/// /// /** * Phaser - Motion * * The Motion class contains lots of useful functions for moving game objects around in world space. */ module Phaser { export class Motion { constructor(game: Game) { this._game = game; } private _game: Game; /** * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity. * * @param {number} Velocity Any component of velocity (e.g. 20). * @param {number} Acceleration Rate at which the velocity is changing. * @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. * @param {number} Max An absolute value cap for the velocity. * * @return {number} The altered Velocity value. */ public computeVelocity(Velocity: number, Acceleration: number = 0, Drag: number = 0, Max: number = 10000): number { if (Acceleration !== 0) { Velocity += Acceleration * this._game.time.elapsed; } else if (Drag !== 0) { var drag: number = Drag * this._game.time.elapsed; if (Velocity - drag > 0) { Velocity = Velocity - drag; } else if (Velocity + drag < 0) { Velocity += drag; } else { Velocity = 0; } } if ((Velocity != 0) && (Max != 10000)) { if (Velocity > Max) { Velocity = Max; } else if (Velocity < -Max) { Velocity = -Max; } } return Velocity; } /** * Given the angle and speed calculate the velocity and return it as a Point * * @param {number} angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * @param {number} speed The speed it will move, in pixels per second sq * * @return {Point} A Point where Point.x contains the velocity x value and Point.y contains the velocity y value */ public velocityFromAngle(angle: number, speed: number): Point { if (isNaN(speed)) { speed = 0; } var a: number = this._game.math.degreesToRadians(angle); return new Point((Math.cos(a) * speed), (Math.sin(a) * speed)); } /** * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.
* If you need the object to accelerate, see accelerateTowardsObject() instead * Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all) * * @param {GameObject} source The Sprite on which the velocity will be set * @param {GameObject} dest The Sprite where the source object will move to * @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms */ public moveTowardsObject(source:GameObject, dest:GameObject, speed:number= 60, maxTime:number = 0) { var a:number = this.angleBetween(source, dest); if (maxTime > 0) { var d:number = this.distanceBetween(source, dest); // We know how many pixels we need to move, but how fast? speed = d / (maxTime / 1000); } source.velocity.x = Math.cos(a) * speed; source.velocity.y = Math.sin(a) * speed; } /** * Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
* If you don't need acceleration look at moveTowardsObject() instead. * * @param {GameObject} source The Sprite on which the acceleration will be set * @param {GameObject} dest The Sprite where the source object will move towards * @param {number} speed The speed it will accelerate in pixels per second * @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally * @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically */ public accelerateTowardsObject(source:GameObject, dest:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number) { var a:number = this.angleBetween(source, dest); source.velocity.x = 0; source.velocity.y = 0; source.acceleration.x = Math.cos(a) * speed; source.acceleration.y = Math.sin(a) * speed; source.maxVelocity.x = xSpeedMax; source.maxVelocity.y = ySpeedMax; } /** * Move the given Sprite towards the mouse pointer coordinates at a steady velocity * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.
* * @param {GameObject} source The Sprite to move * @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms */ public moveTowardsMouse(source:GameObject, speed:number = 60, maxTime:number = 0) { var a:number = this.angleBetweenMouse(source); if (maxTime > 0) { var d:number = this.distanceToMouse(source); // We know how many pixels we need to move, but how fast? speed = d / (maxTime / 1000); } source.velocity.x = Math.cos(a) * speed; source.velocity.y = Math.sin(a) * speed; } /** * Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
* If you don't need acceleration look at moveTowardsMouse() instead. * * @param {GameObject} source The Sprite on which the acceleration will be set * @param {number} speed The speed it will accelerate in pixels per second * @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally * @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically */ public accelerateTowardsMouse(source:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number) { var a:number = this.angleBetweenMouse(source); source.velocity.x = 0; source.velocity.y = 0; source.acceleration.x = Math.cos(a) * speed; source.acceleration.y = Math.sin(a) * speed; source.maxVelocity.x = xSpeedMax; source.maxVelocity.y = ySpeedMax; } /** * Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.
