mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
Joystick updates.
This commit is contained in:
parent
281e84ee9b
commit
570e8acabb
4 changed files with 114 additions and 49 deletions
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@ -21,7 +21,13 @@ Phaser.Plugin.VirtualJoystick = function (game, parent) {
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this.nubCenter;
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this.isDragging = false;
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this.angle = 0;
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this.distance = 0;
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this.force = 0;
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this.deltaX = 0;
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this.deltaY = 0;
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this.speed = 0;
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};
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@ -29,25 +35,24 @@ Phaser.Plugin.VirtualJoystick = function (game, parent) {
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Phaser.Plugin.VirtualJoystick.prototype = Object.create(Phaser.Plugin.prototype);
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Phaser.Plugin.VirtualJoystick.prototype.constructor = Phaser.Plugin.VirtualJoystick;
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Phaser.Plugin.VirtualJoystick.prototype.init = function (x, y, diameter) {
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Phaser.Plugin.VirtualJoystick.prototype.init = function (x, y, diameter, limit) {
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if (typeof diameter === 'undefined') { diameter = 80; }
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if (typeof limit === 'undefined') { limit = Math.floor(diameter / 2); }
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this.x = x;
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this.y = y;
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var radius = Math.floor(diameter / 2);
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this.testCircle = new Phaser.Circle(200, 200, diameter);
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this.testPoint = new Phaser.Point();
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var nr = radius - 4;
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this.baseCircle = new Phaser.Circle(x, y, diameter);
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this.baseBMD = this.game.make.bitmapData(diameter, diameter);
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this.nubBMD = this.game.make.bitmapData(diameter - 4, diameter - 4);
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this.nubBMD = this.game.make.bitmapData(nr * 2, nr * 2);
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this.baseBMD.circle(radius, radius, radius, 'rgb(255, 0, 0)');
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this.nubBMD.circle(radius, radius, (radius) - 4, 'rgb(0, 255, 0)');
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this.nubBMD.circle(nr, nr, nr, 'rgb(0, 255, 0)');
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// Base
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this.base = this.game.add.sprite(x, y, this.baseBMD);
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@ -62,36 +67,44 @@ Phaser.Plugin.VirtualJoystick.prototype.init = function (x, y, diameter) {
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this.nub.events.onInputDown.add(this.startDrag, this);
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this.nub.events.onInputUp.add(this.stopDrag, this);
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// Need to find a way to not hog this callback
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this.game.input.setMoveCallback(this.move, this);
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this.isDragging = false;
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this.distance = 0;
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this.limit = radius;
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this.speed = 0;
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this.force = 0;
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this.limit = limit;
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this.limitPoint = new Phaser.Point();
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this.m = new Phaser.Point();
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this.prev = new Phaser.Point(x, y);
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this.location = new Phaser.Point();
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}
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Phaser.Plugin.VirtualJoystick.prototype.startDrag = function () {
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Phaser.Plugin.VirtualJoystick.prototype.startDrag = function (nub, pointer) {
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this.isDragging = true;
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this.distance = 0;
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this.angle = 0;
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this.location.set(pointer.x, pointer.y);
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this.distance = Phaser.Point.distance(this.base, this.location, true);
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this.angle = this.game.math.wrapAngle(this.location.angle(this.base, true) + 180);
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this.force = this.game.math.percent(this.distance, this.limit);
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};
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Phaser.Plugin.VirtualJoystick.prototype.stopDrag = function () {
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Phaser.Plugin.VirtualJoystick.prototype.stopDrag = function (nub, pointer) {
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this.isDragging = false;
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this.distance = 0;
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this.angle = 0;
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this.force = 0;
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this.nub.x = this.base.x;
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this.nub.y = this.base.y;
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this.prev.set(this.base.x, this.base.y);
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this.limitPoint.set(this.base.x, this.base.y);
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};
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@ -102,38 +115,54 @@ Phaser.Plugin.VirtualJoystick.prototype.move = function (pointer, x, y) {
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return;
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}
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this.m.set(x, y);
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this.location.set(x, y);
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this.distance = Phaser.Point.distance(this.base, this.m, true);
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this.distance = Phaser.Point.distance(this.base, this.location, true);
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this.angle = Phaser.Point.angle(this.base, this.m) * 180 / Math.PI;
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this.angle = this.game.math.wrapAngle(this.angle + 180, false);
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this.angle = this.game.math.wrapAngle(this.location.angle(this.base, true) + 180);
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Phaser.Circle.circumferencePoint(this.testCircle, this.angle, true, this.testPoint);
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Phaser.Circle.circumferencePoint(this.baseCircle, this.angle, true, this.limitPoint);
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this.force = this.game.math.percent(this.distance, this.limit);
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// If the pointer is outside the baseCircle then we don't need to set the sprite like this
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if (this.baseCircle.contains(x, y))
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if (this.distance < this.limit)
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{
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this.nub.x = x;
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this.nub.y = y;
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this.limitPoint.copyFrom(this.location);
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}
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else
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{
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// this.nub.position.set(this.limitPoint.x, this.limitPoint.y);
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this.nub.x = this.limitPoint.x;
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this.nub.y = this.limitPoint.y;
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this.baseCircle.circumferencePoint(this.angle, true, this.limitPoint);
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}
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// if (this.distance < this.limit)
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// {
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// }
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// else
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// {
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// this.nub.x = this.limitPoint.x;
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// this.nub.y = this.limitPoint.y;
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// }
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this.nub.position.set(this.limitPoint.x, this.limitPoint.y);
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};
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/**
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* Given the speed calculate the velocity and return it as a Point object, or set it to the given point object.
