mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 14:40:38 +00:00
Fixed the way the arc overshoot works.
This commit is contained in:
parent
57758942d1
commit
5443f9cf5a
4 changed files with 39 additions and 67 deletions
|
@ -230,12 +230,13 @@ Setting the `resolution` property in the Game Config to a value other than 1 wou
|
|||
* The `getPixelAlpha` method in the Texture Manager wasn't using the correct frame name. This is now passed in correctly. Fix #3937 (thanks @goldfire)
|
||||
* The `getPixelAlpha` and `getPixel` methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 (thanks @goldfire)
|
||||
* A Game Object couldn't have a blend mode of `SKIP_TEST` set by using the getter or the `setBlendMode` method.
|
||||
* In Arcade Physics the `World.disable` call was passing the wrong argument, so never disabling the actual body (thanks @samme)
|
||||
|
||||
### Examples, Documentation and TypeScript
|
||||
|
||||
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
|
||||
|
||||
@SBCGames @rgk @rook2pawn @robbintt @bguyl @halilcakarr @PhaserEditor2D @Edwin222 @tfelix @Yudikubota @hexus @guzmonne @ampled @thanh-taro @dcbriccetti @Dreaded-Gnu @padme-amidala @rootasjey @ampled @thejonanshow @polarstoat @jdjoshuadavison @alexeymolchan
|
||||
@SBCGames @rgk @rook2pawn @robbintt @bguyl @halilcakarr @PhaserEditor2D @Edwin222 @tfelix @Yudikubota @hexus @guzmonne @ampled @thanh-taro @dcbriccetti @Dreaded-Gnu @padme-amidala @rootasjey @ampled @thejonanshow @polarstoat @jdjoshuadavison @alexeymolchan @samme
|
||||
|
||||
Thanks to @khaleb85 for fixing the super-annoying lag on the API Docs pages when it hung the browser while indexing the search field.
|
||||
|
||||
|
|
|
@ -1213,8 +1213,12 @@ var Graphics = new Class({
|
|||
*
|
||||
* This method can be used to create circles, or parts of circles.
|
||||
*
|
||||
* Use the optional `overshoot` argument to allow the arc to extend beyond 360 degrees. This is useful if you're drawing
|
||||
* an arc with an especially thick line, as it will allow the arc to fully join-up. Try small values at first, i.e. 0.01.
|
||||
* Make sure you call `beginPath` before starting the arc unless you wish for the arc to automatically
|
||||
* close when filled or stroked.
|
||||
*
|
||||
* Use the optional `overshoot` argument increase the number of iterations that take place when
|
||||
* the arc is rendered in WebGL. This is useful if you're drawing an arc with an especially thick line,
|
||||
* as it will allow the arc to fully join-up. Try small values at first, i.e. 0.01.
|
||||
*
|
||||
* Call {@link Phaser.GameObjects.Graphics#fillPath} or {@link Phaser.GameObjects.Graphics#strokePath} after calling
|
||||
* this method to draw the arc.
|
||||
|
@ -1228,7 +1232,7 @@ var Graphics = new Class({
|
|||
* @param {number} startAngle - The starting angle, in radians.
|
||||
* @param {number} endAngle - The ending angle, in radians.
|
||||
* @param {boolean} [anticlockwise=false] - Whether the drawing should be anticlockwise or clockwise.
|
||||
* @param {number} [overshoot=0] - This value allows you to overshoot the endAngle by this amount. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly.
