mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
411 lines
12 KiB
TypeScript
411 lines
12 KiB
TypeScript
/// <reference path="Game.ts" />
|
|
/// <reference path="geom/Vector2.ts" />
|
|
/// <reference path="verlet/Composite.ts" />
|
|
/// <reference path="verlet/Particle.ts" />
|
|
/// <reference path="verlet/DistanceConstraint.ts" />
|
|
/// <reference path="verlet/PinConstraint.ts" />
|
|
/// <reference path="verlet/AngleConstraint.ts" />
|
|
|
|
/**
|
|
* Phaser - Verlet
|
|
*
|
|
* Based on verlet-js by Sub Protocol released under MIT
|
|
*/
|
|
|
|
module Phaser.Verlet {
|
|
|
|
export class VerletManager {
|
|
|
|
/**
|
|
* Creates a new Vector2 object.
|
|
* @class Vector2
|
|
* @constructor
|
|
* @param {Number} x The x coordinate of vector2
|
|
* @param {Number} y The y coordinate of vector2
|
|
* @return {Vector2} This object
|
|
**/
|
|
constructor(game: Game, width: number, height: number) {
|
|
|
|
this._game = game;
|
|
this.width = width;
|
|
this.height = height;
|
|
this.gravity = new Vector2(0, 0.2);
|
|
this.friction = 0.99;
|
|
this.groundFriction = 0.8;
|
|
|
|
this.canvas = game.stage.canvas;
|
|
this.context = game.stage.context;
|
|
|
|
this._game.input.onDown.add(this.mouseDownHandler, this);
|
|
this._game.input.onUp.add(this.mouseUpHandler, this);
|
|
|
|
}
|
|
|
|
private _game: Game;
|
|
private _v = new Phaser.Vector2;
|
|
|
|
public composites = [];
|
|
|
|
public width: number;
|
|
public height: number;
|
|
public step: number = 16;
|
|
public gravity: Vector2;
|
|
public friction: number;
|
|
public groundFriction: number;
|
|
public selectionRadius: number = 20;
|
|
public draggedEntity = null;
|
|
public highlightColor = '#4f545c';
|
|
|
|
/**
|
|
* A reference to the canvas this renders to
|
|
* @type {HTMLCanvasElement}
|
|
*/
|
|
public canvas: HTMLCanvasElement;
|
|
|
|
/**
|
|
* A reference to the context this renders to
|
|
* @type {CanvasRenderingContext2D}
|
|
*/
|
|
public context: CanvasRenderingContext2D;
|
|
|
|
/**
|
|
* Computes time of intersection of a particle with a wall
|
|
*
|
|
* @param {Vec2} line walls root position
|
|
* @param {Vec2} p particle position
|
|
* @param {Vec2} dir walls direction
|
|
* @param {Vec2} v particles velocity
|
|
*/
|
|
public intersectionTime(wall, p, dir, v) {
|
|
|
|
if (dir.x != 0)
|
|
{
|
|
var denominator = v.y - dir.y * v.x / dir.x;
|
|
if (denominator == 0) return undefined; // Movement is parallel to wall
|
|
var numerator = wall.y + dir.y * (p.x - wall.x) / dir.x - p.y;
|
|
return numerator / denominator;
|
|
}
|
|
else
|
|
{
|
|
if (v.x == 0) return undefined; // parallel again
|
|
var denominator = v.x;
|
|
var numerator = wall.x - p.x;
|
|
return numerator / denominator;
|
|
}
|
|
|
|
}
|
|
|
|
public intersectionPoint(wall, p, dir, v) {
|
|
var t = this.intersectionTime(wall, p, dir, v);
|
|
return new Phaser.Vector2(p.x + v.x * t, p.y + v.y * t);
|
|
}
|
|
|
|
public bounds(particle: Phaser.Verlet.Particle) {
|
|
|
|
this._v.mutableSet(particle.pos);
|
|
this._v.mutableSub(particle.lastPos);
|
|
|
|
if (particle.pos.y > this.height - 1)
|
|
{
|
|
particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, this.height - 1), particle.lastPos, new Phaser.Vector2(1, 0), this._v));
|
|
}
|
|
|
|
if (particle.pos.x < 0)
|
|
{
|
|
particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, 0), particle.pos, new Phaser.Vector2(0, 1), this._v));
