mirror of
https://github.com/photonstorm/phaser
synced 2024-12-13 23:02:56 +00:00
18079 lines
No EOL
466 KiB
JavaScript
18079 lines
No EOL
466 KiB
JavaScript
var Camera3DPlugin =
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/******/ (function(modules) { // webpackBootstrap
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/******/ // The module cache
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/******/ var installedModules = {};
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/******/
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/******/ // The require function
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/******/ function __webpack_require__(moduleId) {
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/******/
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/******/ // Check if module is in cache
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|
/******/ if(installedModules[moduleId]) {
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/******/ return installedModules[moduleId].exports;
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|
/******/ }
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/******/ // Create a new module (and put it into the cache)
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/******/ var module = installedModules[moduleId] = {
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/******/ i: moduleId,
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|
/******/ l: false,
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/******/ exports: {}
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/******/ };
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/******/
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/******/ // Execute the module function
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/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
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/******/
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/******/ // Flag the module as loaded
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/******/ module.l = true;
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/******/
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/******/ // Return the exports of the module
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/******/ return module.exports;
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/******/ }
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/******/
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/******/
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/******/ // expose the modules object (__webpack_modules__)
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/******/ __webpack_require__.m = modules;
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/******/
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|
/******/ // expose the module cache
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/******/ __webpack_require__.c = installedModules;
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/******/
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/******/ // define getter function for harmony exports
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/******/ __webpack_require__.d = function(exports, name, getter) {
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/******/ if(!__webpack_require__.o(exports, name)) {
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/******/ Object.defineProperty(exports, name, {
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/******/ configurable: false,
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/******/ enumerable: true,
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/******/ get: getter
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/******/ });
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/******/ }
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/******/ };
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/******/
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/******/ // define __esModule on exports
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/******/ __webpack_require__.r = function(exports) {
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/******/ Object.defineProperty(exports, '__esModule', { value: true });
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/******/ };
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/******/
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/******/ // getDefaultExport function for compatibility with non-harmony modules
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/******/ __webpack_require__.n = function(module) {
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/******/ var getter = module && module.__esModule ?
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/******/ function getDefault() { return module['default']; } :
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/******/ function getModuleExports() { return module; };
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/******/ __webpack_require__.d(getter, 'a', getter);
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/******/ return getter;
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/******/ };
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/******/
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/******/ // Object.prototype.hasOwnProperty.call
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/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
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/******/
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/******/ // __webpack_public_path__
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/******/ __webpack_require__.p = "";
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/******/
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/******/
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/******/ // Load entry module and return exports
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/******/ return __webpack_require__(__webpack_require__.s = 74);
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/******/ })
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/************************************************************************/
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/******/ ([
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/* 0 */
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/***/ (function(module, exports) {
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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// Taken from klasse by mattdesl https://github.com/mattdesl/klasse
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function hasGetterOrSetter (def)
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{
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return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
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}
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function getProperty (definition, k, isClassDescriptor)
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{
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// This may be a lightweight object, OR it might be a property that was defined previously.
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|
|
// For simple class descriptors we can just assume its NOT previously defined.
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var def = (isClassDescriptor) ? definition[k] : Object.getOwnPropertyDescriptor(definition, k);
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if (!isClassDescriptor && def.value && typeof def.value === 'object')
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{
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def = def.value;
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}
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// This might be a regular property, or it may be a getter/setter the user defined in a class.
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if (def && hasGetterOrSetter(def))
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{
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if (typeof def.enumerable === 'undefined')
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{
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def.enumerable = true;
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}
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|
|
if (typeof def.configurable === 'undefined')
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{
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def.configurable = true;
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}
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return def;
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}
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else
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{
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return false;
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}
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}
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function hasNonConfigurable (obj, k)
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{
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var prop = Object.getOwnPropertyDescriptor(obj, k);
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if (!prop)
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{
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return false;
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}
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if (prop.value && typeof prop.value === 'object')
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{
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prop = prop.value;
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}
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if (prop.configurable === false)
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{
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return true;
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}
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return false;
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}
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function extend (ctor, definition, isClassDescriptor, extend)
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{
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for (var k in definition)
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{
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if (!definition.hasOwnProperty(k))
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{
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continue;
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}
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var def = getProperty(definition, k, isClassDescriptor);
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if (def !== false)
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{
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// If Extends is used, we will check its prototype to see if the final variable exists.
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var parent = extend || ctor;
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if (hasNonConfigurable(parent.prototype, k))
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{
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// Just skip the final property
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if (Class.ignoreFinals)
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{
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continue;
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}
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// We cannot re-define a property that is configurable=false.
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// So we will consider them final and throw an error. This is by
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// default so it is clear to the developer what is happening.
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// You can set ignoreFinals to true if you need to extend a class
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// which has configurable=false; it will simply not re-define final properties.
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throw new Error('cannot override final property \'' + k + '\', set Class.ignoreFinals = true to skip');
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}
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Object.defineProperty(ctor.prototype, k, def);
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}
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else
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{
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ctor.prototype[k] = definition[k];
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}
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}
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}
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function mixin (myClass, mixins)
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{
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if (!mixins)
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{
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return;
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}
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if (!Array.isArray(mixins))
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{
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mixins = [ mixins ];
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}
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for (var i = 0; i < mixins.length; i++)
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{
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extend(myClass, mixins[i].prototype || mixins[i]);
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}
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}
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/**
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* Creates a new class with the given descriptor.
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* The constructor, defined by the name `initialize`,
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* is an optional function. If unspecified, an anonymous
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* function will be used which calls the parent class (if
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* one exists).
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*
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* You can also use `Extends` and `Mixins` to provide subclassing
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* and inheritance.
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*
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* @class Class
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* @constructor
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* @param {Object} definition a dictionary of functions for the class
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* @example
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*
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* var MyClass = new Phaser.Class({
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*
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* initialize: function() {
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* this.foo = 2.0;
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* },
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*
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* bar: function() {
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* return this.foo + 5;
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* }
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* });
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*/
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function Class (definition)
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{
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if (!definition)
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{
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definition = {};
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}
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// The variable name here dictates what we see in Chrome debugger
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var initialize;
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var Extends;
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if (definition.initialize)
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{
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if (typeof definition.initialize !== 'function')
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{
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throw new Error('initialize must be a function');
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}
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initialize = definition.initialize;
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// Usually we should avoid 'delete' in V8 at all costs.
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// However, its unlikely to make any performance difference
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// here since we only call this on class creation (i.e. not object creation).
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delete definition.initialize;
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}
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else if (definition.Extends)
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{
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var base = definition.Extends;
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initialize = function ()
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{
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base.apply(this, arguments);
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};
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}
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else
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{
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initialize = function () {};
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}
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if (definition.Extends)
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{
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initialize.prototype = Object.create(definition.Extends.prototype);
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initialize.prototype.constructor = initialize;
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// For getOwnPropertyDescriptor to work, we need to act directly on the Extends (or Mixin)
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Extends = definition.Extends;
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delete definition.Extends;
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}
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else
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{
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initialize.prototype.constructor = initialize;
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}
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|
|
// Grab the mixins, if they are specified...
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var mixins = null;
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if (definition.Mixins)
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{
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mixins = definition.Mixins;
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delete definition.Mixins;
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}
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// First, mixin if we can.
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mixin(initialize, mixins);
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// Now we grab the actual definition which defines the overrides.
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extend(initialize, definition, true, Extends);
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return initialize;
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}
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Class.extend = extend;
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Class.mixin = mixin;
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Class.ignoreFinals = false;
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module.exports = Class;
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/***/ }),
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/* 1 */
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/***/ (function(module, exports, __webpack_require__) {
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|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
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var Class = __webpack_require__(0);
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|
|
/**
|
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* @classdesc
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|
* Defines a Point in 2D space, with an x and y component.
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*
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* @class Point
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|
* @memberOf Phaser.Geom
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* @constructor
|
|
* @since 3.0.0
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|
*
|
|
* @param {number} [x=0] - The x coordinate of this Point.
|
|
* @param {number} [y=x] - The y coordinate of this Point.
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*/
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var Point = new Class({
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initialize:
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function Point (x, y)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = x; }
|
|
|
|
/**
|
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* The x coordinate of this Point.
|
|
*
|
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* @name Phaser.Geom.Point#x
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* @type {number}
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* @default 0
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|
* @since 3.0.0
|
|
*/
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this.x = x;
|
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|
|
/**
|
|
* The y coordinate of this Point.
|
|
*
|
|
* @name Phaser.Geom.Point#y
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* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
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*/
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this.y = y;
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},
|
|
|
|
/**
|
|
* Set the x and y coordinates of the point to the given values.
|
|
*
|
|
* @method Phaser.Geom.Point#setTo
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=0] - The x coordinate of this Point.
|
|
* @param {number} [y=x] - The y coordinate of this Point.
|
|
*
|
|
* @return {Phaser.Geom.Point} This Point object.
|
|
*/
|
|
setTo: function (x, y)
|
|
{
|
|
if (x === undefined) { x = 0; }
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.x = x;
|
|
this.y = y;
|
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|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Point;
|
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|
|
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/***/ }),
|
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/* 2 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
|
|
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A representation of a vector in 3D space.
|
|
*
|
|
* A three-component vector.
|
|
*
|
|
* @class Vector3
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x] - The x component.
|
|
* @param {number} [y] - The y component.
|
|
* @param {number} [z] - The z component.
|
|
*/
|
|
var Vector3 = new Class({
|
|
|
|
initialize:
|
|
|
|
function Vector3 (x, y, z)
|
|
{
|
|
/**
|
|
* The x component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector3#x
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.x = 0;
|
|
|
|
/**
|
|
* The y component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector3#y
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.y = 0;
|
|
|
|
/**
|
|
* The z component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector3#z
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.z = 0;
|
|
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
this.z = x.z || 0;
|
|
}
|
|
else
|
|
{
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Set this Vector to point up.
|
|
*
|
|
* Sets the y component of the vector to 1, and the others to 0.
|
|
*
|
|
* @method Phaser.Math.Vector3#up
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
up: function ()
|
|
{
|
|
this.x = 0;
|
|
this.y = 1;
|
|
this.z = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Make a clone of this Vector3.
|
|
*
|
|
* @method Phaser.Math.Vector3#clone
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector3} A new Vector3 object containing this Vectors values.
|
|
*/
|
|
clone: function ()
|
|
{
|
|
return new Vector3(this.x, this.y, this.z);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Vector3#crossVectors
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} a - [description]
|
|
* @param {Phaser.Math.Vector3} b - [description]
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
crossVectors: function (a, b)
|
|
{
|
|
var ax = a.x;
|
|
var ay = a.y;
|
|
var az = a.z;
|
|
var bx = b.x;
|
|
var by = b.y;
|
|
var bz = b.z;
|
|
|
|
this.x = ay * bz - az * by;
|
|
this.y = az * bx - ax * bz;
|
|
this.z = ax * by - ay * bx;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Check whether this Vector is equal to a given Vector.
|
|
*
|
|
* Performs a strict equality check against each Vector's components.
|
|
*
|
|
* @method Phaser.Math.Vector3#equals
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} v - The Vector3 to compare against.
|
|
*
|
|
* @return {boolean} True if the two vectors strictly match, otherwise false.
|
|
*/
|
|
equals: function (v)
|
|
{
|
|
return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z));
|
|
},
|
|
|
|
/**
|
|
* Copy the components of a given Vector into this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#copy
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - The Vector to copy the components from.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
copy: function (src)
|
|
{
|
|
this.x = src.x;
|
|
this.y = src.y;
|
|
this.z = src.z || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the `x`, `y`, and `z` components of this Vector to the given `x`, `y`, and `z` values.
|
|
*
|
|
* @method Phaser.Math.Vector3#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y and z components.
|
|
* @param {number} [y] - The y value to set for this Vector.
|
|
* @param {number} [z] - The z value to set for this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
set: function (x, y, z)
|
|
{
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
this.z = x.z || 0;
|
|
}
|
|
else
|
|
{
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Add a given Vector to this Vector. Addition is component-wise.
|
|
*
|
|
* @method Phaser.Math.Vector3#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to add to this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
add: function (v)
|
|
{
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Subtract the given Vector from this Vector. Subtraction is component-wise.
|
|
*
|
|
* @method Phaser.Math.Vector3#subtract
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to subtract from this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
subtract: function (v)
|
|
{
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Perform a component-wise multiplication between this Vector and the given Vector.
|
|
*
|
|
* Multiplies this Vector by the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to multiply this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
multiply: function (v)
|
|
{
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
this.z *= v.z || 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Scale this Vector by the given value.
|
|
*
|
|
* @method Phaser.Math.Vector3#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} scale - The value to scale this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
scale: function (scale)
|
|
{
|
|
if (isFinite(scale))
|
|
{
|
|
this.x *= scale;
|
|
this.y *= scale;
|
|
this.z *= scale;
|
|
}
|
|
else
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Perform a component-wise division between this Vector and the given Vector.
|
|
*
|
|
* Divides this Vector by the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#divide
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to divide this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
divide: function (v)
|
|
{
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
this.z /= v.z || 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Negate the `x`, `y` and `z` components of this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#negate
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
negate: function ()
|
|
{
|
|
this.x = -this.x;
|
|
this.y = -this.y;
|
|
this.z = -this.z;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the distance between this Vector and the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#distance
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
|
|
*
|
|
* @return {number} The distance from this Vector to the given Vector.
|
|
*/
|
|
distance: function (v)
|
|
{
|
|
var dx = v.x - this.x;
|
|
var dy = v.y - this.y;
|
|
var dz = v.z - this.z || 0;
|
|
|
|
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
|
},
|
|
|
|
/**
|
|
* Calculate the distance between this Vector and the given Vector, squared.
|
|
*
|
|
* @method Phaser.Math.Vector3#distanceSq
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
|
|
*
|
|
* @return {number} The distance from this Vector to the given Vector, squared.
|
|
*/
|
|
distanceSq: function (v)
|
|
{
|
|
var dx = v.x - this.x;
|
|
var dy = v.y - this.y;
|
|
var dz = v.z - this.z || 0;
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
},
|
|
|
|
/**
|
|
* Calculate the length (or magnitude) of this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#length
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Vector.
|
|
*/
|
|
length: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
|
|
return Math.sqrt(x * x + y * y + z * z);
|
|
},
|
|
|
|
/**
|
|
* Calculate the length of this Vector squared.
