phaser/v3/merge/plugins/path/Path.js
2016-11-23 00:17:46 +00:00

862 lines
No EOL
23 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Pete Baron <pete@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Phaser.Path contains all the functions need to create and manipulate a single Path object.
* A Path is a list of PathPoint objects connected by Hermite curves.
*
* @class Phaser.Path
* @constructor
* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
* @param {number} [type=Phaser.Path.CoordinateSystems.WORLD] - The coordinate system used by the Path.
* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
*/
Phaser.Path = function (game, type, loops) {
if (type === undefined) { type = Phaser.Path.CoordinateSystems.WORLD; }
if (loops === undefined) { loops = false; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} coordinateSystem - The coordinate system used by the Path.
*/
this.coordinateSystem = type;
/**
* @property {boolean} loops - Should this Path loop or not when a PathFollower reaches the end of it?
*/
this.loops = loops;
/**
* @property {string} cacheKey - The key of the JSON file in the cache used to define this path.
*/
this.cacheKey = '';
/**
* @property {string} key - The key of the object within the JSON data. Used if there are multiple paths per JSON file.
*/
this.key = '';
/*
* @property {Phaser.PathPoint} name - The name of this path.
*/
this.name = '';
/*
* @property {Phaser.PathPoint} type - The Phaser.Path.PathTypes of this path.
*/
this.type = Phaser.Path.PathTypes.PATH;
/*
* @property {Array} branches - A list of branches this path has.
*/
this.branches = [];
/**
* @property {array} _points - A private cache of the Points on this Path.
* @private
*/
this._points = [];
/**
* @property {Phaser.Point} _offset - Default offset for PathFollowers on this path instance.
* @private
*/
this._offset = new Phaser.Point();
/*
* @property {Phaser.PathPoint} _p1 - Used for internal calculations.
* @private
*/
this._p1 = new Phaser.PathPoint();
/*
* @property {Phaser.PathPoint} _p2 - Used for internal calculations.
* @private
*/
this._p2 = new Phaser.PathPoint();
/*
* @property {Phaser.PathPoint} origin - the origin of this path. Used mostly for BRANCH paths.
* @private
*/
this._origin = new Phaser.Point();
};
Phaser.Path.prototype.constructor = Phaser.Path;
Phaser.Path.PathTypes = {};
Phaser.Path.BranchTypes = {};
Phaser.Path.CoordinateSystems = {};
/**
* @constant
* @type {number}
*/
Phaser.Path.PathTypes.PATH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Path.PathTypes.BRANCH = 1;
/**
* @constant
* @type {number}
*/
Phaser.Path.BranchTypes.ATTACHED = 0;
/**
* @constant
* @type {number}
*/
Phaser.Path.BranchTypes.JOINED = 1;
/**
* Points are relative to the World origin.
* @constant
* @type {number}
*/
Phaser.Path.CoordinateSystems.WORLD = 1;
/**
* Points are relative to the screen origin.
* @constant
* @type {number}
*/
Phaser.Path.CoordinateSystems.SCREEN = 2;
/**
* Points are relative to the first point.
* @constant
* @type {number}
*/
Phaser.Path.CoordinateSystems.OFFSET = 3;
Phaser.Path.prototype = {
/**
* Initialize a Path based on the given coordinate system.
*
* @method Phaser.Path#create
* @param {number|string} coordinateSystem - The Phaser.Path.CoordinateSystems type to use.
* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
* @return {Phaser.Path} This Path object.
*/
create: function (coordinateSystem, loops) {
if (loops === undefined) { loops = false; }
switch (coordinateSystem)
{
default:
this.coordinateSystem = Phaser.Path.CoordinateSystems.WORLD;
break;
case 2:
case 'SCREEN_COORDINATES':
this.coordinateSystem = Phaser.Path.CoordinateSystems.SCREEN;
break;
case 3:
case 'OFFSET_COORDINATES':
this.coordinateSystem = Phaser.Path.CoordinateSystems.OFFSET;
break;
}
this.loops = loops;
this._points = [];
return this;
},
/**
* Clone this Path object. It clones the origin and points data.
*
* @method Phaser.Path#clone
* @return {Phaser.Path} The cloned Path.
*/
clone: function () {
var clone = new Phaser.Path(this.coordinateSystem, this.loops);
this.origin.clone(clone.origin);
this.points.forEach(function(p) {
clone._points.push(p.clone());
});
return clone;
},
/**
* Creates a new PathPoint object, relative to the path origin, and adds it to this path.
