phaser/src/plugins/weapon/WeaponPlugin.js

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2016-06-03 12:00:39 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Weapon Plugin provides the ability to easily create a bullet pool and manager.
*
* Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.
* The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics.
*
* The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you
* can usually do with a Group, such as move it around the display list, iterate it, etc can be done
* to the bullets Group too.
*
* Bullets can have textures and even animations. You can control the speed at which they are fired,
* the firing rate, the firing angle, and even set things like gravity for them.
*
* @class Phaser.Weapon
* @constructor
* @param {Phaser.Game} game - A reference to the current Phaser.Game instance.
* @param {Phaser.PluginManager} parent - The Phaser Plugin Manager which looks after this plugin.
*/
Phaser.Weapon = function (game, parent) {
Phaser.Plugin.call(this, game, parent);
/**
* This is the Phaser.Group that contains all of the bullets managed by this plugin.
* @type {Phaser.Group}
*/
this.bullets = null;
/**
* Should the bullet pool run out of bullets (i.e. they are all in flight) then this
* boolean controls if the Group will create a brand new bullet object or not.
* @type {Boolean}
*/
this.autoExpandBulletsGroup = false;
/**
* Will this weapon auto fire? If set to true then a new bullet will be fired
* based on the `fireRate` value.
* @type {Boolean}
*/
this.autofire = false;
/**
* The total number of bullets this Weapon has fired so far.
* You can limit the number of shots allowed (via `fireLimit`), and reset
* this total via `Weapon.resetShots`.
* @type {Number}
*/
this.shots = 0;
/**
* The maximum number of shots that this Weapon is allowed to fire before it stops.
* When the limit is his the `Weapon.onFireLimit` Signal is dispatched.
* You can reset the shot counter via `Weapon.resetShots`.
* @type {Number}
*/
this.fireLimit = 0;
/**
* The rate at which this Weapon can fire. The value is given in milliseconds.
* @type {Number}
*/
this.fireRate = 100;
/**
* This is a modifier that is added to the `fireRate` each update to add variety
* to the firing rate of the Weapon. The value is given in milliseconds.
* If you've a `fireRate` of 200 and a `fireRateVariance` of 50 then the actual
* firing rate of the Weapon will be between 150 and 250.
* @type {Number}
*/
this.fireRateVariance = 0;
/**
* This is a Rectangle from within which the bullets are fired. By default it's a 1x1
* rectangle, the equivalent of a Point. But you can change the width and height, and if
* larger than 1x1 it'll pick a random point within the rectangle to launch the bullet from.
* @type {Phaser.Rectangle}
*/
this.fireFrom = new Phaser.Rectangle(0, 0, 1, 1);
/**
* The angle at which the bullets are fired. This can be a const such as Phaser.Weapon.BULLET_UP
* or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.
* @type {integer}
*/
this.fireAngle = Phaser.Weapon.BULLET_UP;
/**
* When a Bullet is fired it can optionally inherit the velocity of the `trackedSprite` if set.
* @type {Boolean}
*/
this.bulletInheritSpriteSpeed = false;
/**
* The string based name of the animation that the Bullet will be given on launch.
* This is set via `Weapon.addBulletAnimation`.
* @type {String}
*/
this.bulletAnimation = '';
/**
* If you've added a set of frames via `Weapon.setBulletFrames` then you can optionally
* chose for each Bullet fired to pick a random frame from the set.
* @type {Boolean}
*/
this.bulletFrameRandom = false;
/**
* If you've added a set of frames via `Weapon.setBulletFrames` then you can optionally
* chose for each Bullet fired to use the next frame in the set. The frame index is then
* advanced one frame until it reaches the end of the set, then it starts from the start
* again. Cycling frames like this allows you to create varied bullet effects via
* sprite sheets.
* @type {Boolean}
*/
this.bulletFrameCycle = false;
/**
* Should the Bullets wrap around the world bounds? This automatically calls
* `World.wrap` on the Bullet each frame. See the docs for that method for details.
* @type {Boolean}
*/
this.bulletWorldWrap = false;
/**
* If `bulletWorldWrap` is true then you can provide an optional padding value with this
* property. It's added to the calculations determining when the Bullet should wrap around
* the world or not. The value is given in pixels.
* @type {integer}
*/
this.bulletWorldWrapPadding = 0;
/**
* An optional angle offset applied to the Bullets when they are launched.