|
|
*
|
|
* @method Phaser.Math.Vector3#lengthSq
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Vector, squared.
|
|
*/
|
|
lengthSq: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
|
|
return x * x + y * y + z * z;
|
|
},
|
|
|
|
/**
|
|
* Normalize this Vector.
|
|
*
|
|
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
|
|
*
|
|
* @method Phaser.Math.Vector3#normalize
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
normalize: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var len = x * x + y * y + z * z;
|
|
|
|
if (len > 0)
|
|
{
|
|
len = 1 / Math.sqrt(len);
|
|
|
|
this.x = x * len;
|
|
this.y = y * len;
|
|
this.z = z * len;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the dot product of this Vector and the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#dot
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} v - The Vector3 to dot product with this Vector3.
|
|
*
|
|
* @return {number} [description]
|
|
*/
|
|
dot: function (v)
|
|
{
|
|
return this.x * v.x + this.y * v.y + this.z * v.z;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Vector3#cross
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} v - [description]
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
cross: function (v)
|
|
{
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var bx = v.x;
|
|
var by = v.y;
|
|
var bz = v.z;
|
|
|
|
this.x = ay * bz - az * by;
|
|
this.y = az * bx - ax * bz;
|
|
this.z = ax * by - ay * bx;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Linearly interpolate between this Vector and the given Vector.
|
|
*
|
|
* Interpolates this Vector towards the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector3#lerp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} v - The Vector3 to interpolate towards.
|
|
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
lerp: function (v, t)
|
|
{
|
|
if (t === undefined) { t = 0; }
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
|
|
this.x = ax + t * (v.x - ax);
|
|
this.y = ay + t * (v.y - ay);
|
|
this.z = az + t * (v.z - az);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Vector3#transformMat3
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector3 with.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
transformMat3: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var m = mat.val;
|
|
|
|
this.x = x * m[0] + y * m[3] + z * m[6];
|
|
this.y = x * m[1] + y * m[4] + z * m[7];
|
|
this.z = x * m[2] + y * m[5] + z * m[8];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Vector3#transformMat4
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
transformMat4: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var m = mat.val;
|
|
|
|
this.x = m[0] * x + m[4] * y + m[8] * z + m[12];
|
|
this.y = m[1] * x + m[5] * y + m[9] * z + m[13];
|
|
this.z = m[2] * x + m[6] * y + m[10] * z + m[14];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Vector3#transformCoordinates
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
transformCoordinates: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var m = mat.val;
|
|
|
|
var tx = (x * m[0]) + (y * m[4]) + (z * m[8]) + m[12];
|
|
var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13];
|
|
var tz = (x * m[2]) + (y * m[6]) + (z * m[10]) + m[14];
|
|
var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15];
|
|
|
|
this.x = tx / tw;
|
|
this.y = ty / tw;
|
|
this.z = tz / tw;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Quaternion.
|
|
*
|
|
* @method Phaser.Math.Vector3#transformQuat
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
transformQuat: function (q)
|
|
{
|
|
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var qx = q.x;
|
|
var qy = q.y;
|
|
var qz = q.z;
|
|
var qw = q.w;
|
|
|
|
// calculate quat * vec
|
|
var ix = qw * x + qy * z - qz * y;
|
|
var iy = qw * y + qz * x - qx * z;
|
|
var iz = qw * z + qx * y - qy * x;
|
|
var iw = -qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
|
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
|
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Multiplies this Vector3 by the specified matrix, applying a W divide. This is useful for projection,
|
|
* e.g. unprojecting a 2D point into 3D space.
|
|
*
|
|
* @method Phaser.Math.Vector3#project
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
project: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var m = mat.val;
|
|
|
|
var a00 = m[0];
|
|
var a01 = m[1];
|
|
var a02 = m[2];
|
|
var a03 = m[3];
|
|
var a10 = m[4];
|
|
var a11 = m[5];
|
|
var a12 = m[6];
|
|
var a13 = m[7];
|
|
var a20 = m[8];
|
|
var a21 = m[9];
|
|
var a22 = m[10];
|
|
var a23 = m[11];
|
|
var a30 = m[12];
|
|
var a31 = m[13];
|
|
var a32 = m[14];
|
|
var a33 = m[15];
|
|
|
|
var lw = 1 / (x * a03 + y * a13 + z * a23 + a33);
|
|
|
|
this.x = (x * a00 + y * a10 + z * a20 + a30) * lw;
|
|
this.y = (x * a01 + y * a11 + z * a21 + a31) * lw;
|
|
this.z = (x * a02 + y * a12 + z * a22 + a32) * lw;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Unproject this point from 2D space to 3D space.
|
|
* The point should have its x and y properties set to
|
|
* 2D screen space, and the z either at 0 (near plane)
|
|
* or 1 (far plane). The provided matrix is assumed to already
|
|
* be combined, i.e. projection * view * model.
|
|
*
|
|
* After this operation, this vector's (x, y, z) components will
|
|
* represent the unprojected 3D coordinate.
|
|
*
|
|
* @method Phaser.Math.Vector3#unproject
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} viewport - Screen x, y, width and height in pixels.
|
|
* @param {Phaser.Math.Matrix4} invProjectionView - Combined projection and view matrix.
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
unproject: function (viewport, invProjectionView)
|
|
{
|
|
var viewX = viewport.x;
|
|
var viewY = viewport.y;
|
|
var viewWidth = viewport.z;
|
|
var viewHeight = viewport.w;
|
|
|
|
var x = this.x - viewX;
|
|
var y = (viewHeight - this.y - 1) - viewY;
|
|
var z = this.z;
|
|
|
|
this.x = (2 * x) / viewWidth - 1;
|
|
this.y = (2 * y) / viewHeight - 1;
|
|
this.z = 2 * z - 1;
|
|
|
|
return this.project(invProjectionView);
|
|
},
|
|
|
|
/**
|
|
* Make this Vector the zero vector (0, 0, 0).
|
|
*
|
|
* @method Phaser.Math.Vector3#reset
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector3} This Vector3.
|
|
*/
|
|
reset: function ()
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
/*
|
|
Vector3.Zero = function ()
|
|
{
|
|
return new Vector3(0, 0, 0);
|
|
};
|
|
|
|
Vector3.Up = function ()
|
|
{
|
|
return new Vector3(0, 1.0, 0);
|
|
};
|
|
|
|
Vector3.Copy = function (source)
|
|
{
|
|
return new Vector3(source.x, source.y, source.z);
|
|
};
|
|
|
|
Vector3.TransformCoordinates = function (vector, transformation)
|
|
{
|
|
var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
|
|
var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
|
|
var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
|
|
var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
|
|
|
|
return new Vector3(x / w, y / w, z / w);
|
|
};
|
|
|
|
Vector3.TransformNormal = function (vector, transformation)
|
|
{
|
|
var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
|
|
var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
|
|
var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
|
|
|
|
return new Vector3(x, y, z);
|
|
};
|
|
|
|
Vector3.Dot = function (left, right)
|
|
{
|
|
return (left.x * right.x + left.y * right.y + left.z * right.z);
|
|
};
|
|
|
|
Vector3.Cross = function (left, right)
|
|
{
|
|
var x = left.y * right.z - left.z * right.y;
|
|
var y = left.z * right.x - left.x * right.z;
|
|
var z = left.x * right.y - left.y * right.x;
|
|
|
|
return new Vector3(x, y, z);
|
|
};
|
|
|
|
Vector3.Normalize = function (vector)
|
|
{
|
|
var newVector = Vector3.Copy(vector);
|
|
newVector.normalize();
|
|
|
|
return newVector;
|
|
};
|
|
|
|
Vector3.Distance = function (value1, value2)
|
|
{
|
|
return Math.sqrt(Vector3.DistanceSquared(value1, value2));
|
|
};
|
|
|
|
Vector3.DistanceSquared = function (value1, value2)
|
|
{
|
|
var x = value1.x - value2.x;
|
|
var y = value1.y - value2.y;
|
|
var z = value1.z - value2.z;
|
|
|
|
return (x * x) + (y * y) + (z * z);
|
|
};
|
|
*/
|
|
|
|
module.exports = Vector3;
|
|
|
|
|
|
/***/ }),
|
|
/* 3 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
|
|
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @typedef {object} Vector2Like
|
|
*
|
|
* @property {number} x - The x component.
|
|
* @property {number} y - The y component.
|
|
*/
|
|
|
|
/**
|
|
* @classdesc
|
|
* A representation of a vector in 2D space.
|
|
*
|
|
* A two-component vector.
|
|
*
|
|
* @class Vector2
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number|Vector2Like} [x] - The x component, or an object with `x` and `y` properties.
|
|
* @param {number} [y] - The y component.
|
|
*/
|
|
var Vector2 = new Class({
|
|
|
|
initialize:
|
|
|
|
function Vector2 (x, y)
|
|
{
|
|
/**
|
|
* The x component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector2#x
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.x = 0;
|
|
|
|
/**
|
|
* The y component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector2#y
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.y = 0;
|
|
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
}
|
|
else
|
|
{
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Make a clone of this Vector2.
|
|
*
|
|
* @method Phaser.Math.Vector2#clone
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector2} A clone of this Vector2.
|
|
*/
|
|
clone: function ()
|
|
{
|
|
return new Vector2(this.x, this.y);
|
|
},
|
|
|
|
/**
|
|
* Copy the components of a given Vector into this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#copy
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to copy the components from.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
copy: function (src)
|
|
{
|
|
this.x = src.x || 0;
|
|
this.y = src.y || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the component values of this Vector from a given Vector2Like object.
|
|
*
|
|
* @method Phaser.Math.Vector2#setFromObject
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Vector2Like} obj - The object containing the component values to set for this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
setFromObject: function (obj)
|
|
{
|
|
this.x = obj.x || 0;
|
|
this.y = obj.y || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
|
|
*
|
|
* @method Phaser.Math.Vector2#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The x value to set for this Vector.
|
|
* @param {number} [y=x] - The y value to set for this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
set: function (x, y)
|
|
{
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* This method is an alias for `Vector2.set`.
|
|
*
|
|
* @method Phaser.Math.Vector2#setTo
|
|
* @since 3.4.0
|
|
*
|
|
* @param {number} x - The x value to set for this Vector.
|
|
* @param {number} [y=x] - The y value to set for this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
setTo: function (x, y)
|
|
{
|
|
return this.set(x, y);
|
|
},
|
|
|
|
/**
|
|
* Sets the `x` and `y` values of this object from a given polar coordinate.
|
|
*
|
|
* @method Phaser.Math.Vector2#setToPolar
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} azimuth - The angular coordinate, in radians.
|
|
* @param {number} [radius=1] - The radial coordinate (length).
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
setToPolar: function (azimuth, radius)
|
|
{
|
|
if (radius == null) { radius = 1; }
|
|
|
|
this.x = Math.cos(azimuth) * radius;
|
|
this.y = Math.sin(azimuth) * radius;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Check whether this Vector is equal to a given Vector.
|
|
*
|
|
* Performs a strict equality check against each Vector's components.
|
|
*
|
|
* @method Phaser.Math.Vector2#equals
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} v - The vector to compare with this Vector.
|
|
*
|
|
* @return {boolean} Whether the given Vector is equal to this Vector.
|
|
*/
|
|
equals: function (v)
|
|
{
|
|
return ((this.x === v.x) && (this.y === v.y));
|
|
},
|
|
|
|
/**
|
|
* Calculate the angle between this Vector and the positive x-axis, in radians.
|
|
*
|
|
* @method Phaser.Math.Vector2#angle
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The angle between this Vector, and the positive x-axis, given in radians.
|
|
*/
|
|
angle: function ()
|
|
{
|
|
// computes the angle in radians with respect to the positive x-axis
|
|
|
|
var angle = Math.atan2(this.y, this.x);
|
|
|
|
if (angle < 0)
|
|
{
|
|
angle += 2 * Math.PI;
|
|
}
|
|
|
|
return angle;
|
|
},
|
|
|
|
/**
|
|
* Add a given Vector to this Vector. Addition is component-wise.
|
|
*
|
|
* @method Phaser.Math.Vector2#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to add to this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
add: function (src)
|
|
{
|
|
this.x += src.x;
|
|
this.y += src.y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Subtract the given Vector from this Vector. Subtraction is component-wise.
|
|
*
|
|
* @method Phaser.Math.Vector2#subtract
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to subtract from this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
subtract: function (src)
|
|
{
|
|
this.x -= src.x;
|
|
this.y -= src.y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Perform a component-wise multiplication between this Vector and the given Vector.
|
|
*
|
|
* Multiplies this Vector by the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to multiply this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
multiply: function (src)
|
|
{
|
|
this.x *= src.x;
|
|
this.y *= src.y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Scale this Vector by the given value.
|
|
*
|
|
* @method Phaser.Math.Vector2#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - The value to scale this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
scale: function (value)
|
|
{
|
|
if (isFinite(value))
|
|
{
|
|
this.x *= value;
|
|
this.y *= value;
|
|
}
|
|
else
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Perform a component-wise division between this Vector and the given Vector.
|
|
*
|
|
* Divides this Vector by the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#divide
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to divide this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
divide: function (src)
|
|
{
|
|
this.x /= src.x;
|
|
this.y /= src.y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Negate the `x` and `y` components of this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#negate
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
negate: function ()
|
|
{
|
|
this.x = -this.x;
|
|
this.y = -this.y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the distance between this Vector and the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#distance
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
|
|
*
|
|
* @return {number} The distance from this Vector to the given Vector.
|
|
*/
|
|
distance: function (src)
|
|
{
|
|
var dx = src.x - this.x;
|
|
var dy = src.y - this.y;
|
|
|
|
return Math.sqrt(dx * dx + dy * dy);
|
|
},
|
|
|
|
/**
|
|
* Calculate the distance between this Vector and the given Vector, squared.
|
|
*
|
|
* @method Phaser.Math.Vector2#distanceSq
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
|
|
*
|
|
* @return {number} The distance from this Vector to the given Vector, squared.
|
|
*/
|
|
distanceSq: function (src)
|
|
{
|
|
var dx = src.x - this.x;
|
|
var dy = src.y - this.y;
|
|
|
|
return dx * dx + dy * dy;
|
|
},
|
|
|
|
/**
|
|
* Calculate the length (or magnitude) of this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#length
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Vector.
