mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
862 lines
No EOL
23 KiB
JavaScript
862 lines
No EOL
23 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 Phaser.Path contains all the functions need to create and manipulate a single Path object.
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* A Path is a list of PathPoint objects connected by Hermite curves.
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*
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* @class Phaser.Path
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* @constructor
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* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
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* @param {number} [type=Phaser.Path.CoordinateSystems.WORLD] - The coordinate system used by the Path.
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* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
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*/
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Phaser.Path = function (game, type, loops) {
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if (type === undefined) { type = Phaser.Path.CoordinateSystems.WORLD; }
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if (loops === undefined) { loops = false; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {number} coordinateSystem - The coordinate system used by the Path.
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*/
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this.coordinateSystem = type;
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/**
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* @property {boolean} loops - Should this Path loop or not when a PathFollower reaches the end of it?
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*/
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this.loops = loops;
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/**
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* @property {string} cacheKey - The key of the JSON file in the cache used to define this path.
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*/
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this.cacheKey = '';
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/**
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* @property {string} key - The key of the object within the JSON data. Used if there are multiple paths per JSON file.
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*/
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this.key = '';
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/*
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* @property {Phaser.PathPoint} name - The name of this path.
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*/
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this.name = '';
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/*
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* @property {Phaser.PathPoint} type - The Phaser.Path.PathTypes of this path.
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*/
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this.type = Phaser.Path.PathTypes.PATH;
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/*
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* @property {Array} branches - A list of branches this path has.
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*/
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this.branches = [];
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/**
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* @property {array} _points - A private cache of the Points on this Path.
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* @private
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*/
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this._points = [];
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/**
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* @property {Phaser.Point} _offset - Default offset for PathFollowers on this path instance.
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* @private
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*/
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this._offset = new Phaser.Point();
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/*
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* @property {Phaser.PathPoint} _p1 - Used for internal calculations.
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* @private
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*/
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this._p1 = new Phaser.PathPoint();
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/*
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* @property {Phaser.PathPoint} _p2 - Used for internal calculations.
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* @private
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*/
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this._p2 = new Phaser.PathPoint();
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/*
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* @property {Phaser.PathPoint} origin - the origin of this path. Used mostly for BRANCH paths.
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* @private
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*/
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this._origin = new Phaser.Point();
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};
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Phaser.Path.prototype.constructor = Phaser.Path;
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Phaser.Path.PathTypes = {};
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Phaser.Path.BranchTypes = {};
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Phaser.Path.CoordinateSystems = {};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Path.PathTypes.PATH = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Path.PathTypes.BRANCH = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Path.BranchTypes.ATTACHED = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Path.BranchTypes.JOINED = 1;
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/**
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* Points are relative to the World origin.
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* @constant
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* @type {number}
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*/
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Phaser.Path.CoordinateSystems.WORLD = 1;
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/**
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* Points are relative to the screen origin.
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* @constant
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* @type {number}
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*/
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Phaser.Path.CoordinateSystems.SCREEN = 2;
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/**
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* Points are relative to the first point.
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* @constant
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* @type {number}
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*/
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Phaser.Path.CoordinateSystems.OFFSET = 3;
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Phaser.Path.prototype = {
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/**
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* Initialize a Path based on the given coordinate system.
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*
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* @method Phaser.Path#create
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* @param {number|string} coordinateSystem - The Phaser.Path.CoordinateSystems type to use.
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* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
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* @return {Phaser.Path} This Path object.
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*/
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create: function (coordinateSystem, loops) {
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if (loops === undefined) { loops = false; }
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switch (coordinateSystem)
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{
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default:
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this.coordinateSystem = Phaser.Path.CoordinateSystems.WORLD;
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break;
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case 2:
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case 'SCREEN_COORDINATES':
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this.coordinateSystem = Phaser.Path.CoordinateSystems.SCREEN;
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break;
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case 3:
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case 'OFFSET_COORDINATES':
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this.coordinateSystem = Phaser.Path.CoordinateSystems.OFFSET;
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break;
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}
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this.loops = loops;
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this._points = [];
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return this;
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},
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/**
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* Clone this Path object. It clones the origin and points data.
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*
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* @method Phaser.Path#clone
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* @return {Phaser.Path} The cloned Path.