* This is useful if for example your bullet sprites have been drawn facing up, instead of
* to the right, and you want to fire them at an angle. In which case you can set the
* angle offset to be 90 and they'll be properly rotated when fired.
* @type {Number}
*/
this.bulletAngleOffset = 0;
/**
* This is a variance added to the angle of Bullets when they are fired.
* If you fire from an angle of 90 and have a `bulletAngleVariance` of 20 then the actual
* angle of the Bullets will be between 70 and 110 degrees. This is a quick way to add a
* great 'spread' effect to a Weapon.
* @type {Number}
*/
this.bulletAngleVariance = 0;
/**
* The speed at which the bullets are fired. This value is given in pixels per second, and
* is used to set the starting velocity of the bullets.
* @type {Number}
*/
this.bulletSpeed = 200;
/**
* This is a variance added to the speed of Bullets when they are fired.
* If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50
* then the actual speed of the Bullets will be between 150 and 250 pixels per second.
* @type {Number}
*/
this.bulletSpeedVariance = 0;
/**
* If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount
* of lifespan the Bullets have set on launch. The value is given in milliseconds.
* When a Bullet hits its lifespan limit it will be automatically killed.
* @type {Number}
*/
this.bulletLifespan = 0;
/**
* If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance
* the Bullet can travel before it is automatically killed. The distance is given in pixels.
* @type {Number}
*/
this.bulletKillDistance = 0;
/**
* This is the amount of gravity added to the Bullets physics body when fired.
* Gravity is expressed in pixels / second / second.
* @type {Phaser.Point}
*/
this.bulletGravity = new Phaser.Point(0, 0);
/**
* Bullets can optionally adjust their rotation in-flight to match their velocity.
* This can create the effect of a bullet 'pointing' to the path it is following, for example
* an arrow being fired from a bow, and works especially well when added to `bulletGravity`.
* @type {Boolean}
*/
this.bulletRotateToVelocity = false;
this.bulletKey = '';
this.bulletFrame = '';
// Change these via the setters
this._bulletClass = Phaser.Bullet;
this._bulletCollideWorldBounds = false;
this._bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
this._data = {
customBody: false,
width: 0,
height: 0,
offsetX: 0,
offsetY: 0
};
this.bounds = new Phaser.Rectangle();
this.bulletBounds = game.world.bounds;
this.bulletFrames = [];
this.bulletFrameIndex = 0;
this.anims = {};
this.onFire = new Phaser.Signal();
this.onKill = new Phaser.Signal();
this.onFireLimit = new Phaser.Signal();
this.trackedSprite = null;
this.trackedPointer = null;
this.trackRotation = false;
this.trackOffset = new Phaser.Point();
this._nextFire = 0;
};
Phaser.Weapon.prototype = Object.create(Phaser.Plugin.prototype);
Phaser.Weapon.prototype.constructor = Phaser.Weapon;
/**
* A `bulletKillType` constant that stops the bullets from ever being destroyed automatically.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_NEVER = 0;
/**
* A `bulletKillType` constant that automatically kills the bullets when their `bulletLifespan` expires.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_LIFESPAN = 1;
/**
* A `bulletKillType` constant that automatically kills the bullets after they
* exceed the `bulletDistance` from their original firing position.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_DISTANCE = 2;
/**
* A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_WEAPON_BOUNDS = 3;
/**
* A `bulletKillType` constant that automatically kills the bullets when they leave the `Camera.bounds` rectangle.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_CAMERA_BOUNDS = 4;
/**
* A `bulletKillType` constant that automatically kills the bullets when they leave the `World.bounds` rectangle.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_WORLD_BOUNDS = 5;
/**
* A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.
* @constant
* @type {integer}
*/
Phaser.Weapon.KILL_STATIC_BOUNDS = 6;
Phaser.Weapon.BULLET_UP = 270;
Phaser.Weapon.BULLET_DOWN = 90;
Phaser.Weapon.BULLET_LEFT = 180;
Phaser.Weapon.BULLET_RIGHT = 0;
Phaser.Weapon.BULLET_NORTH_EAST = 315;
Phaser.Weapon.BULLET_NORTH_WEST = 225;
Phaser.Weapon.BULLET_SOUTH_EAST = 45;
Phaser.Weapon.BULLET_SOUTH_WEST = 135;
Phaser.Weapon.prototype.init = function (x, y) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
this.fireFrom.x = x;
this.fireFrom.y = y;
};
/**
* Call a function on each existing child in this group.