|
|
*/
|
|
length: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
|
|
return Math.sqrt(x * x + y * y);
|
|
},
|
|
|
|
/**
|
|
* Calculate the length of this Vector squared.
|
|
*
|
|
* @method Phaser.Math.Vector2#lengthSq
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Vector, squared.
|
|
*/
|
|
lengthSq: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
|
|
return x * x + y * y;
|
|
},
|
|
|
|
/**
|
|
* Normalize this Vector.
|
|
*
|
|
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
|
|
*
|
|
* @method Phaser.Math.Vector2#normalize
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
normalize: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var len = x * x + y * y;
|
|
|
|
if (len > 0)
|
|
{
|
|
len = 1 / Math.sqrt(len);
|
|
|
|
this.x = x * len;
|
|
this.y = y * len;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Right-hand normalize (make unit length) this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#normalizeRightHand
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
normalizeRightHand: function ()
|
|
{
|
|
var x = this.x;
|
|
|
|
this.x = this.y * -1;
|
|
this.y = x;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the dot product of this Vector and the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#dot
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2.
|
|
*
|
|
* @return {number} The dot product of this Vector and the given Vector.
|
|
*/
|
|
dot: function (src)
|
|
{
|
|
return this.x * src.x + this.y * src.y;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Vector2#cross
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - [description]
|
|
*
|
|
* @return {number} [description]
|
|
*/
|
|
cross: function (src)
|
|
{
|
|
return this.x * src.y - this.y * src.x;
|
|
},
|
|
|
|
/**
|
|
* Linearly interpolate between this Vector and the given Vector.
|
|
*
|
|
* Interpolates this Vector towards the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector2#lerp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} src - The Vector2 to interpolate towards.
|
|
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
lerp: function (src, t)
|
|
{
|
|
if (t === undefined) { t = 0; }
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
|
|
this.x = ax + t * (src.x - ax);
|
|
this.y = ay + t * (src.y - ay);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Vector2#transformMat3
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
transformMat3: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var m = mat.val;
|
|
|
|
this.x = m[0] * x + m[3] * y + m[6];
|
|
this.y = m[1] * x + m[4] * y + m[7];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Vector2#transformMat4
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
transformMat4: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var m = mat.val;
|
|
|
|
this.x = m[0] * x + m[4] * y + m[12];
|
|
this.y = m[1] * x + m[5] * y + m[13];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Make this Vector the zero vector (0, 0).
|
|
*
|
|
* @method Phaser.Math.Vector2#reset
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector2} This Vector2.
|
|
*/
|
|
reset: function ()
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* A static zero Vector2 for use by reference.
|
|
*
|
|
* @constant
|
|
* @name Phaser.Math.Vector2.ZERO
|
|
* @type {Vector2}
|
|
* @since 3.1.0
|
|
*/
|
|
Vector2.ZERO = new Vector2();
|
|
|
|
module.exports = Vector2;
|
|
|
|
|
|
/***/ }),
|
|
/* 4 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var MATH = __webpack_require__(17);
|
|
var GetValue = __webpack_require__(71);
|
|
|
|
// Allowed types:
|
|
|
|
// Implicit
|
|
// {
|
|
// x: 4
|
|
// }
|
|
//
|
|
// From function
|
|
// {
|
|
// x: function ()
|
|
// }
|
|
//
|
|
// Randomly pick one element from the array
|
|
// {
|
|
// x: [a, b, c, d, e, f]
|
|
// }
|
|
//
|
|
// Random integer between min and max:
|
|
// {
|
|
// x: { randInt: [min, max] }
|
|
// }
|
|
//
|
|
// Random float between min and max:
|
|
// {
|
|
// x: { randFloat: [min, max] }
|
|
// }
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @function Phaser.Utils.Objects.GetAdvancedValue
|
|
* @since 3.0.0
|
|
*
|
|
* @param {object} source - [description]
|
|
* @param {string} key - [description]
|
|
* @param {*} defaultValue - [description]
|
|
*
|
|
* @return {*} [description]
|
|
*/
|
|
var GetAdvancedValue = function (source, key, defaultValue)
|
|
{
|
|
var value = GetValue(source, key, null);
|
|
|
|
if (value === null)
|
|
{
|
|
return defaultValue;
|
|
}
|
|
else if (Array.isArray(value))
|
|
{
|
|
return MATH.RND.pick(value);
|
|
}
|
|
else if (typeof value === 'object')
|
|
{
|
|
if (value.hasOwnProperty('randInt'))
|
|
{
|
|
return MATH.RND.integerInRange(value.randInt[0], value.randInt[1]);
|
|
}
|
|
else if (value.hasOwnProperty('randFloat'))
|
|
{
|
|
return MATH.RND.realInRange(value.randFloat[0], value.randFloat[1]);
|
|
}
|
|
}
|
|
else if (typeof value === 'function')
|
|
{
|
|
return value(key);
|
|
}
|
|
|
|
return value;
|
|
};
|
|
|
|
module.exports = GetAdvancedValue;
|
|
|
|
|
|
/***/ }),
|
|
/* 5 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
|
|
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A representation of a vector in 4D space.
|
|
*
|
|
* A four-component vector.
|
|
*
|
|
* @class Vector4
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x] - The x component.
|
|
* @param {number} [y] - The y component.
|
|
* @param {number} [z] - The z component.
|
|
* @param {number} [w] - The w component.
|
|
*/
|
|
var Vector4 = new Class({
|
|
|
|
initialize:
|
|
|
|
function Vector4 (x, y, z, w)
|
|
{
|
|
/**
|
|
* The x component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector4#x
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.x = 0;
|
|
|
|
/**
|
|
* The y component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector4#y
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.y = 0;
|
|
|
|
/**
|
|
* The z component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector4#z
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.z = 0;
|
|
|
|
/**
|
|
* The w component of this Vector.
|
|
*
|
|
* @name Phaser.Math.Vector4#w
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.w = 0;
|
|
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
this.z = x.z || 0;
|
|
this.w = x.w || 0;
|
|
}
|
|
else
|
|
{
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
this.w = w || 0;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Make a clone of this Vector4.
|
|
*
|
|
* @method Phaser.Math.Vector4#clone
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector4} A clone of this Vector4.
|
|
*/
|
|
clone: function ()
|
|
{
|
|
return new Vector4(this.x, this.y, this.z, this.w);
|
|
},
|
|
|
|
/**
|
|
* Copy the components of a given Vector into this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#copy
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} src - The Vector to copy the components from.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
copy: function (src)
|
|
{
|
|
this.x = src.x;
|
|
this.y = src.y;
|
|
this.z = src.z || 0;
|
|
this.w = src.w || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Check whether this Vector is equal to a given Vector.
|
|
*
|
|
* Performs a strict quality check against each Vector's components.
|
|
*
|
|
* @method Phaser.Math.Vector4#equals
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} v - [description]
|
|
*
|
|
* @return {boolean} [description]
|
|
*/
|
|
equals: function (v)
|
|
{
|
|
return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w));
|
|
},
|
|
|
|
/**
|
|
* Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values.
|
|
*
|
|
* @method Phaser.Math.Vector4#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components.
|
|
* @param {number} y - The y value to set for this Vector.
|
|
* @param {number} z - The z value to set for this Vector.
|
|
* @param {number} w - The z value to set for this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
set: function (x, y, z, w)
|
|
{
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
this.z = x.z || 0;
|
|
this.w = x.w || 0;
|
|
}
|
|
else
|
|
{
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
this.w = w || 0;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Add a given Vector to this Vector. Addition is component-wise.
|
|
*
|
|
* @method Phaser.Math.Vector4#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
add: function (v)
|
|
{
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z || 0;
|
|
this.w += v.w || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Subtract the given Vector from this Vector. Subtraction is component-wise.
|
|
*
|
|
* @method Phaser.Math.Vector4#subtract
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
subtract: function (v)
|
|
{
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z || 0;
|
|
this.w -= v.w || 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Scale this Vector by the given value.
|
|
*
|
|
* @method Phaser.Math.Vector4#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} scale - The value to scale this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
scale: function (scale)
|
|
{
|
|
this.x *= scale;
|
|
this.y *= scale;
|
|
this.z *= scale;
|
|
this.w *= scale;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the length (or magnitude) of this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#length
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Vector.
|
|
*/
|
|
length: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
|
|
return Math.sqrt(x * x + y * y + z * z + w * w);
|
|
},
|
|
|
|
/**
|
|
* Calculate the length of this Vector squared.
|
|
*
|
|
* @method Phaser.Math.Vector4#lengthSq
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Vector, squared.
|
|
*/
|
|
lengthSq: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
|
|
return x * x + y * y + z * z + w * w;
|
|
},
|
|
|
|
/**
|
|
* Normalize this Vector.
|
|
*
|
|
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
|
|
*
|
|
* @method Phaser.Math.Vector4#normalize
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
normalize: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
var len = x * x + y * y + z * z + w * w;
|
|
|
|
if (len > 0)
|
|
{
|
|
len = 1 / Math.sqrt(len);
|
|
|
|
this.x = x * len;
|
|
this.y = y * len;
|
|
this.z = z * len;
|
|
this.w = w * len;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the dot product of this Vector and the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#dot
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4.
|
|
*
|
|
* @return {number} The dot product of this Vector and the given Vector.
|
|
*/
|
|
dot: function (v)
|
|
{
|
|
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
},
|
|
|
|
/**
|
|
* Linearly interpolate between this Vector and the given Vector.
|
|
*
|
|
* Interpolates this Vector towards the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#lerp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards.
|
|
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
lerp: function (v, t)
|
|
{
|
|
if (t === undefined) { t = 0; }
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
this.x = ax + t * (v.x - ax);
|
|
this.y = ay + t * (v.y - ay);
|
|
this.z = az + t * (v.z - az);
|
|
this.w = aw + t * (v.w - aw);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Perform a component-wise multiplication between this Vector and the given Vector.
|
|
*
|
|
* Multiplies this Vector by the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
multiply: function (v)
|
|
{
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
this.z *= v.z || 1;
|
|
this.w *= v.w || 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Perform a component-wise division between this Vector and the given Vector.
|
|
*
|
|
* Divides this Vector by the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#divide
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
divide: function (v)
|
|
{
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
this.z /= v.z || 1;
|
|
this.w /= v.w || 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the distance between this Vector and the given Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#distance
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
|
|
*
|
|
* @return {number} The distance from this Vector to the given Vector.
|
|
*/
|
|
distance: function (v)
|
|
{
|
|
var dx = v.x - this.x;
|
|
var dy = v.y - this.y;
|
|
var dz = v.z - this.z || 0;
|
|
var dw = v.w - this.w || 0;
|
|
|
|
return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
|
|
},
|
|
|
|
/**
|
|
* Calculate the distance between this Vector and the given Vector, squared.
|
|
*
|
|
* @method Phaser.Math.Vector4#distanceSq
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
|
|
*
|
|
* @return {number} The distance from this Vector to the given Vector, squared.
|
|
*/
|
|
distanceSq: function (v)
|
|
{
|
|
var dx = v.x - this.x;
|
|
var dy = v.y - this.y;
|
|
var dz = v.z - this.z || 0;
|
|
var dw = v.w - this.w || 0;
|
|
|
|
return dx * dx + dy * dy + dz * dz + dw * dw;
|
|
},
|
|
|
|
/**
|
|
* Negate the `x`, `y`, `z` and `w` components of this Vector.
|
|
*
|
|
* @method Phaser.Math.Vector4#negate
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
negate: function ()
|
|
{
|
|
this.x = -this.x;
|
|
this.y = -this.y;
|
|
this.z = -this.z;
|
|
this.w = -this.w;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Vector4#transformMat4
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
transformMat4: function (mat)
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
var m = mat.val;
|
|
|
|
this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
|
|
this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
|
|
this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
|
|
this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform this Vector with the given Quaternion.
|
|
*
|
|
* @method Phaser.Math.Vector4#transformQuat
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
transformQuat: function (q)
|
|
{
|
|
// TODO: is this really the same as Vector3?
|
|
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
|
|
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var qx = q.x;
|
|
var qy = q.y;
|
|
var qz = q.z;
|
|
var qw = q.w;
|
|
|
|
// calculate quat * vec
|
|
var ix = qw * x + qy * z - qz * y;
|
|
var iy = qw * y + qz * x - qx * z;
|
|
var iz = qw * z + qx * y - qy * x;
|
|
var iw = -qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
|
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
|
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Make this Vector the zero vector (0, 0, 0, 0).
|
|
*
|
|
* @method Phaser.Math.Vector4#reset
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Vector4} This Vector4.
|
|
*/
|
|
reset: function ()
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
this.w = 0;
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
// TODO: Check if these are required internally, if not, remove.
|
|
Vector4.prototype.sub = Vector4.prototype.subtract;
|
|
Vector4.prototype.mul = Vector4.prototype.multiply;
|
|
Vector4.prototype.div = Vector4.prototype.divide;
|
|
Vector4.prototype.dist = Vector4.prototype.distance;
|
|
Vector4.prototype.distSq = Vector4.prototype.distanceSq;
|
|
Vector4.prototype.len = Vector4.prototype.length;
|
|
Vector4.prototype.lenSq = Vector4.prototype.lengthSq;
|
|
|
|
module.exports = Vector4;
|
|
|
|
|
|
/***/ }),
|
|
/* 6 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A NOOP (No Operation) callback function.
|
|
*
|
|
* Used internally by Phaser when it's more expensive to determine if a callback exists
|
|
* than it is to just invoke an empty function.
|
|
*
|
|
* @function Phaser.Utils.NOOP
|
|
* @since 3.0.0
|
|
*/
|
|
var NOOP = function ()
|
|
{
|
|
// NOOP
|
|
};
|
|
|
|
module.exports = NOOP;
|
|
|
|
|
|
/***/ }),
|
|
/* 7 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Wrap the given `value` between `min` and `max.
|
|
*
|
|
* @function Phaser.Math.Wrap
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - The value to wrap.
|
|
* @param {number} min - The minimum value.
|
|
* @param {number} max - The maximum value.
|
|
*
|
|
* @return {number} The wrapped value.
