phaser/v3/merge/gameobjects/creature/Creature.js
2016-11-23 00:17:46 +00:00

481 lines
14 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Kestrel Moon Studios <creature@kestrelmoon.com>
* @copyright 2016 Photon Storm Ltd and Kestrel Moon Studios
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
*
* It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).
*
* Note 1: You can only use Phaser.GameObject.Creature objects in WebGL enabled games. They do not work in Canvas mode games.
*
* Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
* loaded before your Phaser game boots.
*
* See the Phaser custom build process for more details.
*
* By default the Creature runtimes are NOT included in any pre-configured version of Phaser.
*
* So you'll need to do `grunt custom` to create a build that includes them.
*
* @class Phaser.GameObject.Creature
* @extends PIXI.DisplayObjectContainer
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.Reset
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.
* @param {number} y - The y coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.
* @param {string|PIXI.Texture} key - The texture used by the Creature Object during rendering. It can be a string which is a reference to the Cache entry, or an instance of a PIXI.Texture.
* @param {string} mesh - The mesh data for the Creature Object. It should be a string which is a reference to the Cache JSON entry.
* @param {string} [animation='default'] - The animation within the mesh data to play.
*/
Phaser.GameObject.Creature = function (game, x, y, key, mesh, animation) {
if (animation === undefined) { animation = 'default'; }
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.CREATURE;
if (!game.cache.checkJSONKey(mesh))
{
console.warn('Phaser.GameObject.Creature: Invalid mesh key given. Not found in Phaser.Cache');
return;
}
var meshData = game.cache.getJSON(mesh);
/**
* @property {Creature} _creature - The Creature instance.
* @private
*/
this._creature = new Creature(meshData);
/**
* @property {CreatureAnimation} animation - The CreatureAnimation instance.
*/
this.animation = new CreatureAnimation(meshData, animation, this._creature);
/**
* @property {CreatureManager} manager - The CreatureManager instance for this object.
*/
this.manager = new CreatureManager(this._creature);
/**
* @property {number} timeDelta - How quickly the animation advances.
* @default
*/
this.timeDelta = 0.05;
if (typeof key === 'string')
{
var texture = new PIXI.Texture(game.cache.getBaseTexture(key));
}
else
{
var texture = key;
}
/**
* @property {PIXI.Texture} texture - The texture the animation is using.
*/
this.texture = texture;
PIXI.DisplayObjectContainer.call(this);
this.dirty = true;
this.blendMode = Phaser.blendModes.NORMAL;
/**
* @property {Phaser.Point} creatureBoundsMin - The minimum bounds point.
* @protected
*/
this.creatureBoundsMin = new Phaser.Point();
/**
* @property {Phaser.Point} creatureBoundsMax - The maximum bounds point.
* @protected
*/
this.creatureBoundsMax = new Phaser.Point();
var target = this.manager.target_creature;
/**
* @property {Float32Array} vertices - The vertices data.
* @protected
*/
this.vertices = new Float32Array(target.total_num_pts * 2);
/**
* @property {Float32Array} uvs - The UV data.
* @protected
*/
this.uvs = new Float32Array(target.total_num_pts * 2);
/**
* @property {Uint16Array} indices
* @protected
*/
this.indices = new Uint16Array(target.global_indices.length);
for (var i = 0; i < this.indices.length; i++)
{
this.indices[i] = target.global_indices[i];
}
/**
* @property {Uint16Array} colors - The vertices colors
* @protected
*/
this.colors = new Float32Array([1, 1, 1, 1]);
this.updateRenderData(target.global_pts, target.global_uvs);
this.manager.AddAnimation(this.animation);
this.manager.SetActiveAnimationName(animation, false);
Phaser.Component.Core.init.call(this, game, x, y);
};
Phaser.GameObject.Creature.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.GameObject.Creature.prototype.constructor = Phaser.GameObject.Creature;
Phaser.Component.Core.install.call(Phaser.GameObject.Creature.prototype, [
'Angle',
'AutoCull',
'BringToTop',
'Destroy',
'FixedToCamera',
'LifeSpan',
'Reset'
]);
Phaser.GameObject.Creature.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.GameObject.Creature.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.GameObject.Creature#preUpdate
* @memberof Phaser.GameObject.Creature
*/
Phaser.GameObject.Creature.prototype.preUpdate = function () {
if (!this.preUpdateInWorld())
{
return false;
}
this.manager.Update(this.timeDelta);
this.updateData();
return this.preUpdateCore();
};
/**
*
*
* @method Phaser.GameObject.Creature#_initWebGL
* @memberof Phaser.GameObject.Creature
* @private
*/
Phaser.GameObject.Creature.prototype._initWebGL = function (renderSession) {
// build the strip!
