mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 23:24:41 +00:00
409 lines
15 KiB
TypeScript
409 lines
15 KiB
TypeScript
/// <reference path="Game.ts" />
|
|
/// <reference path="gameobjects/GameObject.ts" />
|
|
|
|
/**
|
|
* Phaser - Motion
|
|
*
|
|
* The Motion class contains lots of useful functions for moving game objects around in world space.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class Motion {
|
|
|
|
constructor(game: Game) {
|
|
|
|
this._game = game;
|
|
|
|
}
|
|
|
|
private _game: Game;
|
|
|
|
/**
|
|
* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
|
|
*
|
|
* @param {number} Velocity Any component of velocity (e.g. 20).
|
|
* @param {number} Acceleration Rate at which the velocity is changing.
|
|
* @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
|
|
* @param {number} Max An absolute value cap for the velocity.
|
|
*
|
|
* @return {number} The altered Velocity value.
|
|
*/
|
|
public computeVelocity(Velocity: number, Acceleration: number = 0, Drag: number = 0, Max: number = 10000): number {
|
|
|
|
if (Acceleration !== 0)
|
|
{
|
|
Velocity += Acceleration * this._game.time.elapsed;
|
|
}
|
|
else if (Drag !== 0)
|
|
{
|
|
var drag: number = Drag * this._game.time.elapsed;
|
|
|
|
if (Velocity - drag > 0)
|
|
{
|
|
Velocity = Velocity - drag;
|
|
}
|
|
else if (Velocity + drag < 0)
|
|
{
|
|
Velocity += drag;
|
|
}
|
|
else
|
|
{
|
|
Velocity = 0;
|
|
}
|
|
}
|
|
|
|
if ((Velocity != 0) && (Max != 10000))
|
|
{
|
|
if (Velocity > Max)
|
|
{
|
|
Velocity = Max;
|
|
}
|
|
else if (Velocity < -Max)
|
|
{
|
|
Velocity = -Max;
|
|
}
|
|
}
|
|
|
|
return Velocity;
|
|
|
|
}
|
|
|
|
/**
|
|
* Given the angle and speed calculate the velocity and return it as a Point
|
|
*
|
|
* @param {number} angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
|
* @param {number} speed The speed it will move, in pixels per second sq
|
|
*
|
|
* @return {Point} A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
|
|
*/
|
|
public velocityFromAngle(angle: number, speed: number): Point {
|
|
|
|
if (isNaN(speed))
|
|
{
|
|
speed = 0;
|
|
}
|
|
|
|
var a: number = this._game.math.degreesToRadians(angle);
|
|
|
|
return new Point((Math.cos(a) * speed), (Math.sin(a) * speed));
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)<br>
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
|
|
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
|
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
|
* If you need the object to accelerate, see accelerateTowardsObject() instead
|
|
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all)
|
|
*
|
|
* @param {GameObject} source The Sprite on which the velocity will be set
|
|
* @param {GameObject} dest The Sprite where the source object will move to
|
|
* @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
* @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
|
|
*/
|
|
public moveTowardsObject(source:GameObject, dest:GameObject, speed:number= 60, maxTime:number = 0)
|
|
{
|
|
var a:number = this.angleBetween(source, dest);
|
|
|
|
if (maxTime > 0)
|
|
{
|
|
var d:number = this.distanceBetween(source, dest);
|
|
|
|
// We know how many pixels we need to move, but how fast?
|
|
speed = d / (maxTime / 1000);
|
|
}
|
|
|
|
source.velocity.x = Math.cos(a) * speed;
|
|
source.velocity.y = Math.sin(a) * speed;
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)<br>
|
|
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
|
* If you don't need acceleration look at moveTowardsObject() instead.
|
|
*
|
|
* @param {GameObject} source The Sprite on which the acceleration will be set
|
|
* @param {GameObject} dest The Sprite where the source object will move towards
|
|
* @param {number} speed The speed it will accelerate in pixels per second
|
|
* @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
|
|
* @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
|
|
*/
|
|
public accelerateTowardsObject(source:GameObject, dest:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number)
|
|
{
|
|
var a:number = this.angleBetween(source, dest);
|
|
|
|
source.velocity.x = 0;
|
|
source.velocity.y = 0;
|
|
|
|
source.acceleration.x = Math.cos(a) * speed;
|
|
source.acceleration.y = Math.sin(a) * speed;
|
|
|
|
source.maxVelocity.x = xSpeedMax;
|
|
source.maxVelocity.y = ySpeedMax;
|
|
|
|
}
|
|
|
|
/**
|
|
* Move the given Sprite towards the mouse pointer coordinates at a steady velocity
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
|
|
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
|
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
|
*
|
|
* @param {GameObject} source The Sprite to move
|
|
* @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
* @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
|
|
*/
|
|
public moveTowardsMouse(source:GameObject, speed:number = 60, maxTime:number = 0)
|
|
{
|
|
var a:number = this.angleBetweenMouse(source);
|
|
|
|
if (maxTime > 0)
|
|
{
|
|
var d:number = this.distanceToMouse(source);
|
|
|
|
// We know how many pixels we need to move, but how fast?