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* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
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*
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* @method Phaser.Plugin.VirtualJoystick#setVelocity
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* @param {Phaser.Sprite} sprite - The Sprite to set the velocity on. The Sprite must have a physics body already set. The value will be set into Sprite.body.velocity.
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* @param {number} [minSpeed=0] - The minimum speed the Sprite will move if the joystick is at its default (non-moved) position.
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* @param {number} [maxSpeed=100] - The maximum speed the Sprite will move if the joystick is at its full extent.
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* @return {Phaser.Sprite} The Sprite object.
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*/
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Phaser.Plugin.VirtualJoystick.prototype.setVelocity = function (sprite, minSpeed, maxSpeed) {
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if (typeof minSpeed === 'undefined') { minSpeed = 0; }
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if (typeof maxSpeed === 'undefined') { maxSpeed = 200; }
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if (this.force === 0 && minSpeed === 0)
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{
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sprite.body.velocity.set(0, 0);
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}
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else
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{
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var speed = (maxSpeed - minSpeed) * this.force;
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sprite.body.velocity.set((Math.cos(this.game.math.degToRad(this.angle)) * speed), (Math.sin(this.game.math.degToRad(this.angle)) * speed));
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}
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return sprite;
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};
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@ -143,15 +172,15 @@ Phaser.Plugin.VirtualJoystick.prototype.update = function () {
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Phaser.Plugin.VirtualJoystick.prototype.render = function () {
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this.game.debug.text(this.distance, 32, 32);
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this.game.debug.text(this.angle, 132, 32);
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this.game.debug.text('force: ' + this.force, 32, 32);
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// this.game.debug.text(this.distance, 32, 32);
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// this.game.debug.text(this.angle, 132, 32);
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this.game.debug.text('x: ' + this.m.x + ' y: ' + this.m.y, 32, 64);
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// this.game.debug.text('x: ' + this.location.x + ' y: ' + this.location.y, 32, 64);
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// this.game.debug.text('x: ' + this.limitPoint.x + ' y: ' + this.limitPoint.y, 32, 64);
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// this.game.debug.text('x: ' + this.prev.x + ' y: ' + this.prev.y, 32, 64);
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// this.game.debug.text(Phaser.Point.distance(this.base, this.prev, true), 32, 96);
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this.game.debug.geom(this.testCircle);
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this.game.debug.geom(this.testPoint, 'rgb(255,0,0)');
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this.game.debug.geom(this.limitPoint, 'rgb(255,255,0)');
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};
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@ -858,9 +858,9 @@ Phaser.BitmapData.prototype = {
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* Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
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*
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* @method Phaser.BitmapData#circle
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* @param {number} x - The x coordinate to draw the Circle at.
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* @param {number} y - The y coordinate to draw the Circle at.
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* @param {number} radius - The radius of the Circle.
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* @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.
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* @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.
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* @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.
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* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.
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*/
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circle: function (x, y, radius, fillStyle) {
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@ -283,13 +283,21 @@ Phaser.Point.prototype = {
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*
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* @method Phaser.Point#angle
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* @param {Phaser.Point|any} a - The object to get the angle from this Point to.
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* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
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* @return {number} The angle between the two objects.
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*/
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angle: function (a) {
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angle: function (a, asDegrees) {
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return Math.atan2(a.y - this.y, a.x - this.x);
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if (typeof asDegrees === 'undefined') { asDegrees = false; }
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// return Math.atan2(this.x * a.y - this.y * a.x, this.x * a.x + this.y * a.y);
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if (asDegrees)
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{
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return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x));
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}
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else
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{
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return Math.atan2(a.y - this.y, a.x - this.x);
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}
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},
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@ -1300,6 +1300,34 @@ Phaser.Math = {
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},
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/**
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* Work out what percentage value a is of value b using the given base.
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*
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* @method Phaser.Math#percent
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* @param {number} a - The value to work out the percentage for.
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* @param {number} b - The value you wish to get the percentage of.
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* @param {number} [base=0] - The base value.
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* @return {number} The percentage a is of b, between 0 and 1.
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*/
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percent: function (a, b, base) {
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if (typeof base === 'undefined') { base = 0; }
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if (a > b || base > b)
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{
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return 1;
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}
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else if (a < base || base > a)
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{
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return 0;
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}
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else
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{
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return (a - base) / b;
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}
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},
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/**
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* Convert degrees to radians.
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*
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