var gl = renderSession.gl;
this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
/**
* @method Phaser.GameObject.Creature#_renderWebGL
* @memberof Phaser.GameObject.Creature
* @private
*/
Phaser.GameObject.Creature.prototype._renderWebGL = function (renderSession) {
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha <= 0)
{
return;
}
renderSession.spriteBatch.stop();
// init! init!
if (!this._vertexBuffer)
{
this._initWebGL(renderSession);
}
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
this._renderCreature(renderSession);
renderSession.spriteBatch.start();
};
/**
* @method Phaser.GameObject.Creature#_renderCreature
* @memberof Phaser.GameObject.Creature
* @private
*/
Phaser.GameObject.Creature.prototype._renderCreature = function (renderSession) {
var gl = renderSession.gl;
var projection = renderSession.projection;
var offset = renderSession.offset;
var shader = renderSession.shaderManager.stripShader;
renderSession.blendModeManager.setBlendMode(this.blendMode);
// Set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha);
if (!this.dirty)
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// Update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// Check if a texture is dirty..
if (this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
// Bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// Don't need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// Update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// Check if a texture is dirty
if (this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// Don't need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0);
};
/**
* @method Phaser.GameObject.Creature#updateCreatureBounds
* @memberof Phaser.GameObject.Creature
* @private
*/
Phaser.GameObject.Creature.prototype.updateCreatureBounds = function () {
// Update bounds based off world transform matrix
var target = this.manager.target_creature;
target.ComputeBoundaryMinMax();
this.creatureBoundsMin.set(target.boundary_min[0], -target.boundary_min[1]);
this.creatureBoundsMax.set(target.boundary_max[0], -target.boundary_max[1]);
this.worldTransform.apply(this.creatureBoundsMin, this.creatureBoundsMin);
this.worldTransform.apply(this.creatureBoundsMax, this.creatureBoundsMax);
};
/**
* @method Phaser.GameObject.Creature#updateData
* @memberof Phaser.GameObject.Creature
* @private
*/
Phaser.GameObject.Creature.prototype.updateData = function () {
var target = this.manager.target_creature;
var read_pts = target.render_pts;
var read_uvs = target.global_uvs;
this.updateRenderData(read_pts, read_uvs);
this.updateCreatureBounds();
this.dirty = true;
};
/**
* @method Phaser.GameObject.Creature#updateRenderData
* @memberof Phaser.GameObject.Creature
* @private
*/
Phaser.GameObject.Creature.prototype.updateRenderData = function (verts, uvs) {
var target = this.manager.target_creature;
var pt_index = 0;
var uv_index = 0;
var write_pt_index = 0;
for (var i = 0; i < target.total_num_pts; i++)
{
this.vertices[write_pt_index] = verts[pt_index];
this.vertices[write_pt_index + 1] = -verts[pt_index + 1];
this.uvs[uv_index] = uvs[uv_index];
this.uvs[uv_index + 1] = uvs[uv_index + 1];
pt_index += 3;
uv_index += 2;
write_pt_index += 2;
}
};
/**
* Sets the Animation this Creature object will play, as defined in the mesh data.
*
* @method Phaser.GameObject.Creature#setAnimation
* @memberof Phaser.GameObject.Creature
* @param {string} key - The key of the animation to set, as defined in the mesh data.
*/
Phaser.GameObject.Creature.prototype.setAnimation = function (key) {
this.manager.SetActiveAnimationName(key, true);
};
/**
* Plays the currently set animation.
*
* @method Phaser.GameObject.Creature#play
* @memberof Phaser.GameObject.Creature
* @param {boolean} [loop=false] - Should the animation loop?
*/
Phaser.GameObject.Creature.prototype.play = function (loop) {
if (loop === undefined) { loop = false; }
this.loop = loop;
this.manager.SetIsPlaying(true);
this.manager.RunAtTime(0);
};
/**
* Stops the currently playing animation.
*
* @method Phaser.GameObject.Creature#stop
* @memberof Phaser.GameObject.Creature
*/
Phaser.GameObject.Creature.prototype.stop = function () {
this.manager.SetIsPlaying(false);
};
/**
* @name Phaser.GameObject.Creature#isPlaying
* @property {boolean} isPlaying - Is the _current_ animation playing?
*/
Object.defineProperty(Phaser.GameObject.Creature.prototype, 'isPlaying', {
get: function() {
return this.manager.GetIsPlaying();
},
set: function(value) {
this.manager.SetIsPlaying(value);
}
});
/**
* @name Phaser.GameObject.Creature#loop
* @property {boolean} loop - Should the _current_ animation loop or not?
*/
Object.defineProperty(Phaser.GameObject.Creature.prototype, 'loop', {
get: function() {
return this.manager.should_loop;
},
set: function(value) {
this.manager.SetShouldLoop(value);
}
});