phaser/src/gameobjects/shape/arc/Arc.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var ArcRender = require('./ArcRender');
var Class = require('../../../utils/Class');
var DegToRad = require('../../../math/DegToRad');
var Earcut = require('../../../geom/polygon/Earcut');
var GeomCircle = require('../../../geom/circle/Circle');
var MATH_CONST = require('../../../math/const');
var Shape = require('../Shape');
/**
* @classdesc
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* The Arc Shape is a Game Object that can be added to a Scene, Group or Container. You can
* treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling
* it for input or physics. It provides a quick and easy way for you to render this shape in your
* game without using a texture, while still taking advantage of being fully batched in WebGL.
*
* This shape supports both fill and stroke colors.
*
* When it renders it displays an arc shape. You can control the start and end angles of the arc,
* as well as if the angles are winding clockwise or anti-clockwise. With the default settings
* it renders as a complete circle. By changing the angles you can create other arc shapes,
* such as half-circles.
*
* Arcs also have an `iterations` property and corresponding `setIterations` method. This allows
* you to control how smooth the shape renders in WebGL, by controlling the number of iterations
* that take place during construction.
*
* @class Arc
* @extends Phaser.GameObjects.Shape
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* @memberof Phaser.GameObjects
* @constructor
* @since 3.13.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} [x=0] - The horizontal position of this Game Object in the world.
* @param {number} [y=0] - The vertical position of this Game Object in the world.
* @param {number} [radius=128] - The radius of the arc.
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* @param {number} [startAngle=0] - The start angle of the arc, in degrees.
* @param {number} [endAngle=360] - The end angle of the arc, in degrees.
* @param {boolean} [anticlockwise=false] - The winding order of the start and end angles.
* @param {number} [fillColor] - The color the arc will be filled with, i.e. 0xff0000 for red.
* @param {number} [fillAlpha] - The alpha the arc will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.
*/
var Arc = new Class({
Extends: Shape,
Mixins: [
ArcRender
],
initialize:
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function Arc (scene, x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha)
{
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if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (radius === undefined) { radius = 128; }
if (startAngle === undefined) { startAngle = 0; }
if (endAngle === undefined) { endAngle = 360; }
if (anticlockwise === undefined) { anticlockwise = false; }
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Shape.call(this, scene, 'Arc', new GeomCircle(0, 0, radius));
/**
* Private internal value. Holds the start angle in degrees.
*
* @name Phaser.GameObjects.Arc#_startAngle
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* @type {number}
* @private
* @since 3.13.0
*/
this._startAngle = startAngle;
/**
* Private internal value. Holds the end angle in degrees.
*
* @name Phaser.GameObjects.Arc#_endAngle
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* @type {number}
* @private
* @since 3.13.0
*/
this._endAngle = endAngle;
/**
* Private internal value. Holds the winding order of the start and end angles.
*
* @name Phaser.GameObjects.Arc#_anticlockwise
* @type {boolean}
* @private
* @since 3.13.0
*/
this._anticlockwise = anticlockwise;
/**
* Private internal value. Holds the number of iterations used when drawing the arc.
*
* @name Phaser.GameObjects.Arc#_iterations
* @type {number}
* @default 0.01
* @private
* @since 3.13.0
*/
this._iterations = 0.01;
this.setPosition(x, y);
var diameter = this.geom.radius * 2;
this.setSize(diameter, diameter);
if (fillColor !== undefined)
{
this.setFillStyle(fillColor, fillAlpha);
}
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this.updateDisplayOrigin();
this.updateData();
},
/**
* The number of iterations used when drawing the arc.
* Increase this value for smoother arcs, at the cost of more polygons being rendered.
* Modify this value by small amounts, such as 0.01.
*
* @name Phaser.GameObjects.Arc#iterations
* @type {number}
* @default 0.01
* @since 3.13.0
*/
iterations: {
get: function ()
{
return this._iterations;
},
set: function (value)
{
this._iterations = value;
this.updateData();
}
},
/**
* The radius of the arc.
*
* @name Phaser.GameObjects.Arc#radius
* @type {number}
* @since 3.13.0
*/
radius: {
get: function ()
{
return this.geom.radius;
},
set: function (value)
{
this.geom.radius = value;
var diameter = value * 2;
this.setSize(diameter, diameter);
this.updateDisplayOrigin();
this.updateData();
}
},
/**
* The start angle of the arc, in degrees.