*
* See {@link Phaser.Group#forEach forEach} for details.
*
* @method Phaser.Group#forEachExists
* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.
* @param {object} callbackContext - The context in which the function should be called (usually 'this').
* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.
*/
Phaser.Weapon.prototype.forEach = function (callback, callbackContext) {
this.bullets.forEachExists(callback, callbackContext, arguments);
};
Phaser.Weapon.prototype.pauseAll = function () {
this.bullets.setAll('body.enable', false);
};
Phaser.Weapon.prototype.resumeAll = function () {
this.bullets.setAll('body.enable', true);
};
Phaser.Weapon.prototype.killAll = function () {
this.bullets.callAllExists('kill', true);
this.bullets.setAll('body.enable', true);
};
Phaser.Weapon.prototype.resetShots = function (newLimit) {
this.shots = 0;
if (newLimit !== undefined)
{
this.fireLimit = newLimit;
}
};
Phaser.Weapon.prototype.destroy = function () {
this.bullets.destroy();
this.game = null;
this.parent = null;
this.active = false;
this.visible = false;
};
/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
* @method addBulletAnimation
* @param {string} name - The unique (within the Weapon instance) name for the animation, i.e. "fire", "blast".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
Phaser.Weapon.prototype.addBulletAnimation = function (name, frames, frameRate, loop, useNumericIndex) {
this.anims[name] = {
name: name,
frames: frames,
frameRate: frameRate,
loop: loop,
useNumericIndex: useNumericIndex
};
// Add the animation to any existing bullets in the pool
this.bullets.callAll('animations.add', 'animations', name, frames, frameRate, loop, useNumericIndex);
this.bulletAnimation = name;
};
Phaser.Weapon.prototype.update = function () {
if (this._bulletKillType === Phaser.Weapon.KILL_WEAPON_BOUNDS)
{
if (this.trackedSprite)
{
this.trackedSprite.updateTransform();
this.bounds.centerOn(this.trackedSprite.worldPosition.x, this.trackedSprite.worldPosition.y);
}
else if (this.trackedPointer)
{
this.bounds.centerOn(this.trackedPointer.worldX, this.trackedPointer.worldY);
}
}
if (this.autofire && this.game.time.now < this._nextFire)
{
this.fire();
}
};
/**
*
*
* @method createBullets
* @param {integer} quantity - The number of Sprites to create. Set to -1 to auto expand the Group.
* @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {integer|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
*/
Phaser.Weapon.prototype.createBullets = function (quantity, key, frame) {
if (!this.bullets)
{
this.bullets = this.game.add.physicsGroup(Phaser.Physics.ARCADE);
this.bullets.classType = this._bulletClass;
}
if (quantity === -1)
{
this.autoExpandBulletsGroup = true;
quantity = 1;
}
this.bullets.createMultiple(quantity, key, frame);
this.bullets.setAll('data.bulletManager', this);
this.bulletKey = key;
this.bulletFrame = frame;
return this.bullets;
};
Phaser.Weapon.prototype.trackSprite = function (sprite, offsetX, offsetY, trackRotation) {
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
if (trackRotation === undefined) { trackRotation = false; }
this.trackedPointer = null;
this.trackedSprite = sprite;
this.trackRotation = trackRotation;
this.trackOffset.set(offsetX, offsetY);
};
Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
if (pointer === undefined) { pointer = this.game.input.activePointer; }
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
this.trackedPointer = pointer;
this.trackedSprite = null;
this.trackRotation = false;
this.trackOffset.set(offsetX, offsetY);
};
/**
* Fire a single bullet
*
* @method fire
* @param {Sprite} [from] - Fire from this position
* @param {number} [x] - The position to fire the bullet towards (in world space)
* @param {number} [y] - The position to fire the bullet towards (in world space)
* @return {boolean} true if a bullet was fired, otherwise false
*/
Phaser.Weapon.prototype.fire = function (from, x, y) {
if (this.game.time.now < this._nextFire || (this.fireLimit > 0 && this.shots === this.fireLimit))
{
return false;
}
var speed = this.bulletSpeed;
// Apply +- speed variance
if (this.bulletSpeedVariance !== 0)
{
speed += this.between(-this.bulletSpeedVariance, this.bulletSpeedVariance);
