mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 14:38:30 +00:00
Initial Rope Commit
This commit is contained in:
parent
011c0380b7
commit
5a35e1a61d
7 changed files with 1034 additions and 1 deletions
BIN
demo/assets/snake.png
Normal file
BIN
demo/assets/snake.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 47 KiB |
17
demo/demo.js
Normal file
17
demo/demo.js
Normal file
|
@ -0,0 +1,17 @@
|
|||
var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, '',{preload: preload, create: create, update:update});
|
||||
|
||||
var rope;
|
||||
|
||||
function preload() {
|
||||
console.log('preload');
|
||||
game.load.image('snake', 'assets/snake.png');
|
||||
}
|
||||
|
||||
function create() {
|
||||
console.log('create');
|
||||
rope = game.add.rope(0,this.game.world.centerY,'snake');
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
}
|
186
demo/index.html
Normal file
186
demo/index.html
Normal file
|
@ -0,0 +1,186 @@
|
|||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<title></title>
|
||||
<script src="../src/physics/p2/p2.js"></script>
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
<script src="../src/pixi/core/Point.js"></script>
|
||||
<script src="../src/pixi/core/Rectangle.js"></script>
|
||||
<script src="../src/pixi/core/Polygon.js"></script>
|
||||
<script src="../src/pixi/core/Circle.js"></script>
|
||||
<script src="../src/pixi/core/Ellipse.js"></script>
|
||||
<script src="../src/pixi/core/Matrix.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
<script src="../src/pixi/display/SpriteBatch.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/text/Text.js"></script>
|
||||
<script src="../src/pixi/text/BitmapText.js"></script>
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/utils/Utils.js"></script>
|
||||
<script src="../src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="../src/pixi/utils/Polyk.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLShaderUtils.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/shaders/PixiShader.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/shaders/PixiFastShader.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/shaders/StripShader.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/shaders/PrimitiveShader.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/shaders/ComplexPrimitiveShader.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLBlendModeManager.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLMaskManager.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLStencilManager.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLShaderManager.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/WebGLFilterManager.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/utils/FilterTexture.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/utils/CanvasMaskManager.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/utils/CanvasTinter.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="../src/pixi/primitives/Graphics.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="../src/pixi/textures/Texture.js"></script>
|
||||
<script src="../src/pixi/textures/RenderTexture.js"></script>
|
||||
|
||||
<script src="../src/Phaser.js"></script>
|
||||
<script src="../src/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Rectangle.js"></script>
|
||||
<script src="../src/geom/Line.js"></script>
|
||||
<script src="../src/geom/Ellipse.js"></script>
|
||||
<script src="../src/geom/Polygon.js"></script>
|
||||
|
||||
<script src="../src/core/Camera.js"></script>
|
||||
<script src="../src/core/State.js"></script>
|
||||
<script src="../src/core/StateManager.js"></script>
|
||||
<script src="../src/core/ArrayList.js"></script>
|
||||
<script src="../src/core/LinkedList.js"></script>
|
||||
<script src="../src/core/Signal.js"></script>
|
||||
<script src="../src/core/SignalBinding.js"></script>
|
||||
<script src="../src/core/Filter.js"></script>
|
||||
<script src="../src/core/Plugin.js"></script>
|
||||
<script src="../src/core/PluginManager.js"></script>
|
||||
<script src="../src/core/Stage.js"></script>
|
||||
<script src="../src/core/Group.js"></script>
|
||||
<script src="../src/core/World.js"></script>
|
||||
<script src="../src/core/Game.js"></script>
|
||||
<script src="../src/core/ScaleManager.js"></script>
|
||||
|
||||
<script src="../src/input/Input.js"></script>
|
||||