|
|
*/
|
|
var Wrap = function (value, min, max)
|
|
{
|
|
var range = max - min;
|
|
|
|
return (min + ((((value - min) % range) + range) % range));
|
|
};
|
|
|
|
module.exports = Wrap;
|
|
|
|
|
|
/***/ }),
|
|
/* 8 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Matrix used for display transformations for rendering.
|
|
*
|
|
* It is represented like so:
|
|
*
|
|
* ```
|
|
* | a | c | tx |
|
|
* | b | d | ty |
|
|
* | 0 | 0 | 1 |
|
|
* ```
|
|
*
|
|
* @class TransformMatrix
|
|
* @memberOf Phaser.GameObjects.Components
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [a=1] - The Scale X value.
|
|
* @param {number} [b=0] - The Shear Y value.
|
|
* @param {number} [c=0] - The Shear X value.
|
|
* @param {number} [d=1] - The Scale Y value.
|
|
* @param {number} [tx=0] - The Translate X value.
|
|
* @param {number} [ty=0] - The Translate Y value.
|
|
*/
|
|
var TransformMatrix = new Class({
|
|
|
|
initialize:
|
|
|
|
function TransformMatrix (a, b, c, d, tx, ty)
|
|
{
|
|
if (a === undefined) { a = 1; }
|
|
if (b === undefined) { b = 0; }
|
|
if (c === undefined) { c = 0; }
|
|
if (d === undefined) { d = 1; }
|
|
if (tx === undefined) { tx = 0; }
|
|
if (ty === undefined) { ty = 0; }
|
|
|
|
/**
|
|
* The matrix values.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#matrix
|
|
* @type {Float32Array}
|
|
* @since 3.0.0
|
|
*/
|
|
this.matrix = new Float32Array([ a, b, c, d, tx, ty, 0, 0, 1 ]);
|
|
|
|
/**
|
|
* The decomposed matrix.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix
|
|
* @type {object}
|
|
* @since 3.0.0
|
|
*/
|
|
this.decomposedMatrix = {
|
|
translateX: 0,
|
|
translateY: 0,
|
|
scaleX: 1,
|
|
scaleY: 1,
|
|
rotation: 0
|
|
};
|
|
},
|
|
|
|
/**
|
|
* The Scale X value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#a
|
|
* @type {number}
|
|
* @since 3.4.0
|
|
*/
|
|
a: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[0];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[0] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Shear Y value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#b
|
|
* @type {number}
|
|
* @since 3.4.0
|
|
*/
|
|
b: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[1];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[1] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Shear X value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#c
|
|
* @type {number}
|
|
* @since 3.4.0
|
|
*/
|
|
c: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[2];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[2] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Scale Y value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#d
|
|
* @type {number}
|
|
* @since 3.4.0
|
|
*/
|
|
d: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[3];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[3] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Translate X value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#e
|
|
* @type {number}
|
|
* @since 3.11.0
|
|
*/
|
|
e: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[4];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[4] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Translate Y value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#f
|
|
* @type {number}
|
|
* @since 3.11.0
|
|
*/
|
|
f: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[5];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[5] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Translate X value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#tx
|
|
* @type {number}
|
|
* @since 3.4.0
|
|
*/
|
|
tx: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[4];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[4] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The Translate Y value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#ty
|
|
* @type {number}
|
|
* @since 3.4.0
|
|
*/
|
|
ty: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.matrix[5];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.matrix[5] = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The rotation of the Matrix.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#rotation
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.4.0
|
|
*/
|
|
rotation: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The horizontal scale of the Matrix.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#scaleX
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.4.0
|
|
*/
|
|
scaleX: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.sqrt((this.a * this.a) + (this.c * this.c));
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The vertical scale of the Matrix.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TransformMatrix#scaleY
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.4.0
|
|
*/
|
|
scaleY: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.sqrt((this.b * this.b) + (this.d * this.d));
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset the Matrix to an identity matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
loadIdentity: function ()
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
matrix[0] = 1;
|
|
matrix[1] = 0;
|
|
matrix[2] = 0;
|
|
matrix[3] = 1;
|
|
matrix[4] = 0;
|
|
matrix[5] = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Translate the Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#translate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal translation value.
|
|
* @param {number} y - The vertical translation value.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
translate: function (x, y)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4];
|
|
matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Scale the Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal scale value.
|
|
* @param {number} y - The vertical scale value.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
scale: function (x, y)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
matrix[0] *= x;
|
|
matrix[1] *= x;
|
|
matrix[2] *= y;
|
|
matrix[3] *= y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate the Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#rotate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} angle - The angle of rotation in radians.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
rotate: function (angle)
|
|
{
|
|
var sin = Math.sin(angle);
|
|
var cos = Math.cos(angle);
|
|
|
|
var matrix = this.matrix;
|
|
|
|
var a = matrix[0];
|
|
var b = matrix[1];
|
|
var c = matrix[2];
|
|
var d = matrix[3];
|
|
|
|
matrix[0] = a * cos + c * sin;
|
|
matrix[1] = b * cos + d * sin;
|
|
matrix[2] = a * -sin + c * cos;
|
|
matrix[3] = b * -sin + d * cos;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Multiply this Matrix by the given Matrix.
|
|
*
|
|
* If an `out` Matrix is given then the results will be stored in it.
|
|
* If it is not given, this matrix will be updated in place instead.
|
|
* Use an `out` Matrix if you do not wish to mutate this matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
|
|
*
|
|
* @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
|
|
*/
|
|
multiply: function (rhs, out)
|
|
{
|
|
var matrix = this.matrix;
|
|
var source = rhs.matrix;
|
|
|
|
var localA = matrix[0];
|
|
var localB = matrix[1];
|
|
var localC = matrix[2];
|
|
var localD = matrix[3];
|
|
var localE = matrix[4];
|
|
var localF = matrix[5];
|
|
|
|
var sourceA = source[0];
|
|
var sourceB = source[1];
|
|
var sourceC = source[2];
|
|
var sourceD = source[3];
|
|
var sourceE = source[4];
|
|
var sourceF = source[5];
|
|
|
|
var destinationMatrix = (out === undefined) ? this : out;
|
|
|
|
destinationMatrix.a = sourceA * localA + sourceB * localC;
|
|
destinationMatrix.b = sourceA * localB + sourceB * localD;
|
|
destinationMatrix.c = sourceC * localA + sourceD * localC;
|
|
destinationMatrix.d = sourceC * localB + sourceD * localD;
|
|
destinationMatrix.e = sourceE * localA + sourceF * localC + localE;
|
|
destinationMatrix.f = sourceE * localB + sourceF * localD + localF;
|
|
|
|
return destinationMatrix;
|
|
},
|
|
|
|
/**
|
|
* Multiply this Matrix by the matrix given, including the offset.
|
|
*
|
|
* The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
|
|
* The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset
|
|
* @since 3.11.0
|
|
*
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
|
|
* @param {number} offsetX - Horizontal offset to factor in to the multiplication.
|
|
* @param {number} offsetY - Vertical offset to factor in to the multiplication.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
multiplyWithOffset: function (src, offsetX, offsetY)
|
|
{
|
|
var matrix = this.matrix;
|
|
var otherMatrix = src.matrix;
|
|
|
|
var a0 = matrix[0];
|
|
var b0 = matrix[1];
|
|
var c0 = matrix[2];
|
|
var d0 = matrix[3];
|
|
var tx0 = matrix[4];
|
|
var ty0 = matrix[5];
|
|
|
|
var pse = offsetX * a0 + offsetY * c0 + tx0;
|
|
var psf = offsetX * b0 + offsetY * d0 + ty0;
|
|
|
|
var a1 = otherMatrix[0];
|
|
var b1 = otherMatrix[1];
|
|
var c1 = otherMatrix[2];
|
|
var d1 = otherMatrix[3];
|
|
var tx1 = otherMatrix[4];
|
|
var ty1 = otherMatrix[5];
|
|
|
|
matrix[0] = a1 * a0 + b1 * c0;
|
|
matrix[1] = a1 * b0 + b1 * d0;
|
|
matrix[2] = c1 * a0 + d1 * c0;
|
|
matrix[3] = c1 * b0 + d1 * d0;
|
|
matrix[4] = tx1 * a0 + ty1 * c0 + pse;
|
|
matrix[5] = tx1 * b0 + ty1 * d0 + psf;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform the Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#transform
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} a - The Scale X value.
|
|
* @param {number} b - The Shear Y value.
|
|
* @param {number} c - The Shear X value.
|
|
* @param {number} d - The Scale Y value.
|
|
* @param {number} tx - The Translate X value.
|
|
* @param {number} ty - The Translate Y value.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
transform: function (a, b, c, d, tx, ty)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
var a0 = matrix[0];
|
|
var b0 = matrix[1];
|
|
var c0 = matrix[2];
|
|
var d0 = matrix[3];
|
|
var tx0 = matrix[4];
|
|
var ty0 = matrix[5];
|
|
|
|
matrix[0] = a * a0 + b * c0;
|
|
matrix[1] = a * b0 + b * d0;
|
|
matrix[2] = c * a0 + d * c0;
|
|
matrix[3] = c * b0 + d * d0;
|
|
matrix[4] = tx * a0 + ty * c0 + tx0;
|
|
matrix[5] = tx * b0 + ty * d0 + ty0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transform a point using this Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The x coordinate of the point to transform.
|
|
* @param {number} y - The y coordinate of the point to transform.
|
|
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The Point object to store the transformed coordinates.
|
|
*
|
|
* @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} The Point containing the transformed coordinates.
|
|
*/
|
|
transformPoint: function (x, y, point)
|
|
{
|
|
if (point === undefined) { point = { x: 0, y: 0 }; }
|
|
|
|
var matrix = this.matrix;
|
|
|
|
var a = matrix[0];
|
|
var b = matrix[1];
|
|
var c = matrix[2];
|
|
var d = matrix[3];
|
|
var tx = matrix[4];
|
|
var ty = matrix[5];
|
|
|
|
point.x = x * a + y * c + tx;
|
|
point.y = x * b + y * d + ty;
|
|
|
|
return point;
|
|
},
|
|
|
|
/**
|
|
* Invert the Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#invert
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
invert: function ()
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
var a = matrix[0];
|
|
var b = matrix[1];
|
|
var c = matrix[2];
|
|
var d = matrix[3];
|
|
var tx = matrix[4];
|
|
var ty = matrix[5];
|
|
|
|
var n = a * d - b * c;
|
|
|
|
matrix[0] = d / n;
|
|
matrix[1] = -b / n;
|
|
matrix[2] = -c / n;
|
|
matrix[3] = a / n;
|
|
matrix[4] = (c * ty - d * tx) / n;
|
|
matrix[5] = -(a * ty - b * tx) / n;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix to copy those of the matrix given.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#copyFrom
|
|
* @since 3.11.0
|
|
*
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
copyFrom: function (src)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
matrix[0] = src.a;
|
|
matrix[1] = src.b;
|
|
matrix[2] = src.c;
|
|
matrix[3] = src.d;
|
|
matrix[4] = src.e;
|
|
matrix[5] = src.f;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix to copy those of the array given.
|
|
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray
|
|
* @since 3.11.0
|
|
*
|
|
* @param {array} src - The array of values to set into this matrix.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
copyFromArray: function (src)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
matrix[0] = src[0];
|
|
matrix[1] = src[1];
|
|
matrix[2] = src[2];
|
|
matrix[3] = src[3];
|
|
matrix[4] = src[4];
|
|
matrix[5] = src[5];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Copy the values from this Matrix to the given Canvas Rendering Context.
|
|
* This will use the Context.transform method.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#copyToContext
|
|
* @since 3.12.0
|
|
*
|
|
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
|
|
*
|
|
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
|
|
*/
|
|
copyToContext: function (ctx)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
|
|
|
|
return ctx;
|
|
},
|
|
|
|
/**
|
|
* Copy the values from this Matrix to the given Canvas Rendering Context.
|
|
* This will use the Context.setTransform method.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#setToContext
|
|
* @since 3.12.0
|
|
*
|
|
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
|
|
*
|
|
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
|
|
*/
|
|
setToContext: function (ctx)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
|
|
|
|
return ctx;
|
|
},
|
|
|
|
/**
|
|
* Copy the values in this Matrix to the array given.
|
|
*
|
|
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
|
|
* @since 3.12.0
|
|
*
|
|
* @param {array} [out] - The array to copy the matrix values in to.
|
|
*
|
|
* @return {array} An array where elements 0 to 5 contain the values from this matrix.
|
|
*/
|
|
copyToArray: function (out)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
if (out === undefined)
|
|
{
|
|
out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ];
|
|
}
|
|
else
|
|
{
|
|
out[0] = matrix[0];
|
|
out[1] = matrix[1];
|
|
out[2] = matrix[2];
|
|
out[3] = matrix[3];
|
|
out[4] = matrix[4];
|
|
out[5] = matrix[5];
|
|
}
|
|
|
|
return out;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#setTransform
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} a - The Scale X value.
|
|
* @param {number} b - The Shear Y value.
|
|
* @param {number} c - The Shear X value.
|
|
* @param {number} d - The Scale Y value.
|
|
* @param {number} tx - The Translate X value.
|
|
* @param {number} ty - The Translate Y value.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
setTransform: function (a, b, c, d, tx, ty)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
matrix[0] = a;
|
|
matrix[1] = b;
|
|
matrix[2] = c;
|
|
matrix[3] = d;
|
|
matrix[4] = tx;
|
|
matrix[5] = ty;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Decompose this Matrix into its translation, scale and rotation values.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
|
|
* @since 3.0.0
|
|
*
|
|
* @return {object} The decomposed Matrix.
|
|
*/
|
|
decomposeMatrix: function ()
|
|
{
|
|
var decomposedMatrix = this.decomposedMatrix;
|
|
|
|
var matrix = this.matrix;
|
|
|
|
// a = scale X (1)
|
|
// b = shear Y (0)
|
|
// c = shear X (0)
|
|
// d = scale Y (1)
|
|
|
|
var a = matrix[0];
|
|
var b = matrix[1];
|
|
var c = matrix[2];
|
|
var d = matrix[3];
|
|
|
|
var a2 = a * a;
|
|
var b2 = b * b;
|
|
var c2 = c * c;
|
|
var d2 = d * d;
|
|
|
|
var sx = Math.sqrt(a2 + c2);
|
|
var sy = Math.sqrt(b2 + d2);
|
|
|
|
decomposedMatrix.translateX = matrix[4];
|
|
decomposedMatrix.translateY = matrix[5];
|
|
|
|
decomposedMatrix.scaleX = sx;
|
|
decomposedMatrix.scaleY = sy;
|
|
|
|
decomposedMatrix.rotation = Math.acos(a / sx) * (Math.atan(-c / a) < 0 ? -1 : 1);
|
|
|
|
return decomposedMatrix;
|
|
},
|
|
|
|
/**
|
|
* Apply the identity, translate, rotate and scale operations on the Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#applyITRS
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal translation.