*
* @method Phaser.Path#addPathPoint
* @param {number} [x=0] - The x position of the PathPoint.
* @param {number} [y=0] - The y position of the PathPoint.
* @param {number} [vx=0] - The vx tangent vector value of the PathPoint.
* @param {number} [vy=0] - The vy tangent vector value of the PathPoint.
* @param {number} [speed=1] - The speed value of the PathPoint.
* @param {number} [data={}] - The data object
* @param {number} [index=null] - The index of the new path point. If not given, will add point to end of point list.
* @return {Phaser.PathPoint} The PathPoint object that was created.
*/
addPathPoint: function (x, y, vx, vy, speed, data, index) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (vx === undefined) { vx = 0; }
if (vy === undefined) { vy = 0; }
var pp = new Phaser.PathPoint(x - this.origin.x, y - this.origin.y, vx, vy, speed, data);
if (index !== null && index !== undefined)
{
this._points.splice(index, 0, pp);
}
else
{
this._points.push(pp);
}
return pp;
},
/**
* Remove a PathPoint from this paths point list.
*
* @method Phaser.Path#removePathPoint
* @param {number} [index] - The index of the PathPoint to remove.
* @return {Phaser.PathPoint} The removed PathPoint object.
*/
removePathPoint: function (index) {
var p = this.getPathPointReference(index);
if (p)
{
this._points.splice(index, 1);
}
return p;
},
/**
* Set a PathPoint objects position and tangent vector.
*
* @method Phaser.Path#setPathPoint
* @param {number} index - The index of the PathPoint in this paths point list.
* @param {number} x - The x coordinate of the PathPoint.
* @param {number} y - The y coordinate of the PathPoint.
* @param {number} [vx] - The x coordinate of the tangent vector to create the curve from.
* @param {number} [vy] - The y coordinate of the tangent vector to create the curve from.
* @return {Phaser.PathPoint} A reference to the PathPoint object that was updated.
*/
setPathPoint: function (index, x, y, vx, vy) {
var p = this.getPathPointReference(index);
if (p)
{
p.setTo(x, y, vx, vy);
}
return p;
},
/**
* Translate all points in a path by the given point.
*
* @method Phaser.Path#translatePoints
* @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.
* @return {Phaser.Path} This Path object.
*/
translatePoints: function (point) {
this._points.forEach(function(pnt) {
pnt.x += point.x;
pnt.y += point.y;
});
return this;
},
/**
* Set the Path level offset which will affect all of this paths PathFollowers.
*
* @method Phaser.Path#setOffset
* @param {number} x - The x offset.
* @param {number} y - The y offset.
* @return {Phaser.Path} This Path object.
*/
setOffset: function (x, y) {
this._offset.x = x;
this._offset.y = y;
return this;
},
/**
* Get a point on the the current Path curve.
*
* @method Phaser.Path#getPointOnThisCurve
* @param {Phaser.Hermite} curve - A Phaser.Hermite curve object.
* @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.
* @return {Phaser.Point} A point containing the x and y values at the specified distance (t) value in the curve.
*/
getPointOnThisCurve: function (curve, t) {
if (!curve)
{
return null;
}
var pnt = curve.getPoint(t);
pnt.x += this._offset.x;
pnt.y += this._offset.y;
return pnt;
},
/**
* Gets the points on the curve representing the end points of the line segments that make up the curve.
*
* @method Phaser.Path#getControlPointsOnThisCurve
* @param {Phaser.Hermite} curve - A Phaser.Hermite curve.
* @return {array} An array of points representing the end points of 10 line segments that make up the curve.
*/
getControlPointsOnThisCurve: function (curve) {
var pnts = Phaser.ArrayUtils.numberArrayStep(0, 1.1, 0.1).map(function(num) {
return this.getPointOnThisCurve(curve, num);
}, this);
return pnts;
},
/**
* Get a PathPoint from this path. Automatically handles path looping.
*
* The values from the PathPoint are copied into the given PathPoint object, which must
* be a reference to a pre-existing PathPoint, as it's not returned by this method.
*
* @method Phaser.Path#getPathPoint
* @param {number} index - The index of the point in this path to get.
* @param {Phaser.PathPoint} point - A PathPoint object into which the found point object is cloned.