<script src="../src/input/Key.js"></script>
|
||||
<script src="../src/input/Keyboard.js"></script>
|
||||
<script src="../src/input/Mouse.js"></script>
|
||||
<script src="../src/input/MSPointer.js"></script>
|
||||
<script src="../src/input/Pointer.js"></script>
|
||||
<script src="../src/input/Touch.js"></script>
|
||||
<script src="../src/input/Gamepad.js"></script>
|
||||
<script src="../src/input/SinglePad.js"></script>
|
||||
<script src="../src/input/GamepadButton.js"></script>
|
||||
<script src="../src/input/InputHandler.js"></script>
|
||||
|
||||
<script src="../src/gameobjects/Events.js"></script>
|
||||
<script src="../src/gameobjects/GameObjectCreator.js"></script>
|
||||
<script src="../src/gameobjects/GameObjectFactory.js"></script>
|
||||
<script src="../src/gameobjects/BitmapData.js"></script>
|
||||
<script src="../src/gameobjects/Sprite.js"></script>
|
||||
<script src="../src/gameobjects/Image.js"></script>
|
||||
<script src="../src/gameobjects/TileSprite.js"></script>
|
||||
<script src="../src/gameobjects/Rope.js"></script>
|
||||
<script src="../src/gameobjects/Text.js"></script>
|
||||
<script src="../src/gameobjects/BitmapText.js"></script>
|
||||
<script src="../src/gameobjects/Button.js"></script>
|
||||
<script src="../src/gameobjects/Graphics.js"></script>
|
||||
<script src="../src/gameobjects/RenderTexture.js"></script>
|
||||
<script src="../src/gameobjects/SpriteBatch.js"></script>
|
||||
<script src="../src/gameobjects/RetroFont.js"></script>
|
||||
<script src="../src/gameobjects/Particle.js"></script>
|
||||
|
||||
<script src="../src/system/Canvas.js"></script>
|
||||
<script src="../src/system/Device.js"></script>
|
||||
<script src="../src/system/RequestAnimationFrame.js"></script>
|
||||
|
||||
<script src="../src/math/Math.js"></script>
|
||||
<script src="../src/math/RandomDataGenerator.js"></script>
|
||||
<script src="../src/math/QuadTree.js"></script>
|
||||
|
||||
<script src="../src/net/Net.js"></script>
|
||||
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
|
||||
<script src="../src/time/Time.js"></script>
|
||||
<script src="../src/time/Timer.js"></script>
|
||||
<script src="../src/time/TimerEvent.js"></script>
|
||||
|
||||
<script src="../src/animation/AnimationManager.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/AnimationParser.js"></script>
|
||||
|
||||
<script src="../src/loader/Cache.js"></script>
|
||||
<script src="../src/loader/Loader.js"></script>
|
||||
<script src="../src/loader/LoaderParser.js"></script>
|
||||
|
||||
<script src="../src/sound/Sound.js"></script>
|
||||
<script src="../src/sound/SoundManager.js"></script>
|
||||
|
||||
<script src="../src/utils/Debug.js"></script>
|
||||
<script src="../src/utils/Color.js"></script>
|
||||
|
||||
<script src="../src/physics/Physics.js"></script>
|
||||
|
||||
<script src="../src/particles/Particles.js"></script>
|
||||
<script src="../src/particles/arcade/ArcadeParticles.js"></script>
|
||||
<script src="../src/particles/arcade/Emitter.js"></script>
|
||||
|
||||
<script src="../src/tilemap/Tile.js"></script>
|
||||
<script src="../src/tilemap/Tilemap.js"></script>
|
||||
<script src="../src/tilemap/TilemapLayer.js"></script>
|
||||
<script src="../src/tilemap/TilemapParser.js"></script>
|
||||
<script src="../src/tilemap/Tileset.js"></script>
|
||||
|
||||
|
||||
<script src="../src/physics/arcade/World.js"></script>
|
||||
<script src="../src/physics/arcade/Body.js"></script>
|
||||
|
||||
|
||||
<script src="../src/physics/p2/World.js"></script>
|
||||
<script src="../src/physics/p2/FixtureList.js"></script>
|
||||
<script src="../src/physics/p2/PointProxy.js"></script>
|
||||
<script src="../src/physics/p2/InversePointProxy.js"></script>
|
||||
<script src="../src/physics/p2/Body.js"></script>
|
||||
<script src="../src/physics/p2/BodyDebug.js"></script>
|
||||
<script src="../src/physics/p2/Spring.js"></script>
|
||||
<script src="../src/physics/p2/Material.js"></script>
|
||||
<script src="../src/physics/p2/ContactMaterial.js"></script>
|
||||
<script src="../src/physics/p2/CollisionGroup.js"></script>
|
||||
<script src="../src/physics/p2/DistanceConstraint.js"></script>
|
||||
<script src="../src/physics/p2/GearConstraint.js"></script>
|
||||
<script src="../src/physics/p2/LockConstraint.js"></script>
|
||||
<script src="../src/physics/p2/PrismaticConstraint.js"></script>