}
if (from)
{
if (this.fireFrom.width > 1)
{
this.fireFrom.centerOn(from.x, from.y);
}
else
{
this.fireFrom.x = from.x;
this.fireFrom.y = from.y;
}
}
else if (this.trackedSprite)
{
if (this.fireFrom.width > 1)
{
this.fireFrom.centerOn(this.trackedSprite.world.x + this.trackOffset.x, this.trackedSprite.world.y + this.trackOffset.y);
}
else
{
this.fireFrom.x = this.trackedSprite.world.x + this.trackOffset.x;
this.fireFrom.y = this.trackedSprite.world.y + this.trackOffset.y;
}
if (this.bulletInheritSpriteSpeed)
{
speed += this.trackedSprite.body.speed;
}
}
else if (this.trackedPointer)
{
if (this.fireFrom.width > 1)
{
this.fireFrom.centerOn(this.trackedPointer.world.x + this.trackOffset.x, this.trackedPointer.world.y + this.trackOffset.y);
}
else
{
this.fireFrom.x = this.trackedPointer.world.x + this.trackOffset.x;
this.fireFrom.y = this.trackedPointer.world.y + this.trackOffset.y;
}
}
var fromX = (this.fireFrom.width > 1) ? this.fireFrom.randomX : this.fireFrom.x;
var fromY = (this.fireFrom.height > 1) ? this.fireFrom.randomY : this.fireFrom.y;
var angle = (this.trackRotation) ? this.trackedSprite.angle : this.fireAngle;
// The position (in world space) to fire the bullet towards, if set
if (x !== undefined && y !== undefined)
{
angle = this.game.math.radToDeg(Math.atan2(y - fromY, x - fromX));
}
// Apply +- angle variance
if (this.bulletAngleVariance !== 0)
{
angle += this.between(-this.bulletAngleVariance, this.bulletAngleVariance);
}
var moveX = 0;
var moveY = 0;
// Avoid sin/cos for right-angled shots
if (angle === 0 || angle === 180)
{
moveX = Math.cos(this.game.math.degToRad(angle)) * speed;
}
else if (angle === 90 || angle === 270)
{
moveY = Math.sin(this.game.math.degToRad(angle)) * speed;
}
else
{
moveX = Math.cos(this.game.math.degToRad(angle)) * speed;
moveY = Math.sin(this.game.math.degToRad(angle)) * speed;
}
var bullet = null;
if (this.autoExpandBulletsGroup)
{
bullet = this.bullets.getFirstExists(false, true, fromX, fromY, this.bulletKey, this.bulletFrame);
bullet.data.bulletManager = this;
}
else
{
bullet = this.bullets.getFirstExists(false);
}
if (bullet)
{
bullet.reset(fromX, fromY);
bullet.data.fromX = fromX;
bullet.data.fromY = fromY;
bullet.data.killType = this.bulletKillType;
bullet.data.killDistance = this.bulletKillDistance;
bullet.data.rotateToVelocity = this.bulletRotateToVelocity;
if (this.bulletKillType === Phaser.Weapon.KILL_LIFESPAN)
{
bullet.lifespan = this.bulletLifespan;
}
bullet.angle = angle + this.bulletAngleOffset;
// Frames and Animations
if (this.bulletAnimation !== '')
{
if (bullet.animations.getAnimation(this.bulletAnimation) === null)
{
var anim = this.anims[this.bulletAnimation];
bullet.animations.add(anim.name, anim.frames, anim.frameRate, anim.loop, anim.useNumericIndex);
}
bullet.animations.play(this.bulletAnimation);
}
else
{
if (this.bulletFrameCycle)
{
bullet.frame = this.bulletFrames[this.bulletFrameIndex];
this.bulletFrameIndex++;
if (this.bulletFrameIndex >= this.bulletFrames.length)
{
this.bulletFrameIndex = 0;
}
}
else if (this.bulletFrameRandom)
{
bullet.frame = this.bulletFrames[Math.floor(Math.random() * this.bulletFrames.length)];
}
}
if (bullet.data.bodyDirty)
{
if (this._data.customBody)
{
bullet.body.setSize(this._data.width, this._data.height, this._data.offsetX, this._data.offsetY);
}
bullet.body.collideWorldBounds = this.bulletCollideWorldBounds;
bullet.data.bodyDirty = false;
}
bullet.body.velocity.set(moveX, moveY);
bullet.body.gravity.set(this.bulletGravity.x, this.bulletGravity.y);
this._nextFire = this.game.time.now + this.fireRate;
this.shots++;
this.onFire.dispatch(bullet, this, speed);
if (this.fireLimit > 0 && this.shots === this.fireLimit)
{
this.onFireLimit.dispatch(this, this.fireLimit);
}
}
};
Phaser.Weapon.prototype.fireAtPointer = function (pointer) {
if (pointer === undefined) { pointer = this.game.input.activePointer; }
return this.fire(null, pointer.worldX, pointer.worldY);
};
Phaser.Weapon.prototype.fireAtSprite = function (sprite) {
return this.fire(null, sprite.world.x, sprite.world.y);
};
Phaser.Weapon.prototype.fireAtXY = function (x, y) {
return this.fire(null, x, y);
};
/**
* You can modify the size of the physics Body the Bullets use to be any dimension you need.
