mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 11:03:23 +00:00
411 lines
12 KiB
TypeScript
411 lines
12 KiB
TypeScript
/// <reference path="Game.ts" />
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/// <reference path="geom/Vector2.ts" />
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/// <reference path="verlet/Composite.ts" />
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/// <reference path="verlet/Particle.ts" />
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/// <reference path="verlet/DistanceConstraint.ts" />
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/// <reference path="verlet/PinConstraint.ts" />
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/// <reference path="verlet/AngleConstraint.ts" />
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/**
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* Phaser - Verlet
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*
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* Based on verlet-js by Sub Protocol released under MIT
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*/
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module Phaser.Verlet {
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export class VerletManager {
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/**
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* Creates a new Vector2 object.
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* @class Vector2
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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 {Vector2} This object
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**/
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constructor(game: Game, width: number, height: number) {
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this._game = game;
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this.width = width;
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this.height = height;
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this.gravity = new Vector2(0, 0.2);
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this.friction = 0.99;
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this.groundFriction = 0.8;
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this.canvas = game.stage.canvas;
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this.context = game.stage.context;
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this._game.input.onDown.add(this.mouseDownHandler, this);
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this._game.input.onUp.add(this.mouseUpHandler, this);
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}
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private _game: Game;
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private _v = new Phaser.Vector2;
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public composites = [];
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public width: number;
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public height: number;
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public step: number = 16;
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public gravity: Vector2;
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public friction: number;
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public groundFriction: number;
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public selectionRadius: number = 20;
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public draggedEntity = null;
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public highlightColor = '#4f545c';
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/**
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* A reference to the canvas this renders to
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the context this renders to
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* Computes time of intersection of a particle with a wall
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*
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* @param {Vec2} line walls root position
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* @param {Vec2} p particle position
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* @param {Vec2} dir walls direction
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* @param {Vec2} v particles velocity
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*/
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public intersectionTime(wall, p, dir, v) {
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if (dir.x != 0)
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{
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var denominator = v.y - dir.y * v.x / dir.x;
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if (denominator == 0) return undefined; // Movement is parallel to wall
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var numerator = wall.y + dir.y * (p.x - wall.x) / dir.x - p.y;
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return numerator / denominator;
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}
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else
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{
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if (v.x == 0) return undefined; // parallel again
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var denominator = v.x;
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var numerator = wall.x - p.x;
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return numerator / denominator;
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}
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}
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public intersectionPoint(wall, p, dir, v) {
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var t = this.intersectionTime(wall, p, dir, v);
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return new Phaser.Vector2(p.x + v.x * t, p.y + v.y * t);
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}
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public bounds(particle: Phaser.Verlet.Particle) {
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this._v.mutableSet(particle.pos);
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this._v.mutableSub(particle.lastPos);
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if (particle.pos.y > this.height - 1)
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{
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particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, this.height - 1), particle.lastPos, new Phaser.Vector2(1, 0), this._v));
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}
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if (particle.pos.x < 0)
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{
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particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, 0), particle.pos, new Phaser.Vector2(0, 1), this._v));
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}
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if (particle.pos.x > this.width - 1)
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{
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particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(this.width - 1, 0), particle.pos, new Phaser.Vector2(0, 1), this._v));
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}
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}
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public createPoint(pos: Vector2) {
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var composite = new Phaser.Verlet.Composite(this._game);
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composite.particles.push(new Phaser.Verlet.Particle(pos));
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this.composites.push(composite);
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return composite;
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}
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public createLineSegments(vertices, stiffness) {
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var composite = new Phaser.Verlet.Composite(this._game);
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var i;
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for (i in vertices)
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{
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composite.particles.push(new Phaser.Verlet.Particle(vertices[i]));
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if (i > 0)
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{
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composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[i], composite.particles[i - 1], stiffness));
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}
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}
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this.composites.push(composite);
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return composite;
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}
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public createCloth(origin, width, height, segments, pinMod, stiffness) {
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var composite = new Phaser.Verlet.Composite(this._game);
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var xStride = width / segments;
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var yStride = height / segments;
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var x;
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var y;
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for (y = 0; y < segments; ++y)
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{
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for (x = 0; x < segments; ++x)
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{
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var px = origin.x + x * xStride - width / 2 + xStride / 2;
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var py = origin.y + y * yStride - height / 2 + yStride / 2;
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composite.particles.push(new Phaser.Verlet.Particle(new Vector2(px, py)));
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if (x > 0)
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{
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composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[y * segments + x - 1], stiffness));
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}
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if (y > 0)
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{
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composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[(y - 1) * segments + x], stiffness));
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}
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}
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}
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for (x = 0; x < segments; ++x)
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{
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if (x % pinMod == 0)
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{
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composite.pin(x);
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}
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}
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this.composites.push(composite);
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return composite;
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}
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public createTire(origin, radius, segments, spokeStiffness, treadStiffness) {
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var stride = (2 * Math.PI) / segments;
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var i;
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var composite = new Phaser.Verlet.Composite(this._game);