|
||||
<script src="../src/physics/p2/RevoluteConstraint.js"></script>
|
||||
|
||||
<script src="../src/physics/arcade/World.js"></script>
|
||||
<script src="../src/physics/arcade/Body.js"></script>
|
||||
|
||||
<script src="../src/physics/ninja/World.js"></script>
|
||||
<script src="../src/physics/ninja/Body.js"></script>
|
||||
<script src="../src/physics/ninja/AABB.js"></script>
|
||||
<script src="../src/physics/ninja/Tile.js"></script>
|
||||
<script src="../src/physics/ninja/Circle.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script src="demo.js"></script>
|
||||
</body>
|
||||
</html>
|
|
@ -44,6 +44,7 @@ var Phaser = Phaser || {
|
|||
SPRITEBATCH: 17,
|
||||
RETROFONT: 18,
|
||||
POINTER: 19,
|
||||
ROPE: 20,
|
||||
|
||||
// The various blend modes supported by pixi / phaser
|
||||
blendModes: {
|
||||
|
@ -81,4 +82,4 @@ var Phaser = Phaser || {
|
|||
PIXI.InteractionManager = PIXI.InteractionManager || function () {};
|
||||
|
||||
// Equally we're going to supress the Pixi console log, with their agreement.
|
||||
PIXI.dontSayHello = true;
|
||||
PIXI.dontSayHello = true;
|
||||
|
|
|
@ -158,6 +158,24 @@ Phaser.GameObjectCreator.prototype = {
|
|||
|
||||
},
|
||||
|
||||
/**
|
||||
* Creates a new Rope object.
|
||||
*
|
||||
* @method Phaser.GameObjectCreator#rope
|
||||
* @param {number} x - The x coordinate (in world space) to position the Rope at.
|
||||
* @param {number} y - The y coordinate (in world space) to position the Rope at.
|
||||
* @param {number} width - The width of the Rope.
|
||||
* @param {number} height - The height of the Rope.
|
||||
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
||||
* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
||||
* @return {Phaser.Rope} The newly created rope object.
|
||||
*/
|
||||
rope: function (x, y, width, height, key, frame) {
|
||||
|
||||
return new Phaser.Rope(this.game, x, y, width, height, key, frame);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Creates a new Text object.
|
||||
*
|
||||
|
|
|
@ -200,6 +200,27 @@ Phaser.GameObjectFactory.prototype = {
|
|||
|
||||
},
|
||||
|
||||
/**
|
||||
* Creates a new Rope object.
|
||||
*
|
||||
* @method Phaser.GameObjectFactory#rope
|
||||
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
|
||||
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
|
||||
* @param {number} width - The width of the TileSprite.
|
||||
* @param {number} height - The height of the TileSprite.
|
||||
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
||||
* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
||||
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
||||
* @return {Phaser.TileSprite} The newly created tileSprite object.
|
||||
*/
|
||||
rope: function (x, y, width, height, key, frame, group) {
|
||||
|
||||
if (typeof group === 'undefined') { group = this.world; }
|
||||
|
||||
return group.add(new Phaser.Rope(this.game, x, y, width, height, key, frame));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Creates a new Text object.
|
||||
*
|
||||
|
|
790
src/gameobjects/Rope.js
Normal file
790
src/gameobjects/Rope.js
Normal file
|
@ -0,0 +1,790 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A Rope is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
|
||||
* Please note that Ropes, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
|
||||
*
|
||||
* @class Phaser.Rope
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {number} x - The x coordinate (in world space) to position the Rope at.
|
||||
* @param {number} y - The y coordinate (in world space) to position the Rope at.
|
||||
* @param {number} width - The width of the Rope.
|
||||
* @param {number} height - The height of the Rope.
|
||||
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
||||
* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
||||
*/
|
||||
Phaser.Rope = function (game, x, y, key, frame) {
|
||||
|
||||
this.points = [];
|
||||
this.count = 0;
|
||||
var length = 918/20;
|
||||
for (var i = 0; i < 20; i++) {
|
||||
this.points.push(new Phaser.Point(i * length, 0));
|
||||
}
|
||||
console.log('points:', this.points);
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
key = key || null;
|
||||
frame = frame || null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this Sprite.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object.
