mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
645 lines
22 KiB
TypeScript
645 lines
22 KiB
TypeScript
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Polygon.ts" />
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/// <reference path="../utils/RectangleUtils.ts" />
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/**
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* Phaser - GeomSprite
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*
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* A GeomSprite is a special kind of GameObject that contains a base geometry class (Circle, Line, Point, Rectangle).
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* They can be rendered in the game and used for collision just like any other game object. Display of them is controlled
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* via the lineWidth / lineColor / fillColor and renderOutline / renderFill properties.
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*/
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module Phaser {
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export class GeomSprite extends Sprite {
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/**
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* GeomSprite constructor
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* Create a new <code>GeomSprite</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
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* @param [y] {number} the initial y position of the sprite.
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0) {
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super(game, x, y);
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this.type = GeomSprite.UNASSIGNED;
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return this;
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}
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// local rendering related temp vars to help avoid gc spikes
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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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/**
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* Geom type of this sprite. (available: UNASSIGNED, CIRCLE, LINE, POINT, RECTANGLE)
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* @type {number}
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*/
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public type: number = 0;
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/**
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* Not completely set yet. (the default type)
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*/
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public static UNASSIGNED: number = 0;
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/**
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* Circle.
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* @type {number}
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*/
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public static CIRCLE: number = 1;
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/**
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* Line.
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* @type {number}
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*/
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public static LINE: number = 2;
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/**
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* Point.
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* @type {number}
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*/
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public static POINT: number = 3;
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/**
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* Rectangle.
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* @type {number}
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*/
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public static RECTANGLE: number = 4;
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/**
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* Polygon.
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* @type {number}
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*/
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public static POLYGON: number = 5;
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/**
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* Circle shape container. A Circle instance.
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* @type {Circle}
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*/
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public circle: Circle;
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/**
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* Line shape container. A Line instance.
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* @type {Line}
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*/
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public line: Line;
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/**
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* Point shape container. A Point instance.
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* @type {Point}
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*/
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public point: Point;
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/**
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* Rectangle shape container. A Rectangle instance.
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* @type {Rectangle}
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*/
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public rect: Rectangle;
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/**
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* Polygon shape container. A Polygon instance.
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* @type {Polygon}
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*/
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public polygon: Polygon;
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/**
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* Render outline of this sprite or not. (default is true)
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* @type {boolean}
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*/
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public renderOutline: bool = true;
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/**
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* Fill the shape or not. (default is true)
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* @type {boolean}
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*/
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public renderFill: bool = true;
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/**
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* Width of outline. (default is 1)
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* @type {number}
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*/
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public lineWidth: number = 1;
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/**
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* Width of outline. (default is 1)
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* @type {number}
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*/
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public lineColor: string = 'rgb(0,255,0)';
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/**
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* The color of the filled area in rgb or rgba string format
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* @type {string} Defaults to rgb(0,100,0) - a green color
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*/
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public fillColor: string = 'rgb(0,100,0)';
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/**
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* Just like Sprite.loadGraphic(), this will load a circle and set its shape to Circle.
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* @param circle {Circle} Circle geometry define.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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loadCircle(circle:Circle): GeomSprite {
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this.refresh();
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this.circle = circle;
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this.type = GeomSprite.CIRCLE;
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return this;
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}
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/**
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* Just like Sprite.loadGraphic(), this will load a line and set its shape to Line.
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* @param line {Line} Line geometry define.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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loadLine(line:Line): GeomSprite {
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this.refresh();
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this.line = line;
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this.type = GeomSprite.LINE;
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return this;
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}
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/**
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* Just like Sprite.loadGraphic(), this will load a point and set its shape to Point.
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* @param point {Point} Point geometry define.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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loadPoint(point:Point): GeomSprite {
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this.refresh();
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this.point = point;
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this.type = GeomSprite.POINT;
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return this;
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}
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/**
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* Just like Sprite.loadGraphic(), this will load a rect and set its shape to Rectangle.
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* @param rect {Rectangle} Rectangle geometry define.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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loadRectangle(rect:Rectangle): GeomSprite {
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this.refresh();
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this.rect = rect;
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this.type = GeomSprite.RECTANGLE;
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return this;
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}
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/**
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* Create a circle shape with specific diameter.
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* @param diameter {number} Diameter of the circle.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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createCircle(diameter: number): GeomSprite {
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this.refresh();
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this.circle = new Circle(this.x, this.y, diameter);
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this.type = GeomSprite.CIRCLE;
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this.frameBounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter);
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return this;
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}
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/**
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* Create a line shape with specific end point.