* * @param {GameObject} source The Sprite to move * @param {Point} target The Point coordinates to move the source Sprite towards * @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms */ public moveTowardsPoint(source:GameObject, target:Point, speed:number = 60, maxTime:number = 0) { var a:number = this.angleBetweenPoint(source, target); if (maxTime > 0) { var d:number = this.distanceToPoint(source, target); // We know how many pixels we need to move, but how fast? speed = d / (maxTime / 1000); } source.velocity.x = Math.cos(a) * speed; source.velocity.y = Math.sin(a) * speed; } /** * Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
* If you don't need acceleration look at moveTowardsPoint() instead. * * @param {GameObject} source The Sprite on which the acceleration will be set * @param {Point} target The Point coordinates to move the source Sprite towards * @param {number} speed The speed it will accelerate in pixels per second * @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally * @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically */ public accelerateTowardsPoint(source:GameObject, target:Point, speed:number, xSpeedMax:number, ySpeedMax:number) { var a:number = this.angleBetweenPoint(source, target); source.velocity.x = 0; source.velocity.y = 0; source.acceleration.x = Math.cos(a) * speed; source.acceleration.y = Math.sin(a) * speed; source.maxVelocity.x = xSpeedMax; source.maxVelocity.y = ySpeedMax; } /** * Find the distance (in pixels, rounded) between two Sprites, taking their origin into account * * @param {GameObject} a The first Sprite * @param {GameObject} b The second Sprite * @return {number} int Distance (in pixels) */ public distanceBetween(a:GameObject, b:GameObject):number { var dx:number = (a.x + a.origin.x) - (b.x + b.origin.x); var dy:number = (a.y + a.origin.y) - (b.y + b.origin.y); return this._game.math.vectorLength(dx, dy); } /** * Find the distance (in pixels, rounded) from an Sprite to the given Point, taking the source origin into account * * @param {GameObject} a The Sprite * @param {Point} target The Point * @return {number} Distance (in pixels) */ public distanceToPoint(a:GameObject, target:Point):number { var dx:number = (a.x + a.origin.x) - (target.x); var dy:number = (a.y + a.origin.y) - (target.y); return this._game.math.vectorLength(dx, dy); } /** * Find the distance (in pixels, rounded) from the object x/y and the mouse x/y * * @param {GameObject} a Sprite to test against * @return {number} The distance between the given sprite and the mouse coordinates */ public distanceToMouse(a:GameObject):number { var dx: number = (a.x + a.origin.x) - this._game.input.x; var dy: number = (a.y + a.origin.y) - this._game.input.y; return this._game.math.vectorLength(dx, dy); } /** * Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account. * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * * @param {GameObject} a The Sprite to test from * @param {Point} target The Point to angle the Sprite towards * @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true * * @return {number} The angle (in radians unless asDegrees is true) */ public angleBetweenPoint(a:GameObject, target:Point, asDegrees:bool = false):number { var dx:number = (target.x) - (a.x + a.origin.x); var dy:number = (target.y) - (a.y + a.origin.y); if (asDegrees) { return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); } else { return Math.atan2(dy, dx); } } /** * Find the angle (in radians) between the two Sprite, taking their x/y and origin into account. * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * * @param {GameObject} a The Sprite to test from * @param {GameObject} b The Sprite to test to * @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true * * @return {number} The angle (in radians unless asDegrees is true) */ public angleBetween(a:GameObject, b:GameObject, asDegrees:bool = false):number { var dx:number = (b.x + b.origin.x) - (a.x + a.origin.x); var dy:number = (b.y + b.origin.y) - (a.y + a.origin.y); if (asDegrees) { return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); } else { return Math.atan2(dy, dx); } } /** * Given the GameObject and speed calculate the velocity and return it as an Point based on the direction the sprite is facing * * @param {GameObject} parent The Sprite to get the facing value from * @param {number} speed The speed it will move, in pixels per second sq * * @return {Point} An Point where Point.x contains the velocity x value and Point.y contains the velocity y value */ public velocityFromFacing(parent:GameObject, speed:number):Point { var a:number; if (parent.facing == Collision.LEFT) { a = this._game.math.degreesToRadians(180); } else if (parent.facing == Collision.RIGHT) { a = this._game.math.degreesToRadians(0); } else if (parent.facing == Collision.UP) { a = this._game.math.degreesToRadians(-90); } else if (parent.facing == Collision.DOWN) { a = this._game.math.degreesToRadians(90); } return new Point(Math.cos(a) * speed, Math.sin(a) * speed); } /** * Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account. * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * * @param {GameObject} a The Object to test from * @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true * * @return {number} The angle (in radians unless asDegrees is true) */ public angleBetweenMouse(a:GameObject, asDegrees:bool = false):number { // In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates) var p:MicroPoint = a.getScreenXY(); var dx:number = a._game.input.x - p.x; var dy:number = a._game.input.y - p.y; if (asDegrees) { return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); } else { return Math.atan2(dy, dx); } } } }