/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var ArcRender = require('./ArcRender'); var Class = require('../../../utils/Class'); var DegToRad = require('../../../math/DegToRad'); var Earcut = require('../../../geom/polygon/Earcut'); var GeomCircle = require('../../../geom/circle/Circle'); var MATH_CONST = require('../../../math/const'); var Shape = require('../Shape'); /** * @classdesc * * @class Arc * @extends Phaser.GameObjects.Shape * @memberOf Phaser.GameObjects * @constructor * @since 3.13.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} [x=0] - The horizontal position of this Game Object in the world. * @param {number} [y=0] - The vertical position of this Game Object in the world. * @param {number} [radius=128] - The radius of the arc. * @param {integer} [startAngle=0] - The start angle of the arc, in degrees. * @param {integer} [endAngle=360] - The end angle of the arc, in degrees. * @param {boolean} [anticlockwise=false] - The winding order of the start and end angles. * @param {number} [fillColor] - The color the arc will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha] - The alpha the arc will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. */ var Arc = new Class({ Extends: Shape, Mixins: [ ArcRender ], initialize: function Arc (scene, x, y, radius, startAngle, endAngle, anticlockwise, fillColor, fillAlpha) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (radius === undefined) { radius = 128; } if (startAngle === undefined) { startAngle = 0; } if (endAngle === undefined) { endAngle = 360; } if (anticlockwise === undefined) { anticlockwise = false; } Shape.call(this, scene, 'Arc', new GeomCircle(0, 0, radius)); /** * Private internal value. Holds the start angle in degrees. * * @name Phaser.GameObjects.Arc#_startAngle * @type {integer} * @private * @since 3.13.0 */ this._startAngle = startAngle; /** * Private internal value. Holds the end angle in degrees. * * @name Phaser.GameObjects.Arc#_endAngle * @type {integer} * @private * @since 3.13.0 */ this._endAngle = endAngle; /** * Private internal value. Holds the winding order of the start and end angles. * * @name Phaser.GameObjects.Arc#_anticlockwise * @type {boolean} * @private * @since 3.13.0 */ this._anticlockwise = anticlockwise; /** * Private internal value. Holds the number of iterations used when drawing the arc. * * @name Phaser.GameObjects.Arc#_iterations * @type {number} * @default 0.01 * @private * @since 3.13.0 */ this._iterations = 0.01; this.setPosition(x, y); this.setSize(this.geom.radius, this.geom.radius); if (fillColor !== undefined) { this.setFillStyle(fillColor, fillAlpha); } this.updateDisplayOrigin(); this.updateData(); }, /** * The number of iterations used when drawing the arc. * Increase this value for smoother arcs, at the cost of more polygons being rendered. * Modify this value by small amounts, such as 0.01. * * @name Phaser.GameObjects.Arc#iterations * @type {number} * @default 0.01 * @since 3.13.0 */ iterations: { get: function () { return this._iterations; }, set: function (value) { this._iterations = value; this.updateData(); } }, /** * The radius of the arc. * * @name Phaser.GameObjects.Arc#radius * @type {number} * @since 3.13.0 */ radius: { get: function () { return this.geom.radius; }, set: function (value) { this.geom.radius = value; this.updateData(); } }, /** * The start angle of the arc, in degrees. * * @name Phaser.GameObjects.Arc#startAngle * @type {integer} * @since 3.13.0 */ startAngle: { get: function () { return this._startAngle; }, set: function (value) { this._startAngle = value; this.updateData(); } }, /** * The end angle of the arc, in degrees. * * @name Phaser.GameObjects.Arc#endAngle * @type {integer} * @since 3.13.0 */ endAngle: { get: function () { return this._endAngle; }, set: function (value) { this._endAngle = value; this.updateData(); } }, /** * The winding order of the start and end angles. * * @name Phaser.GameObjects.Arc#anticlockwise * @type {boolean} * @since 3.13.0 */ anticlockwise: { get: function () { return this._anticlockwise; }, set: function (value) { this._anticlockwise = value; this.updateData(); } }, /** * Sets the radius of the arc. * This call can be chained. * * @method Phaser.GameObjects.Arc#setRadius * @since 3.13.0 * * @param {number} value - The value to set the radius to. * * @return {this} This Game Object instance. */ setRadius: function (value) { this.radius = value; return this; }, /** * Sets the number of iterations used when drawing the arc. * Increase this value for smoother arcs, at the cost of more polygons being rendered. * Modify this value by small amounts, such as 0.01. * This call can be chained. * * @method Phaser.GameObjects.Arc#setIterations * @since 3.13.0 * * @param {number} value - The value to set the iterations to. * * @return {this} This Game Object instance. */ setIterations: function (value) { if (value === undefined) { value = 0.01; } this.iterations = value; return this; }, /** * Sets the starting angle of the arc, in degrees. * This call can be chained. * * @method Phaser.GameObjects.Arc#setStartAngle * @since 3.13.0 * * @param {integer} value - The value to set the starting angle to. * * @return {this} This Game Object instance. */ setStartAngle: function (angle, anticlockwise) { this._startAngle = angle; if (anticlockwise !== undefined) { this._anticlockwise = anticlockwise; } return this.updateData(); }, /** * Sets the ending angle of the arc, in degrees. * This call can be chained. * * @method Phaser.GameObjects.Arc#setEndAngle * @since 3.13.0 * * @param {integer} value - The value to set the ending angle to. * * @return {this} This Game Object instance. */ setEndAngle: function (angle, anticlockwise) { this._endAngle = angle; if (anticlockwise !== undefined) { this._anticlockwise = anticlockwise; } return this.updateData(); }, /** * Internal method that updates the data and path values. * * @method Phaser.GameObjects.Arc#updateData * @private * @since 3.13.0 * * @return {this} This Game Object instance. */ updateData: function () { var step = this._iterations; var iteration = step; var radius = this.geom.radius; var startAngle = DegToRad(this._startAngle); var endAngle = DegToRad(this._endAngle); var anticlockwise = this._anticlockwise; var x = radius / 2; var y = radius / 2; endAngle -= startAngle; if (anticlockwise) { if (endAngle < -MATH_CONST.PI2) { endAngle = -MATH_CONST.PI2; } else if (endAngle > 0) { endAngle = -MATH_CONST.PI2 + endAngle % MATH_CONST.PI2; } } else if (endAngle > MATH_CONST.PI2) { endAngle = MATH_CONST.PI2; } else if (endAngle < 0) { endAngle = MATH_CONST.PI2 + endAngle % MATH_CONST.PI2; } var path = [ x + Math.cos(startAngle) * radius, y + Math.sin(startAngle) * radius ]; var ta; while (iteration < 1) { ta = endAngle * iteration + startAngle; path.push(x + Math.cos(ta) * radius, y + Math.sin(ta) * radius); iteration += step; } ta = endAngle + startAngle; path.push(x + Math.cos(ta) * radius, y + Math.sin(ta) * radius); path.push(x + Math.cos(startAngle) * radius, y + Math.sin(startAngle) * radius); this.pathIndexes = Earcut(path); this.pathData = path; return this; } }); module.exports = Arc;