mirror of
https://github.com/photonstorm/phaser
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536 lines
19 KiB
JavaScript
536 lines
19 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Pete Baron <pete@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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* A PathFollower is a virtual entity that follows the Path.
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* It is usually linked to a game object such as a Sprite and it will control either the
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* position of that object, or its velocity if it is a physics object.
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*
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* Callbacks will be triggered when certain events happen as the follower moves. These
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* may be used to aid in the creation of complex behaviours for the game objects.
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*
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* @class Phaser.PathFollower
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* @constructor
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* @param {Phaser.Path} path - The Path object which this follower is created on.
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* @param {Phaser.Sprite|object} follower - The game object which this follower controls. Requires public properties: `x`, `y` for position and `rotation` for angle control (if specified).
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* @param {number} [speed=1] - The current speed of this follower in pixels per frame. This value is multiplied with the Path segment speed to give the final value used.
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* @param {number} [angleOffset=null] - If `null` then the PathFollower won't rotate. Otherwise it will face in the paths direction plus this offset which is given in radians.
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* @param {function} [callbackAtEnd] - A callback to be invoked when the follower reaches the end of a path.
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* @param {number} [physicsAdjustTime=0] - If non-zero then the follower expects to control a physics object using "arcade.moveToObject" to control velocity.
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*/
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Phaser.PathFollower = function (path, follower, speed, rotationOffset, angularOffset, callbackAtEnd, physicsAdjustTime) {
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if (speed === undefined) { speed = 1; }
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if (rotationOffset === undefined) { rotationOffset = 0; }
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if (angularOffset === undefined) { angularOffset = { angle: 0, distance: 0 }; }
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if (physicsAdjustTime === undefined) { physicsAdjustTime = 0; }
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Phaser.EventTarget.call(this);
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this.path = path;
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this.follower = follower;
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this._turnOffset = rotationOffset;
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this.callbackAtEnd = callbackAtEnd;
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this.physicsAdjustTime = physicsAdjustTime;
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// offset is an x,y offset from the Path unique for this PathFollower, it is added to the Path's own offset to give a final location
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this.offset = new Phaser.Point(0, 0);
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if (typeof speed === 'object')
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{
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this.speed = Phaser.Utils.extend(true, Object.create(Phaser.PathFollower.Defaults.speed), speed);
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}
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else
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{
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this.speed = Object.create(Phaser.PathFollower.Defaults.speed);
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this.speed.min = speed;
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this.speed.max = speed;
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}
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// _angularOffset is an angular offset from the Path's tangent direction, using angle (radians) and distance (pixels)
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this._angularOffset = { angle: 0, distance: 0 };
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this.setAngularOffset(angularOffset.angle, angularOffset.distance);
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// branchCount is used when the follower passes a counted PathPoint (see the Mummy Path example)
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// it is set whenever this follower passes a counted PathPoint and the count is zero
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// it decrements each time the follower passes a counted PathPoint and the count is non-zero
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// when the count reaches zero it triggers EVENT_COUNT_FINISH
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// NOTE: if there are multiple counted PathPoints this will not work as expected as there is only one count variable per follower!