|
|
* @param {number} y - The vertical translation.
|
|
* @param {number} rotation - The angle of rotation in radians.
|
|
* @param {number} scaleX - The horizontal scale.
|
|
* @param {number} scaleY - The vertical scale.
|
|
*
|
|
* @return {this} This TransformMatrix.
|
|
*/
|
|
applyITRS: function (x, y, rotation, scaleX, scaleY)
|
|
{
|
|
var matrix = this.matrix;
|
|
|
|
var radianSin = Math.sin(rotation);
|
|
var radianCos = Math.cos(rotation);
|
|
|
|
// Translate
|
|
matrix[4] = x;
|
|
matrix[5] = y;
|
|
|
|
// Rotate and Scale
|
|
matrix[0] = radianCos * scaleX;
|
|
matrix[1] = radianSin * scaleX;
|
|
matrix[2] = -radianSin * scaleY;
|
|
matrix[3] = radianCos * scaleY;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Returns the X component of this matrix multiplied by the given values.
|
|
* This is the same as `x * a + y * c + e`.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#getX
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x - The x value.
|
|
* @param {number} y - The y value.
|
|
*
|
|
* @return {number} The calculated x value.
|
|
*/
|
|
getX: function (x, y)
|
|
{
|
|
return x * this.a + y * this.c + this.e;
|
|
},
|
|
|
|
/**
|
|
* Returns the Y component of this matrix multiplied by the given values.
|
|
* This is the same as `x * b + y * d + f`.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#getY
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x - The x value.
|
|
* @param {number} y - The y value.
|
|
*
|
|
* @return {number} The calculated y value.
|
|
*/
|
|
getY: function (x, y)
|
|
{
|
|
return x * this.b + y * this.d + this.f;
|
|
},
|
|
|
|
/**
|
|
* Returns a string that can be used in a CSS Transform call as a `matrix` property.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#getCSSMatrix
|
|
* @since 3.12.0
|
|
*
|
|
* @return {string} A string containing the CSS Transform matrix values.
|
|
*/
|
|
getCSSMatrix: function ()
|
|
{
|
|
var m = this.matrix;
|
|
|
|
return 'matrix(' + m[0] + ',' + m[1] + ',' + m[2] + ',' + m[3] + ',' + m[4] + ',' + m[5] + ')';
|
|
},
|
|
|
|
/**
|
|
* Destroys this Transform Matrix.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TransformMatrix#destroy
|
|
* @since 3.4.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.matrix = null;
|
|
this.decomposedMatrix = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = TransformMatrix;
|
|
|
|
|
|
/***/ }),
|
|
/* 9 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @function Phaser.Geom.Rectangle.Perimeter
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Geom.Rectangle} rect - [description]
|
|
*
|
|
* @return {number} [description]
|
|
*/
|
|
var Perimeter = function (rect)
|
|
{
|
|
return 2 * (rect.width + rect.height);
|
|
};
|
|
|
|
module.exports = Perimeter;
|
|
|
|
|
|
/***/ }),
|
|
/* 10 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Perimeter = __webpack_require__(9);
|
|
var Point = __webpack_require__(1);
|
|
|
|
/**
|
|
* Position is a value between 0 and 1 where 0 = the top-left of the rectangle and 0.5 = the bottom right.
|
|
*
|
|
* @function Phaser.Geom.Rectangle.GetPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [out,$return]
|
|
*
|
|
* @param {Phaser.Geom.Rectangle} rectangle - [description]
|
|
* @param {number} position - [description]
|
|
* @param {(Phaser.Geom.Point|object)} [out] - [description]
|
|
*
|
|
* @return {Phaser.Geom.Point} [description]
|
|
*/
|
|
var GetPoint = function (rectangle, position, out)
|
|
{
|
|
if (out === undefined) { out = new Point(); }
|
|
|
|
if (position <= 0 || position >= 1)
|
|
{
|
|
out.x = rectangle.x;
|
|
out.y = rectangle.y;
|
|
|
|
return out;
|
|
}
|
|
|
|
var p = Perimeter(rectangle) * position;
|
|
|
|
if (position > 0.5)
|
|
{
|
|
p -= (rectangle.width + rectangle.height);
|
|
|
|
if (p <= rectangle.width)
|
|
{
|
|
// Face 3
|
|
out.x = rectangle.right - p;
|
|
out.y = rectangle.bottom;
|
|
}
|
|
else
|
|
{
|
|
// Face 4
|
|
out.x = rectangle.x;
|
|
out.y = rectangle.bottom - (p - rectangle.width);
|
|
}
|
|
}
|
|
else if (p <= rectangle.width)
|
|
{
|
|
// Face 1
|
|
out.x = rectangle.x + p;
|
|
out.y = rectangle.y;
|
|
}
|
|
else
|
|
{
|
|
// Face 2
|
|
out.x = rectangle.right;
|
|
out.y = rectangle.y + (p - rectangle.width);
|
|
}
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = GetPoint;
|
|
|
|
|
|
/***/ }),
|
|
/* 11 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* @namespace Phaser.GameObjects.Components
|
|
*/
|
|
|
|
module.exports = {
|
|
|
|
Alpha: __webpack_require__(62),
|
|
Animation: __webpack_require__(60),
|
|
BlendMode: __webpack_require__(59),
|
|
ComputedSize: __webpack_require__(58),
|
|
Crop: __webpack_require__(57),
|
|
Depth: __webpack_require__(56),
|
|
Flip: __webpack_require__(55),
|
|
GetBounds: __webpack_require__(54),
|
|
Mask: __webpack_require__(43),
|
|
Origin: __webpack_require__(40),
|
|
Pipeline: __webpack_require__(39),
|
|
ScaleMode: __webpack_require__(38),
|
|
ScrollFactor: __webpack_require__(37),
|
|
Size: __webpack_require__(36),
|
|
Texture: __webpack_require__(35),
|
|
TextureCrop: __webpack_require__(34),
|
|
Tint: __webpack_require__(33),
|
|
ToJSON: __webpack_require__(32),
|
|
Transform: __webpack_require__(31),
|
|
TransformMatrix: __webpack_require__(8),
|
|
Visible: __webpack_require__(28)
|
|
|
|
};
|
|
|
|
|
|
/***/ }),
|
|
/* 12 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
var Components = __webpack_require__(11);
|
|
var DataManager = __webpack_require__(27);
|
|
var EventEmitter = __webpack_require__(26);
|
|
|
|
/**
|
|
* @classdesc
|
|
* The base class that all Game Objects extend.
|
|
* You don't create GameObjects directly and they cannot be added to the display list.
|
|
* Instead, use them as the base for your own custom classes.
|
|
*
|
|
* @class GameObject
|
|
* @memberOf Phaser.GameObjects
|
|
* @extends Phaser.Events.EventEmitter
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
|
|
* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
|
|
*/
|
|
var GameObject = new Class({
|
|
|
|
Extends: EventEmitter,
|
|
|
|
initialize:
|
|
|
|
function GameObject (scene, type)
|
|
{
|
|
EventEmitter.call(this);
|
|
|
|
/**
|
|
* The Scene to which this Game Object belongs.
|
|
* Game Objects can only belong to one Scene.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#scene
|
|
* @type {Phaser.Scene}
|
|
* @protected
|
|
* @since 3.0.0
|
|
*/
|
|
this.scene = scene;
|
|
|
|
/**
|
|
* A textual representation of this Game Object, i.e. `sprite`.
|
|
* Used internally by Phaser but is available for your own custom classes to populate.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#type
|
|
* @type {string}
|
|
* @since 3.0.0
|
|
*/
|
|
this.type = type;
|
|
|
|
/**
|
|
* The parent Container of this Game Object, if it has one.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#parentContainer
|
|
* @type {Phaser.GameObjects.Container}
|
|
* @since 3.4.0
|
|
*/
|
|
this.parentContainer = null;
|
|
|
|
/**
|
|
* The name of this Game Object.
|
|
* Empty by default and never populated by Phaser, this is left for developers to use.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#name
|
|
* @type {string}
|
|
* @default ''
|
|
* @since 3.0.0
|
|
*/
|
|
this.name = '';
|
|
|
|
/**
|
|
* The active state of this Game Object.
|
|
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
|
|
* An active object is one which is having its logic and internal systems updated.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#active
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.active = true;
|
|
|
|
/**
|
|
* The Tab Index of the Game Object.
|
|
* Reserved for future use by plugins and the Input Manager.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#tabIndex
|
|
* @type {integer}
|
|
* @default -1
|
|
* @since 3.0.0
|
|
*/
|
|
this.tabIndex = -1;
|
|
|
|
/**
|
|
* A Data Manager.
|
|
* It allows you to store, query and get key/value paired information specific to this Game Object.
|
|
* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#data
|
|
* @type {Phaser.Data.DataManager}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.data = null;
|
|
|
|
/**
|
|
* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
|
|
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
|
|
* If those components are not used by your custom class then you can use this bitmask as you wish.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#renderFlags
|
|
* @type {integer}
|
|
* @default 15
|
|
* @since 3.0.0
|
|
*/
|
|
this.renderFlags = 15;
|
|
|
|
/**
|
|
* A bitmask that controls if this Game Object is drawn by a Camera or not.
|
|
* Not usually set directly, instead call `Camera.ignore`, however you can
|
|
* set this property directly using the Camera.id property:
|
|
*
|
|
* @example
|
|
* this.cameraFilter |= camera.id
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#cameraFilter
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.cameraFilter = 0;
|
|
|
|
/**
|
|
* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
|
|
* Not usually set directly. Instead call `GameObject.setInteractive()`.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#input
|
|
* @type {?Phaser.Input.InteractiveObject}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.input = null;
|
|
|
|
/**
|
|
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#body
|
|
* @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.body = null;
|
|
|
|
/**
|
|
* This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
|
|
* This includes calls that may come from a Group, Container or the Scene itself.
|
|
* While it allows you to persist a Game Object across Scenes, please understand you are entirely
|
|
* responsible for managing references to and from this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.GameObject#ignoreDestroy
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.5.0
|
|
*/
|
|
this.ignoreDestroy = false;
|
|
|
|
// Tell the Scene to re-sort the children
|
|
scene.sys.queueDepthSort();
|
|
|
|
scene.sys.events.once('shutdown', this.destroy, this);
|
|
},
|
|
|
|
/**
|
|
* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
|
|
* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#setActive
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - True if this Game Object should be set as active, false if not.
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
setActive: function (value)
|
|
{
|
|
this.active = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
|
|
* The `name` property is not populated by Phaser and is presented for your own use.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#setName
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} value - The name to be given to this Game Object.
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
setName: function (value)
|
|
{
|
|
this.name = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Adds a Data Manager component to this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#setDataEnabled
|
|
* @since 3.0.0
|
|
* @see Phaser.Data.DataManager
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
setDataEnabled: function ()
|
|
{
|
|
if (!this.data)
|
|
{
|
|
this.data = new DataManager(this);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Allows you to store a key value pair within this Game Objects Data Manager.
|
|
*
|
|
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
|
|
* before setting the value.
|
|
*
|
|
* If the key doesn't already exist in the Data Manager then it is created.
|
|
*
|
|
* ```javascript
|
|
* sprite.setData('name', 'Red Gem Stone');
|
|
* ```
|
|
*
|
|
* You can also pass in an object of key value pairs as the first argument:
|
|
*
|
|
* ```javascript
|
|
* sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
|
|
* ```
|
|
*
|
|
* To get a value back again you can call `getData`:
|
|
*
|
|
* ```javascript
|
|
* sprite.getData('gold');
|
|
* ```
|
|
*
|
|
* Or you can access the value directly via the `values` property, where it works like any other variable:
|
|
*
|
|
* ```javascript
|
|
* sprite.data.values.gold += 50;
|
|
* ```
|
|
*
|
|
* When the value is first set, a `setdata` event is emitted from this Game Object.
|
|
*
|
|
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
|
|
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`.
|
|
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
|
|
*
|
|
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
|
|
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#setData
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
|
|
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
setData: function (key, value)
|
|
{
|
|
if (!this.data)
|
|
{
|
|
this.data = new DataManager(this);
|
|
}
|
|
|
|
this.data.set(key, value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
|
|
*
|
|
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
|
|
*
|
|
* ```javascript
|
|
* sprite.getData('gold');
|
|
* ```
|
|
*
|
|
* Or access the value directly:
|
|
*
|
|
* ```javascript
|
|
* sprite.data.values.gold;
|
|
* ```
|
|
*
|
|
* You can also pass in an array of keys, in which case an array of values will be returned:
|
|
*
|
|
* ```javascript
|
|
* sprite.getData([ 'gold', 'armor', 'health' ]);
|
|
* ```
|
|
*
|
|
* This approach is useful for destructuring arrays in ES6.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#getData
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
|
|
*
|
|
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
|
|
*/
|
|
getData: function (key)
|
|
{
|
|
if (!this.data)
|
|
{
|
|
this.data = new DataManager(this);
|
|
}
|
|
|
|
return this.data.get(key);
|
|
},
|
|
|
|
/**
|
|
* Pass this Game Object to the Input Manager to enable it for Input.
|
|
*
|
|
* Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
|
|
* for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
|
|
* input detection.
|
|
*
|
|
* If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
|
|
* this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
|
|
* shape for it to use.
|
|
*
|
|
* You can also provide an Input Configuration Object as the only argument to this method.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#setInteractive
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
|
|
* @param {HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
|
|
* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
setInteractive: function (shape, callback, dropZone)
|
|
{
|
|
this.scene.sys.input.enable(this, shape, callback, dropZone);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* If this Game Object has previously been enabled for input, this will disable it.
|
|
*
|
|
* An object that is disabled for input stops processing or being considered for
|
|
* input events, but can be turned back on again at any time by simply calling
|
|
* `setInteractive()` with no arguments provided.
|
|
*
|
|
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#disableInteractive
|
|
* @since 3.7.0
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
disableInteractive: function ()
|
|
{
|
|
if (this.input)
|
|
{
|
|
this.input.enabled = false;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* If this Game Object has previously been enabled for input, this will queue it
|
|
* for removal, causing it to no longer be interactive. The removal happens on
|
|
* the next game step, it is not immediate.
|
|
*
|
|
* The Interactive Object that was assigned to this Game Object will be destroyed,
|
|
* removed from the Input Manager and cleared from this Game Object.
|
|
*
|
|
* If you wish to re-enable this Game Object at a later date you will need to
|
|
* re-create its InteractiveObject by calling `setInteractive` again.
|
|
*
|
|
* If you wish to only temporarily stop an object from receiving input then use
|
|
* `disableInteractive` instead, as that toggles the interactive state, where-as
|
|
* this erases it completely.
|
|
*
|
|
* If you wish to resize a hit area, don't remove and then set it as being
|
|
* interactive. Instead, access the hitarea object directly and resize the shape
|
|
* being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
|
|
* shape is a Rectangle, which it is by default.)
