mirror of
https://github.com/photonstorm/phaser
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GameObjects.Components.PathFollower
is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.
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3 changed files with 401 additions and 348 deletions
392
src/gameobjects/components/PathFollower.js
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392
src/gameobjects/components/PathFollower.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var DegToRad = require('../../math/DegToRad');
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var GetBoolean = require('../../tweens/builders/GetBoolean');
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var GetValue = require('../../utils/object/GetValue');
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var TWEEN_CONST = require('../../tweens/tween/const');
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var Vector2 = require('../../math/Vector2');
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/**
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* Provides methods used for managing a Game Object following a Path.
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* Should be applied as a mixin and not used directly.
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*
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* @namespace Phaser.GameObjects.Components.PathFollower
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* @since 3.17.0
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*/
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var PathFollower = {
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/**
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* The Path this PathFollower is following. It can only follow one Path at a time.
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*
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* @name Phaser.GameObjects.Components.PathFollower#path
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* @type {Phaser.Curves.Path}
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* @since 3.0.0
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*/
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path: null,
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/**
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* Should the PathFollower automatically rotate to point in the direction of the Path?
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*
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* @name Phaser.GameObjects.Components.PathFollower#rotateToPath
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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rotateToPath: false,
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/**
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* If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath)
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* this value is added to the rotation value. This allows you to rotate objects to a path but control
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* the angle of the rotation as well.
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*
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* @name Phaser.GameObjects.PathFollower#pathRotationOffset
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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pathRotationOffset: 0,
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/**
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* An additional vector to add to the PathFollowers position, allowing you to offset it from the
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* Path coordinates.
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*
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* @name Phaser.GameObjects.PathFollower#pathOffset
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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pathOffset: null,
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/**
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* A Vector2 that stores the current point of the path the follower is on.
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*
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* @name Phaser.GameObjects.PathFollower#pathVector
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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pathVector: null,
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/**
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* The Tween used for following the Path.
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*
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* @name Phaser.GameObjects.PathFollower#pathTween
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* @type {Phaser.Tweens.Tween}
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* @since 3.0.0
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*/
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pathTween: null,
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/**
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* Settings for the PathFollower.
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*
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* @name Phaser.GameObjects.PathFollower#pathConfig
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* @type {?Phaser.GameObjects.PathFollower.Types.PathConfig}
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* @default null
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* @since 3.0.0
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*/
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pathConfig: null,
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/**
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* Records the direction of the follower so it can change direction.
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*
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* @name Phaser.GameObjects.PathFollower#_prevDirection
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* @type {integer}
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* @private
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* @since 3.0.0
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*/
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_prevDirection: TWEEN_CONST.PLAYING_FORWARD,
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/**
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* Set the Path that this PathFollower should follow.
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*
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* Optionally accepts {@link Phaser.GameObjects.PathFollower.Types.PathConfig} settings.
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*
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* @method Phaser.GameObjects.Components.PathFollower#setPath
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* @since 3.0.0
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*
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* @param {Phaser.Curves.Path} path - The Path this PathFollower is following. It can only follow one Path at a time.
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* @param {Phaser.GameObjects.PathFollower.Types.PathConfig} [config] - Settings for the PathFollower.
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*
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* @return {Phaser.GameObjects.PathFollower} This Game Object.
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*/
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setPath: function (path, config)
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{
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if (config === undefined) { config = this.pathConfig; }
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var tween = this.pathTween;
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if (tween && tween.isPlaying())
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{
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tween.stop();
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}
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this.path = path;
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if (config)
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{
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this.startFollow(config);
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}
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return this;
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},
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/**
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* Set whether the PathFollower should automatically rotate to point in the direction of the Path.
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*
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* @method Phaser.GameObjects.Components.PathFollower#setRotateToPath
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* @since 3.0.0
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*
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* @param {boolean} value - Whether the PathFollower should automatically rotate to point in the direction of the Path.
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* @param {number} [offset=0] - Rotation offset in degrees.
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*
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* @return {Phaser.GameObjects.PathFollower} This Game Object.
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*/
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setRotateToPath: function (value, offset)
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{
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if (offset === undefined) { offset = 0; }
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this.rotateToPath = value;
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this.pathRotationOffset = offset;
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return this;
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},
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/**
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* Is this PathFollower actively following a Path or not?
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*
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* To be considered as `isFollowing` it must be currently moving on a Path, and not paused.
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*
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* @method Phaser.GameObjects.Components.PathFollower#isFollowing
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* @since 3.0.0
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*
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* @return {boolean} `true` is this PathFollower is actively following a Path, otherwise `false`.
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*/
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isFollowing: function ()
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{
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var tween = this.pathTween;
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return (tween && tween.isPlaying());
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},
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/**
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* Starts this PathFollower following its given Path.
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*
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* @method Phaser.GameObjects.Components.PathFollower#startFollow
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* @since 3.3.0
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*
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* @param {(number|Phaser.GameObjects.PathFollower.Types.PathConfig)} [config={}] - The duration of the follow, or a PathFollower config object.
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* @param {number} [startAt=0] - Optional start position of the follow, between 0 and 1.