|
|
}
|
|
|
|
if (particle.pos.x > this.width - 1)
|
|
{
|
|
particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(this.width - 1, 0), particle.pos, new Phaser.Vector2(0, 1), this._v));
|
|
}
|
|
}
|
|
|
|
public createPoint(pos: Vector2) {
|
|
|
|
var composite = new Phaser.Verlet.Composite(this._game);
|
|
|
|
composite.particles.push(new Phaser.Verlet.Particle(pos));
|
|
|
|
this.composites.push(composite);
|
|
|
|
return composite;
|
|
|
|
}
|
|
|
|
public createLineSegments(vertices, stiffness) {
|
|
|
|
var composite = new Phaser.Verlet.Composite(this._game);
|
|
var i;
|
|
|
|
for (i in vertices)
|
|
{
|
|
composite.particles.push(new Phaser.Verlet.Particle(vertices[i]));
|
|
|
|
if (i > 0)
|
|
{
|
|
composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[i], composite.particles[i - 1], stiffness));
|
|
}
|
|
}
|
|
|
|
this.composites.push(composite);
|
|
|
|
return composite;
|
|
|
|
}
|
|
|
|
public createCloth(origin, width, height, segments, pinMod, stiffness) {
|
|
|
|
var composite = new Phaser.Verlet.Composite(this._game);
|
|
|
|
var xStride = width / segments;
|
|
var yStride = height / segments;
|
|
|
|
var x;
|
|
var y;
|
|
|
|
for (y = 0; y < segments; ++y)
|
|
{
|
|
for (x = 0; x < segments; ++x)
|
|
{
|
|
var px = origin.x + x * xStride - width / 2 + xStride / 2;
|
|
var py = origin.y + y * yStride - height / 2 + yStride / 2;
|
|
|
|
composite.particles.push(new Phaser.Verlet.Particle(new Vector2(px, py)));
|
|
|
|
if (x > 0)
|
|
{
|
|
composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[y * segments + x - 1], stiffness));
|
|
}
|
|
|
|
if (y > 0)
|
|
{
|
|
composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[(y - 1) * segments + x], stiffness));
|
|
}
|
|
}
|
|
}
|
|
|
|
for (x = 0; x < segments; ++x)
|
|
{
|
|
if (x % pinMod == 0)
|
|
{
|
|
composite.pin(x);
|
|
}
|
|
}
|
|
|
|
this.composites.push(composite);
|
|
|
|
return composite;
|
|
|
|
}
|
|
|
|
public createTire(origin, radius, segments, spokeStiffness, treadStiffness) {
|
|
|
|
var stride = (2 * Math.PI) / segments;
|
|
var i;
|
|
|
|
var composite = new Phaser.Verlet.Composite(this._game);
|
|
|
|
// particles
|
|
for (i = 0; i < segments; ++i)
|
|
{
|
|
var theta = i * stride;
|
|
composite.particles.push(new Particle(new Vector2(origin.x + Math.cos(theta) * radius, origin.y + Math.sin(theta) * radius)));
|
|
}
|
|
|
|
var center = new Particle(origin);
|
|
composite.particles.push(center);
|
|
|
|
// constraints
|
|
for (i = 0; i < segments; ++i)
|
|
{
|
|
composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[(i + 1) % segments], treadStiffness));
|
|
composite.constraints.push(new DistanceConstraint(composite.particles[i], center, spokeStiffness))
|
|
composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[(i + 5) % segments], treadStiffness));
|
|
}
|
|
|
|
this.composites.push(composite);
|
|
|
|
return composite;
|
|
}
|
|
|
|
public update() {
|
|
|
|
if (this.composites.length == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var i, j, c;
|
|
|
|
for (c in this.composites)
|
|
{
|
|
for (i in this.composites[c].particles)
|
|
{
|
|
var particles = this.composites[c].particles;
|
|
|
|
// calculate velocity
|
|
var velocity = particles[i].pos.sub(particles[i].lastPos).scale(this.friction);
|
|
|
|
// ground friction
|
|