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*/
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clone: function () {
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var clone = new Phaser.Path(this.coordinateSystem, this.loops);
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this.origin.clone(clone.origin);
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this.points.forEach(function(p) {
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clone._points.push(p.clone());
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});
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return clone;
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},
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/**
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* Creates a new PathPoint object, relative to the path origin, and adds it to this path.
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*
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* @method Phaser.Path#addPathPoint
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* @param {number} [x=0] - The x position of the PathPoint.
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* @param {number} [y=0] - The y position of the PathPoint.
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* @param {number} [vx=0] - The vx tangent vector value of the PathPoint.
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* @param {number} [vy=0] - The vy tangent vector value of the PathPoint.
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* @param {number} [speed=1] - The speed value of the PathPoint.
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* @param {number} [data={}] - The data object
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* @param {number} [index=null] - The index of the new path point. If not given, will add point to end of point list.
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* @return {Phaser.PathPoint} The PathPoint object that was created.
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*/
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addPathPoint: function (x, y, vx, vy, speed, data, index) {
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (vx === undefined) { vx = 0; }
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if (vy === undefined) { vy = 0; }
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var pp = new Phaser.PathPoint(x - this.origin.x, y - this.origin.y, vx, vy, speed, data);
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if (index !== null && index !== undefined)
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{
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this._points.splice(index, 0, pp);
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}
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else
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{
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this._points.push(pp);
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}
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return pp;
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},
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/**
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* Remove a PathPoint from this paths point list.
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*
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* @method Phaser.Path#removePathPoint
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* @param {number} [index] - The index of the PathPoint to remove.
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* @return {Phaser.PathPoint} The removed PathPoint object.
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*/
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removePathPoint: function (index) {
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var p = this.getPathPointReference(index);
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if (p)
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{
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this._points.splice(index, 1);
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}
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return p;
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},
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/**
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* Set a PathPoint objects position and tangent vector.
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*
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* @method Phaser.Path#setPathPoint
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* @param {number} index - The index of the PathPoint in this paths point list.
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* @param {number} x - The x coordinate of the PathPoint.
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* @param {number} y - The y coordinate of the PathPoint.
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* @param {number} [vx] - The x coordinate of the tangent vector to create the curve from.
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* @param {number} [vy] - The y coordinate of the tangent vector to create the curve from.
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* @return {Phaser.PathPoint} A reference to the PathPoint object that was updated.
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*/
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setPathPoint: function (index, x, y, vx, vy) {
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var p = this.getPathPointReference(index);
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if (p)
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{
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p.setTo(x, y, vx, vy);
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}
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return p;
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},
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/**
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* Translate all points in a path by the given point.
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*
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* @method Phaser.Path#translatePoints
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* @param {Phaser.Point|object} point - A Phaser.Point, or a Point-like Object with public `x` and `y` properties, that will be used to modify all points in this paths point list.
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* @return {Phaser.Path} This Path object.
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*/
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translatePoints: function (point) {
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this._points.forEach(function(pnt) {
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pnt.x += point.x;
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pnt.y += point.y;
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});
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return this;
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},
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/**
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* Set the Path level offset which will affect all of this paths PathFollowers.
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*
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* @method Phaser.Path#setOffset
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* @param {number} x - The x offset.
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* @param {number} y - The y offset.
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* @return {Phaser.Path} This Path object.
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*/
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setOffset: function (x, y) {
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this._offset.x = x;
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this._offset.y = y;
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return this;
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},
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/**
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* Get a point on the the current Path curve.
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*
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* @method Phaser.Path#getPointOnThisCurve
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* @param {Phaser.Hermite} curve - A Phaser.Hermite curve object.
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* @param {number} [t=0 .. 1.0] - The distance on the curve to get the point from. Where 0 is the start of the curve, and 1 is the end.
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* @return {Phaser.Point} A point containing the x and y values at the specified distance (t) value in the curve.
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*/
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getPointOnThisCurve: function (curve, t) {
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if (!curve)
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{
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return null;
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}
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var pnt = curve.getPoint(t);
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pnt.x += this._offset.x;
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pnt.y += this._offset.y;
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return pnt;
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},
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/**
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* Gets the points on the curve representing the end points of the line segments that make up the curve.
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*
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* @method Phaser.Path#getControlPointsOnThisCurve
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* @param {Phaser.Hermite} curve - A Phaser.Hermite curve.
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* @return {array} An array of points representing the end points of 10 line segments that make up the curve.
