/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Warning: Bullet is an experimental object that we don't advise using for now. * * A Bullet is like a stripped-down Sprite, useful for when you just need to get something moving around the screen quickly with little of the extra * features that a Sprite supports. * Bullet is MISSING the following: * * animation, all input events, crop support, health/damage, loadTexture * * @class Phaser.Bullet * @constructor * @param {Phaser.Game} game - Current game instance. * @param {number} x - X position of the new bullet. * @param {number} y - Y position of the new bullet. * @param {string|Phaser.RenderTexture|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 or PIXI.Texture. * @param {string|number} frame - If this Sprite 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.Bullet = function (game, x, y, key, frame) { 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 {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all. * @default */ this.exists = true; /** * @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering. * @default */ this.alive = true; /** * @property {Description} group - Description. * @default */ this.group = null; /** * @property {string} name - The user defined name given to this Sprite. * @default */ this.name = ''; /** * @property {Description} type - Description. */ this.type = Phaser.BULLET; /** * @property {number} renderOrderID - Description. * @default */ this.renderOrderID = -1; /** * If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc. * The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called. * @property {number} lifespan * @default */ this.lifespan = 0; /** * @property {Events} events - The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components */ this.events = new Phaser.Events(this); /** * @property {Description} key - Description. */ this.key = key; if (key instanceof Phaser.RenderTexture) { PIXI.Sprite.call(this, key); this.currentFrame = this.game.cache.getTextureFrame(key.name); } else if (key instanceof PIXI.Texture) { PIXI.Sprite.call(this, key); this.currentFrame = frame; } else { if (key == null || this.game.cache.checkImageKey(key) == false) { key = '__default'; } PIXI.Sprite.call(this, PIXI.TextureCache[key]); if (this.game.cache.isSpriteSheet(key)) { /* this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (frame !== null) { if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } */ } else { this.currentFrame = this.game.cache.getFrame(key); } } /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the textures origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right * * @property {Phaser.Point} anchor */ this.anchor = new Phaser.Point(); /** * @property {number} x - Description. */ this.x = x; /** * @property {number} y - Description. */ this.y = y; /** * @property {Description} position - Description. */ this.position.x = x; this.position.y = y; /** * Should this Sprite be automatically culled if out of range of the camera? * A culled sprite has its visible property set to 'false'. * Note that this check doesn't look at this Sprites children, which may still be in camera range. * So you should set autoCull to false if the Sprite will have children likely to still be in camera range. * * @property {boolean} autoCull * @default */ this.autoCull = false; /** * @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one. */ this.scale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values. * @private */ this._cache = { dirty: false, // Transform cache a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1, // Input specific transform cache i01: -1, i10: -1, idi: -1, // Bounds check left: null, right: null, top: null, bottom: null, // The previous calculated position x: -1, y: -1, // The actual scale values based on the worldTransform scaleX: 1, scaleY: 1, // The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH, // The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2), boundsX: 0, boundsY: 0, // If this sprite visible to the camera (regardless of being set to visible or not) cameraVisible: true }; /** * @property {Phaser.Point} offset - Corner point defaults. */ this.offset = new Phaser.Point; /** * @property {Phaser.Point} center - Description. */ this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2)); /** * @property {Phaser.Point} topLeft - Description. */ this.topLeft = new Phaser.Point(x, y); /** * @property {Phaser.Point} topRight - Description. */ this.topRight = new Phaser.Point(x + this._cache.width, y); /** * @property {Phaser.Point} bottomRight - Description. */ this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height); /** * @property {Phaser.Point} bottomLeft - Description. */ this.bottomLeft = new Phaser.Point(x, y + this._cache.height); /** * @property {Phaser.Rectangle} bounds - Description. */ this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height); /** * @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body. */ this.body = new Phaser.Physics.Arcade.Body(this); /** * @property {Description} inWorld - World bounds check. */ this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds); /** * @property {number} inWorldThreshold - World bounds check. * @default */ this.inWorldThreshold = 0; /** * @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds. * @default */ this.outOfBoundsKill = false; /** * @property {boolean} _outOfBoundsFired - Description. * @private * @default */ this._outOfBoundsFired = false; /** * A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera. * @property {boolean} fixedToCamera - Fixes this Sprite to the Camera. * @default */ this.fixedToCamera = false; }; Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Bullet.prototype.constructor = Phaser.Bullet; /** * Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite. * @method Phaser.Sprite.prototype.preUpdate */ Phaser.Bullet.prototype.preUpdate = function() { if (!this.exists) { this.renderOrderID = -1; return; } if (this.lifespan > 0) { this.lifespan -= this.game.time.elapsed; if (this.lifespan <= 0) { this.kill(); return; } } this._cache.dirty = false; if (this.visible) { this.renderOrderID = this.game.world.currentRenderOrderID++; } this.prevX = this.x; this.prevY = this.y; // |a c tx| // |b d ty| // |0 0 1| if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10) { this._cache.a00 = this.worldTransform[0]; // scaleX a this._cache.a01 = this.worldTransform[1]; // skewY c this._cache.a10 = this.worldTransform[3]; // skewX b this._cache.a11 = this.worldTransform[4]; // scaleY d this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks) this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks) this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit? this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit? this._cache.a01 *= -1; this._cache.a10 *= -1; this._cache.dirty = true; } if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12) { this._cache.a02 = this.worldTransform[2]; // translateX tx this._cache.a12 = this.worldTransform[5]; // translateY ty this._cache.dirty = true; } // Re-run the camera visibility check if (this._cache.dirty) { this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0); if (this.autoCull == true) { // Won't get rendered but will still get its transform updated this.renderable = this._cache.cameraVisible; } // Update our physics bounds if (this.body) { this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY); } } if (this.body) { this.body.preUpdate(); } } Phaser.Bullet.prototype.postUpdate = function() { if (this.exists) { // The sprite is positioned in this call, after taking into consideration motion updates and collision if (this.body) { this.body.postUpdate(); } if (this.fixedToCamera) { this._cache.x = this.game.camera.view.x + this.x; this._cache.y = this.game.camera.view.y + this.y; } else { this._cache.x = this.x; this._cache.y = this.y; } if (this.position.x != this._cache.x || this.position.y != this._cache.y) { this.position.x = this._cache.x; this.position.y = this._cache.y; } } } Phaser.Bullet.prototype.deltaAbsX = function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); } Phaser.Bullet.prototype.deltaAbsY = function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); } Phaser.Bullet.prototype.deltaX = function () { return this.x - this.prevX; } Phaser.Bullet.prototype.deltaY = function () { return this.y - this.prevY; } /** * Description. * * @method Phaser.Bullet.prototype.revive */ Phaser.Bullet.prototype.revive = function(health) { if (typeof health === 'undefined') { health = 1; } this.alive = true; this.exists = true; this.visible = true; this.health = health; this.events.onRevived.dispatch(this); } /** * Description. * * @method Phaser.Bullet.prototype.kill */ Phaser.Bullet.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; this.events.onKilled.dispatch(this); } /** * Description. * * @method Phaser.Bullet.prototype.destroy */ Phaser.Bullet.prototype.destroy = function() { if (this.group) { this.group.remove(this); } this.events.destroy(); this.alive = false; this.exists = false; this.visible = false; this.game = null; } /** * Description. * * @method Phaser.Sprite.prototype.reset */ Phaser.Bullet.prototype.reset = function(x, y) { this.x = x; this.y = y; this.position.x = this.x; this.position.y = this.y; this.alive = true; this.exists = true; this.visible = true; this.renderable = true; this._outOfBoundsFired = false; if (this.body) { this.body.reset(); } } /** * Description. * * @method Phaser.Sprite.prototype.updateBounds */ Phaser.Bullet.prototype.updateBounds = function() { // Update the edge points this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height)); this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight); this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y); this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y); this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height); this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height); this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x); this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x); this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y); this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y); this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top); // This is the coordinate the Bullet was at when the last bounds was created this._cache.boundsX = this._cache.x; this._cache.boundsY = this._cache.y; if (this.inWorld == false) { // Bullet WAS out of the screen, is it still? this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold); if (this.inWorld) { // It's back again, reset the OOB check this._outOfBoundsFired = false; } } else { // Bullet WAS in the screen, has it now left? this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold); if (this.inWorld == false) { this.events.onOutOfBounds.dispatch(this); this._outOfBoundsFired = true; if (this.outOfBoundsKill) { this.kill(); } } } } /** * Description. * * @method Phaser.Bullet.prototype.getLocalPosition * @param {Description} p - Description. * @param {number} x - Description. * @param {number} y - Description. * @return {Description} Description. */ Phaser.Bullet.prototype.getLocalPosition = function(p, x, y) { p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02; p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12; return p; } /** * Description. * * @method Phaser.Bullet.prototype.bringToTop */ Phaser.Bullet.prototype.bringToTop = function() { if (this.group) { this.group.bringToTop(this); } else { this.game.world.bringToTop(this); } } /** * Indicates the rotation of the Bullet, 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 Bullet.rotation instead. * @name Phaser.Bullet#angle * @property {number} angle - Gets or sets the Bullets angle of rotation in degrees. */ Object.defineProperty(Phaser.Bullet.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)); } }); /** * Is this sprite visible to the camera or not? * @returns {boolean} */ Object.defineProperty(Phaser.Bullet.prototype, "inCamera", { get: function () { return this._cache.cameraVisible; } });