if (particles[i].pos.y >= this.height - 1 && velocity.length2() > 0.000001)
|
|
{
|
|
var m = velocity.length();
|
|
velocity.x /= m;
|
|
velocity.y /= m;
|
|
velocity.mutableScale(m * this.groundFriction);
|
|
}
|
|
|
|
// save last good state
|
|
particles[i].lastPos.mutableSet(particles[i].pos);
|
|
|
|
// gravity
|
|
particles[i].pos.mutableAdd(this.gravity);
|
|
|
|
// inertia
|
|
particles[i].pos.mutableAdd(velocity);
|
|
}
|
|
}
|
|
|
|
// handle dragging of entities
|
|
if (this.draggedEntity)
|
|
{
|
|
this.draggedEntity.pos.mutableSet(this._game.input.position);
|
|
}
|
|
|
|
// relax
|
|
var stepCoef = 1 / this.step;
|
|
|
|
for (c in this.composites)
|
|
{
|
|
var constraints = this.composites[c].constraints;
|
|
|
|
for (i = 0; i < this.step; ++i)
|
|
{
|
|
for (j in constraints)
|
|
{
|
|
constraints[j].relax(stepCoef);
|
|
}
|
|
}
|
|
}
|
|
|
|
// bounds checking
|
|
for (c in this.composites)
|
|
{
|
|
var particles = this.composites[c].particles;
|
|
|
|
for (i in particles)
|
|
{
|
|
this.bounds(particles[i]);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private mouseDownHandler() {
|
|
|
|
var nearest = this.nearestEntity();
|
|
|
|
if (nearest)
|
|
{
|
|
this.draggedEntity = nearest;
|
|
}
|
|
}
|
|
|
|
private mouseUpHandler() {
|
|
this.draggedEntity = null;
|
|
}
|
|
|
|
public nearestEntity() {
|
|
|
|
var c, i;
|
|
var d2Nearest = 0;
|
|
var entity = null;
|
|
var constraintsNearest = null;
|
|
|
|
// find nearest point
|
|
for (c in this.composites)
|
|
{
|
|
var particles = this.composites[c].particles;
|
|
|
|
for (i in particles)
|
|
{
|
|
var d2 = particles[i].pos.distance2(this._game.input.position);
|
|
|
|
if (d2 <= this.selectionRadius * this.selectionRadius && (entity == null || d2 < d2Nearest))
|
|
{
|
|
entity = particles[i];
|
|
constraintsNearest = this.composites[c].constraints;
|
|
d2Nearest = d2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// search for pinned constraints for this entity
|
|
for (i in constraintsNearest)
|
|
{
|
|
if (constraintsNearest[i] instanceof PinConstraint && constraintsNearest[i].a == entity)
|
|
{
|
|
entity = constraintsNearest[i];
|
|
}
|
|
}
|
|
|
|
return entity;
|
|
|
|
}
|
|
|
|
public hideNearestEntityCircle: bool = false;
|
|
|
|
public render() {
|
|
|
|
var i, c;
|
|
|
|
for (c in this.composites)
|
|
{
|
|
// draw constraints
|
|
if (this.composites[c].drawConstraints)
|
|
{
|
|
this.composites[c].drawConstraints(this.context, this.composites[c]);
|
|
}
|
|
else
|
|
{
|
|
var constraints = this.composites[c].constraints;
|
|
|
|
for (i in constraints)
|
|
{
|
|
constraints[i].render(this.context);
|
|
}
|
|
}
|
|
|
|
// draw particles
|
|
if (this.composites[c].drawParticles)
|
|
{
|
|
this.composites[c].drawParticles(this.context, this.composites[c]);
|
|
}
|
|
else
|
|
{
|
|
var particles = this.composites[c].particles;
|
|
|
|
for (i in particles)
|
|
{
|
|
particles[i].render(this.context);
|
|
}
|
|
}
|
|
}
|
|
|
|
// highlight nearest / dragged entity
|
|
var nearest = this.draggedEntity || this.nearestEntity();
|
|
|
|
if (nearest && this.hideNearestEntityCircle == false)
|
|
{
|
|
this.context.beginPath();
|
|
this.context.arc(nearest.pos.x, nearest.pos.y, 8, 0, 2 * Math.PI);
|
|
this.context.strokeStyle = this.highlightColor;
|
|
this.context.stroke();
|
|
this.context.closePath();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|