/** * @author Richard Davey * @author Mat Groves (@Doormat23) * @author Rovanion Luckey * @copyright 2016 Photon Storm Ltd, Richard Davey * @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 will automatically wrap on the edges as it moves. * * Please note that Ropes cannot have an input handler. * * @class Phaser.Rope * @constructor * @extends PIXI.DisplayObjectContainer * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.Animation * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.BringToTop * @extends Phaser.Component.Crop * @extends Phaser.Component.Delta * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.InWorld * @extends Phaser.Component.LifeSpan * @extends Phaser.Component.LoadTexture * @extends Phaser.Component.Overlap * @extends Phaser.Component.PhysicsBody * @extends Phaser.Component.Reset * @extends Phaser.Component.ScaleMinMax * @extends Phaser.Component.Smoothed * @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 {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. * @param {Array} points - An array of {Phaser.Point}. */ Phaser.Rope = function (game, x, y, key, frame, points) { this.points = []; this.points = points; this._hasUpdateAnimation = false; this._updateAnimationCallback = null; x = x || 0; y = y || 0; key = key || null; frame = frame || null; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.ROPE; this.points = points; PIXI.DisplayObjectContainer.call(this); this.texture = Phaser.Cache.DEFAULT; // set up the main bits.. this.uvs = new PIXI.Float32Array([0, 1, 1, 1, 1, 0, 0, 1]); this.vertices = new PIXI.Float32Array([0, 0, 100, 0, 100, 100, 0, 100]); this.colors = new PIXI.Float32Array([1, 1, 1, 1]); this.indices = new PIXI.Uint16Array([0, 1, 2, 3]); if (points) { this.vertices = new PIXI.Float32Array(points.length * 4); this.uvs = new PIXI.Float32Array(points.length * 4); this.colors = new PIXI.Float32Array(points.length * 2); this.indices = new PIXI.Uint16Array(points.length * 2); } /** * Whether the strip is dirty or not * * @property dirty * @type Boolean */ this.dirty = true; /** * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other. * * @property canvasPadding * @type Number */ this.canvasPadding = 0; this.drawMode = Phaser.Rope.TRIANGLE_STRIP; Phaser.Component.Core.init.call(this, game, x, y, key, frame); this.refresh(); }; Phaser.Rope.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); Phaser.Rope.prototype.constructor = Phaser.Rope; Phaser.Component.Core.install.call(Phaser.Rope.prototype, [ 'Angle', 'Animation', 'AutoCull', 'Bounds', 'BringToTop', 'Crop', 'Delta', 'Destroy', 'FixedToCamera', 'InWorld', 'LifeSpan', 'LoadTexture', 'Overlap', 'PhysicsBody', 'Reset', 'ScaleMinMax', 'Smoothed' ]); Phaser.Rope.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.Rope.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.Rope.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.Rope.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; Phaser.Rope.TRIANGLE_STRIP = 0; Phaser.Rope.TRIANGLES = 1; /** * Automatically called by World.preUpdate. * * @method Phaser.Rope#preUpdate * @memberof Phaser.Rope */ Phaser.Rope.prototype.preUpdate = function () { if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); }; /** * 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() { if (this._hasUpdateAnimation) { this.updateAnimation.call(this); } }; /** * Resets the Rope. This places the Rope at the given x/y world coordinates 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) { Phaser.Component.Reset.prototype.reset.call(this, x, y); return this; }; /* * Refreshes the rope texture and UV coordinates. * * @method Phaser.Rope#refresh * @memberof Phaser.Rope */ Phaser.Rope.prototype.refresh = function () { var points = this.points; if (points.length < 1) { return; } var uvs = this.uvs; var indices = this.indices; var colors = this.colors; this.count -= 0.2; uvs[0] = 0; uvs[1] = 0; uvs[2] = 0; uvs[3] = 1; colors[0] = 1; colors[1] = 1; indices[0] = 0; indices[1] = 1; var total = points.length; var index; var amount; for (var i = 1; i < total; i++) { index = i * 4; // time to do some smart drawing! amount = i / (total - 1); if (i % 2) { uvs[index] = amount; uvs[index + 1] = 0; uvs[index + 2] = amount; uvs[index + 3] = 1; } else { uvs[index] = amount; uvs[index + 1] = 0; uvs[index + 2] = amount; uvs[index + 3] = 1; } index = i * 2; colors[index] = 1; colors[index + 1] = 1; index = i * 2; indices[index] = index; indices[index + 1] = index + 1; } }; /* * Updates the Ropes transform ready for rendering. * * @method Phaser.Rope#updateTransform * @memberof Phaser.Rope */ Phaser.Rope.prototype.updateTransform = function () { var points = this.points; if (points.length < 1) { return; } var lastPoint = points[0]; var nextPoint; var perp = { x:0, y:0 }; this.count -= 0.2; var vertices = this.vertices; var total = points.length; var point; var index; var ratio; var perpLength; var num; for (var i = 0; i < total; i++) { point = points[i]; index = i * 4; if(i < points.length - 1) { nextPoint = points[i + 1]; } else { nextPoint = point; } perp.y = -(nextPoint.x - lastPoint.x); perp.x = nextPoint.y - lastPoint.y; ratio = (1 - (i / (total - 1))) * 10; if (ratio > 1) { ratio = 1; } perpLength = Math.sqrt((perp.x * perp.x) + (perp.y * perp.y)); num = this.texture.height / 2; perp.x /= perpLength; perp.y /= perpLength; perp.x *= num; perp.y *= num; vertices[index] = point.x + perp.x; vertices[index + 1] = point.y + perp.y; vertices[index + 2] = point.x - perp.x; vertices[index + 3] = point.y - perp.y; lastPoint = point; } PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); }; /* * Sets the Texture this Rope uses for rendering. * * @method Phaser.Rope#setTexture * @memberof Phaser.Rope * @param {Texture} texture - The texture that will be used. */ Phaser.Rope.prototype.setTexture = function (texture) { this.texture = texture; }; /* * Renders the Rope to WebGL. * * @private * @method Phaser.Rope#_renderWebGL * @memberof Phaser.Rope */ Phaser.Rope.prototype._renderWebGL = function (renderSession) { if (!this.visible || this.alpha <= 0) { return; } renderSession.spriteBatch.stop(); if (!this._vertexBuffer) { this._initWebGL(renderSession); } renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader); this._renderStrip(renderSession); renderSession.spriteBatch.start(); }; /* * Builds the Strip. * * @private * @method Phaser.Rope#_initWebGL * @memberof Phaser.Rope */ Phaser.Rope.prototype._initWebGL = function (renderSession) { // build the strip! var gl = renderSession.gl; this._vertexBuffer = gl.createBuffer(); this._indexBuffer = gl.createBuffer(); this._uvBuffer = gl.createBuffer(); this._colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); }; /* * Renders the Strip to WebGL. * * @private * @method Phaser.Rope#_renderStrip * @memberof Phaser.Rope */ Phaser.Rope.prototype._renderStrip = function (renderSession) { var gl = renderSession.gl; var projection = renderSession.projection; var offset = renderSession.offset; var shader = renderSession.shaderManager.stripShader; var drawMode = (this.drawMode === Phaser.Rope.TRIANGLE_STRIP) ? gl.TRIANGLE_STRIP : gl.TRIANGLES; renderSession.blendModeManager.setBlendMode(this.blendMode); // set uniforms gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true)); gl.uniform2f(shader.projectionVector, projection.x, -projection.y); gl.uniform2f(shader.offsetVector, -offset.x, -offset.y); gl.uniform1f(shader.alpha, this.worldAlpha); if (!this.dirty) { gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); // update the uvs gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer); gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE0); // check if a texture is dirty.. if (this.texture.baseTexture._dirty[gl.id]) { renderSession.renderer.updateTexture(this.texture.baseTexture); } else { // bind the current texture gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]); } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer); } else { this.dirty = false; gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW); gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); // update the uvs gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW); gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE0); // check if a texture is dirty.. if (this.texture.baseTexture._dirty[gl.id]) { renderSession.renderer.updateTexture(this.texture.baseTexture); } else { gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]); } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); } gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0); }; /* * Renders the Strip to Canvas. * * @private * @method Phaser.Rope#_renderCanvas * @memberof Phaser.Rope */ Phaser.Rope.prototype._renderCanvas = function (renderSession) { var context = renderSession.context; var transform = this.worldTransform; var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX; var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY; if (renderSession.roundPixels) { context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0); } else { context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty); } if (this.drawMode === Phaser.Rope.TRIANGLE_STRIP) { this._renderCanvasTriangleStrip(context); } else { this._renderCanvasTriangles(context); } }; /* * Renders a Triangle Strip to Canvas. * * @private * @method Phaser.Rope#_renderCanvasTriangleStrip * @memberof Phaser.Rope */ Phaser.Rope.prototype._renderCanvasTriangleStrip = function (context) { // draw triangles!! var vertices = this.vertices; var uvs = this.uvs; var length = vertices.length / 2; this.count++; for (var i = 0; i < length - 2; i++) { var index = i * 2; this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4)); } }; /* * Renders a Triangle to Canvas. * * @private * @method Phaser.Rope#_renderCanvasTriangles * @memberof Phaser.Rope */ Phaser.Rope.prototype._renderCanvasTriangles = function (context) { var vertices = this.vertices; var uvs = this.uvs; var indices = this.indices; var length = indices.length; this.count++; for (var i = 0; i < length; i += 3) { var index0 = indices[i] * 2; var index1 = indices[i + 1] * 2; var index2 = indices[i + 2] * 2; this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2); } }; /* * Renders a Triangle to Canvas. * * @private * @method Phaser.Rope#_renderCanvasDrawTriangle * @memberof Phaser.Rope */ Phaser.Rope.