mirror of
https://github.com/photonstorm/phaser
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101 lines
2.9 KiB
JavaScript
101 lines
2.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Create a new `Bullet` object. Bullets are used by the `Phaser.Weapon` class, and are normal Sprites,
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* with a few extra properties in the data object to handle Weapon specific features.
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*
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* @class Phaser.Bullet
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* @constructor
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* @extends Phaser.Sprite
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Particle at.
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* @param {number} y - The y coordinate (in world space) to position the Particle at.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Particle 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.
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*/
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Phaser.Bullet = function (game, x, y, key, frame) {
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Phaser.GameObject.Sprite.call(this, game, x, y, key, frame);
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this.anchor.set(0.5);
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this.data = {
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bulletManager: null,
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fromX: 0,
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fromY: 0,
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bodyDirty: true,
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rotateToVelocity: false,
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killType: 0,
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killDistance: 0
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};
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};
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Phaser.Bullet.prototype = Object.create(Phaser.GameObject.Sprite.prototype);
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Phaser.Bullet.prototype.constructor = Phaser.Bullet;
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/**
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* Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.
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* Also dispatches the `Weapon.onKill` signal.
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*
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* @method Phaser.Bullet#kill
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* @memberof Phaser.Bullet
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*/
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Phaser.Bullet.prototype.kill = function () {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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this.data.bulletManager.onKill.dispatch(this);
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return this;
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};
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/**
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* Updates the Bullet, killing as required.
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*
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* @method Phaser.Bullet#kill
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* @memberof Phaser.Bullet
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*/
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Phaser.Bullet.prototype.update = function () {
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if (!this.exists)
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{
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return;
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}
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if (this.data.killType > Phaser.Weapon.KILL_LIFESPAN)
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{
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if (this.data.killType === Phaser.Weapon.KILL_DISTANCE)
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{
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if (this.game.physics.arcade.distanceToXY(this, this.data.fromX, this.data.fromY, true) > this.data.killDistance)
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{
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this.kill();
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}
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}
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else
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{
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if (!this.data.bulletManager.bulletBounds.intersects(this))
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{
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this.kill();
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}
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}
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}
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if (this.data.rotateToVelocity)
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{
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this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x);
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}
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if (this.data.bulletManager.bulletWorldWrap)
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{
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this.game.world.wrap(this, this.data.bulletManager.bulletWorldWrapPadding);
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}
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};
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