|
|
speed = d / (maxTime / 1000);
|
|
}
|
|
|
|
source.velocity.x = Math.cos(a) * speed;
|
|
source.velocity.y = Math.sin(a) * speed;
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)<br>
|
|
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
|
* If you don't need acceleration look at moveTowardsMouse() instead.
|
|
*
|
|
* @param {GameObject} source The Sprite on which the acceleration will be set
|
|
* @param {number} speed The speed it will accelerate in pixels per second
|
|
* @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
|
|
* @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
|
|
*/
|
|
public accelerateTowardsMouse(source:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number)
|
|
{
|
|
var a:number = this.angleBetweenMouse(source);
|
|
|
|
source.velocity.x = 0;
|
|
source.velocity.y = 0;
|
|
|
|
source.acceleration.x = Math.cos(a) * speed;
|
|
source.acceleration.y = Math.sin(a) * speed;
|
|
|
|
source.maxVelocity.x = xSpeedMax;
|
|
source.maxVelocity.y = ySpeedMax;
|
|
}
|
|
|
|
/**
|
|
* Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
|
|
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
|
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
|
*
|
|
* @param {GameObject} source The Sprite to move
|
|
* @param {Point} target The Point coordinates to move the source Sprite towards
|
|
* @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
* @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
|
|
*/
|
|
public moveTowardsPoint(source:GameObject, target:Point, speed:number = 60, maxTime:number = 0)
|
|
{
|
|
var a:number = this.angleBetweenPoint(source, target);
|
|
|
|
if (maxTime > 0)
|
|
{
|
|
var d:number = this.distanceToPoint(source, target);
|
|
|
|
// We know how many pixels we need to move, but how fast?
|
|
speed = d / (maxTime / 1000);
|
|
}
|
|
|
|
source.velocity.x = Math.cos(a) * speed;
|
|
source.velocity.y = Math.sin(a) * speed;
|
|
}
|
|
|
|
/**
|
|
* Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
|
|
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
|
* If you don't need acceleration look at moveTowardsPoint() instead.
|
|
*
|
|
* @param {GameObject} source The Sprite on which the acceleration will be set
|
|
* @param {Point} target The Point coordinates to move the source Sprite towards
|
|
* @param {number} speed The speed it will accelerate in pixels per second
|
|
* @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
|
|
* @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
|
|
*/
|
|
public accelerateTowardsPoint(source:GameObject, target:Point, speed:number, xSpeedMax:number, ySpeedMax:number)
|
|
{
|
|
var a:number = this.angleBetweenPoint(source, target);
|
|
|
|
source.velocity.x = 0;
|
|
source.velocity.y = 0;
|
|
|
|
source.acceleration.x = Math.cos(a) * speed;
|
|
source.acceleration.y = Math.sin(a) * speed;
|
|
|
|
source.maxVelocity.x = xSpeedMax;
|
|
source.maxVelocity.y = ySpeedMax;
|
|
}
|
|
|
|
/**
|
|
* Find the distance (in pixels, rounded) between two Sprites, taking their origin into account
|
|
*
|
|
* @param {GameObject} a The first Sprite
|
|
* @param {GameObject} b The second Sprite
|
|
* @return {number} int Distance (in pixels)
|
|
*/
|
|
public distanceBetween(a:GameObject, b:GameObject):number
|
|
{
|
|
var dx:number = (a.x + a.origin.x) - (b.x + b.origin.x);
|
|
var dy:number = (a.y + a.origin.y) - (b.y + b.origin.y);
|
|
|
|
return this._game.math.vectorLength(dx, dy);
|
|
|
|
}
|
|
|
|
/**
|
|
* Find the distance (in pixels, rounded) from an Sprite to the given Point, taking the source origin into account
|
|
*
|
|
* @param {GameObject} a The Sprite
|
|
* @param {Point} target The Point
|
|
* @return {number} Distance (in pixels)
|
|
*/
|
|
public distanceToPoint(a:GameObject, target:Point):number
|
|
{
|
|
var dx:number = (a.x + a.origin.x) - (target.x);
|
|
var dy:number = (a.y + a.origin.y) - (target.y);
|
|
|
|
return this._game.math.vectorLength(dx, dy);
|
|
}
|
|
|
|
/**
|
|
* Find the distance (in pixels, rounded) from the object x/y and the mouse x/y
|
|
*
|
|
* @param {GameObject} a Sprite to test against
|
|
* @return {number} The distance between the given sprite and the mouse coordinates
|
|
*/
|
|
public distanceToMouse(a:GameObject):number
|
|
{
|
|
var dx: number = (a.x + a.origin.x) - this._game.input.x;
|
|
var dy: number = (a.y + a.origin.y) - this._game.input.y;
|
|
|
|
return this._game.math.vectorLength(dx, dy);
|
|
}
|
|
|
|
/**
|
|
* Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account.
