.timeofday = function(element) { return new MinecraftTimeOfDay(element); };