phaser/src/gameobjects/components/PathFollower.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var DegToRad = require('../../math/DegToRad');
var GetBoolean = require('../../tweens/builders/GetBoolean');
var GetValue = require('../../utils/object/GetValue');
var TWEEN_CONST = require('../../tweens/tween/const');
var Vector2 = require('../../math/Vector2');
/**
* Provides methods used for managing a Game Object following a Path.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.PathFollower
* @since 3.17.0
*/
var PathFollower = {
/**
* The Path this PathFollower is following. It can only follow one Path at a time.
*
* @name Phaser.GameObjects.Components.PathFollower#path
* @type {Phaser.Curves.Path}
* @since 3.0.0
*/
path: null,
/**
* Should the PathFollower automatically rotate to point in the direction of the Path?
*
* @name Phaser.GameObjects.Components.PathFollower#rotateToPath
* @type {boolean}
* @default false
* @since 3.0.0
*/
rotateToPath: false,
/**
* If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath)
* this value is added to the rotation value. This allows you to rotate objects to a path but control
* the angle of the rotation as well.
*
* @name Phaser.GameObjects.PathFollower#pathRotationOffset
* @type {number}
* @default 0
* @since 3.0.0
*/
pathRotationOffset: 0,
/**
* An additional vector to add to the PathFollowers position, allowing you to offset it from the
* Path coordinates.
*
* @name Phaser.GameObjects.PathFollower#pathOffset
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
pathOffset: null,
/**
* A Vector2 that stores the current point of the path the follower is on.
*
* @name Phaser.GameObjects.PathFollower#pathVector
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
pathVector: null,
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/**
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* The distance the follower has traveled from the previous point to the current one, at the last update.
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*
* @name Phaser.GameObjects.PathFollower#pathDelta
* @type {Phaser.Math.Vector2}
* @since 3.23.0
*/
pathDelta: null,
/**
* The Tween used for following the Path.
*
* @name Phaser.GameObjects.PathFollower#pathTween
* @type {Phaser.Tweens.Tween}
* @since 3.0.0
*/
pathTween: null,
/**
* Settings for the PathFollower.
*
* @name Phaser.GameObjects.PathFollower#pathConfig
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* @type {?Phaser.Types.GameObjects.PathFollower.PathConfig}
* @default null
* @since 3.0.0
*/
pathConfig: null,
/**
* Records the direction of the follower so it can change direction.
*
* @name Phaser.GameObjects.PathFollower#_prevDirection
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* @type {number}
* @private
* @since 3.0.0
*/
_prevDirection: TWEEN_CONST.PLAYING_FORWARD,
/**
* Set the Path that this PathFollower should follow.
*
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* Optionally accepts {@link Phaser.Types.GameObjects.PathFollower.PathConfig} settings.
*
* @method Phaser.GameObjects.Components.PathFollower#setPath
* @since 3.0.0
*
* @param {Phaser.Curves.Path} path - The Path this PathFollower is following. It can only follow one Path at a time.
* @param {(number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig)} [config] - Settings for the PathFollower.
*
* @return {this} This Game Object.
*/
setPath: function (path, config)
{
if (config === undefined) { config = this.pathConfig; }
var tween = this.pathTween;
if (tween && tween.isPlaying())
{
tween.stop();
}
this.path = path;
if (config)
{
this.startFollow(config);
}
return this;
},
/**
* Set whether the PathFollower should automatically rotate to point in the direction of the Path.
*
* @method Phaser.GameObjects.Components.PathFollower#setRotateToPath
* @since 3.0.0
*
* @param {boolean} value - Whether the PathFollower should automatically rotate to point in the direction of the Path.
* @param {number} [offset=0] - Rotation offset in degrees.
*
* @return {this} This Game Object.
*/
setRotateToPath: function (value, offset)
{
if (offset === undefined) { offset = 0; }
this.rotateToPath = value;
this.pathRotationOffset = offset;
return this;
},
/**
* Is this PathFollower actively following a Path or not?
*
* To be considered as `isFollowing` it must be currently moving on a Path, and not paused.
*
* @method Phaser.GameObjects.Components.PathFollower#isFollowing
* @since 3.0.0
*
* @return {boolean} `true` is this PathFollower is actively following a Path, otherwise `false`.
*/
isFollowing: function ()
{
var tween = this.pathTween;
return (tween && tween.isPlaying());
},
/**
* Starts this PathFollower following its given Path.
*
* @method Phaser.GameObjects.Components.PathFollower#startFollow
* @since 3.3.0
*
* @param {(number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig)} [config={}] - The duration of the follow, or a PathFollower config object.
* @param {number} [startAt=0] - Optional start position of the follow, between 0 and 1.
*
* @return {this} This Game Object.