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this.branchCount = 0;
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this.branchPredicate = null;
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// distance along the current Path segment
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this._currentDistance = 0;
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// PathPoint index of the start of the current Path segment
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this._currentPoint = 0;
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// Hermite curve for the current Path segment
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this._currentCurve = this.path.getCurve(this._currentPoint);
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// initialise the _pathSpeed by taking the speed of the first point on this Path
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var pp = new Phaser.PathPoint();
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if (this.path.getPathPoint(0, pp))
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{
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this._pathSpeed = pp.speed;
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}
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// set up a virtualParticle if this is controlling a Physics body instead of a simple graphic object
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if (this.physicsAdjustTime !== 0)
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{
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this.virtualParticle = new Phaser.Point(pp.x, pp.y);
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}
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else
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{
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this.virtualParticle = null;
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}
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// default maximum gap permitted between a physics based follower and its virtual particle, in pixels
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this.maximumGap = 1000;
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// process the data for the first point on this Path
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this.path.processData(this, this._currentPoint, false);
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// initialise the pause time to zero for this follower
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this._pauseTime = 0;
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this._accelerationTime = 0;
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this.yoyo = false;
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if (!follower.events)
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{
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follower.events = {};
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}
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follower.events.onPathPointReached = new Phaser.Signal(); // "follower has reached a PathPoint on the path"
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follower.events.onPathBranchReached = new Phaser.Signal(); // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
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/* TODO: */
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follower.events.onCountFinished = new Phaser.Signal(); // "follower passed a counted point the specified number of times" */
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follower.events.onPathStart = new Phaser.Signal(); // NOTE: not "follower started a path" but "follower moved backwards to the start of the path"
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follower.events.onPathYoyo = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
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follower.events.onPathEnd = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
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follower.events.onPathLoop = new Phaser.Signal(); // "follower reached the end of a looped path and has started at the beginning again"
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follower.followerPathName = this.path.name;
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Object.defineProperty(this.speed, 'avg', {
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get: function() {
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return (this.min + this.max) / 2;
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}
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});
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};
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// events for PathFollower
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Phaser.PathFollower.EVENT_REACHED_POINT = "event_reached_point"; // "follower has reached a PathPoint on the path"
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Phaser.PathFollower.EVENT_BRANCH_CHOICE = "event_branch_choice"; // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
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Phaser.PathFollower.EVENT_COUNT_FINISH = "event_count_finish"; // "follower passed a counted point the specified number of times"
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Phaser.PathFollower.EVENT_PATH_START = "event_path_start"; // NOTE: "a path started" but "follower moved backwards to the start of the path"
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Phaser.PathFollower.EVENT_PATH_END = "event_path_end"; // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
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Phaser.PathFollower.EVENT_PATH_LOOPED = "event_path_looped"; // "follower reached the end of a looped path and has started at the beginning again"
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// reduce dynamic object allocations by using this temporary Point wherever possible
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Phaser.PathFollower.tempPoint = new Phaser.Point();
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Phaser.PathFollower.Defaults = {
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speed: {
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min: 1,
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max: 1,
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theta: null,
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lambda: null,
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_target: null,
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_elapsed: 0,
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_current: null,
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_previous: null
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}
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};
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// remove all event listeners when this PathFollower is destroyed
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Phaser.PathFollower.prototype.destroy = function () {
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this.follower.events.onPathPointReached.removeAll();
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this.follower.events.onPathBranchReached.removeAll();
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this.follower.events.onCountFinished.removeAll();
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this.follower.events.onPathStart.removeAll();
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this.follower.events.onPathEnd.removeAll();
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this.follower.events.onPathLoop.removeAll();
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};
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// update this PathFollower and move the attached graphic or physics object
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// @return: false if this PathFollower should be removed from the Path's list of followers
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Phaser.PathFollower.prototype.update = function () {
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// exit immediately if _pauseTime is non-zero and it's not that time yet
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if (this._pauseTime != 0)
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{
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if (game.time.now < this._pauseTime)
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{
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return true;
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}
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this._pauseTime = 0;
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if (this.follower.animations !== undefined)
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{
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// Phaser.AnimationManager doesn't check for a currentAnim before trying to set it's paused value, so I have to do it here
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if (this.follower.animations.currentAnim)
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{
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this.follower.animations.paused = false;
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}
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}
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}
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// if the follower is a physics object following a virtual particle
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var waitForFollower = false;
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if (this.physicsAdjustTime && this.virtualParticle)
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{
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// if the distance is too great, make the virtual particle wait for the follower to catch up
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if (game.physics.arcade.distanceBetween(this.follower, this.virtualParticle) >= this.maximumGap)
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{
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waitForFollower = true;
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}
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}
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// advance along the path unless we're waiting for the follower to catch up
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if (!waitForFollower)
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{
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this._currentDistance += this._calculateDistance();
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}
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// are we moving forwards or backwards?
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var direction = (this.speed.avg * this._pathSpeed) >= 0 ? 1 : -1;
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// while we're past either end of the current curve
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while ((direction == 1 && this._currentDistance >= this._currentCurve.length) || (direction == -1 && this._currentDistance < 0))
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{
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var memCurveLength = this._currentCurve.length;
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// backwards...
