///
///
///
///
/**
* Phaser - Verlet - Composite
*
*
*/
module Phaser.Verlet {
export class Composite {
/**
* Creates a new Composite object.
* @class Composite
* @constructor
* @param {Number} x The x coordinate of vector2
* @param {Number} y The y coordinate of vector2
* @return {Composite} This object
**/
constructor(game: Game) {
this._game = game;
this.sprites = [];
this.particles = [];
this.constraints = [];
this.frameBounds = new Phaser.Quad();
}
private _game: Game;
/**
* Texture of the particles to be rendered.
*/
private _texture = null;
/**
* Rendering bounds for the texture
* @type {Quad}
*/
private frameBounds: Quad;
// local rendering related temp vars to help avoid gc spikes
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _hw: number = 0;
private _hh: number = 0;
public sprites: Phaser.Sprite[];
public particles: Phaser.Verlet.Particle[];
public constraints;
public drawParticles = null;
public drawConstraints = null;
// Create Constraints
public createDistanceConstraint(a: Phaser.Verlet.Particle, b: Phaser.Verlet.Particle, stiffness: number, distance?: number = null): Phaser.Verlet.DistanceConstraint {
this.constraints.push(new Phaser.Verlet.DistanceConstraint(a, b, stiffness, distance));
return this.constraints[this.constraints.length - 1];
}
public createAngleConstraint(a: Phaser.Verlet.Particle, b: Phaser.Verlet.Particle, c: Phaser.Verlet.Particle, stiffness: number): Phaser.Verlet.AngleConstraint {
this.constraints.push(new Phaser.Verlet.AngleConstraint(a, b, c, stiffness));
return this.constraints[this.constraints.length - 1];
}
public createPinConstraint(a: Phaser.Verlet.Particle, pos: Vector2): Phaser.Verlet.PinConstraint {
this.constraints.push(new Phaser.Verlet.PinConstraint(a, pos));
return this.constraints[this.constraints.length - 1];
}
/**
* Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet.
* @param key {string} Key of the graphic you want to load for this sprite.
* @return {Composite} This object
*/
public loadGraphic(key: string): Composite {
if (this._game.cache.getImage(key) !== null)
{
if (this._game.cache.isSpriteSheet(key) == false)
{
this._texture = this._game.cache.getImage(key);
this.frameBounds.width = this._texture.width;
this.frameBounds.height = this._texture.height;
this._hw = Math.floor(this.frameBounds.width / 2);
this._hh = Math.floor(this.frameBounds.width / 2);
this.drawParticles = this.render;
this.drawConstraints = this.renderConstraints;
}
}
return this;
}
public hideConstraints: bool = true;
public constraintLineColor: string = 'rgba(200,200,200,1)';
private renderConstraints(context) {
if (this.hideConstraints == true || this.constraints.length == 0)
{
return;
}
var i;
context.beginPath();
for (i in this.constraints)
{
if (this.constraints[i].b)
{
context.moveTo(this.constraints[i].a.pos.x, this.constraints[i].a.pos.y);
context.lineTo(this.constraints[i].b.pos.x, this.constraints[i].b.pos.y);
}
}
context.strokeStyle = this.constraintLineColor;
context.stroke();
context.closePath();
}
private render(context) {
this._sx = 0;
this._sy = 0;
this._sw = this.frameBounds.width;
this._sh = this.frameBounds.height;
this._dw = this.frameBounds.width;
this._dh = this.frameBounds.height;
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
var i;
for (i in this.particles)
{
//this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x);
//this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y);
this._dx = this.particles[i].pos.x - this._hw;
this._dy = this.particles[i].pos.y - this._hh;
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
context.drawImage(
this._texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
}
public pin(index, pos?=null) {
if (pos == null)
{
pos = this.particles[index].pos;
}
var pc = new Phaser.Verlet.PinConstraint(this.particles[index], pos);
this.constraints.push(pc);
return pc;
}
}
}