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// particles
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for (i = 0; i < segments; ++i)
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{
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var theta = i * stride;
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composite.particles.push(new Particle(new Vector2(origin.x + Math.cos(theta) * radius, origin.y + Math.sin(theta) * radius)));
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}
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var center = new Particle(origin);
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composite.particles.push(center);
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// constraints
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for (i = 0; i < segments; ++i)
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{
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composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[(i + 1) % segments], treadStiffness));
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composite.constraints.push(new DistanceConstraint(composite.particles[i], center, spokeStiffness))
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composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[(i + 5) % segments], treadStiffness));
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}
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this.composites.push(composite);
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return composite;
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}
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public update() {
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if (this.composites.length == 0)
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{
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return;
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}
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var i, j, c;
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for (c in this.composites)
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{
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for (i in this.composites[c].particles)
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{
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var particles = this.composites[c].particles;
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// calculate velocity
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var velocity = particles[i].pos.sub(particles[i].lastPos).scale(this.friction);
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// ground friction
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if (particles[i].pos.y >= this.height - 1 && velocity.length2() > 0.000001)
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{
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var m = velocity.length();
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velocity.x /= m;
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velocity.y /= m;
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velocity.mutableScale(m * this.groundFriction);
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}
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// save last good state
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particles[i].lastPos.mutableSet(particles[i].pos);
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// gravity
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particles[i].pos.mutableAdd(this.gravity);
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// inertia
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particles[i].pos.mutableAdd(velocity);
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}
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}
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// handle dragging of entities
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if (this.draggedEntity)
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{
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this.draggedEntity.pos.mutableSet(this._game.input.position);
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}
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// relax
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var stepCoef = 1 / this.step;
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for (c in this.composites)
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{
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var constraints = this.composites[c].constraints;
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for (i = 0; i < this.step; ++i)
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{
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for (j in constraints)
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{
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constraints[j].relax(stepCoef);
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}
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}
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}
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// bounds checking
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for (c in this.composites)
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{
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var particles = this.composites[c].particles;
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for (i in particles)
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{
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this.bounds(particles[i]);
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}
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}
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}
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private mouseDownHandler() {
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var nearest = this.nearestEntity();
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if (nearest)
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{
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this.draggedEntity = nearest;
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}
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}
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private mouseUpHandler() {
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this.draggedEntity = null;
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}
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public nearestEntity() {
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var c, i;
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var d2Nearest = 0;
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var entity = null;
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var constraintsNearest = null;
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// find nearest point
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for (c in this.composites)
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{
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var particles = this.composites[c].particles;
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for (i in particles)
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{
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var d2 = particles[i].pos.distance2(this._game.input.position);
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if (d2 <= this.selectionRadius * this.selectionRadius && (entity == null || d2 < d2Nearest))
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{
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entity = particles[i];
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constraintsNearest = this.composites[c].constraints;
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d2Nearest = d2;
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}
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}
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}
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// search for pinned constraints for this entity
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for (i in constraintsNearest)
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{
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if (constraintsNearest[i] instanceof PinConstraint && constraintsNearest[i].a == entity)
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{
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entity = constraintsNearest[i];
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}
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}
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return entity;
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}
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public hideNearestEntityCircle: bool = false;
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public render() {
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var i, c;
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for (c in this.composites)
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{
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// draw constraints
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if (this.composites[c].drawConstraints)
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{
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this.composites[c].drawConstraints(this.context, this.composites[c]);
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}
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else
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{
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var constraints = this.composites[c].constraints;
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for (i in constraints)
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{
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constraints[i].render(this.context);
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}
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}
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// draw particles
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if (this.composites[c].drawParticles)
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{
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this.composites[c].drawParticles(this.context, this.composites[c]);
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}
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else
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{
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var particles = this.composites[c].particles;
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for (i in particles)
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{
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particles[i].render(this.context);
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}
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}
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}
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// highlight nearest / dragged entity
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var nearest = this.draggedEntity || this.nearestEntity();
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if (nearest && this.hideNearestEntityCircle == false)
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{
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this.context.beginPath();
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this.context.arc(nearest.pos.x, nearest.pos.y, 8, 0, 2 * Math.PI);
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this.context.strokeStyle = this.highlightColor;
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this.context.stroke();
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this.context.closePath();
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}
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}
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}
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}
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