mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
353 lines
No EOL
12 KiB
JavaScript
353 lines
No EOL
12 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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* PathManager controls a list of Paths and a list of PathFollowers.
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* It is the central control for the majority of the Pathing API.
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*
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* @class Phaser.Plugin.PathManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the current Phaser.Game instance.
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* @param {Phaser.PluginManager} parent - The Phaser Plugin Manager which looks after this plugin.
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*/
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Phaser.Plugin.PathManager = function (game, parent) {
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Phaser.Plugin.call(this, game, parent);
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/**
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* @property {array} _list - list of paths
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* @private
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*/
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this._list = [];
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/**
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* @property {array} _followers - list of path followers
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* @private
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*/
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this._followers = [];
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this._branchRegistry = {};
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};
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Phaser.Plugin.PathManager.prototype = Object.create(Phaser.Plugin.prototype);
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Phaser.Plugin.PathManager.prototype.constructor = Phaser.Plugin.PathManager;
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/**
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* create a new Path from JSON data
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*
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* JSON data format:
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* required: "coordinateSystem":, "smoothness":, "loops":, "speed":, "pointList":[ {"x":, "y":}, ... ]
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* optional: "branchFrom": { "path":, "point": }, "joinTo": { "path":, "point": }
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*/
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Phaser.Plugin.PathManager.prototype.createPathsFromJSON = function(jsonKey) {
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var parse = this.game.cache.getJSON(jsonKey);
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var path;
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var createdPaths = [];
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var branchList = [];
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parse.paths.forEach(function(config) {
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path = new Phaser.Path(config.coordinateSystem, config.loops);
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path.name = config.name;
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this.addPoints(path, config.pointList, config.speed);
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this._list.push(path);
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createdPaths.push(path);
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config.pointList.reduce(function(list, pnt, index) {
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if (pnt.branchType === Phaser.Path.BranchTypes.ATTACHED) {
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list.push({
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path: path.name,
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branchPath: pnt.branchPath,
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pointIndex: index,
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type: pnt.branchType
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});
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} else if (pnt.branchType === Phaser.Path.BranchTypes.JOINED) {
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list.push({
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path: pnt.branchPath,
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branchPath: path.name,
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pointIndex: pnt.branchPointIndex,
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type: pnt.branchType
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});
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}
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return list;
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}, branchList);
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}, this);
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branchList.forEach(function(branch) {
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var mainPath = this.findPathByName(branch.path);
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var branchPath = this.findPathByName(branch.branchPath);
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var mainPathPointIndex = branch.pointIndex;
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if (branch.type === Phaser.Path.BranchTypes.ATTACHED) {
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this.attachBranch(branchPath, mainPath, mainPathPointIndex);
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} else if (branch.type === Phaser.Path.BranchTypes.JOINED) {
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this.joinBranch(branchPath, mainPath, mainPathPointIndex, false);
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}
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}, this);
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return createdPaths;
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};
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Phaser.Plugin.PathManager.prototype.addPath = function(path) {
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// if path has points then addPoints, otherwise don't
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// this.addPoints(path, parse.pointList, parse.speed);
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this._list.push(path);
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return path;
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};
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// create a branching path and attach the start to an existing path
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// when a PathFollower encounters the attachment point, it will be able to switch onto this new branch
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//
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// @param: count {value, optional}, make this branch counted (it won't be taken until a follower has passed it enough times)
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Phaser.Plugin.PathManager.prototype.attachBranch = function(branchPath, mainPath, mainPathPointIndex, count) {
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if (typeof mainPath === 'string') {
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mainPath = this.findPathByName(mainPath);
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}
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var branchFromPoint = new Phaser.PathPoint();
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if (mainPath.getPathPoint(mainPathPointIndex, branchFromPoint)) {
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// move the first point of the branchPath to the branchFromPoint location
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branchPath.origin = branchFromPoint;
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var branchToPoint = branchPath.getPathPointReference(0);
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// attach the branch (use point reference so the changes go into the path)
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var branchFromPointRef = mainPath.getPathPointReference(mainPathPointIndex);
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this._branchAttach(branchFromPointRef, branchPath, 0);
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branchFromPointRef.branchType = Phaser.Path.BranchTypes.ATTACHED;
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// attach the branch's first point back to where it branched off from (for path reversal)
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branchToPoint.branchPath = mainPath;
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branchToPoint.branchPointIndex = mainPathPointIndex;
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// make sure this branch knows that it's using offset coordinates based on the first path point location
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branchPath.coordinateSystem = Phaser.Path.CoordinateSystems.OFFSET;
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branchPath.type = Phaser.Path.PathTypes.BRANCH;
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// set up counted branches data
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if (count !== undefined) {
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branchFromPointRef.data = {
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type: Phaser.PathPoint.DATA_COUNTER,
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value: count
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};
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}
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if (this._branchRegistry[branchPath.name]) {
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this._branchRegistry[branchPath.name].push(branchFromPointRef);
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} else {
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this._branchRegistry[branchPath.name] = [branchFromPointRef];
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}
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}
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};
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// attach the end of a path to an existing path
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// when a PathFollower encounters the attachment point, it will automatically switch onto the attached path
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Phaser.Plugin.PathManager.prototype.joinBranch = function(branchPath, mainPath, mainPathPointIndex, addPoint) {
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if (typeof addPoint === 'undefined') {
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addPoint = true;
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}
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if (typeof mainPath === 'string') {
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mainPath = this.findPathByName(mainPath);
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}
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var mainPathJoinPoint, branchLastPoint;
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mainPathJoinPoint = new Phaser.PathPoint();
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mainPath.getPathPoint(mainPathPointIndex, mainPathJoinPoint);
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if (mainPathJoinPoint) {
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if (addPoint) {
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var newBranchPoint = new Phaser.PathPoint();
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if (branchPath.getPathPoint(0, newBranchPoint)) {