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#removeInteractive
|
|
* @since 3.7.0
|
|
*
|
|
* @return {this} This GameObject.
|
|
*/
|
|
removeInteractive: function ()
|
|
{
|
|
this.scene.sys.input.clear(this);
|
|
|
|
this.input = undefined;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#update
|
|
* @since 3.0.0
|
|
*
|
|
* @param {...*} [args] - args
|
|
*/
|
|
update: function ()
|
|
{
|
|
},
|
|
|
|
/**
|
|
* Returns a JSON representation of the Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#toJSON
|
|
* @since 3.0.0
|
|
*
|
|
* @return {JSONGameObject} A JSON representation of the Game Object.
|
|
*/
|
|
toJSON: function ()
|
|
{
|
|
return Components.ToJSON(this);
|
|
},
|
|
|
|
/**
|
|
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
|
|
* Also checks the Game Object against the given Cameras exclusion list.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#willRender
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object.
|
|
*
|
|
* @return {boolean} True if the Game Object should be rendered, otherwise false.
|
|
*/
|
|
willRender: function (camera)
|
|
{
|
|
return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter > 0 && (this.cameraFilter & camera.id)));
|
|
},
|
|
|
|
/**
|
|
* Returns an array containing the display list index of either this Game Object, or if it has one,
|
|
* its parent Container. It then iterates up through all of the parent containers until it hits the
|
|
* root of the display list (which is index 0 in the returned array).
|
|
*
|
|
* Used internally by the InputPlugin but also useful if you wish to find out the display depth of
|
|
* this Game Object and all of its ancestors.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#getIndexList
|
|
* @since 3.4.0
|
|
*
|
|
* @return {integer[]} An array of display list position indexes.
|
|
*/
|
|
getIndexList: function ()
|
|
{
|
|
// eslint-disable-next-line consistent-this
|
|
var child = this;
|
|
var parent = this.parentContainer;
|
|
|
|
var indexes = [];
|
|
|
|
while (parent)
|
|
{
|
|
// indexes.unshift([parent.getIndex(child), parent.name]);
|
|
indexes.unshift(parent.getIndex(child));
|
|
|
|
child = parent;
|
|
|
|
if (!parent.parentContainer)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
parent = parent.parentContainer;
|
|
}
|
|
}
|
|
|
|
// indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']);
|
|
indexes.unshift(this.scene.sys.displayList.getIndex(child));
|
|
|
|
return indexes;
|
|
},
|
|
|
|
/**
|
|
* Destroys this Game Object removing it from the Display List and Update List and
|
|
* severing all ties to parent resources.
|
|
*
|
|
* Also removes itself from the Input Manager and Physics Manager if previously enabled.
|
|
*
|
|
* Use this to remove a Game Object from your game if you don't ever plan to use it again.
|
|
* As long as no reference to it exists within your own code it should become free for
|
|
* garbage collection by the browser.
|
|
*
|
|
* If you just want to temporarily disable an object then look at using the
|
|
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
|
|
*
|
|
* @method Phaser.GameObjects.GameObject#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
// This Game Object had already been destroyed
|
|
if (!this.scene || this.ignoreDestroy)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.preDestroy)
|
|
{
|
|
this.preDestroy.call(this);
|
|
}
|
|
|
|
this.emit('destroy', this);
|
|
|
|
var sys = this.scene.sys;
|
|
|
|
sys.displayList.remove(this);
|
|
sys.updateList.remove(this);
|
|
|
|
if (this.input)
|
|
{
|
|
sys.input.clear(this);
|
|
this.input = undefined;
|
|
}
|
|
|
|
if (this.data)
|
|
{
|
|
this.data.destroy();
|
|
|
|
this.data = undefined;
|
|
}
|
|
|
|
if (this.body)
|
|
{
|
|
this.body.destroy();
|
|
this.body = undefined;
|
|
}
|
|
|
|
// Tell the Scene to re-sort the children
|
|
sys.queueDepthSort();
|
|
|
|
this.active = false;
|
|
this.visible = false;
|
|
|
|
this.scene = undefined;
|
|
|
|
this.parentContainer = undefined;
|
|
|
|
this.removeAllListeners();
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
|
|
*
|
|
* @constant {integer} RENDER_MASK
|
|
* @memberOf Phaser.GameObjects.GameObject
|
|
* @default
|
|
*/
|
|
GameObject.RENDER_MASK = 15;
|
|
|
|
module.exports = GameObject;
|
|
|
|
|
|
/***/ }),
|
|
/* 13 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
var GameObject = __webpack_require__(12);
|
|
var Sprite = __webpack_require__(25);
|
|
var Vector2 = __webpack_require__(3);
|
|
var Vector4 = __webpack_require__(5);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Sprite 3D Game Object.
|
|
*
|
|
* The Sprite 3D object is an encapsulation of a standard Sprite object, with additional methods to allow
|
|
* it to be rendered by a 3D Camera. The Sprite can be positioned anywhere within 3D space.
|
|
*
|
|
* @class Sprite3D
|
|
* @extends Phaser.GameObjects.GameObject
|
|
* @memberOf Phaser.GameObjects
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
|
|
* @param {number} x - The x position of this Game Object.
|
|
* @param {number} y - The y position of this Game Object.
|
|
* @param {number} z - The z position of this Game Object.
|
|
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
|
*/
|
|
var Sprite3D = new Class({
|
|
|
|
Extends: GameObject,
|
|
|
|
initialize:
|
|
|
|
function Sprite3D (scene, x, y, z, texture, frame)
|
|
{
|
|
GameObject.call(this, scene, 'Sprite3D');
|
|
|
|
/**
|
|
* The encapsulated Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#gameObject
|
|
* @type {Phaser.GameObjects.GameObject}
|
|
* @since 3.0.0
|
|
*/
|
|
this.gameObject = new Sprite(scene, 0, 0, texture, frame);
|
|
|
|
/**
|
|
* The position of the Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#position
|
|
* @type {Phaser.Math.Vector4}
|
|
* @since 3.0.0
|
|
*/
|
|
this.position = new Vector4(x, y, z);
|
|
|
|
/**
|
|
* The 2D size of the Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#size
|
|
* @type {Phaser.Math.Vector2}
|
|
* @since 3.0.0
|
|
*/
|
|
this.size = new Vector2(this.gameObject.width, this.gameObject.height);
|
|
|
|
/**
|
|
* The 2D scale of the Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#scale
|
|
* @type {Phaser.Math.Vector2}
|
|
* @since 3.0.0
|
|
*/
|
|
this.scale = new Vector2(1, 1);
|
|
|
|
/**
|
|
* Whether to automatically set the horizontal scale of the encapsulated Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#adjustScaleX
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.adjustScaleX = true;
|
|
|
|
/**
|
|
* Whether to automatically set the vertical scale of the encapsulated Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#adjustScaleY
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.adjustScaleY = true;
|
|
|
|
/**
|
|
* The visible state of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#_visible
|
|
* @type {boolean}
|
|
* @default true
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this._visible = true;
|
|
},
|
|
|
|
/**
|
|
* Project this Sprite onto the given 3D Camera.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite3D#project
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Cameras.Sprite3D.Camera} camera - The 3D Camera onto which to project this Sprite.
|
|
*/
|
|
project: function (camera)
|
|
{
|
|
var pos = this.position;
|
|
|
|
var gameObject = this.gameObject;
|
|
|
|
camera.project(pos, gameObject);
|
|
|
|
camera.getPointSize(pos, this.size, this.scale);
|
|
|
|
if (this.scale.x <= 0 || this.scale.y <= 0)
|
|
{
|
|
gameObject.setVisible(false);
|
|
}
|
|
else
|
|
{
|
|
if (!gameObject.visible)
|
|
{
|
|
gameObject.setVisible(true);
|
|
}
|
|
|
|
if (this.adjustScaleX)
|
|
{
|
|
gameObject.scaleX = this.scale.x;
|
|
}
|
|
|
|
if (this.adjustScaleY)
|
|
{
|
|
gameObject.scaleY = this.scale.y;
|
|
}
|
|
|
|
gameObject.setDepth(gameObject.z * -1);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Set the visible state of the Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite3D#setVisible
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - The visible state of the Game Object.
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D} This Sprite3D Object.
|
|
*/
|
|
setVisible: function (value)
|
|
{
|
|
this.visible = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* The visible state of the Game Object.
|
|
*
|
|
* An invisible Game Object will skip rendering, but will still process update logic.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#visible
|
|
* @type {boolean}
|
|
* @since 3.0.0
|
|
*/
|
|
visible: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._visible;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._visible = value;
|
|
this.gameObject.visible = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The x position of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#x
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
x: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.position.x = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The y position of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#y
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
y: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.position.y = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The z position of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite3D#z
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
z: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.z;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.position.z = value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Sprite3D;
|
|
|
|
|
|
/***/ }),
|
|
/* 14 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
|
|
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
var EPSILON = 0.000001;
|
|
|
|
/**
|
|
* @classdesc
|
|
* A four-dimensional matrix.
|
|
*
|
|
* @class Matrix4
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from.
|
|
*/
|
|
var Matrix4 = new Class({
|
|
|
|
initialize:
|
|
|
|
function Matrix4 (m)
|
|
{
|
|
/**
|
|
* The matrix values.
|
|
*
|
|
* @name Phaser.Math.Matrix4#val
|
|
* @type {Float32Array}
|
|
* @since 3.0.0
|
|
*/
|
|
this.val = new Float32Array(16);
|
|
|
|
if (m)
|
|
{
|
|
// Assume Matrix4 with val:
|
|
this.copy(m);
|
|
}
|
|
else
|
|
{
|
|
// Default to identity
|
|
this.identity();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Make a clone of this Matrix4.
|
|
*
|
|
* @method Phaser.Math.Matrix4#clone
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix4} A clone of this Matrix4.
|
|
*/
|
|
clone: function ()
|
|
{
|
|
return new Matrix4(this);
|
|
},
|
|
|
|
// TODO - Should work with basic values
|
|
|
|
/**
|
|
* This method is an alias for `Matrix4.copy`.
|
|
*
|
|
* @method Phaser.Math.Matrix4#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
set: function (src)
|
|
{
|
|
return this.copy(src);
|
|
},
|
|
|
|
/**
|
|
* Copy the values of a given Matrix into this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#copy
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
copy: function (src)
|
|
{
|
|
var out = this.val;
|
|
var a = src.val;
|
|
|
|
out[0] = a[0];
|
|
out[1] = a[1];
|
|
out[2] = a[2];
|
|
out[3] = a[3];
|
|
out[4] = a[4];
|
|
out[5] = a[5];
|
|
out[6] = a[6];
|
|
out[7] = a[7];
|
|
out[8] = a[8];
|
|
out[9] = a[9];
|
|
out[10] = a[10];
|
|
out[11] = a[11];
|
|
out[12] = a[12];
|
|
out[13] = a[13];
|
|
out[14] = a[14];
|
|
out[15] = a[15];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given array.
|
|
*
|
|
* @method Phaser.Math.Matrix4#fromArray
|
|
* @since 3.0.0
|
|
*
|
|
* @param {array} a - The array to copy the values from.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
fromArray: function (a)
|
|
{
|
|
var out = this.val;
|
|
|
|
out[0] = a[0];
|
|
out[1] = a[1];
|
|
out[2] = a[2];
|
|
out[3] = a[3];
|
|
out[4] = a[4];
|
|
out[5] = a[5];
|
|
out[6] = a[6];
|
|
out[7] = a[7];
|
|
out[8] = a[8];
|
|
out[9] = a[9];
|
|
out[10] = a[10];
|
|
out[11] = a[11];
|
|
out[12] = a[12];
|
|
out[13] = a[13];
|
|
out[14] = a[14];
|
|
out[15] = a[15];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Reset this Matrix.
|
|
*
|
|
* Sets all values to `0`.
|
|
*
|
|
* @method Phaser.Math.Matrix4#zero
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
zero: function ()
|
|
{
|
|
var out = this.val;
|
|
|
|
out[0] = 0;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
out[4] = 0;
|
|
out[5] = 0;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
out[8] = 0;
|
|
out[9] = 0;
|
|
out[10] = 0;
|
|
out[11] = 0;
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = 0;
|
|
out[15] = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the `x`, `y` and `z` values of this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#xyz
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The x value.
|
|
* @param {number} y - The y value.
|
|
* @param {number} z - The z value.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
xyz: function (x, y, z)
|
|
{
|
|
this.identity();
|
|
|
|
var out = this.val;
|
|
|
|
out[12] = x;
|
|
out[13] = y;
|
|
out[14] = z;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the scaling values of this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#scaling
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The x scaling value.
|
|
* @param {number} y - The y scaling value.