|
||||
* @readonly
|
||||
*/
|
||||
this.type = Phaser.ROPE;
|
||||
|
||||
/**
|
||||
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
|
||||
*/
|
||||
this.z = 0;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
|
||||
*/
|
||||
this.events = new Phaser.Events(this);
|
||||
|
||||
/**
|
||||
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
|
||||
*/
|
||||
this.animations = new Phaser.AnimationManager(this);
|
||||
|
||||
/**
|
||||
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
||||
*/
|
||||
this.key = key;
|
||||
|
||||
/**
|
||||
* @property {number} _frame - Internal cache var.
|
||||
* @private
|
||||
*/
|
||||
this._frame = 0;
|
||||
|
||||
/**
|
||||
* @property {string} _frameName - Internal cache var.
|
||||
* @private
|
||||
*/
|
||||
this._frameName = '';
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} _scroll - Internal cache var.
|
||||
* @private
|
||||
*/
|
||||
this._scroll = new Phaser.Point();
|
||||
|
||||
PIXI.Rope.call(this, 'snake', this.points);
|
||||
|
||||
this.position.set(x,y);
|
||||
|
||||
/**
|
||||
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
|
||||
*/
|
||||
this.input = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
|
||||
*/
|
||||
this.world = new Phaser.Point(x, y);
|
||||
|
||||
/**
|
||||
* Should this Sprite be automatically culled if out of range of the camera?
|
||||
* A culled sprite has its renderable property set to 'false'.
|
||||
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
|
||||
*
|
||||
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
|
||||
* @default
|
||||
*/
|
||||
this.autoCull = false;
|
||||
|
||||
/**
|
||||
* If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
|
||||
* and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
|
||||
* bounds every frame to support it, and not all games need it. Enable it by setting the value to true.
|
||||
* @property {boolean} checkWorldBounds
|
||||
* @default
|
||||
*/
|
||||
this.checkWorldBounds = false;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
|
||||
*/
|
||||
this.cameraOffset = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
|
||||
* To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object
|
||||
* and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`.
|
||||
*
|
||||
* Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite.
|
||||
* If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.
|
||||
*
|
||||
* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
|
||||
* @default
|
||||
*/
|
||||
this.body = null;
|
||||
|
||||
/**
|
||||
* A small internal cache:
|
||||
* 0 = previous position.x
|
||||
* 1 = previous position.y
|
||||
* 2 = previous rotation
|
||||
* 3 = renderID
|
||||
* 4 = fresh? (0 = no, 1 = yes)
|
||||
* 5 = outOfBoundsFired (0 = no, 1 = yes)
|
||||
* 6 = exists (0 = no, 1 = yes)
|
||||
* 7 = fixed to camera (0 = no, 1 = yes)
|
||||
* 8 = destroy phase? (0 = no, 1 = yes)
|
||||
* @property {Array} _cache
|
||||
* @private
|
||||
*/
|
||||
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
|
||||
this.loadTexture(key, frame);
|
||||
|
||||
};
|
||||
|
||||
Phaser.Rope.prototype = Object.create(PIXI.Rope.prototype);
|
||||
Phaser.Rope.prototype.constructor = Phaser.Rope;
|
||||
|
||||
/**
|
||||
* Automatically called by World.preUpdate.
|
||||
*
|
||||
* @method Phaser.Rope#preUpdate
|
||||
* @memberof Phaser.Rope
|
||||
*/
|
||||
Phaser.Rope.prototype.preUpdate = function() {
|
||||
if (this._cache[4] === 1 && this.exists)
|
||||
{
|
||||
this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
|
||||
this.worldTransform.tx = this.world.x;
|
||||
this.worldTransform.ty = this.world.y;
|
||||
this._cache[0] = this.world.x;
|
||||
this._cache[1] = this.world.y;
|
||||
this._cache[2] = this.rotation;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.preUpdate();
|
||||
}
|
||||
|
||||
this._cache[4] = 0;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
this._cache[0] = this.world.x;
|
||||
this._cache[1] = this.world.y;
|
||||
this._cache[2] = this.rotation;
|
||||
|
||||
if (!this.exists || !this.parent.exists)
|
||||
{
|
||||
// Reset the renderOrderID
|
||||
this._cache[3] = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Cache the bounds if we need it
|
||||
if (this.autoCull || this.checkWorldBounds)
|
||||
{
|
||||
this._bounds.copyFrom(this.getBounds());
|
||||
}
|
||||
|
||||
if (this.autoCull)
|
||||
{
|
||||
// Won't get rendered but will still get its transform updated
|
||||
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
|
||||
}
|
||||
|
||||
if (this.checkWorldBounds)
|
||||
{
|
||||
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
|
||||
if (this._cache[5] === 1 && this.game.world.bounds.intersects(this._bounds))
|
||||
{
|
||||
this._cache[5] = 0;
|
||||
this.events.onEnterBounds.dispatch(this);
|
||||
}
|
||||
else if (this._cache[5] === 0 && !this.game.world.bounds.intersects(this._bounds))
|
||||
{
|
||||
// The Sprite WAS in the screen, but has now left.