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// make sure the newly added last path point is relative to the previously added first path point for the branch path by subtracting it out
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branchLastPoint = branchPath.addPathPoint(mainPathJoinPoint.x - newBranchPoint.x, mainPathJoinPoint.y - newBranchPoint.y, mainPathJoinPoint.vx, mainPathJoinPoint.vy, 1.0);
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this._branchAttach(branchLastPoint, mainPath, mainPathPointIndex);
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}
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} else {
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branchLastPoint = branchPath.getPathPointReference(branchPath.length - 1);
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this._branchAttach(branchLastPoint, mainPath, mainPathPointIndex);
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}
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branchLastPoint.branchType = Phaser.Path.BranchTypes.JOINED;
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}
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if (this._branchRegistry[branchPath.name]) {
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this._branchRegistry[branchPath.name].push(branchLastPoint);
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} else {
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this._branchRegistry[branchPath.name] = [branchLastPoint];
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}
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};
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// internal function, set the branching parameters of a PathPoint
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Phaser.Plugin.PathManager.prototype._branchAttach = function(attachPoint, branchingPath, branchToPointIndex) {
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attachPoint.branchPath = branchingPath;
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attachPoint.branchPointIndex = branchToPointIndex;
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};
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Phaser.Plugin.PathManager.prototype._branchDetach = function(attachedPoint) {
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attachedPoint.branchPath = null;
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attachedPoint.branchPointIndex = null;
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};
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Phaser.Plugin.PathManager.prototype.removeBranch = function(branch) {
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if (typeof branch === 'string') {
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branch = this.findPathByName(branch);
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}
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this._branchRegistry[branch.name].forEach(function(point) {
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this._branchDetach(point);
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}, this);
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this._branchRegistry[branch.name] = null;
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this.removePath(this.pathIndex(branch));
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};
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// @return: the Path object which is at 'index' in the list
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Phaser.Plugin.PathManager.prototype.getPath = function(index) {
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return this._list[index];
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};
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// add a list of points to a Path
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Phaser.Plugin.PathManager.prototype.addPoints = function(path, pointList, speed) {
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if (speed === undefined) speed = 1.0;
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for (var i = 0; i < pointList.length; i++) {
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path.addPathPoint(pointList[i].x, pointList[i].y, pointList[i].vx, pointList[i].vy, speed, pointList[i].data);
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}
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return path.numPoints();
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};
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// @return: the Path object matching 'name' in the list
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Phaser.Plugin.PathManager.prototype.findPathByName = function(name) {
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for (var i = 0; i < this._list.length; i++) {
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if (this._list[i].name == name) {
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return this._list[i];
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}
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}
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return null;
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};
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Phaser.Plugin.PathManager.prototype.findPathByPoint = function(point) {
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var l = this._list.length;
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for (var i = 0; i < l; i++) {
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if (this._list[i].pointIndex(point) > -1) {
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return this._list[i];
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}
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}
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};
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/*
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* FOLLOWERS
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*
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* the following functions control PathFollower objects
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*
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*/
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// create a new PathFollower and add it to the list
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// @param: physicsAdjustTime - how quickly does a physics object attempt to get back to the path's virtual particle position (milliseconds), 0 = it's not a physics object
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// @return: the new PathFollower object
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Phaser.Plugin.PathManager.prototype.addFollower = function(path, follower, speed, rotationOffset, angularOffset, callbackAtEnd, physicsAdjustTime) {
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var f = new Phaser.PathFollower(path, follower, speed, rotationOffset, angularOffset, callbackAtEnd, physicsAdjustTime);
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this._followers.push(f);
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return f;
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};
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// update all PathFollower objects in the _followers list
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// this will automatically move them along the Paths
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// was called updateFollowers
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Phaser.Plugin.PathManager.prototype.update = function() {
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// move this to a plugin var
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//var elapsedTime = 1.0;
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for (var i = this._followers.length - 1; i >= 0; --i) {
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var f = this._followers[i];
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// when a follower's update returns false, kill it
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if (!f.update(this.game.time.elpased)) {
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// callback for this follower when it dies
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if (f.callbackAtEnd) {
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f.callbackAtEnd(f.follower);
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}
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// destroy the follower
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f.destroy();
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// remove the follower from the list
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this._followers.splice(i, 1);
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}
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}
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};
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// remove all PathFollowers on this path without destroying their attached graphic objects
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// (eg. a long line of enemies use a path to enter, then switch to AI control on arrival maintaining their relative positions)
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Phaser.Plugin.PathManager.prototype.removeAllFollowers = function(path) {
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for (var i = this._followers.length - 1; i >= 0; --i) {
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var f = this._followers[i];
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if (f.path == path) {
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// callback for this follower when it dies
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if (f.callbackAtEnd) {
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f.callbackAtEnd(f.follower);
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}
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// destroy the follower
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f.destroy();
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// remove the follower from the list
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this._followers.splice(i, 1);
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}
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}
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};
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Phaser.Plugin.PathManager.prototype.pathIndex = function(path) {
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return this._list.indexOf(path);
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};
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Phaser.Plugin.PathManager.prototype.removePath = function(pathIndex) {
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this.removeAllFollowers(this.getPath(pathIndex));
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if (pathIndex < this._list.length) {
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return this._list.splice(pathIndex, 1);
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} else {
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throw new Error("ERROR: Cannot remove non-existent path");
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}
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};
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/*
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* DEBUG DRAWING OF ALL PATHS
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*/
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// draw all paths
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Phaser.Plugin.PathManager.prototype.drawPaths = function(graphics) {
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for (var i = 0; i < this._list.length; i++) {
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this._list[i].debug(graphics);
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}
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}; |