|
|
* @param {number} z - The z scaling value.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
scaling: function (x, y, z)
|
|
{
|
|
this.zero();
|
|
|
|
var out = this.val;
|
|
|
|
out[0] = x;
|
|
out[5] = y;
|
|
out[10] = z;
|
|
out[15] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Reset this Matrix to an identity (default) matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#identity
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
identity: function ()
|
|
{
|
|
var out = this.val;
|
|
|
|
out[0] = 1;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
out[4] = 0;
|
|
out[5] = 1;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
out[8] = 0;
|
|
out[9] = 0;
|
|
out[10] = 1;
|
|
out[11] = 0;
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = 0;
|
|
out[15] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transpose this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#transpose
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
transpose: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
var a23 = a[11];
|
|
|
|
a[1] = a[4];
|
|
a[2] = a[8];
|
|
a[3] = a[12];
|
|
a[4] = a01;
|
|
a[6] = a[9];
|
|
a[7] = a[13];
|
|
a[8] = a02;
|
|
a[9] = a12;
|
|
a[11] = a[14];
|
|
a[12] = a03;
|
|
a[13] = a13;
|
|
a[14] = a23;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Invert this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#invert
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
invert: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
var b00 = a00 * a11 - a01 * a10;
|
|
var b01 = a00 * a12 - a02 * a10;
|
|
var b02 = a00 * a13 - a03 * a10;
|
|
var b03 = a01 * a12 - a02 * a11;
|
|
|
|
var b04 = a01 * a13 - a03 * a11;
|
|
var b05 = a02 * a13 - a03 * a12;
|
|
var b06 = a20 * a31 - a21 * a30;
|
|
var b07 = a20 * a32 - a22 * a30;
|
|
|
|
var b08 = a20 * a33 - a23 * a30;
|
|
var b09 = a21 * a32 - a22 * a31;
|
|
var b10 = a21 * a33 - a23 * a31;
|
|
var b11 = a22 * a33 - a23 * a32;
|
|
|
|
// Calculate the determinant
|
|
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
|
|
|
if (!det)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
det = 1 / det;
|
|
|
|
a[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
|
|
a[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
|
|
a[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
|
|
a[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
|
|
a[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
|
|
a[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
|
|
a[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
|
|
a[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
|
|
a[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
|
|
a[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
|
|
a[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
|
|
a[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
|
|
a[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
|
|
a[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
|
|
a[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
|
|
a[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the adjoint, or adjugate, of this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#adjoint
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
adjoint: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
a[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
|
|
a[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
|
|
a[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
|
|
a[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
|
|
a[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
|
|
a[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
|
|
a[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
|
|
a[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
|
|
a[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
|
|
a[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
|
|
a[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
|
|
a[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
|
|
a[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
|
|
a[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
|
|
a[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
|
|
a[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the determinant of this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#determinant
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The determinant of this Matrix.
|
|
*/
|
|
determinant: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
var b00 = a00 * a11 - a01 * a10;
|
|
var b01 = a00 * a12 - a02 * a10;
|
|
var b02 = a00 * a13 - a03 * a10;
|
|
var b03 = a01 * a12 - a02 * a11;
|
|
var b04 = a01 * a13 - a03 * a11;
|
|
var b05 = a02 * a13 - a03 * a12;
|
|
var b06 = a20 * a31 - a21 * a30;
|
|
var b07 = a20 * a32 - a22 * a30;
|
|
var b08 = a20 * a33 - a23 * a30;
|
|
var b09 = a21 * a32 - a22 * a31;
|
|
var b10 = a21 * a33 - a23 * a31;
|
|
var b11 = a22 * a33 - a23 * a32;
|
|
|
|
// Calculate the determinant
|
|
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
|
},
|
|
|
|
/**
|
|
* Multiply this Matrix by the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
multiply: function (src)
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
var b = src.val;
|
|
|
|
// Cache only the current line of the second matrix
|
|
var b0 = b[0];
|
|
var b1 = b[1];
|
|
var b2 = b[2];
|
|
var b3 = b[3];
|
|
|
|
a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
b0 = b[4];
|
|
b1 = b[5];
|
|
b2 = b[6];
|
|
b3 = b[7];
|
|
|
|
a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
b0 = b[8];
|
|
b1 = b[9];
|
|
b2 = b[10];
|
|
b3 = b[11];
|
|
|
|
a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
b0 = b[12];
|
|
b1 = b[13];
|
|
b2 = b[14];
|
|
b3 = b[15];
|
|
|
|
a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Matrix4#multiplyLocal
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - [description]
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
multiplyLocal: function (src)
|
|
{
|
|
var a = [];
|
|
var m1 = this.val;
|
|
var m2 = src.val;
|
|
|
|
a[0] = m1[0] * m2[0] + m1[1] * m2[4] + m1[2] * m2[8] + m1[3] * m2[12];
|
|
a[1] = m1[0] * m2[1] + m1[1] * m2[5] + m1[2] * m2[9] + m1[3] * m2[13];
|
|
a[2] = m1[0] * m2[2] + m1[1] * m2[6] + m1[2] * m2[10] + m1[3] * m2[14];
|
|
a[3] = m1[0] * m2[3] + m1[1] * m2[7] + m1[2] * m2[11] + m1[3] * m2[15];
|
|
|
|
a[4] = m1[4] * m2[0] + m1[5] * m2[4] + m1[6] * m2[8] + m1[7] * m2[12];
|
|
a[5] = m1[4] * m2[1] + m1[5] * m2[5] + m1[6] * m2[9] + m1[7] * m2[13];
|
|
a[6] = m1[4] * m2[2] + m1[5] * m2[6] + m1[6] * m2[10] + m1[7] * m2[14];
|
|
a[7] = m1[4] * m2[3] + m1[5] * m2[7] + m1[6] * m2[11] + m1[7] * m2[15];
|
|
|
|
a[8] = m1[8] * m2[0] + m1[9] * m2[4] + m1[10] * m2[8] + m1[11] * m2[12];
|
|
a[9] = m1[8] * m2[1] + m1[9] * m2[5] + m1[10] * m2[9] + m1[11] * m2[13];
|
|
a[10] = m1[8] * m2[2] + m1[9] * m2[6] + m1[10] * m2[10] + m1[11] * m2[14];
|
|
a[11] = m1[8] * m2[3] + m1[9] * m2[7] + m1[10] * m2[11] + m1[11] * m2[15];
|
|
|
|
a[12] = m1[12] * m2[0] + m1[13] * m2[4] + m1[14] * m2[8] + m1[15] * m2[12];
|
|
a[13] = m1[12] * m2[1] + m1[13] * m2[5] + m1[14] * m2[9] + m1[15] * m2[13];
|
|
a[14] = m1[12] * m2[2] + m1[13] * m2[6] + m1[14] * m2[10] + m1[15] * m2[14];
|
|
a[15] = m1[12] * m2[3] + m1[13] * m2[7] + m1[14] * m2[11] + m1[15] * m2[15];
|
|
|
|
return this.fromArray(a);
|
|
},
|
|
|
|
/**
|
|
* Translate this Matrix using the given Vector.
|
|
*
|
|
* @method Phaser.Math.Matrix4#translate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
translate: function (v)
|
|
{
|
|
var x = v.x;
|
|
var y = v.y;
|
|
var z = v.z;
|
|
var a = this.val;
|
|
|
|
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
|
|
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
|
|
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
|
|
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Apply a scale transformation to this Matrix.
|
|
*
|
|
* Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
scale: function (v)
|
|
{
|
|
var x = v.x;
|
|
var y = v.y;
|
|
var z = v.z;
|
|
var a = this.val;
|
|
|
|
a[0] = a[0] * x;
|
|
a[1] = a[1] * x;
|
|
a[2] = a[2] * x;
|
|
a[3] = a[3] * x;
|
|
|
|
a[4] = a[4] * y;
|
|
a[5] = a[5] * y;
|
|
a[6] = a[6] * y;
|
|
a[7] = a[7] * y;
|
|
|
|
a[8] = a[8] * z;
|
|
a[9] = a[9] * z;
|
|
a[10] = a[10] * z;
|
|
a[11] = a[11] * z;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Derive a rotation matrix around the given axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#makeRotationAxis
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis.
|
|
* @param {number} angle - The rotation angle in radians.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
makeRotationAxis: function (axis, angle)
|
|
{
|
|
// Based on http://www.gamedev.net/reference/articles/article1199.asp
|
|
|
|
var c = Math.cos(angle);
|
|
var s = Math.sin(angle);
|
|
var t = 1 - c;
|
|
var x = axis.x;
|
|
var y = axis.y;
|
|
var z = axis.z;
|
|
var tx = t * x;
|
|
var ty = t * y;
|
|
|
|
this.fromArray([
|
|
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
|
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
|
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
|
0, 0, 0, 1
|
|
]);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Apply a rotation transformation to this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle in radians to rotate by.
|
|
* @param {Phaser.Math.Vector3} axis - The axis to rotate upon.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
rotate: function (rad, axis)
|
|
{
|
|
var a = this.val;
|
|
var x = axis.x;
|
|
var y = axis.y;
|
|
var z = axis.z;
|
|
var len = Math.sqrt(x * x + y * y + z * z);
|
|
|
|
if (Math.abs(len) < EPSILON)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
len = 1 / len;
|
|
x *= len;
|
|
y *= len;
|
|
z *= len;
|
|
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
var t = 1 - c;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
// Construct the elements of the rotation matrix
|
|
var b00 = x * x * t + c;
|
|
var b01 = y * x * t + z * s;
|
|
var b02 = z * x * t - y * s;
|
|
|
|
var b10 = x * y * t - z * s;
|
|
var b11 = y * y * t + c;
|
|
var b12 = z * y * t + x * s;
|
|
|
|
var b20 = x * z * t + y * s;
|
|
var b21 = y * z * t - x * s;
|
|
var b22 = z * z * t + c;
|
|
|
|
// Perform rotation-specific matrix multiplication
|
|
a[0] = a00 * b00 + a10 * b01 + a20 * b02;
|
|
a[1] = a01 * b00 + a11 * b01 + a21 * b02;
|
|
a[2] = a02 * b00 + a12 * b01 + a22 * b02;
|
|
a[3] = a03 * b00 + a13 * b01 + a23 * b02;
|
|
a[4] = a00 * b10 + a10 * b11 + a20 * b12;
|
|
a[5] = a01 * b10 + a11 * b11 + a21 * b12;
|
|
a[6] = a02 * b10 + a12 * b11 + a22 * b12;
|
|
a[7] = a03 * b10 + a13 * b11 + a23 * b12;
|
|
a[8] = a00 * b20 + a10 * b21 + a20 * b22;
|
|
a[9] = a01 * b20 + a11 * b21 + a21 * b22;
|
|
a[10] = a02 * b20 + a12 * b21 + a22 * b22;
|
|
a[11] = a03 * b20 + a13 * b21 + a23 * b22;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this matrix on its X axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotateX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle in radians to rotate by.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
rotateX: function (rad)
|
|
{
|
|
var a = this.val;
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
// Perform axis-specific matrix multiplication
|
|
a[4] = a10 * c + a20 * s;
|
|
a[5] = a11 * c + a21 * s;
|
|
a[6] = a12 * c + a22 * s;
|
|
a[7] = a13 * c + a23 * s;
|
|
a[8] = a20 * c - a10 * s;
|
|
a[9] = a21 * c - a11 * s;
|
|
a[10] = a22 * c - a12 * s;
|
|
a[11] = a23 * c - a13 * s;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this matrix on its Y axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotateY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle to rotate by, in radians.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
rotateY: function (rad)
|
|
{
|
|
var a = this.val;
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
// Perform axis-specific matrix multiplication
|
|
a[0] = a00 * c - a20 * s;
|
|
a[1] = a01 * c - a21 * s;
|
|
a[2] = a02 * c - a22 * s;
|
|
a[3] = a03 * c - a23 * s;
|
|
a[8] = a00 * s + a20 * c;
|
|
a[9] = a01 * s + a21 * c;
|
|
a[10] = a02 * s + a22 * c;
|
|
a[11] = a03 * s + a23 * c;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this matrix on its Z axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotateZ
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle to rotate by, in radians.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
rotateZ: function (rad)
|
|
{
|
|
var a = this.val;
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
// Perform axis-specific matrix multiplication
|
|
a[0] = a00 * c + a10 * s;
|
|
a[1] = a01 * c + a11 * s;
|
|
a[2] = a02 * c + a12 * s;
|
|
a[3] = a03 * c + a13 * s;
|
|
a[4] = a10 * c - a00 * s;
|
|
a[5] = a11 * c - a01 * s;
|
|
a[6] = a12 * c - a02 * s;
|
|
a[7] = a13 * c - a03 * s;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given rotation Quaternion and translation Vector.
|
|
*
|
|
* @method Phaser.Math.Matrix4#fromRotationTranslation
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from.
|
|
* @param {Phaser.Math.Vector3} v - The Vector to set translation from.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
fromRotationTranslation: function (q, v)
|
|
{
|
|
// Quaternion math
|
|
var out = this.val;
|
|
|
|
var x = q.x;
|
|
var y = q.y;
|
|
var z = q.z;
|
|
var w = q.w;
|
|
|
|
var x2 = x + x;
|
|
var y2 = y + y;
|
|
var z2 = z + z;
|
|
|
|
var xx = x * x2;
|
|
var xy = x * y2;
|
|
var xz = x * z2;
|
|
|
|
var yy = y * y2;
|
|
var yz = y * z2;
|
|
var zz = z * z2;
|
|
|
|
var wx = w * x2;
|
|
var wy = w * y2;
|
|
var wz = w * z2;
|
|
|
|
out[0] = 1 - (yy + zz);
|
|
out[1] = xy + wz;
|
|
out[2] = xz - wy;
|
|
out[3] = 0;
|
|
|
|
out[4] = xy - wz;
|
|
out[5] = 1 - (xx + zz);
|
|
out[6] = yz + wx;
|
|
out[7] = 0;
|
|
|
|
out[8] = xz + wy;
|
|
out[9] = yz - wx;
|
|
out[10] = 1 - (xx + yy);
|
|
out[11] = 0;
|
|
|
|
out[12] = v.x;
|
|
out[13] = v.y;
|
|
out[14] = v.z;
|
|
out[15] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given Quaternion.
