mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
144 lines
6.5 KiB
JavaScript
144 lines
6.5 KiB
JavaScript
var Phaser;
|
|
(function (Phaser) {
|
|
/// <reference path="../Game.ts" />
|
|
/// <reference path="../geom/Vector2.ts" />
|
|
/// <reference path="Particle.ts" />
|
|
/// <reference path="PinConstraint.ts" />
|
|
/**
|
|
* Phaser - Verlet - Composite
|
|
*
|
|
*
|
|
*/
|
|
(function (Verlet) {
|
|
var Composite = (function () {
|
|
/**
|
|
* Creates a new Composite object.
|
|
* @class Composite
|
|
* @constructor
|
|
* @param {Number} x The x coordinate of vector2
|
|
* @param {Number} y The y coordinate of vector2
|
|
* @return {Composite} This object
|
|
**/
|
|
function Composite(game) {
|
|
/**
|
|
* Texture of the particles to be rendered.
|
|
*/
|
|
this._texture = null;
|
|
// local rendering related temp vars to help avoid gc spikes
|
|
this._sx = 0;
|
|
this._sy = 0;
|
|
this._sw = 0;
|
|
this._sh = 0;
|
|
this._dx = 0;
|
|
this._dy = 0;
|
|
this._dw = 0;
|
|
this._dh = 0;
|
|
this._hw = 0;
|
|
this._hh = 0;
|
|
this.drawParticles = null;
|
|
this.drawConstraints = null;
|
|
this.hideConstraints = true;
|
|
this.constraintLineColor = 'rgba(200,200,200,1)';
|
|
this._game = game;
|
|
this.sprites = [];
|
|
this.particles = [];
|
|
this.constraints = [];
|
|
this.frameBounds = new Phaser.Quad();
|
|
}
|
|
Composite.prototype.createDistanceConstraint = // Create Constraints
|
|
function (a, b, stiffness, distance) {
|
|
if (typeof distance === "undefined") { distance = null; }
|
|
this.constraints.push(new Phaser.Verlet.DistanceConstraint(a, b, stiffness, distance));
|
|
return this.constraints[this.constraints.length - 1];
|
|
};
|
|
Composite.prototype.createAngleConstraint = function (a, b, c, stiffness) {
|
|
this.constraints.push(new Phaser.Verlet.AngleConstraint(a, b, c, stiffness));
|
|
return this.constraints[this.constraints.length - 1];
|
|
};
|
|
Composite.prototype.createPinConstraint = function (a, pos) {
|
|
this.constraints.push(new Phaser.Verlet.PinConstraint(a, pos));
|
|
return this.constraints[this.constraints.length - 1];
|
|
};
|
|
Composite.prototype.loadGraphic = /**
|
|
* Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet.
|
|
* @param key {string} Key of the graphic you want to load for this sprite.
|
|
* @return {Composite} This object
|
|
*/
|
|
function (key) {
|
|
if(this._game.cache.getImage(key) !== null) {
|
|
if(this._game.cache.isSpriteSheet(key) == false) {
|
|
this._texture = this._game.cache.getImage(key);
|
|
this.frameBounds.width = this._texture.width;
|
|
this.frameBounds.height = this._texture.height;
|
|
this._hw = Math.floor(this.frameBounds.width / 2);
|
|
this._hh = Math.floor(this.frameBounds.width / 2);
|
|
this.drawParticles = this.render;
|
|
this.drawConstraints = this.renderConstraints;
|
|
}
|
|
}
|
|
return this;
|
|
};
|
|
Composite.prototype.renderConstraints = function (context) {
|
|
if(this.hideConstraints == true || this.constraints.length == 0) {
|
|
return;
|
|
}
|
|
var i;
|
|
context.beginPath();
|
|
for(i in this.constraints) {
|
|
if(this.constraints[i].b) {
|
|
context.moveTo(this.constraints[i].a.pos.x, this.constraints[i].a.pos.y);
|
|
context.lineTo(this.constraints[i].b.pos.x, this.constraints[i].b.pos.y);
|
|
}
|
|
}
|
|
context.strokeStyle = this.constraintLineColor;
|
|
context.stroke();
|
|
context.closePath();
|
|
};
|
|
Composite.prototype.render = function (context) {
|
|
this._sx = 0;
|
|
this._sy = 0;
|
|
this._sw = this.frameBounds.width;
|
|
this._sh = this.frameBounds.height;
|
|
this._dw = this.frameBounds.width;
|
|
this._dh = this.frameBounds.height;
|
|
this._sx = Math.round(this._sx);
|
|
this._sy = Math.round(this._sy);
|
|
this._sw = Math.round(this._sw);
|
|
this._sh = Math.round(this._sh);
|
|
this._dw = Math.round(this._dw);
|
|
this._dh = Math.round(this._dh);
|
|
var i;
|
|
for(i in this.particles) {
|
|
//this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x);
|
|
//this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y);
|
|
this._dx = this.particles[i].pos.x - this._hw;
|
|
this._dy = this.particles[i].pos.y - this._hh;
|
|
this._dx = Math.round(this._dx);
|
|
this._dy = Math.round(this._dy);
|
|
context.drawImage(this._texture, // Source Image
|
|
this._sx, // Source X (location within the source image)
|
|
this._sy, // Source Y
|
|
this._sw, // Source Width
|
|
this._sh, // Source Height
|
|
this._dx, // Destination X (where on the canvas it'll be drawn)
|
|
this._dy, // Destination Y
|
|
this._dw, // Destination Width (always same as Source Width unless scaled)
|
|
this._dh);
|
|
// Destination Height (always same as Source Height unless scaled)
|
|
}
|
|
};
|
|
Composite.prototype.pin = function (index, pos) {
|
|
if (typeof pos === "undefined") { pos = null; }
|
|
if(pos == null) {
|
|
pos = this.particles[index].pos;
|
|
}
|
|
var pc = new Phaser.Verlet.PinConstraint(this.particles[index], pos);
|
|
this.constraints.push(pc);
|
|
return pc;
|
|
};
|
|
return Composite;
|
|
})();
|
|
Verlet.Composite = Composite;
|
|
})(Phaser.Verlet || (Phaser.Verlet = {}));
|
|
var Verlet = Phaser.Verlet;
|
|
})(Phaser || (Phaser = {}));
|