|
||||
* @param {number} [overshoot=0] - This value allows you to increase the segment iterations in WebGL rendering. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. Use small numbers such as 0.01 to start with and increase as needed.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
*/
|
||||
|
@ -1237,38 +1241,9 @@ var Graphics = new Class({
|
|||
if (anticlockwise === undefined) { anticlockwise = false; }
|
||||
if (overshoot === undefined) { overshoot = 0; }
|
||||
|
||||
var PI2 = Math.PI * 2;
|
||||
|
||||
if (anticlockwise)
|
||||
{
|
||||
if (endAngle < -PI2)
|
||||
{
|
||||
endAngle = -PI2 - overshoot;
|
||||
}
|
||||
else if (endAngle >= 0)
|
||||
{
|
||||
endAngle = -PI2 + endAngle % PI2 - overshoot;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
endAngle -= startAngle;
|
||||
endAngle += overshoot;
|
||||
|
||||
if (endAngle > PI2 + overshoot)
|
||||
{
|
||||
endAngle = PI2 + overshoot;
|
||||
|
||||
}
|
||||
else if (endAngle < -overshoot)
|
||||
{
|
||||
endAngle = PI2 + endAngle % PI2 - overshoot;
|
||||
}
|
||||
}
|
||||
|
||||
this.commandBuffer.push(
|
||||
Commands.ARC,
|
||||
x, y, radius, startAngle, endAngle, anticlockwise
|
||||
x, y, radius, startAngle, endAngle, anticlockwise, overshoot
|
||||
);
|
||||
|
||||
return this;
|
||||
|
@ -1302,40 +1277,11 @@ var Graphics = new Class({
|
|||
if (anticlockwise === undefined) { anticlockwise = false; }
|
||||
if (overshoot === undefined) { overshoot = 0; }
|
||||
|
||||
var PI2 = Math.PI * 2;
|
||||
|
||||
if (anticlockwise)
|
||||
{
|
||||
if (endAngle < -PI2)
|
||||
{
|
||||
endAngle = -PI2 - overshoot;
|
||||
}
|
||||
else if (endAngle >= 0)
|
||||
{
|
||||
endAngle = -PI2 + endAngle % PI2 - overshoot;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
endAngle -= startAngle;
|
||||
endAngle += overshoot;
|
||||
|
||||
if (endAngle > PI2 + overshoot)
|
||||
{
|
||||
endAngle = PI2 + overshoot;
|
||||
|
||||
}
|
||||
else if (endAngle <= -overshoot)
|
||||
{
|
||||
endAngle = PI2 + endAngle % PI2 - overshoot;
|
||||
}
|
||||
}
|
||||
|
||||
this.commandBuffer.push(Commands.BEGIN_PATH);
|
||||
|
||||
this.commandBuffer.push(Commands.MOVE_TO, x, y);
|
||||
|
||||
this.commandBuffer.push(Commands.ARC, x, y, radius, startAngle, endAngle, anticlockwise);
|
||||
this.commandBuffer.push(Commands.ARC, x, y, radius, startAngle, endAngle, anticlockwise, overshoot);
|
||||
|
||||
this.commandBuffer.push(Commands.CLOSE_PATH);
|
||||
|
||||
|
|
|
@ -62,7 +62,9 @@ var GraphicsCanvasRenderer = function (renderer, src, interpolationPercentage, c
|
|||
commandBuffer[index + 5],
|
||||
commandBuffer[index + 6]
|
||||
);
|
||||
index += 6;
|
||||
|
||||
// +7 because overshoot is the 7th value, not used in Canvas
|
||||
index += 7;
|
||||
break;
|
||||
|
||||
case Commands.LINE_STYLE:
|
||||
|
|
|
@ -93,6 +93,7 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
|
|||
var ty = 0;
|
||||
var ta = 0;
|
||||
var iterStep = 0.01;
|
||||
var PI2 = Math.PI * 2;
|
||||
|
||||
var cmd;
|
||||
|
||||
|
@ -195,8 +196,30 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
|
|||
var radius = commands[++cmdIndex];
|
||||
var startAngle = commands[++cmdIndex];
|
||||
var endAngle = commands[++cmdIndex];
|
||||
var anticlockwise = commands[++cmdIndex];
|
||||
var overshoot = commands[++cmdIndex];
|
||||
|
||||
cmdIndex++; // anticlockwise (canvas only)
|
||||
endAngle -= startAngle;
|
||||
|
||||
if (anticlockwise)
|
||||
{
|
||||
if (endAngle < -PI2)
|
||||
{
|
||||
endAngle = -PI2;
|
||||
}
|
||||
else if (endAngle > 0)
|
||||
{
|
||||
endAngle = -PI2 + endAngle % PI2;
|
||||
}
|
||||
}
|
||||
else if (endAngle > PI2)
|
||||
{
|
||||
endAngle = PI2;
|
||||
}
|
||||
else if (endAngle < 0)
|
||||
{
|
||||
endAngle = PI2 + endAngle % PI2;
|
||||
}
|
||||
|
||||
if (lastPath === null)
|
||||
{
|
||||
|
@ -205,7 +228,7 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
|
|||
iteration += iterStep;
|
||||
}
|
||||
|
||||
while (iteration < 1)
|
||||
while (iteration < 1 + overshoot)
|
||||
{
|
||||
ta = endAngle * iteration + startAngle;
|
||||
tx = x + Math.cos(ta) * radius;
|
||||
|
|
Loading…
Reference in a new issue