phaser/wip/phaser tests/geometry/rotate point 4.js

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2013-07-13 11:38:59 +00:00
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update, render);
var origin;
var origin2;
var points = [];
var points2 = [];
var d = 0;
var d2 = 0;
var m = 64;
function create() {
// Let's have some fun :)
origin = new Phaser.Point(300, 200);
origin2 = new Phaser.Point(600, 350);
for(var i = 0; i < m; i++) {
points.push(new Phaser.Point());
points2.push(new Phaser.Point());
}
}
function update() {
for(var i = 0; i < m; i++) {
points[i].rotate(origin.x, origin.y, myGame.math.wrapAngle(d + (i * (360 / m))), true, i * 5);
//points2[i].rotate(origin2.x, origin2.y, myGame.math.wrapAngle(d2 + (i * (360/m))), true, i * 10);
//points[i].rotate(origin.x, origin.y, myGame.math.wrapAngle(d + (i * (360/m))), true, 200);
points2[i].rotate(origin2.x, origin2.y, myGame.math.wrapAngle(d2 + (i * (360 / m))), true, 200);
}
d -= 2;
d2 += 2;
}
function render() {
// Render the shape
myGame.stage.context.save();
//myGame.stage.context.globalCompositeOperation = 'xor';
myGame.stage.context.globalCompositeOperation = 'lighter';
myGame.stage.context.lineWidth = 20;
for(var i = 0; i < m; i++) {
myGame.stage.context.beginPath();
myGame.stage.context.strokeStyle = 'rgba(255,' + Math.round(i * (255 / m)).toString() + ',0,1)';
myGame.stage.context.moveTo(origin.x, origin.y);
myGame.stage.context.lineTo(points[i].x, points[i].y);
myGame.stage.context.stroke();
myGame.stage.context.closePath();
}
for(var i = 0; i < m; i++) {
myGame.stage.context.beginPath();
myGame.stage.context.strokeStyle = 'rgba(0,' + Math.round(i * (255 / m)).toString() + ',255,1)';
myGame.stage.context.moveTo(origin2.x, origin2.y);
myGame.stage.context.lineTo(points2[i].x, points2[i].y);
myGame.stage.context.stroke();
myGame.stage.context.closePath();
}
myGame.stage.context.restore();
}
})();