var Phaser; (function (Phaser) { /// /// /// /// /// /// /// /** * Phaser - Verlet * * Based on verlet-js by Sub Protocol released under MIT */ (function (Verlet) { var VerletManager = (function () { /** * Creates a new Vector2 object. * @class Vector2 * @constructor * @param {Number} x The x coordinate of vector2 * @param {Number} y The y coordinate of vector2 * @return {Vector2} This object **/ function VerletManager(game, width, height) { this._v = new Phaser.Vector2(); this.composites = []; this.step = 16; this.selectionRadius = 20; this.draggedEntity = null; this.highlightColor = '#4f545c'; this.hideNearestEntityCircle = false; this._game = game; this.width = width; this.height = height; this.gravity = new Phaser.Vector2(0, 0.2); this.friction = 0.99; this.groundFriction = 0.8; this.canvas = game.stage.canvas; this.context = game.stage.context; this._game.input.onDown.add(this.mouseDownHandler, this); this._game.input.onUp.add(this.mouseUpHandler, this); } VerletManager.prototype.intersectionTime = /** * Computes time of intersection of a particle with a wall * * @param {Vec2} line walls root position * @param {Vec2} p particle position * @param {Vec2} dir walls direction * @param {Vec2} v particles velocity */ function (wall, p, dir, v) { if(dir.x != 0) { var denominator = v.y - dir.y * v.x / dir.x; if(denominator == 0) { return undefined; }// Movement is parallel to wall var numerator = wall.y + dir.y * (p.x - wall.x) / dir.x - p.y; return numerator / denominator; } else { if(v.x == 0) { return undefined; }// parallel again var denominator = v.x; var numerator = wall.x - p.x; return numerator / denominator; } }; VerletManager.prototype.intersectionPoint = function (wall, p, dir, v) { var t = this.intersectionTime(wall, p, dir, v); return new Phaser.Vector2(p.x + v.x * t, p.y + v.y * t); }; VerletManager.prototype.bounds = function (particle) { this._v.mutableSet(particle.pos); this._v.mutableSub(particle.lastPos); if(particle.pos.y > this.height - 1) { particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, this.height - 1), particle.lastPos, new Phaser.Vector2(1, 0), this._v)); } if(particle.pos.x < 0) { particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, 0), particle.pos, new Phaser.Vector2(0, 1), this._v)); } if(particle.pos.x > this.width - 1) { particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(this.width - 1, 0), particle.pos, new Phaser.Vector2(0, 1), this._v)); } }; VerletManager.prototype.createPoint = function (pos) { var composite = new Phaser.Verlet.Composite(this._game); composite.particles.push(new Phaser.Verlet.Particle(pos)); this.composites.push(composite); return composite; }; VerletManager.prototype.createLineSegments = function (vertices, stiffness) { var composite = new Phaser.Verlet.Composite(this._game); var i; for(i in vertices) { composite.particles.push(new Phaser.Verlet.Particle(vertices[i])); if(i > 0) { composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[i], composite.particles[i - 1], stiffness)); } } this.composites.push(composite); return composite; }; VerletManager.prototype.createCloth = function (origin, width, height, segments, pinMod, stiffness) { var composite = new Phaser.Verlet.Composite(this._game); var xStride = width / segments; var yStride = height / segments; var x; var y; for(y = 0; y < segments; ++y) { for(x = 0; x < segments; ++x) { var px = origin.x + x * xStride - width / 2 + xStride / 2; var py = origin.y + y * yStride - height / 2 + yStride / 2; composite.particles.push(new Phaser.Verlet.Particle(new Phaser.Vector2(px, py))); if(x > 0) { composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[y * segments + x - 1], stiffness)); } if(y > 0) { composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[(y - 1) * segments + x], stiffness)); } } } for(x = 0; x < segments; ++x) { if(x % pinMod == 0) { composite.pin(x); } } this.composites.push(composite); return composite; }; VerletManager.prototype.createTire = function (origin, radius, segments, spokeStiffness, treadStiffness) { var stride = (2 * Math.PI) / segments; var i; var composite = new Phaser.Verlet.Composite(this._game); // particles for(i = 0; i < segments; ++i) { var theta = i * stride; composite.particles.push(new Verlet.Particle(new Phaser.Vector2(origin.x + Math.cos(theta) * radius, origin.y + Math.sin(theta) * radius))); } var center = new Verlet.Particle(origin); composite.particles.push(center); // constraints for(i = 0; i < segments; ++i) { composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], composite.particles[(i + 1) % segments], treadStiffness)); composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], center, spokeStiffness)); composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], composite.particles[(i + 5) % segments], treadStiffness)); } this.composites.push(composite); return composite; }; VerletManager.prototype.update = function () { if(this.composites.length == 0) { return; } var i, j, c; for(c in this.composites) { for(i in this.composites[c].particles) { var particles = this.composites[c].particles; // calculate velocity var velocity = particles[i].pos.sub(particles[i].lastPos).scale(this.friction); // ground friction if(particles[i].pos.y >= this.height - 1 && velocity.length2() > 0.000001) { var m = velocity.length(); velocity.x /= m; velocity.y /= m; velocity.mutableScale(m * this.groundFriction); } // save last good state particles[i].lastPos.mutableSet(particles[i].pos); // gravity particles[i].pos.mutableAdd(this.gravity); // inertia particles[i].pos.mutableAdd(velocity); } } // handle dragging of entities if(this.draggedEntity) { this.draggedEntity.pos.mutableSet(this._game.input.position); } // relax var stepCoef = 1 / this.step; for(c in this.composites) { var constraints = this.composites[c].constraints; for(i = 0; i < this.step; ++i) { for(j in constraints) { constraints[j].relax(stepCoef); } } } // bounds checking for(c in this.composites) { var particles = this.composites[c].particles; for(i in particles) { this.bounds(particles[i]); } } }; VerletManager.prototype.mouseDownHandler = function () { var nearest = this.nearestEntity(); if(nearest) { this.draggedEntity = nearest; } }; VerletManager.prototype.mouseUpHandler = function () { this.draggedEntity = null; }; VerletManager.prototype.nearestEntity = function () { var c, i; var d2Nearest = 0; var entity = null; var constraintsNearest = null; // find nearest point for(c in this.composites) { var particles = this.composites[c].particles; for(i in particles) { var d2 = particles[i].pos.distance2(this._game.input.position); if(d2 <= this.selectionRadius * this.selectionRadius && (entity == null || d2 < d2Nearest)) { entity = particles[i]; constraintsNearest = this.composites[c].constraints; d2Nearest = d2; } } } // search for pinned constraints for this entity for(i in constraintsNearest) { if(constraintsNearest[i] instanceof Verlet.PinConstraint && constraintsNearest[i].a == entity) { entity = constraintsNearest[i]; } } return entity; }; VerletManager.prototype.render = function () { var i, c; for(c in this.composites) { // draw constraints if(this.composites[c].drawConstraints) { this.composites[c].drawConstraints(this.context, this.composites[c]); } else { var constraints = this.composites[c].constraints; for(i in constraints) { constraints[i].render(this.context); } } // draw particles if(this.composites[c].drawParticles) { this.composites[c].drawParticles(this.context, this.composites[c]); } else { var particles = this.composites[c].particles; for(i in particles) { particles[i].render(this.context); } } } // highlight nearest / dragged entity var nearest = this.draggedEntity || this.nearestEntity(); if(nearest && this.hideNearestEntityCircle == false) { this.context.beginPath(); this.context.arc(nearest.pos.x, nearest.pos.y, 8, 0, 2 * Math.PI); this.context.strokeStyle = this.highlightColor; this.context.stroke(); this.context.closePath(); } }; return VerletManager; })(); Verlet.VerletManager = VerletManager; })(Phaser.Verlet || (Phaser.Verlet = {})); var Verlet = Phaser.Verlet; })(Phaser || (Phaser = {}));