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2) { var textureSource = this.texture.baseTexture.source; var textureWidth = this.texture.width; var textureHeight = this.texture.height; var x0 = vertices[index0]; var x1 = vertices[index1]; var x2 = vertices[index2]; var y0 = vertices[index0 + 1]; var y1 = vertices[index1 + 1]; var y2 = vertices[index2 + 1]; var u0 = uvs[index0] * textureWidth; var u1 = uvs[index1] * textureWidth; var u2 = uvs[index2] * textureWidth; var v0 = uvs[index0 + 1] * textureHeight; var v1 = uvs[index1 + 1] * textureHeight; var v2 = uvs[index2 + 1] * textureHeight; if (this.canvasPadding > 0) { var paddingX = this.canvasPadding / this.worldTransform.a; var paddingY = this.canvasPadding / this.worldTransform.d; var centerX = (x0 + x1 + x2) / 3; var centerY = (y0 + y1 + y2) / 3; var normX = x0 - centerX; var normY = y0 - centerY; var dist = Math.sqrt((normX * normX) + (normY * normY)); x0 = centerX + (normX / dist) * (dist + paddingX); y0 = centerY + (normY / dist) * (dist + paddingY); normX = x1 - centerX; normY = y1 - centerY; dist = Math.sqrt((normX * normX) + (normY * normY)); x1 = centerX + (normX / dist) * (dist + paddingX); y1 = centerY + (normY / dist) * (dist + paddingY); normX = x2 - centerX; normY = y2 - centerY; dist = Math.sqrt((normX * normX) + (normY * normY)); x2 = centerX + (normX / dist) * (dist + paddingX); y2 = centerY + (normY / dist) * (dist + paddingY); } context.save(); context.beginPath(); context.moveTo(x0, y0); context.lineTo(x1, y1); context.lineTo(x2, y2); context.closePath(); context.clip(); // Compute matrix transform var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2); var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2); var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2); var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2); var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2); var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2); var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2); context.transform( deltaA / delta, deltaD / delta, deltaB / delta, deltaE / delta, deltaC / delta, deltaF / delta); context.drawImage(textureSource, 0, 0); context.restore(); }; /* * Renders a flat strip. * * @method Phaser.Rope#renderStripFlat * @memberof Phaser.Rope */ Phaser.Rope.prototype.renderStripFlat = function (strip) { var context = this.context; var vertices = strip.vertices; var length = vertices.length / 2; this.count++; context.beginPath(); for (var i = 1; i < length - 2; i++) { // draw some triangles! var index = i * 2; var x0 = vertices[index]; var x1 = vertices[index + 2]; var x2 = vertices[index + 4]; var y0 = vertices[index + 1]; var y1 = vertices[index + 3]; var y2 = vertices[index + 5]; context.moveTo(x0, y0); context.lineTo(x1, y1); context.lineTo(x2, y2); } context.fillStyle = '#FF0000'; context.fill(); context.closePath(); }; /* * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. * * @method Phaser.Rope#getBounds * @memberof Phaser.Rope * @param {Matrix} matrix - The transformation matrix of the Sprite. * @return {Rectangle} The framing rectangle. */ Phaser.Rope.prototype.getBounds = function (matrix) { var worldTransform = matrix || this.worldTransform; var a = worldTransform.a; var b = worldTransform.b; var c = worldTransform.c; var d = worldTransform.d; var tx = worldTransform.tx; var ty = worldTransform.ty; var maxX = -Infinity; var maxY = -Infinity; var minX = Infinity; var minY = Infinity; var vertices = this.vertices; for (var i = 0; i < vertices.length; i += 2) { var rawX = vertices[i]; var rawY = vertices[i + 1]; var x = (a * rawX) + (c * rawY) + tx; var y = (d * rawY) + (b * rawX) + ty; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; } if (minX === -Infinity || maxY === Infinity) { return PIXI.EmptyRectangle; } var bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // Store a reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; }; /** * A Rope will call its updateAnimation function on each update loop if it has one. * * @name Phaser.Rope#updateAnimation * @property {function} updateAnimation - Set to a function if you'd like the rope to animate during the update phase. Set to false or null to remove it. */ Object.defineProperty(Phaser.Rope.prototype, "updateAnimation", { get: function () { return this._updateAnimation; }, set: function (value) { if (value && typeof value === 'function') { this._hasUpdateAnimation = true; this._updateAnimation = value; } else { this._hasUpdateAnimation = false; this._updateAnimation = null; } } }); /** * The segments that make up the rope body as an array of Phaser.Rectangles * * @name Phaser.Rope#segments * @property {Phaser.Rectangles[]} updateAnimation - Returns an array of Phaser.Rectangles that represent the segments of the given rope */ Object.defineProperty(Phaser.Rope.prototype, "segments", { get: function () { var segments = []; var index, x1, y1, x2, y2, width, height, rect; for (var i = 0; i < this.points.length; i++) { index = i * 4; x1 = this.vertices[index] * this.scale.x; y1 = this.vertices[index + 1] * this.scale.y; x2 = this.vertices[index + 4] * this.scale.x; y2 = this.vertices[index + 3] * this.scale.y; width = Phaser.Math.difference(x1, x2); height = Phaser.Math.difference(y1, y2); x1 += this.world.x; y1 += this.world.y; rect = new Phaser.Rectangle(x1, y1, width, height); segments.push(rect); } return segments; } });