2013-05-21 03:12:54 +00:00
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Vector2.ts" />
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/// <reference path="Particle.ts" />
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/// <reference path="PinConstraint.ts" />
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/**
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* Phaser - Verlet - Composite
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*
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*
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*/
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module Phaser.Verlet {
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export class Composite {
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/**
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* Creates a new Composite object.
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* @class Composite
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* @constructor
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* @param {Number} x The x coordinate of vector2
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* @param {Number} y The y coordinate of vector2
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* @return {Composite} This object
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**/
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constructor(game: Game) {
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this._game = game;
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2013-05-22 23:01:58 +00:00
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this.sprites = [];
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2013-05-21 03:12:54 +00:00
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this.particles = [];
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this.constraints = [];
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2013-05-22 23:01:58 +00:00
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this.frameBounds = new Phaser.Quad();
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2013-05-21 03:12:54 +00:00
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}
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private _game: Game;
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2013-05-22 23:01:58 +00:00
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/**
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* Texture of the particles to be rendered.
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*/
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private _texture = null;
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/**
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* Rendering bounds for the texture
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* @type {Quad}
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*/
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private frameBounds: Quad;
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// local rendering related temp vars to help avoid gc spikes
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private _sx: number = 0;
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private _sy: number = 0;
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private _sw: number = 0;
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private _sh: number = 0;
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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private _hw: number = 0;
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private _hh: number = 0;
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public sprites: Phaser.Sprite[];
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2013-05-21 03:12:54 +00:00
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public particles: Phaser.Verlet.Particle[];
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public constraints;
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2013-05-22 23:01:58 +00:00
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2013-05-21 03:12:54 +00:00
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public drawParticles = null;
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public drawConstraints = null;
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2013-05-22 23:01:58 +00:00
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// Create Constraints
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2013-05-21 03:12:54 +00:00
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public createDistanceConstraint(a: Phaser.Verlet.Particle, b: Phaser.Verlet.Particle, stiffness: number, distance?: number = null): Phaser.Verlet.DistanceConstraint {
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this.constraints.push(new Phaser.Verlet.DistanceConstraint(a, b, stiffness, distance));
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return this.constraints[this.constraints.length - 1];
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}
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public createAngleConstraint(a: Phaser.Verlet.Particle, b: Phaser.Verlet.Particle, c: Phaser.Verlet.Particle, stiffness: number): Phaser.Verlet.AngleConstraint {
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this.constraints.push(new Phaser.Verlet.AngleConstraint(a, b, c, stiffness));
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return this.constraints[this.constraints.length - 1];
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}
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public createPinConstraint(a: Phaser.Verlet.Particle, pos: Vector2): Phaser.Verlet.PinConstraint {
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this.constraints.push(new Phaser.Verlet.PinConstraint(a, pos));
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return this.constraints[this.constraints.length - 1];
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet.
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* @param key {string} Key of the graphic you want to load for this sprite.
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* @return {Composite} This object
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*/
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public loadGraphic(key: string): Composite {
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if (this._game.cache.getImage(key) !== null)
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{
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if (this._game.cache.isSpriteSheet(key) == false)
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{
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this._texture = this._game.cache.getImage(key);
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this.frameBounds.width = this._texture.width;
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this.frameBounds.height = this._texture.height;
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this._hw = Math.floor(this.frameBounds.width / 2);
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this._hh = Math.floor(this.frameBounds.width / 2);
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this.drawParticles = this.render;
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this.drawConstraints = this.renderConstraints;
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}
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}
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return this;
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}
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public hideConstraints: bool = true;
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public constraintLineColor: string = 'rgba(200,200,200,1)';
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private renderConstraints(context) {
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if (this.hideConstraints == true || this.constraints.length == 0)
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{
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return;
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}
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var i;
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context.beginPath();
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for (i in this.constraints)
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{
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if (this.constraints[i].b)
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{
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context.moveTo(this.constraints[i].a.pos.x, this.constraints[i].a.pos.y);
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context.lineTo(this.constraints[i].b.pos.x, this.constraints[i].b.pos.y);
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}
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}
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context.strokeStyle = this.constraintLineColor;
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context.stroke();
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context.closePath();
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}
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private render(context) {
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this._sx = 0;
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this._sy = 0;
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this._sw = this.frameBounds.width;
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this._sh = this.frameBounds.height;
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this._dw = this.frameBounds.width;
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this._dh = this.frameBounds.height;
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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var i;
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for (i in this.particles)
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{
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//this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x);
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//this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y);
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this._dx = this.particles[i].pos.x - this._hw;
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this._dy = this.particles[i].pos.y - this._hh;
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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context.drawImage(
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this._texture, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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this._sh, // Source Height
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this._dx, // Destination X (where on the canvas it'll be drawn)
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this._dy, // Destination Y
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this._dw, // Destination Width (always same as Source Width unless scaled)
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this._dh // Destination Height (always same as Source Height unless scaled)
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);
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}
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}
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2013-05-21 03:12:54 +00:00
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public pin(index, pos?=null) {
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if (pos == null)
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{
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pos = this.particles[index].pos;
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}
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var pc = new Phaser.Verlet.PinConstraint(this.particles[index], pos);
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this.constraints.push(pc);
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return pc;
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}
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}
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}
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