mirror of
https://github.com/photonstorm/phaser
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270 lines
14 KiB
JavaScript
270 lines
14 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser
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*/
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var Phaser;
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(function (Phaser) {
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/**
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* A collection of methods useful for manipulating and comparing Sprites.
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*
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* @class SpriteUtils
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*/
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var SpriteUtils = (function () {
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function SpriteUtils() { }
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SpriteUtils.updateCameraView = /**
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* Updates a Sprites cameraView Rectangle based on the given camera, sprite world position and rotation.
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* @method updateCameraView
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* @param {Camera} camera The Camera to use in the view
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* @param {Sprite} sprite The Sprite that will have its cameraView property modified
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* @return {Rectangle} A reference to the Sprite.cameraView property
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*/
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function updateCameraView(camera, sprite) {
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if(sprite.rotation == 0 || sprite.texture.renderRotation == false) {
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// Easy out
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sprite.cameraView.x = Math.floor(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.width * sprite.transform.origin.x));
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sprite.cameraView.y = Math.floor(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.height * sprite.transform.origin.y));
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sprite.cameraView.width = sprite.width;
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sprite.cameraView.height = sprite.height;
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} else {
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// If the sprite is rotated around its center we can use this quicker method:
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if(sprite.transform.origin.x == 0.5 && sprite.transform.origin.y == 0.5) {
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Phaser.SpriteUtils._sin = sprite.transform.sin;
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Phaser.SpriteUtils._cos = sprite.transform.cos;
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if(Phaser.SpriteUtils._sin < 0) {
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Phaser.SpriteUtils._sin = -Phaser.SpriteUtils._sin;
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}
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if(Phaser.SpriteUtils._cos < 0) {
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Phaser.SpriteUtils._cos = -Phaser.SpriteUtils._cos;
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}
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sprite.cameraView.width = Math.round(sprite.height * Phaser.SpriteUtils._sin + sprite.width * Phaser.SpriteUtils._cos);
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sprite.cameraView.height = Math.round(sprite.height * Phaser.SpriteUtils._cos + sprite.width * Phaser.SpriteUtils._sin);
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sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.cameraView.width * sprite.transform.origin.x));
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sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.cameraView.height * sprite.transform.origin.y));
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} else {
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sprite.cameraView.x = Math.min(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x);
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sprite.cameraView.y = Math.min(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y);
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sprite.cameraView.width = Math.max(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x) - sprite.cameraView.x;
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sprite.cameraView.height = Math.max(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y) - sprite.cameraView.y;
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}
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}
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return sprite.cameraView;
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};
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SpriteUtils.getAsPoints = /**
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* Returns an array containing 4 Point objects corresponding to the 4 corners of the sprite bounds.
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* @method getAsPoints
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* @param {Sprite} sprite The Sprite that will have its cameraView property modified
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* @return {Array} An array of Point objects.
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*/
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function getAsPoints(sprite) {
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var out = [];
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// top left
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out.push(new Phaser.Point(sprite.x, sprite.y));
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// top right
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out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
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// bottom right
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out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
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// bottom left
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out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
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return out;
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};
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SpriteUtils.overlapsPointer = /**
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* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
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* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param objectOrGroup {object} The object or group being tested.
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* @param inScreenSpace {bool} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {bool} Whether or not the objects overlap this.
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*/
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/*
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static overlaps(objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool {
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if (objectOrGroup.isGroup)
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{
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var results: bool = false;
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var i: number = 0;
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var members = <Group> objectOrGroup.members;
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while (i < length)
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{
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if (this.overlaps(members[i++], inScreenSpace, camera))
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{
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results = true;
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}
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}
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return results;
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}
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if (!inScreenSpace)
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{
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return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) &&
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(objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height);
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}
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if (camera == null)
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{
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camera = this.game.camera;
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}
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var objectScreenPos: Point = objectOrGroup.getScreenXY(null, camera);
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this.getScreenXY(this._point, camera);
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return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
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(objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
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}
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*/
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function overlapsPointer(sprite, pointer) {
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if(sprite.transform.scrollFactor.equals(1)) {
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// We can do a world vs. world check
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return Phaser.SpriteUtils.overlapsXY(sprite, pointer.worldX, pointer.worldY);
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} else if(sprite.transform.scrollFactor.equals(0)) {
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// scroll factor 0 means a screen view check, as the sprite will be absolutely positioned
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return Phaser.SpriteUtils.overlapsXY(sprite, pointer.x, pointer.y);
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} else {
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// If the sprite has a scroll factor other than 0 or 1 then we need to work out
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// what the pointers scroll factor values would be
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var px = pointer.worldX * sprite.transform.scrollFactor.x;
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var py = pointer.worldY * sprite.transform.scrollFactor.y;
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return Phaser.SpriteUtils.overlapsXY(sprite, px, py);
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}
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};
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SpriteUtils.overlapsXY = /**
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* Checks to see if the given x and y coordinates overlaps this <code>Sprite</code>, taking scaling and rotation into account.