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*
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* @return {Phaser.GameObjects.PathFollower} This Game Object.
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*/
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startFollow: function (config, startAt)
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{
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if (config === undefined) { config = {}; }
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if (startAt === undefined) { startAt = 0; }
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var tween = this.pathTween;
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if (tween && tween.isPlaying())
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{
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tween.stop();
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}
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if (typeof config === 'number')
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{
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config = { duration: config };
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}
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// Override in case they've been specified in the config
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config.from = GetValue(config, 'from', 0);
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config.to = GetValue(config, 'to', 1);
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var positionOnPath = GetBoolean(config, 'positionOnPath', false);
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this.rotateToPath = GetBoolean(config, 'rotateToPath', false);
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this.pathRotationOffset = GetValue(config, 'rotationOffset', 0);
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// This works, but it's not an ideal way of doing it as the follower jumps position
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var seek = GetValue(config, 'startAt', startAt);
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if (seek)
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{
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config.onStart = function (tween)
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{
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var tweenData = tween.data[0];
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tweenData.progress = seek;
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tweenData.elapsed = tweenData.duration * seek;
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var v = tweenData.ease(tweenData.progress);
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tweenData.current = tweenData.start + ((tweenData.end - tweenData.start) * v);
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tweenData.target[tweenData.key] = tweenData.current;
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};
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}
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if (!this.pathOffset)
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{
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this.pathOffset = new Vector2(this.x, this.y);
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}
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if (!this.pathVector)
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{
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this.pathVector = new Vector2();
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}
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this.pathTween = this.scene.sys.tweens.addCounter(config);
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// The starting point of the path, relative to this follower
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this.path.getStartPoint(this.pathOffset);
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if (positionOnPath)
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{
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this.x = this.pathOffset.x;
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this.y = this.pathOffset.y;
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}
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this.pathOffset.x = this.x - this.pathOffset.x;
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this.pathOffset.y = this.y - this.pathOffset.y;
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this._prevDirection = TWEEN_CONST.PLAYING_FORWARD;
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if (this.rotateToPath)
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{
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// Set the rotation now (in case the tween has a delay on it, etc)
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var nextPoint = this.path.getPoint(0.1);
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this.rotation = Math.atan2(nextPoint.y - this.y, nextPoint.x - this.x) + DegToRad(this.pathRotationOffset);
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}
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this.pathConfig = config;
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return this;
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},
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/**
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* Pauses this PathFollower. It will still continue to render, but it will remain motionless at the
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* point on the Path at which you paused it.
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*
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* @method Phaser.GameObjects.Components.PathFollower#pauseFollow
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* @since 3.3.0
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*
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* @return {Phaser.GameObjects.PathFollower} This Game Object.
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*/
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pauseFollow: function ()
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{
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var tween = this.pathTween;
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if (tween && tween.isPlaying())
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{
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tween.pause();
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}
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return this;
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},
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/**
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* Resumes a previously paused PathFollower.
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*
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* If the PathFollower was not paused this has no effect.
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*
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* @method Phaser.GameObjects.Components.PathFollower#resumeFollow
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* @since 3.3.0
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*
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* @return {Phaser.GameObjects.PathFollower} This Game Object.
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*/
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resumeFollow: function ()
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{
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var tween = this.pathTween;
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if (tween && tween.isPaused())
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{
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tween.resume();
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}
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return this;
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},
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/**
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* Stops this PathFollower from following the path any longer.
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*
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* This will invoke any 'stop' conditions that may exist on the Path, or for the follower.
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*
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* @method Phaser.GameObjects.Components.PathFollower#stopFollow
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* @since 3.3.0
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*
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* @return {Phaser.GameObjects.PathFollower} This Game Object.
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*/
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stopFollow: function ()
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{
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var tween = this.pathTween;
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if (tween && tween.isPlaying())
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{
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tween.stop();
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}
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return this;
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},
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/**
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* Internal update handler that advances this PathFollower along the path.
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*
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* Called automatically by the Scene step, should not typically be called directly.
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*
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* @method Phaser.GameObjects.Components.PathFollower#pathUpdate
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* @protected
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* @since 3.17.0
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*/
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pathUpdate: function ()
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{
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var tween = this.pathTween;
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if (tween)
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{
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var tweenData = tween.data[0];
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if (tweenData.state !== TWEEN_CONST.PLAYING_FORWARD && tweenData.state !== TWEEN_CONST.PLAYING_BACKWARD)
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{
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// If delayed, etc then bail out
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return;
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}
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var pathVector = this.pathVector;
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this.path.getPoint(tween.getValue(), pathVector);
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pathVector.add(this.pathOffset);
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var oldX = this.x;
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var oldY = this.y;
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this.setPosition(pathVector.x, pathVector.y);
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var speedX = this.x - oldX;
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var speedY = this.y - oldY;
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if (speedX === 0 && speedY === 0)
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{
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// Bail out early
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return;
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}
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if (tweenData.state !== this._prevDirection)
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{
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// We've changed direction, so don't do a rotate this frame
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this._prevDirection = tweenData.state;
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return;
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}
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if (this.rotateToPath)
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{
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this.rotation = Math.atan2(speedY, speedX) + DegToRad(this.pathRotationOffset);
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}
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}
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}
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};
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module.exports = PathFollower;
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GetBounds: require('./GetBounds'),
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Mask: require('./Mask'),
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Origin: require('./Origin'),
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PathFollower: require('./PathFollower'),
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Pipeline: require('./Pipeline'),
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ScrollFactor: require('./ScrollFactor'),
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Size: require('./Size'),
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*/
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var GetBoolean = require('../../tweens/builders/GetBoolean');
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var GetValue = require('../../utils/object/GetValue');
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var Components = require('../components');
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var Sprite = require('../sprite/Sprite');
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var TWEEN_CONST = require('../../tweens/tween/const');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.GameObjects.Components.PathFollower
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*
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* @param {Phaser.Scene} scene - The Scene to which this PathFollower belongs.