|
||||
this._cache[5] = 1;
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
}
|
||||
}
|
||||
|
||||
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
|
||||
|
||||
if (this.visible)
|
||||
{
|
||||
this._cache[3] = this.game.stage.currentRenderOrderID++;
|
||||
}
|
||||
|
||||
this.animations.update();
|
||||
|
||||
if (this._scroll.x !== 0)
|
||||
{
|
||||
this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
|
||||
}
|
||||
|
||||
if (this._scroll.y !== 0)
|
||||
{
|
||||
this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
|
||||
}
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.preUpdate();
|
||||
}
|
||||
|
||||
// Update any Children
|
||||
for (var i = 0, len = this.children.length; i < len; i++)
|
||||
{
|
||||
this.children[i].preUpdate();
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
||||
*
|
||||
* @method Phaser.Rope#update
|
||||
* @memberof Phaser.Rope
|
||||
*/
|
||||
Phaser.Rope.prototype.update = function() {
|
||||
|
||||
this.count += 0.1;
|
||||
for (var i = 0; i < this.points.length; i++) {
|
||||
|
||||
this.points[i].y = Math.sin(i * 0.5 + this.count) * 20;
|
||||
//this.points[i].x = i * length + Math.cos(i *0.3 + this.count) * 20;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Internal function called by the World postUpdate cycle.
|
||||
*
|
||||
* @method Phaser.Rope#postUpdate
|
||||
* @memberof Phaser.Rope
|
||||
*/
|
||||
Phaser.Rope.prototype.postUpdate = function() {
|
||||
if (this.exists && this.body)
|
||||
{
|
||||
this.body.postUpdate();
|
||||
}
|
||||
|
||||
// Fixed to Camera?
|
||||
if (this._cache[7] === 1)
|
||||
{
|
||||
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
|
||||
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
|
||||
}
|
||||
|
||||
// Update any Children
|
||||
for (var i = 0, len = this.children.length; i < len; i++)
|
||||
{
|
||||
this.children[i].postUpdate();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets this Rope to automatically scroll in the given direction until stopped via Rope.stopScroll().
|
||||
* The scroll speed is specified in pixels per second.
|
||||
* A negative x value will scroll to the left. A positive x value will scroll to the right.
|
||||
* A negative y value will scroll up. A positive y value will scroll down.
|
||||
*
|
||||
* @method Phaser.Rope#autoScroll
|
||||
* @memberof Phaser.Rope
|
||||
*/
|
||||
Phaser.Rope.prototype.autoScroll = function(x, y) {
|
||||
|
||||
this._scroll.set(x, y);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Changes the Texture the Rope is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
|
||||
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
|
||||
*
|
||||
* @method Phaser.Rope#loadTexture
|
||||
* @memberof Phaser.Rope
|
||||
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
||||
* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
||||
*/
|
||||
Phaser.Rope.prototype.loadTexture = function (key, frame) {
|
||||
|
||||
frame = frame || 0;
|
||||
|
||||
this.key = key;
|
||||
|
||||
if (key instanceof Phaser.RenderTexture)
|
||||
{
|
||||
this.key = key.key;
|
||||
this.setTexture(key);
|
||||
}
|
||||
else if (key instanceof Phaser.BitmapData)
|
||||
{
|
||||
this.setTexture(key.texture);
|
||||
}
|
||||
else if (key instanceof PIXI.Texture)
|
||||
{
|
||||
this.setTexture(key);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (key === null || typeof key === 'undefined')
|
||||
{
|
||||
this.key = '__default';
|
||||
this.setTexture(PIXI.TextureCache[this.key]);
|
||||
}
|
||||
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
|
||||
{
|
||||
console.warn("Texture with key '" + key + "' not found.");
|
||||
this.key = '__missing';
|
||||
this.setTexture(PIXI.TextureCache[this.key]);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
|
||||
this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the Texture frame the Rope uses for rendering.