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*/
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getControlPointsOnThisCurve: function (curve) {
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var pnts = Phaser.ArrayUtils.numberArrayStep(0, 1.1, 0.1).map(function(num) {
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return this.getPointOnThisCurve(curve, num);
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}, this);
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return pnts;
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},
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/**
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* Get a PathPoint from this path. Automatically handles path looping.
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*
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* The values from the PathPoint are copied into the given PathPoint object, which must
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* be a reference to a pre-existing PathPoint, as it's not returned by this method.
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*
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* @method Phaser.Path#getPathPoint
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* @param {number} index - The index of the point in this path to get.
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* @param {Phaser.PathPoint} point - A PathPoint object into which the found point object is cloned.
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* @return {boolean} false if the index is past the end of the path and it doesn't loop, otherwise true.
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*/
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getPathPoint: function (index, point) {
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var i = this.loops ? index % this._points.length : index;
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// If index is in the points list range
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if (this._points.length > i)
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{
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point.copy(this._points[i]);
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switch (this.coordinateSystem)
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{
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case Phaser.Path.CoordinateSystems.SCREEN:
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point.x -= this.game.camera.x;
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point.y -= this.game.camera.y;
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break;
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case Phaser.Path.CoordinateSystems.OFFSET:
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point.x += this.origin.x;
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point.y += this.origin.y;
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break;
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}
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return true;
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}
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else
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{
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// The path doesn't loop and the index is out of range, so fail
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return false;
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}
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},
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/**
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* Get a reference to a PathPoint from this Path, handle path looping.
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*
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* NOTE: because this is a PathPoint reference, it does not take into account the coordinateSystem selected, it will be WORLD, or OFFSET unmodified
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*
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* @method Phaser.Path#getPathPointReference
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* @param {number} index - The index of the point in this path to get.
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* @return {Phaser.PathPoint} A reference to the PathPoint object in this Path, or null if index is out of range.
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*/
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getPathPointReference: function (index) {
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var i = this.loops ? index % this._points.length : index;
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// If index is in the points list range
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if (this._points.length > i)
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{
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return this._points[i];
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}
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// The path doesn't loop and the index is out of range, fail
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return null;
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},
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/**
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* Get the curve from the given point index to the next.
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*
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* If the curve has been created previously, use that definition again, otherwise calculate it now.
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*
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* @method Phaser.Path#getCurve
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* @param {number} [index=0] - The index of the point in this path to get the curve from.
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* @return {Phaser.Hermite} A new Hermite object representing the curve starting at the 'index' path point.
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*/
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getCurve: function (index) {
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if (index === undefined) { index = 0; }
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// Beginning of the curve
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if (!this.getPathPoint(index, this._p1))
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{
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return null;
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}
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// Has this curve been calculated already?
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if (this._p1.curve)
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{
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return this._p1.curve;
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}
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// End of the curve
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if (!this.getPathPoint(index + 1, this._p2))
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{
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if (!this._p1.branchPath)
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{
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return null;
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}
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// We joined another Path
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var newPath = this._p1.branchPath;
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var joinIndex = this._p1.branchPointIndex;
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if (!newPath.getPathPoint(joinIndex + 1, this._p2))
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{
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return null;
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}
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}
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// Create and return the new Hermite object
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this._p1.curve = new Phaser.Hermite(this._p1.x, this._p1.y, this._p2.x, this._p2.y, this._p1.vx, this._p1.vy, this._p2.vx, this._p2.vy);
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this.curvePointIndex = index;
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return this._p1.curve;
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},
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/**
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* Find the first matching PathPoint in this path.
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* It works by taking the given PathPoint object, and then iterating through all points
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* in this Path until it finds one with the same values, then returns the index to it.
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*
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* @method Phaser.Path#pointIndex
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* @param {Phaser.PathPoint} pathPoint - The PathPoint object that will have its values compared to all the points in this Path.
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* @return {number} The index of the PathPoint in this Path if an equal match is found, or -1 if no match is found.
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*/
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pointIndex: function (pathPoint) {
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var l = this._points.length;
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for (var i = 0; i < l; i++)
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{
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if (this.coordinateSystem === Phaser.Path.CoordinateSystems.OFFSET && i !== 0)
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{
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if (pathPoint.equals(this._points[i], this._points[0].x, this._points[0].y))
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{
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return i;
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}
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}
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else
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{
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if (pathPoint.equals(this._points[i]))
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{
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return i;
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}
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}
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}
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return -1;
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},
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/**
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* Is the given PathPoint index the end of this path?