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if (direction == -1)
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{
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var branchTaken = false;
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// passed a point going backwards, process the data for it
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var point = this.path.processData(this, this._currentPoint, true);
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this.follower.events.onPathPointReached.dispatch(this.follower, point);
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this.takeBranchIfAvailable();
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this._currentPoint--;
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// reached the start of the path moving backwards
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if (this._currentPoint < 0)
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{
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if (this.path.loops)
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{
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this.follower.events.onPathLoop.dispatch(point);
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this._currentPoint = this.path.numPoints() - 1;
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}
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else
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{
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if (!this.yoyo)
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{
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this.follower.events.onPathEnd.dispatch();
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}
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else
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{
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this.follower.events.onPathYoyo.dispatch();
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var speed = {min: this.speed.min, max: this.speed.max};
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this.speed.min = -speed.max;
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this.speed.max = -speed.min;
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this._currentPoint = 0;
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this._currentCurve = this.path.getCurve(this._currentPoint);
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this._currentDistance = 0;
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return true;
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}
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}
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}
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if (!branchTaken)
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{
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// get the curve for this new point
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this._currentCurve = this.path.getCurve(this._currentPoint);
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// there isn't one, take a branch if there's one attached here
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if (!this._currentCurve)
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{
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return this.takeBranchIfAvailable();
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}
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// move backwards to the end of the previous curve in the path
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this._currentDistance += this._currentCurve.length;
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}
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}
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else // forwards...
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{
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this._currentPoint++;
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// reached the end of the path moving forwards
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if (this.path.atEnd(this._currentPoint))
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{
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if (this.path.loops)
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{
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// the path loops
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this.follower.events.onPathLoop.dispatch();
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this._currentPoint = 0;
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}
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else
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{
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// if the path doesn't loop
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if (!this.takeBranchIfAvailable())
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{
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if (!this.yoyo)
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{
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this.follower.events.onPathEnd.dispatch();
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}
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else
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{
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this.follower.events.onPathYoyo.dispatch();
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var speed = {min: this.speed.min, max: this.speed.max};
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this.speed.min = -speed.max;
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this.speed.max = -speed.min;
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this._currentPoint = this.path.length - 2;
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this._currentCurve = this.path.getCurve(this._currentPoint);
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this._currentDistance = this._currentCurve.length;
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return true;
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}
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}
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}
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}
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// passed a point going forwards, process the data for the next one
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point = this.path.processData(this, this._currentPoint, false);
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this.follower.events.onPathPointReached.dispatch(this.follower, point);
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this.takeBranchIfAvailable();
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// move forwards to the start of the next curve in the path
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this._currentDistance -= memCurveLength;
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// get the curve for this new point
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this._currentCurve = this.path.getCurve(this._currentPoint);
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// there isn't one, take a branch if there's one attached here
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if (!this._currentCurve)
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{
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return this.takeBranchIfAvailable();
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}
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}
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// update the path speed while we have a reference to the PathPoint handy
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this._pathSpeed = point.speed;
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}
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return this.setPosition();
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};
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Phaser.PathFollower.prototype._calculateDistance = function () {
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if (this.speed.min === this.speed.max)
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{
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return game.time.elapsed * this.speed.avg * this._pathSpeed;
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}
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else
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{
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this.speed._elapsed += game.time.elapsed;
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this.speed._current = this.speed.current || this.speed.avg;
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if (this.speed._elapsed >= this.speed.theta)
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{
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this.speed._current = this.speed._target;
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this.speed._target = null;
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this.speed._elapsed = 0;
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}
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if (!this.speed._target )
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{
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var min = Phaser.Math.clamp(this.speed._current - (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
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var max = Phaser.Math.clamp(this.speed._current + (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
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this.speed._target = game.rnd.realInRange(min, max);