* @return {boolean} false if the index is past the end of the path and it doesn't loop, otherwise true.
*/
getPathPoint: function (index, point) {
var i = this.loops ? index % this._points.length : index;
// If index is in the points list range
if (this._points.length > i)
{
point.copy(this._points[i]);
switch (this.coordinateSystem)
{
case Phaser.Path.CoordinateSystems.SCREEN:
point.x -= this.game.camera.x;
point.y -= this.game.camera.y;
break;
case Phaser.Path.CoordinateSystems.OFFSET:
point.x += this.origin.x;
point.y += this.origin.y;
break;
}
return true;
}
else
{
// The path doesn't loop and the index is out of range, so fail
return false;
}
},
/**
* Get a reference to a PathPoint from this Path, handle path looping.
*
* NOTE: because this is a PathPoint reference, it does not take into account the coordinateSystem selected, it will be WORLD, or OFFSET unmodified
*
* @method Phaser.Path#getPathPointReference
* @param {number} index - The index of the point in this path to get.
* @return {Phaser.PathPoint} A reference to the PathPoint object in this Path, or null if index is out of range.
*/
getPathPointReference: function (index) {
var i = this.loops ? index % this._points.length : index;
// If index is in the points list range
if (this._points.length > i)
{
return this._points[i];
}
// The path doesn't loop and the index is out of range, fail
return null;
},
/**
* Get the curve from the given point index to the next.
*
* If the curve has been created previously, use that definition again, otherwise calculate it now.
*
* @method Phaser.Path#getCurve
* @param {number} [index=0] - The index of the point in this path to get the curve from.
* @return {Phaser.Hermite} A new Hermite object representing the curve starting at the 'index' path point.
*/
getCurve: function (index) {
if (index === undefined) { index = 0; }
// Beginning of the curve
if (!this.getPathPoint(index, this._p1))
{
return null;
}
// Has this curve been calculated already?
if (this._p1.curve)
{
return this._p1.curve;
}
// End of the curve
if (!this.getPathPoint(index + 1, this._p2))
{
if (!this._p1.branchPath)
{
return null;
}
// We joined another Path
var newPath = this._p1.branchPath;
var joinIndex = this._p1.branchPointIndex;
if (!newPath.getPathPoint(joinIndex + 1, this._p2))
{
return null;
}
}
// Create and return the new Hermite object
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);
this.curvePointIndex = index;
return this._p1.curve;
},
/**
* Find the first matching PathPoint in this path.
* It works by taking the given PathPoint object, and then iterating through all points
* in this Path until it finds one with the same values, then returns the index to it.
*
* @method Phaser.Path#pointIndex
* @param {Phaser.PathPoint} pathPoint - The PathPoint object that will have its values compared to all the points in this Path.
* @return {number} The index of the PathPoint in this Path if an equal match is found, or -1 if no match is found.
*/
pointIndex: function (pathPoint) {
var l = this._points.length;
for (var i = 0; i < l; i++)
{
if (this.coordinateSystem === Phaser.Path.CoordinateSystems.OFFSET && i !== 0)
{
if (pathPoint.equals(this._points[i], this._points[0].x, this._points[0].y))
{
return i;
}
}
else
{
if (pathPoint.equals(this._points[i]))
{
return i;
}
}
}
return -1;
},
/**
* Is the given PathPoint index the end of this path?
*
* @method Phaser.Path#atEnd
* @param {number} index - The index of the PathPoint to test.
* @return {boolean} true if index is the last point in this path.
*/
atEnd: function (index) {
// If the path loops, the end of the path is the end of the last curve
if (this.loops)
{
return (index === this._points.length);
}
// If the path doesn't loop, the end of the path is the last point on it
return (index === this._points.length - 1);
},
/**
* The total number of PathPoints in this Path.
*
* @method Phaser.Path#numPoints
* return {number} The total number of PathPoints in this Path.
*/
numPoints: function () {
return this._points.length;
},
/*
* DATA PROCESSING
*/
/**
* Process the data associated with a point on this Path.
* Used by Phaser.PathFollower objects as they pass each control point.
*
* @method Phaser.Path#processData
* @param {Phaser.PathFollower} follower - The PathFollower that is processing the data.
* @param {number} pathPointIndex - The index of the path point to process.
* @param {boolean} reversing - Whether or not the follower is traversing the path in reverse.
* @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);
}
});