|
|
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
|
*
|
|
* @param {GameObject} a The Sprite to test from
|
|
* @param {Point} target The Point to angle the Sprite towards
|
|
* @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true
|
|
*
|
|
* @return {number} The angle (in radians unless asDegrees is true)
|
|
*/
|
|
public angleBetweenPoint(a:GameObject, target:Point, asDegrees:bool = false):number
|
|
{
|
|
var dx:number = (target.x) - (a.x + a.origin.x);
|
|
var dy:number = (target.y) - (a.y + a.origin.y);
|
|
|
|
if (asDegrees)
|
|
{
|
|
return this._game.math.radiansToDegrees(Math.atan2(dy, dx));
|
|
}
|
|
else
|
|
{
|
|
return Math.atan2(dy, dx);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Find the angle (in radians) between the two Sprite, taking their x/y and origin into account.
|
|
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
|
*
|
|
* @param {GameObject} a The Sprite to test from
|
|
* @param {GameObject} b The Sprite to test to
|
|
* @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true
|
|
*
|
|
* @return {number} The angle (in radians unless asDegrees is true)
|
|
*/
|
|
public angleBetween(a:GameObject, b:GameObject, asDegrees:bool = false):number
|
|
{
|
|
var dx:number = (b.x + b.origin.x) - (a.x + a.origin.x);
|
|
var dy:number = (b.y + b.origin.y) - (a.y + a.origin.y);
|
|
|
|
if (asDegrees)
|
|
{
|
|
return this._game.math.radiansToDegrees(Math.atan2(dy, dx));
|
|
}
|
|
else
|
|
{
|
|
return Math.atan2(dy, dx);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Given the GameObject and speed calculate the velocity and return it as an Point based on the direction the sprite is facing
|
|
*
|
|
* @param {GameObject} parent The Sprite to get the facing value from
|
|
* @param {number} speed The speed it will move, in pixels per second sq
|
|
*
|
|
* @return {Point} An Point where Point.x contains the velocity x value and Point.y contains the velocity y value
|
|
*/
|
|
public velocityFromFacing(parent:GameObject, speed:number):Point
|
|
{
|
|
var a:number;
|
|
|
|
if (parent.facing == Collision.LEFT)
|
|
{
|
|
a = this._game.math.degreesToRadians(180);
|
|
}
|
|
else if (parent.facing == Collision.RIGHT)
|
|
{
|
|
a = this._game.math.degreesToRadians(0);
|
|
}
|
|
else if (parent.facing == Collision.UP)
|
|
{
|
|
a = this._game.math.degreesToRadians(-90);
|
|
}
|
|
else if (parent.facing == Collision.DOWN)
|
|
{
|
|
a = this._game.math.degreesToRadians(90);
|
|
}
|
|
|
|
return new Point(Math.cos(a) * speed, Math.sin(a) * speed);
|
|
|
|
}
|
|
|
|
/**
|
|
* Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account.
|
|
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
|
*
|
|
* @param {GameObject} a The Object to test from
|
|
* @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true
|
|
*
|
|
* @return {number} The angle (in radians unless asDegrees is true)
|
|
*/
|
|
public angleBetweenMouse(a:GameObject, asDegrees:bool = false):number
|
|
{
|
|
// In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates)
|
|
var p:MicroPoint = a.getScreenXY();
|
|
|
|
var dx:number = a._game.input.x - p.x;
|
|
var dy:number = a._game.input.y - p.y;
|
|
|
|
if (asDegrees)
|
|
{
|
|
return this._game.math.radiansToDegrees(Math.atan2(dy, dx));
|
|
}
|
|
else
|
|
{
|
|
return Math.atan2(dy, dx);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|