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* The coordinates must be given in world space, not local or camera space.
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*
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* @method overlapsXY
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* @param {Sprite} sprite The Sprite to check. It will take scaling and rotation into account, but NOT scroll factor.
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* @param {Number} x The x coordinate in world space.
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* @param {Number} y The y coordinate in world space.
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* @return {bool} Whether or not the point overlaps this object.
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*/
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function overlapsXY(sprite, x, y) {
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// if rotation == 0 then just do a rect check instead!
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//if (sprite.transform.rotation == 0)
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//{
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// return Phaser.RectangleUtils.contains(sprite.worldView, x, y);
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//}
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if((x - sprite.transform.upperLeft.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) < 0) {
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return false;
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}
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if((x - sprite.transform.upperRight.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperRight.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) > 0) {
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return false;
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}
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if((x - sprite.transform.upperLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) < 0) {
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return false;
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}
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if((x - sprite.transform.bottomLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.bottomLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) > 0) {
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return false;
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}
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return true;
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};
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SpriteUtils.overlapsPoint = /**
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* Checks to see if the given point overlaps this <code>Sprite</code>, taking scaling and rotation into account.
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* The point must be given in world space, not local or camera space.
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*
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* @method overlapsPoint
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* @param {Sprite} sprite The Sprite to check. It will take scaling and rotation into account.
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* @param {Point} point The point in world space you want to check.
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* @return {bool} Whether or not the point overlaps this object.
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*/
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function overlapsPoint(sprite, point) {
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return Phaser.SpriteUtils.overlapsXY(sprite, point.x, point.y);
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};
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SpriteUtils.onScreen = /**
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* Check and see if this object is currently on screen.
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*
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* @method onScreen
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* @param {Sprite} sprite The Sprite to check. It will take scaling and rotation into account.
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* @param {Camera} camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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* @return {bool} Whether the object is on screen or not.
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*/
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function onScreen(sprite, camera) {
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if (typeof camera === "undefined") { camera = null; }
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if(camera == null) {
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camera = sprite.game.camera;
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}
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Phaser.SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
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return (Phaser.SpriteUtils._tempPoint.x + sprite.width > 0) && (Phaser.SpriteUtils._tempPoint.x < camera.width) && (Phaser.SpriteUtils._tempPoint.y + sprite.height > 0) && (Phaser.SpriteUtils._tempPoint.y < camera.height);
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};
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SpriteUtils.getScreenXY = /**
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* Call this to figure out the on-screen position of the object.
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*
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* @method getScreenXY
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* @param {Sprite} sprite The Sprite to check.
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* @param {Point} point Takes a <code>Point</code> object and assigns the post-scrolled X and Y values of this object to it.
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* @param {Camera} camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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* @return {Point} The <code>Point</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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*/
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function getScreenXY(sprite, point, camera) {
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if (typeof point === "undefined") { point = null; }
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if (typeof camera === "undefined") { camera = null; }
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if(point == null) {
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point = new Phaser.Point();
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}
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if(camera == null) {
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camera = sprite.game.camera;
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}
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point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x;
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point.y = sprite.y - camera.y * sprite.transform.scrollFactor.y;
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point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
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point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
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return point;
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};
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SpriteUtils.reset = /**
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* Set the world bounds that this GameObject can exist within based on the size of the current game world.
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*
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* @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP
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*/
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/*
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static setBoundsFromWorld(action: number = GameObject.OUT_OF_BOUNDS_STOP) {
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this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
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this.outOfBoundsAction = action;
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}
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*/
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/**
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* Handy for reviving game objects. Resets their existence flags and position.
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*
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* @method reset
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* @param {Sprite} sprite The Sprite to reset.
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* @param {number} x The new X position of this object.
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* @param {number} y The new Y position of this object.
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* @return {Sprite} The reset Sprite object.
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*/
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function reset(sprite, x, y) {
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sprite.revive();
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sprite.x = x;
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sprite.y = y;
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//sprite.body.velocity.x = 0;
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//sprite.body.velocity.y = 0;
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//sprite.body.position.x = x;
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//sprite.body.position.y = y;
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return sprite;
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};
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SpriteUtils.setBounds = /**
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* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
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* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
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* it can be stopped from leaving the world, or a section of it.
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*
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* @method setBounds
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* @param {number} x x position of the bound
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* @param {number} y y position of the bound
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* @param {number} width width of its bound
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* @param {number} height height of its bound
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*/
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function setBounds(x, y, width, height) {
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// Needed?
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};
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return SpriteUtils;
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})();
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Phaser.SpriteUtils = SpriteUtils;
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})(Phaser || (Phaser = {}));
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