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* @param x {number} X position of the end point.
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* @param y {number} Y position of the end point.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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createLine(x: number, y: number): GeomSprite {
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this.refresh();
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this.line = new Line(this.x, this.y, x, y);
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this.type = GeomSprite.LINE;
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this.frameBounds.setTo(this.x, this.y, this.line.width, this.line.height);
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return this;
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}
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/**
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* Create a point shape at spriter's position.
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* @return {GeomSprite} GeomSprite instance itself.
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*/
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createPoint(): GeomSprite {
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this.refresh();
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this.point = new Point(this.x, this.y);
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this.type = GeomSprite.POINT;
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this.frameBounds.width = 1;
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this.frameBounds.height = 1;
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return this;
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}
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/**
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* Create a rectangle shape of the given width and height size
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* @param width {Number} Width of the rectangle
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* @param height {Number} Height of the rectangle
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* @return {GeomSprite} GeomSprite instance.
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*/
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createRectangle(width: number, height: number): GeomSprite {
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this.refresh();
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this.rect = new Rectangle(this.x, this.y, width, height);
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this.type = GeomSprite.RECTANGLE;
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this.frameBounds.copyFrom(this.rect);
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return this;
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}
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/**
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* Create a polygon object
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* @param width {Number} Width of the rectangle
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* @param height {Number} Height of the rectangle
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* @return {GeomSprite} GeomSprite instance.
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*/
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createPolygon(points?: Vec2[] = []): GeomSprite {
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//this.refresh();
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//this.polygon = new Polygon(new Vec2(this.x, this.y), points);
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//this.type = GeomSprite.POLYGON;
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//this.frameBounds.copyFrom(this.rect);
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return this;
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}
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/**
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* Destroy all geom shapes of this sprite.
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*/
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refresh() {
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this.circle = null;
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this.line = null;
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this.point = null;
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this.rect = null;
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}
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/**
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* Update bounds.
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*/
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update() {
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// Update bounds and position?
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if (this.type == GeomSprite.UNASSIGNED)
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{
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return;
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}
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else if (this.type == GeomSprite.CIRCLE)
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{
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this.circle.x = this.x;
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this.circle.y = this.y;
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this.frameBounds.width = this.circle.diameter;
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this.frameBounds.height = this.circle.diameter;
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}
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else if (this.type == GeomSprite.LINE)
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{
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this.line.x1 = this.x;
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this.line.y1 = this.y;
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this.frameBounds.setTo(this.x, this.y, this.line.width, this.line.height);
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}
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else if (this.type == GeomSprite.POINT)
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{
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this.point.x = this.x;
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this.point.y = this.y;
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}
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else if (this.type == GeomSprite.RECTANGLE)
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{
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this.rect.x = this.x;
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this.rect.y = this.y;
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this.frameBounds.copyFrom(this.rect);
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}
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}
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/**
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* Check whether this object is visible in a specific camera rectangle.
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* @param camera {Rectangle} The rectangle you want to check.
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* @return {boolean} Return true if bounds of this sprite intersects the given rectangle, otherwise return false.
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*/
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/*
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public inCamera(camera: Rectangle): bool {
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx = this.frameBounds.x - (camera.x * this.scrollFactor.x);
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this._dy = this.frameBounds.y - (camera.y * this.scrollFactor.x);
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this._dw = this.frameBounds.width * this.scale.x;
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this._dh = this.frameBounds.height * this.scale.y;
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return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
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}
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else
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{
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return camera.intersects(this.frameBounds);
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}
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}
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*/
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/**
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* Render this sprite to specific camera. Called by game loop after update().
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* @param camera {Camera} Camera this sprite will be rendered to.
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* @cameraOffsetX {number} X offset to the camera.
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* @cameraOffsetY {number} Y offset to the camera.
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* @return {boolean} Return false if not rendered, otherwise return true.
