mirror of
https://github.com/photonstorm/phaser
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59 lines
2.3 KiB
JavaScript
59 lines
2.3 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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/// <reference path="../Game.ts" />
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/// <reference path="Particle.ts" />
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/// <reference path="../geom/Vector2.ts" />
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/**
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* Phaser - AngleConstraint
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*
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* constrains 3 particles to an angle
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*/
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(function (Verlet) {
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var AngleConstraint = (function () {
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/**
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* Creates a new AngleConstraint object.
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* @class AngleConstraint
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* @constructor
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* @param {Number} x The x coordinate of vector2
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* @param {Number} y The y coordinate of vector2
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* @return {AngleConstraint} This object
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**/
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function AngleConstraint(a, b, c, stiffness) {
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this.a = a;
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this.b = b;
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this.c = c;
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this.angle = this.b.pos.angle2(this.a.pos, this.c.pos);
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this.stiffness = stiffness;
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}
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AngleConstraint.prototype.relax = function (stepCoef) {
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var angle = this.b.pos.angle2(this.a.pos, this.c.pos);
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var diff = angle - this.angle;
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if(diff <= -Math.PI) {
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diff += 2 * Math.PI;
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} else if(diff >= Math.PI) {
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diff -= 2 * Math.PI;
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}
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diff *= stepCoef * this.stiffness;
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this.a.pos = this.a.pos.rotate(this.b.pos, diff);
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this.c.pos = this.c.pos.rotate(this.b.pos, -diff);
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this.b.pos = this.b.pos.rotate(this.a.pos, diff);
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this.b.pos = this.b.pos.rotate(this.c.pos, -diff);
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};
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AngleConstraint.prototype.render = function (ctx) {
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ctx.beginPath();
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ctx.moveTo(this.a.pos.x, this.a.pos.y);
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ctx.lineTo(this.b.pos.x, this.b.pos.y);
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ctx.lineTo(this.c.pos.x, this.c.pos.y);
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var tmp = ctx.lineWidth;
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ctx.lineWidth = 5;
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ctx.strokeStyle = "rgba(255,255,0,0.2)";
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ctx.stroke();
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ctx.lineWidth = tmp;
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};
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return AngleConstraint;
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})();
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Verlet.AngleConstraint = AngleConstraint;
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})(Phaser.Verlet || (Phaser.Verlet = {}));
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var Verlet = Phaser.Verlet;
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})(Phaser || (Phaser = {}));
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//@ sourceMappingURL=AngleConstraint.js.map
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