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*
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* @method Phaser.Path#atEnd
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* @param {number} index - The index of the PathPoint to test.
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* @return {boolean} true if index is the last point in this path.
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*/
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atEnd: function (index) {
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// If the path loops, the end of the path is the end of the last curve
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if (this.loops)
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{
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return (index === this._points.length);
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}
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// If the path doesn't loop, the end of the path is the last point on it
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return (index === this._points.length - 1);
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},
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/**
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* The total number of PathPoints in this Path.
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*
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* @method Phaser.Path#numPoints
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* return {number} The total number of PathPoints in this Path.
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*/
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numPoints: function () {
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return this._points.length;
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},
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/*
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* DATA PROCESSING
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*/
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/**
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* Process the data associated with a point on this Path.
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* Used by Phaser.PathFollower objects as they pass each control point.
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*
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* @method Phaser.Path#processData
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* @param {Phaser.PathFollower} follower - The PathFollower that is processing the data.
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* @param {number} pathPointIndex - The index of the path point to process.
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* @param {boolean} reversing - Whether or not the follower is traversing the path in reverse.
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|
* @return {Phaser.PathPoint} The PathPoint that has been processed.
|
|
*/
|
|
processData: function (follower, pathPointIndex, reversing) {
|
|
|
|
if (this.getPathPoint(pathPointIndex, this._p1))
|
|
{
|
|
// If there is a branch that can be taken from this point,
|
|
// trigger an event to decide whether to take it or stay on the current path.
|
|
// Branches are forwards facing so they are ignored when the follower is reversing.
|
|
if (this._p1.branchPath && !reversing)
|
|
{
|
|
follower.dispatchEvent({
|
|
type: Phaser.PathFollower.EVENT_BRANCH_CHOICE,
|
|
target: follower,
|
|
data: this._p1.clone()
|
|
});
|
|
}
|
|
|
|
// If there is information in the data member of this point
|
|
if (this._p1.data && this._p1.data.type)
|
|
{
|
|
switch (this._p1.data.type)
|
|
{
|
|
case Phaser.PathPoint.DATA_PAUSE:
|
|
|
|
follower.pause(this._p1.data.value);
|
|
break;
|
|
|
|
case Phaser.PathPoint.DATA_COUNTER:
|
|
|
|
// first time past, set the count
|
|
if (follower.branchCount === 0)
|
|
{
|
|
follower.branchCount = this._p1.data.value;
|
|
}
|
|
else
|
|
{
|
|
// After that decrease the count
|
|
follower.branchCount--;
|
|
|
|
if (follower.branchCount <= 0)
|
|
{
|
|
follower.branchCount = 0;
|
|
|
|
// Trigger event when counter expires
|
|
follower.dispatchEvent({
|
|
type: Phaser.PathFollower.EVENT_COUNT_FINISH,
|
|
target: follower,
|
|
data: this._p1.clone()
|
|
});
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Trigger event when passing any point on the path
|
|
follower.dispatchEvent({
|
|
type: Phaser.PathFollower.EVENT_REACHED_POINT,
|
|
target: follower,
|
|
data: this._p1.clone()
|
|
});
|
|
}
|
|
|
|
return this._p1;
|
|
|
|
},
|
|
|
|
/**
|
|
* If your Path has 3 points or more, this will walk through it and auto-smooth them out.
|
|
* Note: It ignores branches.
|
|
*
|
|
* @method Phaser.Path#smooth
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
smooth: function () {
|
|
|
|
if (this._points.length === 0)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var i;
|
|
var thisPoint;
|
|
var p1;
|
|
var p2;
|
|
var dx;
|
|
var dy;
|
|
|
|
for (i = 1; i < this._points.length - 1; i++)
|
|
{
|
|
thisPoint = this.getPathPointReference(i);
|
|
|
|
p1 = this.getPathPointReference(i - 1);
|
|
p2 = this.getPathPointReference(i + 1);
|
|
|
|
dx = p2.x - p1.x;
|
|
dy = p2.y - p1.y;
|
|
|
|
thisPoint.setTangent(dx, dy);
|
|
}
|
|
|
|
if (this.loops)
|
|
{
|
|
i = this._points.length - 1;
|
|
|
|
thisPoint = this.getPathPointReference(i);
|
|
|
|
p1 = this.getPathPointReference(i - 1);
|
|
p2 = this.getPathPointReference(0);
|
|
|
|
dx = p2.x - p1.x;
|
|
dy = p2.y - p1.y;
|
|
|
|
thisPoint.setTangent(dx, dy);
|
|
|
|
i = 0;
|
|
|
|
thisPoint = this.getPathPointReference(i);
|
|
|
|
p1 = this.getPathPointReference(this._points.length - 1);
|
|
p2 = this.getPathPointReference(1);
|
|
|
|
dx = p2.x - p1.x;
|
|
dy = p2.y - p1.y;
|
|
|
|
thisPoint.setTangent(dx, dy);
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Draw the path on given canvas context. Used for debugging.
