mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 11:03:23 +00:00
144 lines
6.5 KiB
JavaScript
144 lines
6.5 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Vector2.ts" />
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/// <reference path="Particle.ts" />
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/// <reference path="PinConstraint.ts" />
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/**
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* Phaser - Verlet - Composite
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*
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*
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*/
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(function (Verlet) {
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var Composite = (function () {
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/**
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* Creates a new Composite object.
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* @class Composite
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* @constructor
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* @param {Number} x The x coordinate of vector2
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* @param {Number} y The y coordinate of vector2
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* @return {Composite} This object
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**/
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function Composite(game) {
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/**
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* Texture of the particles to be rendered.
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*/
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this._texture = null;
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// local rendering related temp vars to help avoid gc spikes
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this._sx = 0;
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this._sy = 0;
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this._sw = 0;
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this._sh = 0;
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this._hw = 0;
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this._hh = 0;
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this.drawParticles = null;
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this.drawConstraints = null;
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this.hideConstraints = true;
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this.constraintLineColor = 'rgba(200,200,200,1)';
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this._game = game;
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this.sprites = [];
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this.particles = [];
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this.constraints = [];
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this.frameBounds = new Phaser.Quad();
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}
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Composite.prototype.createDistanceConstraint = // Create Constraints
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function (a, b, stiffness, distance) {
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if (typeof distance === "undefined") { distance = null; }
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this.constraints.push(new Phaser.Verlet.DistanceConstraint(a, b, stiffness, distance));
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return this.constraints[this.constraints.length - 1];
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};
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Composite.prototype.createAngleConstraint = function (a, b, c, stiffness) {
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this.constraints.push(new Phaser.Verlet.AngleConstraint(a, b, c, stiffness));
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return this.constraints[this.constraints.length - 1];
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};
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Composite.prototype.createPinConstraint = function (a, pos) {
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this.constraints.push(new Phaser.Verlet.PinConstraint(a, pos));
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return this.constraints[this.constraints.length - 1];
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};
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Composite.prototype.loadGraphic = /**
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* Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet.
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* @param key {string} Key of the graphic you want to load for this sprite.
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* @return {Composite} This object
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*/
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function (key) {
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if(this._game.cache.getImage(key) !== null) {
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if(this._game.cache.isSpriteSheet(key) == false) {
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this._texture = this._game.cache.getImage(key);
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this.frameBounds.width = this._texture.width;
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this.frameBounds.height = this._texture.height;
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this._hw = Math.floor(this.frameBounds.width / 2);
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this._hh = Math.floor(this.frameBounds.width / 2);
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this.drawParticles = this.render;
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this.drawConstraints = this.renderConstraints;
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}
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}
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return this;
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};
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Composite.prototype.renderConstraints = function (context) {
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if(this.hideConstraints == true || this.constraints.length == 0) {
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return;
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}
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var i;
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context.beginPath();
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for(i in this.constraints) {
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if(this.constraints[i].b) {
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context.moveTo(this.constraints[i].a.pos.x, this.constraints[i].a.pos.y);
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context.lineTo(this.constraints[i].b.pos.x, this.constraints[i].b.pos.y);
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}
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}
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context.strokeStyle = this.constraintLineColor;
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context.stroke();
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context.closePath();
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};
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Composite.prototype.render = function (context) {
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this._sx = 0;
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this._sy = 0;
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this._sw = this.frameBounds.width;
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this._sh = this.frameBounds.height;
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this._dw = this.frameBounds.width;
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this._dh = this.frameBounds.height;
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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var i;
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for(i in this.particles) {
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//this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x);
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//this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y);
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this._dx = this.particles[i].pos.x - this._hw;
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this._dy = this.particles[i].pos.y - this._hh;
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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context.drawImage(this._texture, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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this._sh, // Source Height
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this._dx, // Destination X (where on the canvas it'll be drawn)
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this._dy, // Destination Y
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this._dw, // Destination Width (always same as Source Width unless scaled)
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this._dh);
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// Destination Height (always same as Source Height unless scaled)
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}
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};
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Composite.prototype.pin = function (index, pos) {
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if (typeof pos === "undefined") { pos = null; }
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if(pos == null) {
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pos = this.particles[index].pos;
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}
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var pc = new Phaser.Verlet.PinConstraint(this.particles[index], pos);
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this.constraints.push(pc);
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return pc;
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};
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return Composite;
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})();
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Verlet.Composite = Composite;
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})(Phaser.Verlet || (Phaser.Verlet = {}));
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var Verlet = Phaser.Verlet;
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})(Phaser || (Phaser = {}));
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