|
||||
* This is primarily an internal method used by Rope.loadTexture, although you may call it directly.
|
||||
*
|
||||
* @method Phaser.Rope#setFrame
|
||||
* @memberof Phaser.Rope
|
||||
* @param {Phaser.Frame} frame - The Frame to be used by the Rope texture.
|
||||
*/
|
||||
Phaser.Rope.prototype.setFrame = function(frame) {
|
||||
|
||||
this.texture.frame.x = frame.x;
|
||||
this.texture.frame.y = frame.y;
|
||||
this.texture.frame.width = frame.width;
|
||||
this.texture.frame.height = frame.height;
|
||||
|
||||
this.texture.crop.x = frame.x;
|
||||
this.texture.crop.y = frame.y;
|
||||
this.texture.crop.width = frame.width;
|
||||
this.texture.crop.height = frame.height;
|
||||
|
||||
if (frame.trimmed)
|
||||
{
|
||||
if (this.texture.trim)
|
||||
{
|
||||
this.texture.trim.x = frame.spriteSourceSizeX;
|
||||
this.texture.trim.y = frame.spriteSourceSizeY;
|
||||
this.texture.trim.width = frame.sourceSizeW;
|
||||
this.texture.trim.height = frame.sourceSizeH;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
|
||||
}
|
||||
|
||||
this.texture.width = frame.sourceSizeW;
|
||||
this.texture.height = frame.sourceSizeH;
|
||||
this.texture.frame.width = frame.sourceSizeW;
|
||||
this.texture.frame.height = frame.sourceSizeH;
|
||||
}
|
||||
|
||||
if (this.game.renderType === Phaser.WEBGL)
|
||||
{
|
||||
PIXI.WebGLRenderer.updateTextureFrame(this.texture);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the Rope. This removes it from its parent group, destroys the event and animation handlers if present
|
||||
* and nulls its reference to game, freeing it up for garbage collection.
|
||||
*
|
||||
* @method Phaser.Rope#destroy
|
||||
* @memberof Phaser.Rope
|
||||
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
|
||||
*/
|
||||
Phaser.Rope.prototype.destroy = function(destroyChildren) {
|
||||
|
||||
if (this.game === null || this.destroyPhase) { return; }
|
||||
|
||||
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
|
||||
|
||||
this._cache[8] = 1;
|
||||
|
||||
if (this.filters)
|
||||
{
|
||||
this.filters = null;
|
||||
}
|
||||
|
||||
if (this.parent)
|
||||
{
|
||||
if (this.parent instanceof Phaser.Group)
|
||||
{
|
||||
this.parent.remove(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.parent.removeChild(this);
|
||||
}
|
||||
}
|
||||
|
||||
this.animations.destroy();
|
||||
|
||||
this.events.destroy();
|
||||
|
||||
var i = this.children.length;
|
||||
|
||||
if (destroyChildren)
|
||||
{
|
||||
while (i--)
|
||||
{
|
||||
this.children[i].destroy(destroyChildren);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (i--)
|
||||
{
|
||||
this.removeChild(this.children[i]);
|
||||
}
|
||||
}
|
||||
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
|
||||
this.filters = null;
|
||||
this.mask = null;
|
||||
this.game = null;
|
||||
|
||||
this._cache[8] = 0;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
||||
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
|
||||
*
|
||||
* @method Phaser.Rope#play
|
||||
* @memberof Phaser.Rope
|
||||
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
|
||||
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
|
||||
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
||||
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
|
||||
* @return {Phaser.Animation} A reference to playing Animation instance.
|
||||
*/
|
||||
Phaser.Rope.prototype.play = function (name, frameRate, loop, killOnComplete) {
|
||||
|
||||
return this.animations.play(name, frameRate, loop, killOnComplete);
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Resets the Rope. This places the Rope at the given x/y world coordinates, resets the tilePosition and then
|
||||
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
|
||||
* If the Rope has a physics body that too is reset.
|
||||
*
|
||||
* @method Phaser.Rope#reset
|
||||
* @memberof Phaser.Rope
|
||||
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
|
||||
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
|
||||
* @return (Phaser.Rope) This instance.