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*/
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
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// Render checks
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//if (this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false)
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//{
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// return false;
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//}
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// Alpha
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if (this.alpha !== 1)
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{
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var globalAlpha = this.context.globalAlpha;
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this.context.globalAlpha = this.alpha;
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}
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this._dx = cameraOffsetX + (this.frameBounds.x - camera.worldView.x);
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this._dy = cameraOffsetY + (this.frameBounds.y - camera.worldView.y);
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this._dw = this.frameBounds.width * this.scale.x;
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this._dh = this.frameBounds.height * this.scale.y;
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// Apply camera difference
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx -= (camera.worldView.x * this.scrollFactor.x);
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this._dy -= (camera.worldView.y * this.scrollFactor.y);
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}
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// Rotation is disabled for now as I don't want it to be misleading re: collision
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/*
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if (this.angle !== 0)
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{
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this.context.save();
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this.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
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this.context.rotate(this.angle * (Math.PI / 180));
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this._dx = -(this._dw / 2);
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this._dy = -(this._dh / 2);
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}
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*/
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._game.stage.saveCanvasValues();
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// Debug
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//this.context.fillStyle = 'rgba(255,0,0,0.5)';
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//this.context.fillRect(this.frameBounds.x, this.frameBounds.y, this.frameBounds.width, this.frameBounds.height);
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this.context.lineWidth = this.lineWidth;
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this.context.strokeStyle = this.lineColor;
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this.context.fillStyle = this.fillColor;
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if (this._game.stage.fillStyle !== this.fillColor)
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{
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}
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// Primitive Renderer
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if (this.type == GeomSprite.CIRCLE)
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{
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this.context.beginPath();
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this.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2);
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if (this.renderOutline)
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{
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this.context.stroke();
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}
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if (this.renderFill)
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{
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this.context.fill();
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}
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this.context.closePath();
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}
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else if (this.type == GeomSprite.LINE)
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{
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this.context.beginPath();
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this.context.moveTo(this._dx, this._dy);
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this.context.lineTo(this.line.x2, this.line.y2);
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this.context.stroke();
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this.context.closePath();
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}
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else if (this.type == GeomSprite.POINT)
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{
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this.context.fillRect(this._dx, this._dy, 2, 2);
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}
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else if (this.type == GeomSprite.RECTANGLE)
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{
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// We can use the faster fillRect if we don't need the outline
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if (this.renderOutline == false)
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{
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this.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height);
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}
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else
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{
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this.context.beginPath();
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this.context.rect(this._dx, this._dy, this.rect.width, this.rect.height);
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this.context.stroke();
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if (this.renderFill)
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{
|
||
|
this.context.fill();
|
||
|
}
|
||
|
|
||
|
this.context.closePath();
|
||
|
}
|
||
|
|
||
|
// And now the edge points
|
||
|
this.context.fillStyle = 'rgb(255,255,255)';
|
||
|
//this.renderPoint(this.rect.topLeft, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.topCenter, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.topRight, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.leftCenter, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.center, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.rightCenter, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.bottomLeft, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.bottomCenter, this._dx, this._dy, 2);
|
||
|
//this.renderPoint(this.rect.bottomRight, this._dx, this._dy, 2);
|
||
|
this.renderPoint(this.rect.topLeft, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.topCenter, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.topRight, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.leftCenter, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.center, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.rightCenter, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.bottomLeft, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.bottomCenter, 0, 0, 2);
|
||
|
this.renderPoint(this.rect.bottomRight, 0, 0, 2);
|
||
|
|
||
|
}
|
||
|
|
||
|
this._game.stage.restoreCanvasValues();
|
||
|
|
||
|
if (this.rotation !== 0)
|
||
|
{
|
||
|
this.context.translate(0, 0);
|
||
|
this.context.restore();
|
||
|
}
|
||
|
|
||
|
if (globalAlpha > -1)
|
||
|
{
|
||
|
this.context.globalAlpha = globalAlpha;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Render a point of geometry.
|
||
|
* @param point {Point} Position of the point.
|
||
|
* @param offsetX {number} X offset to its position.
|
||
|
* @param offsetY {number} Y offset to its position.
|
||
|
* @param [size] {number} point size.
|
||
|
*/
|
||
|
public renderPoint(point, offsetX?: number = 0, offsetY?: number = 0, size?: number = 1) {
|
||
|
|
||
|
this.context.fillRect(offsetX + point.x, offsetY + point.y, size, size);
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Render debug infos. (this method does not work now)
|
||
|
* @param x {number} X position of the debug info to be rendered.
|
||
|
* @param y {number} Y position of the debug info to be rendered.
