phaser/src/actions/PlaceOnTriangle.js

56 lines
1.8 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2023-01-02 17:36:27 +00:00
* @copyright 2013-2023 Photon Storm Ltd.
2019-05-10 15:15:04 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
2018-02-12 16:01:20 +00:00
*/
var BresenhamPoints = require('../geom/line/BresenhamPoints');
2017-03-30 23:46:19 +00:00
2017-10-04 16:05:26 +00:00
/**
2018-10-01 11:01:59 +00:00
* Takes an array of Game Objects and positions them on evenly spaced points around the edges of a Triangle.
*
* If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property.
2017-10-04 16:05:26 +00:00
*
* @function Phaser.Actions.PlaceOnTriangle
* @since 3.0.0
*
2018-03-27 11:14:08 +00:00
* @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]
*
2018-03-20 14:57:12 +00:00
* @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action.
2018-10-01 11:01:59 +00:00
* @param {Phaser.Geom.Triangle} triangle - The Triangle to position the Game Objects on.
* @param {number} [stepRate=1] - An optional step rate, to increase or decrease the packing of the Game Objects on the lines.
2017-10-06 02:05:01 +00:00
*
2018-03-27 11:14:08 +00:00
* @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action.
2017-10-04 16:05:26 +00:00
*/
2017-03-30 23:46:19 +00:00
var PlaceOnTriangle = function (items, triangle, stepRate)
{
var p1 = BresenhamPoints({ x1: triangle.x1, y1: triangle.y1, x2: triangle.x2, y2: triangle.y2 }, stepRate);
var p2 = BresenhamPoints({ x1: triangle.x2, y1: triangle.y2, x2: triangle.x3, y2: triangle.y3 }, stepRate);
var p3 = BresenhamPoints({ x1: triangle.x3, y1: triangle.y3, x2: triangle.x1, y2: triangle.y1 }, stepRate);
2017-03-30 23:46:19 +00:00
// Remove overlaps
p1.pop();
p2.pop();
p3.pop();
p1 = p1.concat(p2, p3);
var step = p1.length / items.length;
var p = 0;
for (var i = 0; i < items.length; i++)
{
var item = items[i];
var point = p1[Math.floor(p)];
item.x = point.x;
item.y = point.y;
2017-03-30 23:46:19 +00:00
p += step;
}
return items;
};
module.exports = PlaceOnTriangle;