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}
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var step = Phaser.Math.smoothstep(this.speed._elapsed,0,this.speed.theta);
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return Phaser.Math.linear(this.speed._current, this.speed._target, step) * this._pathSpeed;;
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}
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};
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// move the attached graphic or physics object to match this PathFollower
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// @return: false if this PathFollower should be removed from the Path's list of followers
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Phaser.PathFollower.prototype.setPosition = function () {
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// if the follower object has been destroyed, kill this too
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if (!this.follower)
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{
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return false;
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}
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this._currentCurve.getPointWithDistance(this._currentDistance, Phaser.PathFollower.tempPoint);
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var ox = this.offset.x;
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var oy = this.offset.y;
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if (this._angularOffset.distance != 0)
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{
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var angle = (this.follower.rotation + this._angularOffset.angle);
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ox += Math.cos(angle) * this._angularOffset.distance;
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oy += Math.sin(angle) * this._angularOffset.distance;
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}
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if (this.physicsAdjustTime)
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{
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// move the virtual particle along the path
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this.virtualParticle.x = Phaser.PathFollower.tempPoint.x + ox;
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this.virtualParticle.y = Phaser.PathFollower.tempPoint.y + oy;
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// move the physics body towards the virtual particle
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if (this.follower.body)
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{
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game.physics.arcade.moveToObject(this.follower, this.virtualParticle, 100, this.physicsAdjustTime);
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}
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}
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else
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{
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// move the follower along the path by directly adjusting it's x,y coordinates
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this.follower.x = Phaser.PathFollower.tempPoint.x + ox;
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this.follower.y = Phaser.PathFollower.tempPoint.y + oy;
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}
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// if this follower should turn to follow the path, and it has a rotation member
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if (this._turnOffset !== undefined && this.follower.rotation !== undefined)
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{
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// turn to follow the path with a fixed offset of _turnOffset
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this.follower.rotation = this._currentCurve.getAngleWithDistance(this._currentDistance) + this._turnOffset;
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}
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return true;
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};
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// if we've reached the end of a path or a branch, take any branch that is available rather than die
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// @return: true if successful, false if no branch is available
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Phaser.PathFollower.prototype.takeBranchIfAvailable = function () {
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var p = new Phaser.PathPoint();
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if (this.path.getPathPoint(this._currentPoint, p))
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{
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// kill this follower if there isn't a branch for us to take
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if (!p.branchPath || !this.branchPredicate || !this.branchPredicate(p, this.path))
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{
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return false;
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}
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// changePath calls back to redo this function, exit after calling it
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this.changePath(p.branchPath, p.branchPointIndex);
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return true;
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}
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return false;
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};
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// follow a different path
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Phaser.PathFollower.prototype.changePath = function (branchPath, branchPointIndex) {
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// change to the new path
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this.path = branchPath;
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// get the speed of the new path
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this._pathSpeed = this.path.getPathPointReference(0).speed;
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// set my position on the new path
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this._currentPoint = branchPointIndex;
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// update the curve if we've moved past a Path point
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this._currentCurve = this.path.getCurve(this._currentPoint);
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// we've finished the path
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if (!this._currentCurve)
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{
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return this.takeBranchIfAvailable();
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}
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// move me to the correct position on the new curve
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this.setPosition();
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};
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// change this follower's x,y offset values
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Phaser.PathFollower.prototype.setOffset = function (x, y) {
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// remove any prior offset from the follower's position
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this.follower.x -= this.offset.x;
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this.follower.y -= this.offset.y;
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// set the new offset for this PathFollower
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this.offset.x = x;
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this.offset.y = y;
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// add the offset into the follower's position straight away
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this.follower.x += this.offset.x;
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this.follower.y += this.offset.y;
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};
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// set this follower's angular offset values
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Phaser.PathFollower.prototype.setAngularOffset = function (angle, distance) {
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this._angularOffset.angle = angle;
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this._angularOffset.distance = distance;
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};
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// cause this follower to pause for 'delay' milliseconds
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Phaser.PathFollower.prototype.pause = function (delay) {
|
|
|
|
this._pauseTime = game.time.now + delay;
|
|
|
|
if (this.follower.animations !== undefined)
|
|
{
|
|
if (this.follower.animations.currentAnim)
|
|
{
|
|
this.follower.animations.paused = true;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
Object.defineProperty(Phaser.PathFollower.prototype, 'paused', {
|
|
|
|
get: function() {
|
|
return !!this._pauseTime;
|
|
},
|
|
|
|
set: function(val) {
|
|
if(!!val) {
|
|
this.pause(Number.MAX_VALUE);
|
|
} else {
|
|
this._pauseTime = game.time.now - 1;
|
|
}
|
|
},
|
|
|
|
enumerable: true,
|
|
configurable: true
|
|
|
|
});
|