|
|
*
|
|
* @method Phaser.Path#debug
|
|
* @param {CanvasContext2D} ctx - The canvas context to draw the path on.
|
|
* @param {boolean} [active=false] - Whether or not to highlight the active segments of this Path or not.
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
debug: function (ctx, active) {
|
|
|
|
var lineColor = '#333333';
|
|
|
|
if (active)
|
|
{
|
|
lineColor = '#ffff00';
|
|
}
|
|
|
|
if (this._points.length === 0)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
this._p1.setTo(0, 0);
|
|
|
|
// Draw the lines
|
|
|
|
var lastPoint = this._points.length;
|
|
|
|
if (!this.loops)
|
|
{
|
|
lastPoint--;
|
|
}
|
|
|
|
var p = new Phaser.PathPoint();
|
|
|
|
for (var i = 0; i < lastPoint; i++)
|
|
{
|
|
var curve = this.getCurve(i);
|
|
|
|
this.getPathPoint(i, p);
|
|
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = 'rgb(100, 0, 250)';
|
|
|
|
ctx.save();
|
|
|
|
// Control Points
|
|
var controlPoints = this.getControlPointsOnThisCurve(curve);
|
|
|
|
// Draw lines
|
|
ctx.beginPath();
|
|
|
|
controlPoints.forEach(function(pnt, index) {
|
|
|
|
if (!!pnt)
|
|
{
|
|
if (index === 0)
|
|
{
|
|
ctx.moveTo(pnt.x, pnt.y);
|
|
}
|
|
else
|
|
{
|
|
ctx.lineTo(pnt.x, pnt.y);
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
ctx.stroke();
|
|
ctx.closePath();
|
|
|
|
if (p.active)
|
|
{
|
|
ctx.fillStyle = '#ffffff';
|
|
ctx.strokeStyle = '#333333';
|
|
ctx.lineWidth = 1;
|
|
|
|
// Copy control points to the point object
|
|
this.getPathPointReference(i).controlPoints = controlPoints;
|
|
|
|
controlPoints.forEach(function(pnt) {
|
|
|
|
ctx.beginPath();
|
|
|
|
ctx.arc(pnt.x, pnt.y, 3, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
|
|
ctx.closePath();
|
|
|
|
});
|
|
}
|
|
|
|
ctx.restore();
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Serializes this Path into a JSON object and returns it.
|
|
*
|
|
* @methods Phaser.Path#toJSON
|
|
* @return {Object} A JSON object representing this Path.
|
|
*/
|
|
toJSON: function () {
|
|
|
|
return {
|
|
name: this.name,
|
|
id: this.id,
|
|
type: this.type,
|
|
coordinateSystem: this.coordinateSystem,
|
|
loops: this.loops,
|
|
speed: 1,
|
|
pointList: this._points.map(function(p) {
|
|
return p.toJSON();
|
|
}),
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @property {Array} - The list of PathPoints that make up this path.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Path.prototype, 'points', {
|
|
|
|
get: function () {
|
|
|
|
return this._points;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @property {number} - The number of points in this path.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Path.prototype, 'length', {
|
|
|
|
get: function () {
|
|
|
|
return this._points.length;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @property {Phaser.Point} - The origin of the path.
|
|
*/
|
|
Object.defineProperty(Phaser.Path.prototype, 'origin', {
|
|
|
|
get: function() {
|
|
|
|
return this._origin;
|
|
|
|
},
|
|
|
|
set: function (val) {
|
|
|
|
this._origin.setTo(val.x, val.y);
|
|
|
|
}
|
|
|
|
}); |