|
||||
*/
|
||||
Phaser.Rope.prototype.reset = function(x, y) {
|
||||
|
||||
this.world.setTo(x, y);
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
this._outOfBoundsFired = false;
|
||||
|
||||
this.tilePosition.x = 0;
|
||||
this.tilePosition.y = 0;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.reset(x, y, false, false);
|
||||
}
|
||||
|
||||
this._cache[4] = 1;
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
||||
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
||||
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
|
||||
*
|
||||
* @name Phaser.Rope#angle
|
||||
* @property {number} angle - The angle of this Sprite in degrees.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "angle", {
|
||||
|
||||
get: function() {
|
||||
|
||||
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
||||
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
|
||||
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Rope#frame
|
||||
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "frame", {
|
||||
|
||||
get: function () {
|
||||
return this.animations.frame;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this.animations.frame)
|
||||
{
|
||||
this.animations.frame = value;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Rope#frameName
|
||||
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "frameName", {
|
||||
|
||||
get: function () {
|
||||
return this.animations.frameName;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this.animations.frameName)
|
||||
{
|
||||
this.animations.frameName = value;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* An Rope that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Rope.cameraOffset.
|
||||
* Note that the cameraOffset values are in addition to any parent in the display list.
|
||||
* So if this Rope was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
||||
*
|
||||
* @name Phaser.Rope#fixedToCamera
|
||||
* @property {boolean} fixedToCamera - Set to true to fix this Rope to the Camera at its current world coordinates.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "fixedToCamera", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return !!this._cache[7];
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value)
|
||||
{
|
||||
this._cache[7] = 1;
|
||||
this.cameraOffset.set(this.x, this.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._cache[7] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Rope.exists controls if the core game loop and physics update this Rope or not.
|
||||
* When you set Rope.exists to false it will remove its Body from the physics world (if it has one) and also set Rope.visible to false.
|
||||
* Setting Rope.exists to true will re-add the Body to the physics world (if it has a body) and set Rope.visible to true.
|
||||
*
|
||||
* @name Phaser.Rope#exists
|
||||
* @property {boolean} exists - If the Rope is processed by the core game update and physics.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "exists", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return !!this._cache[6];
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value)
|
||||
{
|
||||
// exists = true
|
||||
this._cache[6] = 1;
|
||||
|
||||
if (this.body && this.body.type === Phaser.Physics.P2JS)
|
||||
{
|
||||
this.body.addToWorld();
|
||||
}
|
||||
|
||||
this.visible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// exists = false
|
||||
this._cache[6] = 0;
|
||||
|
||||
if (this.body && this.body.type === Phaser.Physics.P2JS)
|
||||
{
|
||||
this.body.safeRemove = true;
|
||||
}
|
||||
|
||||
this.visible = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* By default a Rope won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
|
||||
* activated for this object and it will then start to process click/touch events and more.
|
||||
*
|
||||
* @name Phaser.Rope#inputEnabled
|
||||
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "inputEnabled", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return (this.input && this.input.enabled);
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value)
|
||||
{
|
||||
if (this.input === null)
|
||||
{
|
||||
this.input = new Phaser.InputHandler(this);
|
||||
this.input.start();
|
||||
}
|
||||
else if (this.input && !this.input.enabled)
|
||||
{
|
||||
this.input.start();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.input && this.input.enabled)
|
||||
{
|
||||
this.input.stop();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The position of the Rope on the x axis relative to the local coordinates of the parent.
|
||||
*
|
||||
* @name Phaser.Rope#x
|
||||
* @property {number} x - The position of the Rope on the x axis relative to the local coordinates of the parent.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "x", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.position.x;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.position.x = value;
|
||||
|
||||
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
|
||||
{
|
||||
this.body._reset = 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The position of the Rope on the y axis relative to the local coordinates of the parent.
|
||||
*
|
||||
* @name Phaser.Rope#y
|
||||
* @property {number} y - The position of the Rope on the y axis relative to the local coordinates of the parent.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "y", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.position.y;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.position.y = value;
|
||||
|
||||
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
|
||||
{
|
||||
this.body._reset = 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Rope#destroyPhase
|
||||
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Rope.prototype, "destroyPhase", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return !!this._cache[8];
|
||||
|
||||
}
|
||||
|
||||
});
|
Loading…
Add table
Reference in a new issue