|
||
|
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
|
||
|
*/
|
||
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
||
|
|
||
|
//this.context.fillStyle = color;
|
||
|
//this.context.fillText('Sprite: ' + this.name + ' (' + this.frameBounds.width + ' x ' + this.frameBounds.height + ')', x, y);
|
||
|
//this.context.fillText('x: ' + this.frameBounds.x.toFixed(1) + ' y: ' + this.frameBounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
|
||
|
//this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||
|
//this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Gives a basic boolean response to a geometric collision.
|
||
|
* If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object.
|
||
|
* @param source {GeomSprite} Sprite you want to check.
|
||
|
* @return {boolean} Whether they overlaps or not.
|
||
|
*/
|
||
|
public collide(source: GeomSprite): bool {
|
||
|
|
||
|
// Circle vs. Circle
|
||
|
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.CIRCLE)
|
||
|
{
|
||
|
return Collision.circleToCircle(this.circle, source.circle).result;
|
||
|
}
|
||
|
|
||
|
// Circle vs. Rect
|
||
|
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.RECTANGLE)
|
||
|
{
|
||
|
return Collision.circleToRectangle(this.circle, source.rect).result;
|
||
|
}
|
||
|
|
||
|
// Circle vs. Point
|
||
|
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.POINT)
|
||
|
{
|
||
|
return Collision.circleContainsPoint(this.circle, source.point).result;
|
||
|
}
|
||
|
|
||
|
// Circle vs. Line
|
||
|
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.LINE)
|
||
|
{
|
||
|
return Collision.lineToCircle(source.line, this.circle).result;
|
||
|
}
|
||
|
|
||
|
// Rect vs. Rect
|
||
|
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.RECTANGLE)
|
||
|
{
|
||
|
return Collision.rectangleToRectangle(this.rect, source.rect).result;
|
||
|
}
|
||
|
|
||
|
// Rect vs. Circle
|
||
|
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.CIRCLE)
|
||
|
{
|
||
|
return Collision.circleToRectangle(source.circle, this.rect).result;
|
||
|
}
|
||
|
|
||
|
// Rect vs. Point
|
||
|
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.POINT)
|
||
|
{
|
||
|
return Collision.pointToRectangle(source.point, this.rect).result;
|
||
|
}
|
||
|
|
||
|
// Rect vs. Line
|
||
|
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.LINE)
|
||
|
{
|
||
|
return Collision.lineToRectangle(source.line, this.rect).result;
|
||
|
}
|
||
|
|
||
|
// Point vs. Point
|
||
|
if (this.type == GeomSprite.POINT && source.type == GeomSprite.POINT)
|
||
|
{
|
||
|
return this.point.equals(source.point);
|
||
|
}
|
||
|
|
||
|
// Point vs. Circle
|
||
|
if (this.type == GeomSprite.POINT && source.type == GeomSprite.CIRCLE)
|
||
|
{
|
||
|
return Collision.circleContainsPoint(source.circle, this.point).result;
|
||
|
}
|
||
|
|
||
|
// Point vs. Rect
|
||
|
if (this.type == GeomSprite.POINT && source.type == GeomSprite.RECTANGLE)
|
||
|
{
|
||
|
return Collision.pointToRectangle(this.point, source.rect).result;
|
||
|
}
|
||
|
|
||
|
// Point vs. Line
|
||
|
if (this.type == GeomSprite.POINT && source.type == GeomSprite.LINE)
|
||
|
{
|
||
|
return source.line.isPointOnLine(this.point.x, this.point.y);
|
||
|
}
|
||
|
|
||
|
// Line vs. Line
|
||
|
if (this.type == GeomSprite.LINE && source.type == GeomSprite.LINE)
|
||
|
{
|
||
|
return Collision.lineSegmentToLineSegment(this.line, source.line).result;
|
||
|
}
|
||
|
|
||
|
// Line vs. Circle
|
||
|
if (this.type == GeomSprite.LINE && source.type == GeomSprite.CIRCLE)
|
||
|
{
|
||
|
return Collision.lineToCircle(this.line, source.circle).result;
|
||
|
}
|
||
|
|
||
|
// Line vs. Rect
|
||
|
if (this.type == GeomSprite.LINE && source.type == GeomSprite.RECTANGLE)
|
||
|
{
|
||
|
return Collision.lineSegmentToRectangle(this.line, source.rect).result;
|
||
|
}
|
||
|
|
||
|
// Line vs. Point
|
||
|
if (this.type == GeomSprite.LINE && source.type == GeomSprite.POINT)
|
||
|
{
|
||
|
return this.line.isPointOnLine(source.point.x, source.point.y);
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|