*
* @name Phaser.GameObjects.Arc#startAngle
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* @type {number}
* @since 3.13.0
*/
startAngle: {
get: function ()
{
return this._startAngle;
},
set: function (value)
{
this._startAngle = value;
this.updateData();
}
},
/**
* The end angle of the arc, in degrees.
*
* @name Phaser.GameObjects.Arc#endAngle
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* @type {number}
* @since 3.13.0
*/
endAngle: {
get: function ()
{
return this._endAngle;
},
set: function (value)
{
this._endAngle = value;
this.updateData();
}
},
/**
* The winding order of the start and end angles.
*
* @name Phaser.GameObjects.Arc#anticlockwise
* @type {boolean}
* @since 3.13.0
*/
anticlockwise: {
get: function ()
{
return this._anticlockwise;
},
set: function (value)
{
this._anticlockwise = value;
this.updateData();
}
},
/**
* Sets the radius of the arc.
* This call can be chained.
*
* @method Phaser.GameObjects.Arc#setRadius
* @since 3.13.0
*
* @param {number} value - The value to set the radius to.
*
* @return {this} This Game Object instance.
*/
setRadius: function (value)
{
this.radius = value;
return this;
},
/**
* Sets the number of iterations used when drawing the arc.
* Increase this value for smoother arcs, at the cost of more polygons being rendered.
* Modify this value by small amounts, such as 0.01.
* This call can be chained.
*
* @method Phaser.GameObjects.Arc#setIterations
* @since 3.13.0
*
* @param {number} value - The value to set the iterations to.
*
* @return {this} This Game Object instance.
*/
setIterations: function (value)
{
if (value === undefined) { value = 0.01; }
this.iterations = value;
return this;
},
/**
* Sets the starting angle of the arc, in degrees.
* This call can be chained.
*
* @method Phaser.GameObjects.Arc#setStartAngle
* @since 3.13.0
*
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* @param {number} value - The value to set the starting angle to.
*
* @return {this} This Game Object instance.
*/
setStartAngle: function (angle, anticlockwise)
{
this._startAngle = angle;
if (anticlockwise !== undefined)
{
this._anticlockwise = anticlockwise;
}
return this.updateData();
},
/**
* Sets the ending angle of the arc, in degrees.
* This call can be chained.
*
* @method Phaser.GameObjects.Arc#setEndAngle
* @since 3.13.0
*
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* @param {number} value - The value to set the ending angle to.
*
* @return {this} This Game Object instance.
*/
setEndAngle: function (angle, anticlockwise)
{
this._endAngle = angle;
if (anticlockwise !== undefined)
{
this._anticlockwise = anticlockwise;
}
return this.updateData();
},
/**
* Internal method that updates the data and path values.
*
* @method Phaser.GameObjects.Arc#updateData
* @private
* @since 3.13.0
*
* @return {this} This Game Object instance.
*/
updateData: function ()
{
var step = this._iterations;
var iteration = step;
var radius = this.geom.radius;
var startAngle = DegToRad(this._startAngle);
var endAngle = DegToRad(this._endAngle);
var anticlockwise = this._anticlockwise;
var x = radius;
var y = radius;
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endAngle -= startAngle;
if (anticlockwise)
{
if (endAngle < -MATH_CONST.PI2)
{
endAngle = -MATH_CONST.PI2;
}
else if (endAngle > 0)
{
endAngle = -MATH_CONST.PI2 + endAngle % MATH_CONST.PI2;
}
}
else if (endAngle > MATH_CONST.PI2)
{
endAngle = MATH_CONST.PI2;
}
else if (endAngle < 0)
{
endAngle = MATH_CONST.PI2 + endAngle % MATH_CONST.PI2;
}
var path = [ x + Math.cos(startAngle) * radius, y + Math.sin(startAngle) * radius ];
var ta;
while (iteration < 1)
{
ta = endAngle * iteration + startAngle;
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path.push(x + Math.cos(ta) * radius, y + Math.sin(ta) * radius);
iteration += step;
}
ta = endAngle + startAngle;
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path.push(x + Math.cos(ta) * radius, y + Math.sin(ta) * radius);
path.push(x + Math.cos(startAngle) * radius, y + Math.sin(startAngle) * radius);
this.pathIndexes = Earcut(path);
this.pathData = path;
return this;
}
});
module.exports = Arc;