* This allows you to make it smaller, or larger, than the parent Sprite.
* You can also control the x and y offset of the Body. This is the position of the
* Body relative to the top-left of the Sprite _texture_.
*
* For example: If you have a Sprite with a texture that is 80x100 in size,
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
*
* `setSize(32, 32, 24, 34)`
*
* Where the first two parameters is the new Body size (32x32 pixels).
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
* is the vertical offset.
*
* @method Phaser.Weapon#setBulletBodyOffset
* @param {number} width - The width of the Body.
* @param {number} height - The height of the Body.
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
* @return {Phaser.Weapon} The Weapon Plugin.
*/
Phaser.Weapon.prototype.setBulletBodyOffset = function (width, height, offsetX, offsetY) {
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
this._data.customBody = true;
this._data.width = width;
this._data.height = height;
this._data.offsetX = offsetX;
this._data.offsetY = offsetY;
// Update all bullets in the pool
this.bullets.callAll('body.setSize', 'body', width, height, offsetX, offsetY);
this.bullets.setAll('data.bodyDirty', false);
return this;
};
Phaser.Weapon.prototype.between = function (min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
};
Phaser.Weapon.prototype.setBulletFrames = function (min, max, cycle, random) {
if (cycle === undefined) { cycle = true; }
if (random === undefined) { random = false; }
this.bulletFrames = Phaser.ArrayUtils.numberArray(min, max);
this.bulletFrameIndex = 0;
this.bulletFrameCycle = cycle;
this.bulletFrameRandom = random;
};
Phaser.Weapon.prototype.debug = function (x, y, debugBodies) {
if (x === undefined) { x = 16; }
if (y === undefined) { y = 32; }
if (debugBodies === undefined) { debugBodies = false; }
this.game.debug.text("Weapon Plugin", x, y);
this.game.debug.text("Bullets Alive: " + this.bullets.total + " - Total: " + this.bullets.length, x, y + 24);
if (debugBodies)
{
this.bullets.forEachExists(this.game.debug.body, this.game.debug, 'rgba(255, 0, 255, 0.8)');
}
};
Object.defineProperty(Phaser.Weapon.prototype, "bulletClass", {
get: function () {
return this._bulletClass;
},
set: function (classType) {
this._bulletClass = classType;
this.bullets.classType = this._bulletClass;
}
});
Object.defineProperty(Phaser.Weapon.prototype, "bulletKillType", {
get: function () {
return this._bulletKillType;
},
set: function (type) {
switch (type)
{
case Phaser.Weapon.KILL_STATIC_BOUNDS:
case Phaser.Weapon.KILL_WEAPON_BOUNDS:
this.bulletBounds = this.bounds;
break;
case Phaser.Weapon.KILL_CAMERA_BOUNDS:
this.bulletBounds = this.game.camera.view;
break;
case Phaser.Weapon.KILL_WORLD_BOUNDS:
this.bulletBounds = this.game.world.bounds;
break;
}
this._bulletKillType = type;
}
});
Object.defineProperty(Phaser.Weapon.prototype, "bulletCollideWorldBounds", {
get: function () {
return this._data.collideWorldBounds;
},
set: function (value) {
this._data.collideWorldBounds = value;
this.bullets.setAll('body.collideWorldBounds', value);
this.bullets.setAll('data.bodyDirty', false);
}
});