*/
startFollow: function (config, startAt)
{
if (config === undefined) { config = {}; }
if (startAt === undefined) { startAt = 0; }
var tween = this.pathTween;
if (tween && tween.isPlaying())
{
tween.stop();
}
if (typeof config === 'number')
{
config = { duration: config };
}
// Override in case they've been specified in the config
config.from = GetValue(config, 'from', 0);
config.to = GetValue(config, 'to', 1);
var positionOnPath = GetBoolean(config, 'positionOnPath', false);
this.rotateToPath = GetBoolean(config, 'rotateToPath', false);
this.pathRotationOffset = GetValue(config, 'rotationOffset', 0);
// This works, but it's not an ideal way of doing it as the follower jumps position
var seek = GetValue(config, 'startAt', startAt);
if (seek)
{
config.onStart = function (tween)
{
var tweenData = tween.data[0];
tweenData.progress = seek;
tweenData.elapsed = tweenData.duration * seek;
var v = tweenData.ease(tweenData.progress);
tweenData.current = tweenData.start + ((tweenData.end - tweenData.start) * v);
tweenData.target[tweenData.key] = tweenData.current;
};
}
if (!this.pathOffset)
{
this.pathOffset = new Vector2(this.x, this.y);
}
if (!this.pathVector)
{
this.pathVector = new Vector2();
}
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if (!this.pathDelta)
{
this.pathDelta = new Vector2();
}
this.pathDelta.reset();
this.pathTween = this.scene.sys.tweens.addCounter(config);
// The starting point of the path, relative to this follower
this.path.getStartPoint(this.pathOffset);
if (positionOnPath)
{
this.x = this.pathOffset.x;
this.y = this.pathOffset.y;
}
this.pathOffset.x = this.x - this.pathOffset.x;
this.pathOffset.y = this.y - this.pathOffset.y;
this._prevDirection = TWEEN_CONST.PLAYING_FORWARD;
if (this.rotateToPath)
{
// Set the rotation now (in case the tween has a delay on it, etc)
var nextPoint = this.path.getPoint(0.1);
this.rotation = Math.atan2(nextPoint.y - this.y, nextPoint.x - this.x) + DegToRad(this.pathRotationOffset);
}
this.pathConfig = config;
return this;
},
/**
* Pauses this PathFollower. It will still continue to render, but it will remain motionless at the
* point on the Path at which you paused it.
*
* @method Phaser.GameObjects.Components.PathFollower#pauseFollow
* @since 3.3.0
*
* @return {this} This Game Object.
*/
pauseFollow: function ()
{
var tween = this.pathTween;
if (tween && tween.isPlaying())
{
tween.pause();
}
return this;
},
/**
* Resumes a previously paused PathFollower.
*
* If the PathFollower was not paused this has no effect.
*
* @method Phaser.GameObjects.Components.PathFollower#resumeFollow
* @since 3.3.0
*
* @return {this} This Game Object.
*/
resumeFollow: function ()
{
var tween = this.pathTween;
if (tween && tween.isPaused())
{
tween.resume();
}
return this;
},
/**
* Stops this PathFollower from following the path any longer.
*
* This will invoke any 'stop' conditions that may exist on the Path, or for the follower.
*
* @method Phaser.GameObjects.Components.PathFollower#stopFollow
* @since 3.3.0
*
* @return {this} This Game Object.
*/
stopFollow: function ()
{
var tween = this.pathTween;
if (tween && tween.isPlaying())
{
tween.stop();
}
return this;
},
/**
* Internal update handler that advances this PathFollower along the path.
*
* Called automatically by the Scene step, should not typically be called directly.
*
* @method Phaser.GameObjects.Components.PathFollower#pathUpdate
* @since 3.17.0
*/
pathUpdate: function ()
{
var tween = this.pathTween;
if (tween)
{
var tweenData = tween.data[0];
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var pathDelta = this.pathDelta;
var pathVector = this.pathVector;
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pathDelta.copy(pathVector).negate();
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if (tweenData.state === TWEEN_CONST.COMPLETE)
{
this.path.getPoint(tweenData.end, pathVector);
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pathDelta.add(pathVector);
pathVector.add(this.pathOffset);
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this.setPosition(pathVector.x, pathVector.y);
return;
}
else if (tweenData.state !== TWEEN_CONST.PLAYING_FORWARD && tweenData.state !== TWEEN_CONST.PLAYING_BACKWARD)
{
// If delayed, etc then bail out
return;
}
this.path.getPoint(tween.getValue(), pathVector);
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pathDelta.add(pathVector);
pathVector.add(this.pathOffset);
var oldX = this.x;
var oldY = this.y;
this.setPosition(pathVector.x, pathVector.y);
var speedX = this.x - oldX;
var speedY = this.y - oldY;
if (speedX === 0 && speedY === 0)
{
// Bail out early
return;
}
if (tweenData.state !== this._prevDirection)
{
// We've changed direction, so don't do a rotate this frame
this._prevDirection = tweenData.state;
return;
}
if (this.rotateToPath)
{
this.rotation = Math.atan2(speedY, speedX) + DegToRad(this.pathRotationOffset);
}
}
}
};
module.exports = PathFollower;