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* @param {Phaser.Curves.Path} path - The Path this PathFollower is following. It can only follow one Path at a time.
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Extends: Sprite,
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Mixins: [
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Components.PathFollower
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],
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initialize:
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function PathFollower (scene, path, x, y, texture, frame)
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{
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Sprite.call(this, scene, x, y, texture, frame);
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/**
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* The Path this PathFollower is following. It can only follow one Path at a time.
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*
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* @name Phaser.GameObjects.PathFollower#path
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* @type {Phaser.Curves.Path}
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* @since 3.0.0
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*/
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this.path = path;
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/**
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* Should the PathFollower automatically rotate to point in the direction of the Path?
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*
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* @name Phaser.GameObjects.PathFollower#rotateToPath
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.rotateToPath = false;
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/**
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* If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath)
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* this value is added to the rotation value. This allows you to rotate objects to a path but control
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* the angle of the rotation as well.
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*
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* @name Phaser.GameObjects.PathFollower#pathRotationOffset
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.pathRotationOffset = 0;
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/**
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* An additional vector to add to the PathFollowers position, allowing you to offset it from the
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* Path coordinates.
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*
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* @name Phaser.GameObjects.PathFollower#pathOffset
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.pathOffset = new Vector2(x, y);
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/**
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* A Vector2 that stores the current point of the path the follower is on.
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*
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* @name Phaser.GameObjects.PathFollower#pathVector
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.pathVector = new Vector2();
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/**
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* The Tween used for following the Path.
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*
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* @name Phaser.GameObjects.PathFollower#pathTween
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* @type {Phaser.Tweens.Tween}
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* @since 3.0.0
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*/
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this.pathTween;
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/**
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* Settings for the PathFollower.
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*
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* @name Phaser.GameObjects.PathFollower#pathConfig
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* @type {?Phaser.GameObjects.PathFollower.Types.PathConfig}
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* @default null
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* @since 3.0.0
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*/
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this.pathConfig = null;
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/**
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* Records the direction of the follower so it can change direction.
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*
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* @name Phaser.GameObjects.PathFollower#_prevDirection
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* @type {integer}
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* @private
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this._prevDirection = TWEEN_CONST.PLAYING_FORWARD;
|
||||
},
|
||||
|
||||
/**
|
||||
* Set the Path that this PathFollower should follow.
|
||||
*
|
||||
* Optionally accepts {@link Phaser.GameObjects.PathFollower.Types.PathConfig} settings.
|
||||
*
|
||||
* @method Phaser.GameObjects.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 {Phaser.GameObjects.PathFollower.Types.PathConfig} [config] - Settings for the PathFollower.
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} 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.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 {Phaser.GameObjects.PathFollower} 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.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.PathFollower#startFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @param {(number|Phaser.GameObjects.PathFollower.Types.PathConfig)} [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 {Phaser.GameObjects.PathFollower} 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;
|
||||
};
|
||||
}
|
||||
|
||||
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.PathFollower#pauseFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} 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.PathFollower#resumeFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} 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.PathFollower#stopFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
*/
|
||||
stopFollow: function ()
|
||||
{
|
||||
var tween = this.pathTween;
|
||||
|
||||
if (tween && tween.isPlaying())
|
||||
{
|
||||
tween.stop();
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -363,52 +68,7 @@ var PathFollower = new Class({
|
|||
preUpdate: function (time, delta)
|
||||
{
|
||||
this.anims.update(time, delta);
|
||||
|
||||
var tween = this.pathTween;
|
||||
|
||||
if (tween)
|
||||
{
|
||||
var tweenData = tween.data[0];
|
||||
|
||||
if (tweenData.state !== TWEEN_CONST.PLAYING_FORWARD && tweenData.state !== TWEEN_CONST.PLAYING_BACKWARD)
|
||||
{
|
||||
// If delayed, etc then bail out
|
||||
return;
|
||||
}
|
||||
|
||||
var pathVector = this.pathVector;
|
||||
|
||||
this.path.getPoint(tween.getValue(), 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);
|
||||
}
|
||||
}
|
||||
this.pathUpdate(time);
|
||||
}
|
||||
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue