/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var DegToRad = require('../../math/DegToRad'); var GetBoolean = require('../../tweens/builders/GetBoolean'); var GetValue = require('../../utils/object/GetValue'); var TWEEN_CONST = require('../../tweens/tween/const'); var Vector2 = require('../../math/Vector2'); /** * Provides methods used for managing a Game Object following a Path. * Should be applied as a mixin and not used directly. * * @namespace Phaser.GameObjects.Components.PathFollower * @since 3.17.0 */ var PathFollower = { /** * The Path this PathFollower is following. It can only follow one Path at a time. * * @name Phaser.GameObjects.Components.PathFollower#path * @type {Phaser.Curves.Path} * @since 3.0.0 */ path: null, /** * Should the PathFollower automatically rotate to point in the direction of the Path? * * @name Phaser.GameObjects.Components.PathFollower#rotateToPath * @type {boolean} * @default false * @since 3.0.0 */ rotateToPath: false, /** * If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath) * this value is added to the rotation value. This allows you to rotate objects to a path but control * the angle of the rotation as well. * * @name Phaser.GameObjects.PathFollower#pathRotationOffset * @type {number} * @default 0 * @since 3.0.0 */ pathRotationOffset: 0, /** * An additional vector to add to the PathFollowers position, allowing you to offset it from the * Path coordinates. * * @name Phaser.GameObjects.PathFollower#pathOffset * @type {Phaser.Math.Vector2} * @since 3.0.0 */ pathOffset: null, /** * A Vector2 that stores the current point of the path the follower is on. * * @name Phaser.GameObjects.PathFollower#pathVector * @type {Phaser.Math.Vector2} * @since 3.0.0 */ pathVector: null, /** * The distance the follower has traveled from the previous point to the current one, at the last update. * * @name Phaser.GameObjects.PathFollower#pathDelta * @type {Phaser.Math.Vector2} * @since 3.23.0 */ pathDelta: null, /** * The Tween used for following the Path. * * @name Phaser.GameObjects.PathFollower#pathTween * @type {Phaser.Tweens.Tween} * @since 3.0.0 */ pathTween: null, /** * Settings for the PathFollower. * * @name Phaser.GameObjects.PathFollower#pathConfig * @type {?Phaser.Types.GameObjects.PathFollower.PathConfig} * @default null * @since 3.0.0 */ pathConfig: null, /** * Records the direction of the follower so it can change direction. * * @name Phaser.GameObjects.PathFollower#_prevDirection * @type {integer} * @private * @since 3.0.0 */ _prevDirection: TWEEN_CONST.PLAYING_FORWARD, /** * Set the Path that this PathFollower should follow. * * Optionally accepts {@link Phaser.Types.GameObjects.PathFollower.PathConfig} settings. * * @method Phaser.GameObjects.Components.PathFollower#setPath * @since 3.0.0 * * @param {Phaser.Curves.Path} path - The Path this PathFollower is following. It can only follow one Path at a time. * @param {(number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig)} [config] - Settings for the PathFollower. * * @return {this} This Game Object. */ setPath: function (path, config) { if (config === undefined) { config = this.pathConfig; } var tween = this.pathTween; if (tween && tween.isPlaying()) { tween.stop(); } this.path = path; if (config) { this.startFollow(config); } return this; }, /** * Set whether the PathFollower should automatically rotate to point in the direction of the Path. * * @method Phaser.GameObjects.Components.PathFollower#setRotateToPath * @since 3.0.0 * * @param {boolean} value - Whether the PathFollower should automatically rotate to point in the direction of the Path. * @param {number} [offset=0] - Rotation offset in degrees. * * @return {this} This Game Object. */ setRotateToPath: function (value, offset) { if (offset === undefined) { offset = 0; } this.rotateToPath = value; this.pathRotationOffset = offset; return this; }, /** * Is this PathFollower actively following a Path or not? * * To be considered as `isFollowing` it must be currently moving on a Path, and not paused. * * @method Phaser.GameObjects.Components.PathFollower#isFollowing * @since 3.0.0 * * @return {boolean} `true` is this PathFollower is actively following a Path, otherwise `false`. */ isFollowing: function () { var tween = this.pathTween; return (tween && tween.isPlaying()); }, /** * Starts this PathFollower following its given Path. * * @method Phaser.GameObjects.Components.PathFollower#startFollow * @since 3.3.0 * * @param {(number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig)} [config={}] - The duration of the follow, or a PathFollower config object. * @param {number} [startAt=0] - Optional start position of the follow, between 0 and 1. * * @return {this} This Game Object. */ startFollow: function (config, startAt) { if (config === undefined) { config = {}; } if (startAt === undefined) { startAt = 0; } var tween = this.pathTween; if (tween && tween.isPlaying()) { tween.stop(); } if (typeof config === 'number') { config = { duration: config }; } // Override in case they've been specified in the config config.from = GetValue(config, 'from', 0); config.to = GetValue(config, 'to', 1); var positionOnPath = GetBoolean(config, 'positionOnPath', false); this.rotateToPath = GetBoolean(config, 'rotateToPath', false); this.pathRotationOffset = GetValue(config, 'rotationOffset', 0); // This works, but it's not an ideal way of doing it as the follower jumps position var seek = GetValue(config, 'startAt', startAt); if (seek) { config.onStart = function (tween) { var tweenData = tween.data[0]; tweenData.progress = seek; tweenData.elapsed = tweenData.duration * seek; var v = tweenData.ease(tweenData.progress); tweenData.current = tweenData.start + ((tweenData.end - tweenData.start) * v); tweenData.target[tweenData.key] = tweenData.current; }; } if (!this.pathOffset) { this.pathOffset = new Vector2(this.x, this.y); } if (!this.pathVector) { this.pathVector = new Vector2(); } if (!this.pathDelta) { this.pathDelta = new Vector2(); } this.pathDelta.reset(); this.pathTween = this.scene.sys.tweens.addCounter(config); // The starting point of the path, relative to this follower this.path.getStartPoint(this.pathOffset); if (positionOnPath) { this.x = this.pathOffset.x; this.y = this.pathOffset.y; } this.pathOffset.x = this.x - this.pathOffset.x; this.pathOffset.y = this.y - this.pathOffset.y; this._prevDirection = TWEEN_CONST.PLAYING_FORWARD; if (this.rotateToPath) { // Set the rotation now (in case the tween has a delay on it, etc) var nextPoint = this.path.getPoint(0.1); this.rotation = Math.atan2(nextPoint.y - this.y, nextPoint.x - this.x) + DegToRad(this.pathRotationOffset); } this.pathConfig = config; return this; }, /** * Pauses this PathFollower. It will still continue to render, but it will remain motionless at the * point on the Path at which you paused it. * * @method Phaser.GameObjects.Components.PathFollower#pauseFollow * @since 3.3.0 * * @return {this} This Game Object. */ pauseFollow: function () { var tween = this.pathTween; if (tween && tween.isPlaying()) { tween.pause(); } return this; }, /** * Resumes a previously paused PathFollower. * * If the PathFollower was not paused this has no effect. * * @method Phaser.GameObjects.Components.PathFollower#resumeFollow * @since 3.3.0 * * @return {this} This Game Object. */ resumeFollow: function () { var tween = this.pathTween; if (tween && tween.isPaused()) { tween.resume(); } return this; }, /** * Stops this PathFollower from following the path any longer. * * This will invoke any 'stop' conditions that may exist on the Path, or for the follower. * * @method Phaser.GameObjects.Components.PathFollower#stopFollow * @since 3.3.0 * * @return {this} This Game Object. */ stopFollow: function () { var tween = this.pathTween; if (tween && tween.isPlaying()) { tween.stop(); } return this; }, /** * Internal update handler that advances this PathFollower along the path. * * Called automatically by the Scene step, should not typically be called directly. * * @method Phaser.GameObjects.Components.PathFollower#pathUpdate * @since 3.17.0 */ pathUpdate: function () { var tween = this.pathTween; if (tween) { var tweenData = tween.data[0]; var pathDelta = this.pathDelta; var pathVector = this.pathVector; pathDelta.copy(pathVector).negate(); if (tweenData.state === TWEEN_CONST.COMPLETE) { this.path.getPoint(1, pathVector); pathDelta.add(pathVector); pathVector.add(this.pathOffset); this.setPosition(pathVector.x, pathVector.y); return; } else if (tweenData.state !== TWEEN_CONST.PLAYING_FORWARD && tweenData.state !== TWEEN_CONST.PLAYING_BACKWARD) { // If delayed, etc then bail out return; } this.path.getPoint(tween.getValue(), pathVector); pathDelta.add(pathVector); pathVector.add(this.pathOffset); var oldX = this.x; var oldY = this.y; this.setPosition(pathVector.x, pathVector.y); var speedX = this.x - oldX; var speedY = this.y - oldY; if (speedX === 0 && speedY === 0) { // Bail out early return; } if (tweenData.state !== this._prevDirection) { // We've changed direction, so don't do a rotate this frame this._prevDirection = tweenData.state; return; } if (this.rotateToPath) { this.rotation = Math.atan2(speedY, speedX) + DegToRad(this.pathRotationOffset); } } } }; module.exports = PathFollower;