|
|
*
|
|
* @method Phaser.Math.Matrix4#fromQuat
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
fromQuat: function (q)
|
|
{
|
|
var out = this.val;
|
|
|
|
var x = q.x;
|
|
var y = q.y;
|
|
var z = q.z;
|
|
var w = q.w;
|
|
|
|
var x2 = x + x;
|
|
var y2 = y + y;
|
|
var z2 = z + z;
|
|
|
|
var xx = x * x2;
|
|
var xy = x * y2;
|
|
var xz = x * z2;
|
|
|
|
var yy = y * y2;
|
|
var yz = y * z2;
|
|
var zz = z * z2;
|
|
|
|
var wx = w * x2;
|
|
var wy = w * y2;
|
|
var wz = w * z2;
|
|
|
|
out[0] = 1 - (yy + zz);
|
|
out[1] = xy + wz;
|
|
out[2] = xz - wy;
|
|
out[3] = 0;
|
|
|
|
out[4] = xy - wz;
|
|
out[5] = 1 - (xx + zz);
|
|
out[6] = yz + wx;
|
|
out[7] = 0;
|
|
|
|
out[8] = xz + wy;
|
|
out[9] = yz - wx;
|
|
out[10] = 1 - (xx + yy);
|
|
out[11] = 0;
|
|
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = 0;
|
|
out[15] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a frustum matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#frustum
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} left - The left bound of the frustum.
|
|
* @param {number} right - The right bound of the frustum.
|
|
* @param {number} bottom - The bottom bound of the frustum.
|
|
* @param {number} top - The top bound of the frustum.
|
|
* @param {number} near - The near bound of the frustum.
|
|
* @param {number} far - The far bound of the frustum.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
frustum: function (left, right, bottom, top, near, far)
|
|
{
|
|
var out = this.val;
|
|
|
|
var rl = 1 / (right - left);
|
|
var tb = 1 / (top - bottom);
|
|
var nf = 1 / (near - far);
|
|
|
|
out[0] = (near * 2) * rl;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
|
|
out[4] = 0;
|
|
out[5] = (near * 2) * tb;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
|
|
out[8] = (right + left) * rl;
|
|
out[9] = (top + bottom) * tb;
|
|
out[10] = (far + near) * nf;
|
|
out[11] = -1;
|
|
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = (far * near * 2) * nf;
|
|
out[15] = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a perspective projection matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#perspective
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} fovy - Vertical field of view in radians
|
|
* @param {number} aspect - Aspect ratio. Typically viewport width /height.
|
|
* @param {number} near - Near bound of the frustum.
|
|
* @param {number} far - Far bound of the frustum.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
perspective: function (fovy, aspect, near, far)
|
|
{
|
|
var out = this.val;
|
|
var f = 1.0 / Math.tan(fovy / 2);
|
|
var nf = 1 / (near - far);
|
|
|
|
out[0] = f / aspect;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
|
|
out[4] = 0;
|
|
out[5] = f;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
|
|
out[8] = 0;
|
|
out[9] = 0;
|
|
out[10] = (far + near) * nf;
|
|
out[11] = -1;
|
|
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = (2 * far * near) * nf;
|
|
out[15] = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a perspective projection matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#perspectiveLH
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - The width of the frustum.
|
|
* @param {number} height - The height of the frustum.
|
|
* @param {number} near - Near bound of the frustum.
|
|
* @param {number} far - Far bound of the frustum.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
perspectiveLH: function (width, height, near, far)
|
|
{
|
|
var out = this.val;
|
|
|
|
out[0] = (2 * near) / width;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
|
|
out[4] = 0;
|
|
out[5] = (2 * near) / height;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
|
|
out[8] = 0;
|
|
out[9] = 0;
|
|
out[10] = -far / (near - far);
|
|
out[11] = 1;
|
|
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = (near * far) / (near - far);
|
|
out[15] = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate an orthogonal projection matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#ortho
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} left - The left bound of the frustum.
|
|
* @param {number} right - The right bound of the frustum.
|
|
* @param {number} bottom - The bottom bound of the frustum.
|
|
* @param {number} top - The top bound of the frustum.
|
|
* @param {number} near - The near bound of the frustum.
|
|
* @param {number} far - The far bound of the frustum.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
ortho: function (left, right, bottom, top, near, far)
|
|
{
|
|
var out = this.val;
|
|
var lr = left - right;
|
|
var bt = bottom - top;
|
|
var nf = near - far;
|
|
|
|
// Avoid division by zero
|
|
lr = (lr === 0) ? lr : 1 / lr;
|
|
bt = (bt === 0) ? bt : 1 / bt;
|
|
nf = (nf === 0) ? nf : 1 / nf;
|
|
|
|
out[0] = -2 * lr;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
|
|
out[4] = 0;
|
|
out[5] = -2 * bt;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
|
|
out[8] = 0;
|
|
out[9] = 0;
|
|
out[10] = 2 * nf;
|
|
out[11] = 0;
|
|
|
|
out[12] = (left + right) * lr;
|
|
out[13] = (top + bottom) * bt;
|
|
out[14] = (far + near) * nf;
|
|
out[15] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a look-at matrix with the given eye position, focal point, and up axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#lookAt
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} eye - Position of the viewer
|
|
* @param {Phaser.Math.Vector3} center - Point the viewer is looking at
|
|
* @param {Phaser.Math.Vector3} up - vec3 pointing up.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
lookAt: function (eye, center, up)
|
|
{
|
|
var out = this.val;
|
|
|
|
var eyex = eye.x;
|
|
var eyey = eye.y;
|
|
var eyez = eye.z;
|
|
|
|
var upx = up.x;
|
|
var upy = up.y;
|
|
var upz = up.z;
|
|
|
|
var centerx = center.x;
|
|
var centery = center.y;
|
|
var centerz = center.z;
|
|
|
|
if (Math.abs(eyex - centerx) < EPSILON &&
|
|
Math.abs(eyey - centery) < EPSILON &&
|
|
Math.abs(eyez - centerz) < EPSILON)
|
|
{
|
|
return this.identity();
|
|
}
|
|
|
|
var z0 = eyex - centerx;
|
|
var z1 = eyey - centery;
|
|
var z2 = eyez - centerz;
|
|
|
|
var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
|
|
|
|
z0 *= len;
|
|
z1 *= len;
|
|
z2 *= len;
|
|
|
|
var x0 = upy * z2 - upz * z1;
|
|
var x1 = upz * z0 - upx * z2;
|
|
var x2 = upx * z1 - upy * z0;
|
|
|
|
len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
|
|
|
|
if (!len)
|
|
{
|
|
x0 = 0;
|
|
x1 = 0;
|
|
x2 = 0;
|
|
}
|
|
else
|
|
{
|
|
len = 1 / len;
|
|
x0 *= len;
|
|
x1 *= len;
|
|
x2 *= len;
|
|
}
|
|
|
|
var y0 = z1 * x2 - z2 * x1;
|
|
var y1 = z2 * x0 - z0 * x2;
|
|
var y2 = z0 * x1 - z1 * x0;
|
|
|
|
len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
|
|
|
|
if (!len)
|
|
{
|
|
y0 = 0;
|
|
y1 = 0;
|
|
y2 = 0;
|
|
}
|
|
else
|
|
{
|
|
len = 1 / len;
|
|
y0 *= len;
|
|
y1 *= len;
|
|
y2 *= len;
|
|
}
|
|
|
|
out[0] = x0;
|
|
out[1] = y0;
|
|
out[2] = z0;
|
|
out[3] = 0;
|
|
|
|
out[4] = x1;
|
|
out[5] = y1;
|
|
out[6] = z1;
|
|
out[7] = 0;
|
|
|
|
out[8] = x2;
|
|
out[9] = y2;
|
|
out[10] = z2;
|
|
out[11] = 0;
|
|
|
|
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
|
|
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
|
|
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
|
|
out[15] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this matrix from the given `yaw`, `pitch` and `roll` values.
|
|
*
|
|
* @method Phaser.Math.Matrix4#yawPitchRoll
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} yaw - [description]
|
|
* @param {number} pitch - [description]
|
|
* @param {number} roll - [description]
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
yawPitchRoll: function (yaw, pitch, roll)
|
|
{
|
|
this.zero();
|
|
_tempMat1.zero();
|
|
_tempMat2.zero();
|
|
|
|
var m0 = this.val;
|
|
var m1 = _tempMat1.val;
|
|
var m2 = _tempMat2.val;
|
|
|
|
// Rotate Z
|
|
var s = Math.sin(roll);
|
|
var c = Math.cos(roll);
|
|
|
|
m0[10] = 1;
|
|
m0[15] = 1;
|
|
m0[0] = c;
|
|
m0[1] = s;
|
|
m0[4] = -s;
|
|
m0[5] = c;
|
|
|
|
// Rotate X
|
|
s = Math.sin(pitch);
|
|
c = Math.cos(pitch);
|
|
|
|
m1[0] = 1;
|
|
m1[15] = 1;
|
|
m1[5] = c;
|
|
m1[10] = c;
|
|
m1[9] = -s;
|
|
m1[6] = s;
|
|
|
|
// Rotate Y
|
|
s = Math.sin(yaw);
|
|
c = Math.cos(yaw);
|
|
|
|
m2[5] = 1;
|
|
m2[15] = 1;
|
|
m2[0] = c;
|
|
m2[2] = -s;
|
|
m2[8] = s;
|
|
m2[10] = c;
|
|
|
|
this.multiplyLocal(_tempMat1);
|
|
this.multiplyLocal(_tempMat2);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#setWorldMatrix
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix.
|
|
* @param {Phaser.Math.Vector3} position - The position of the world matrix.
|
|
* @param {Phaser.Math.Vector3} scale - The scale of the world matrix.
|
|
* @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix.
|
|
* @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This Matrix4.
|
|
*/
|
|
setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix)
|
|
{
|
|
this.yawPitchRoll(rotation.y, rotation.x, rotation.z);
|
|
|
|
_tempMat1.scaling(scale.x, scale.y, scale.z);
|
|
_tempMat2.xyz(position.x, position.y, position.z);
|
|
|
|
this.multiplyLocal(_tempMat1);
|
|
this.multiplyLocal(_tempMat2);
|
|
|
|
if (viewMatrix !== undefined)
|
|
{
|
|
this.multiplyLocal(viewMatrix);
|
|
}
|
|
|
|
if (projectionMatrix !== undefined)
|
|
{
|
|
this.multiplyLocal(projectionMatrix);
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
var _tempMat1 = new Matrix4();
|
|
var _tempMat2 = new Matrix4();
|
|
|
|
module.exports = Matrix4;
|
|
|
|
|
|
/***/ }),
|
|
/* 15 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
var Matrix4 = __webpack_require__(14);
|
|
var RandomXYZ = __webpack_require__(68);
|
|
var RandomXYZW = __webpack_require__(67);
|
|
var RotateVec3 = __webpack_require__(66);
|
|
var Set = __webpack_require__(63);
|
|
var Sprite3D = __webpack_require__(13);
|
|
var Vector2 = __webpack_require__(3);
|
|
var Vector3 = __webpack_require__(2);
|
|
var Vector4 = __webpack_require__(5);
|
|
|
|
// Local cache vars
|
|
var tmpVec3 = new Vector3();
|
|
var tmpVec4 = new Vector4();
|
|
var dirvec = new Vector3();
|
|
var rightvec = new Vector3();
|
|
var billboardMatrix = new Matrix4();
|
|
|
|
// @author attribute https://github.com/mattdesl/cam3d/wiki
|
|
|
|
/**
|
|
* @typedef {object} RayDef
|
|
*
|
|
* @property {Phaser.Math.Vector3} origin - [description]
|
|
* @property {Phaser.Math.Vector3} direction - [description]
|
|
*/
|
|
|
|
/**
|
|
* @classdesc
|
|
* [description]
|
|
*
|
|
* @class Camera
|
|
* @memberOf Phaser.Cameras.Sprite3D
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - [description]
|
|
*/
|
|
var Camera = new Class({
|
|
|
|
initialize:
|
|
|
|
function Camera (scene)
|
|
{
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#scene
|
|
* @type {Phaser.Scene}
|
|
* @since 3.0.0
|
|
*/
|
|
this.scene = scene;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#displayList
|
|
* @type {Phaser.GameObjects.DisplayList}
|
|
* @since 3.0.0
|
|
*/
|
|
this.displayList = scene.sys.displayList;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#updateList
|
|
* @type {Phaser.GameObjects.UpdateList}
|
|
* @since 3.0.0
|
|
*/
|
|
this.updateList = scene.sys.updateList;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#name
|
|
* @type {string}
|
|
* @default ''
|
|
* @since 3.0.0
|
|
*/
|
|
this.name = '';
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#direction
|
|
* @type {Phaser.Math.Vector3}
|
|
* @since 3.0.0
|
|
*/
|
|
this.direction = new Vector3(0, 0, -1);
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#up
|
|
* @type {Phaser.Math.Vector3}
|
|
* @since 3.0.0
|
|
*/
|
|
this.up = new Vector3(0, 1, 0);
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#position
|
|
* @type {Phaser.Math.Vector3}
|
|
* @since 3.0.0
|
|
*/
|
|
this.position = new Vector3();
|
|
|
|
// The mapping from 3D size units to pixels.
|
|
// In the default case 1 3D unit = 128 pixels. So a sprite that is
|
|
// 256 x 128 px in size will be 2 x 1 units.
|
|
// Change to whatever best fits your game assets.
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#pixelScale
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
this.pixelScale = 128;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#projection
|
|
* @type {Phaser.Math.Matrix4}
|
|
* @since 3.0.0
|
|
*/
|
|
this.projection = new Matrix4();
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#view
|
|
* @type {Phaser.Math.Matrix4}
|
|
* @since 3.0.0
|
|
*/
|
|
this.view = new Matrix4();
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#combined
|
|
* @type {Phaser.Math.Matrix4}
|
|
* @since 3.0.0
|
|
*/
|
|
this.combined = new Matrix4();
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#invProjectionView
|
|
* @type {Phaser.Math.Matrix4}
|
|
* @since 3.0.0
|
|
*/
|
|
this.invProjectionView = new Matrix4();
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#near
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
this.near = 1;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#far
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
this.far = 100;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#ray
|
|
* @type {RayDef}
|
|
* @since 3.0.0
|
|
*/
|
|
this.ray = {
|
|
origin: new Vector3(),
|
|
direction: new Vector3()
|
|
};
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#viewportWidth
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.viewportWidth = 0;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#viewportHeight
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.viewportHeight = 0;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#billboardMatrixDirty
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.billboardMatrixDirty = true;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D#children
|
|
* @type {Phaser.Structs.Set.<Phaser.GameObjects.GameObject>}
|
|
* @since 3.0.0
|
|
*/
|
|
this.children = new Set();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setPosition
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - [description]
|
|
* @param {number} y - [description]
|
|
* @param {number} z - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setPosition: function (x, y, z)
|
|
{
|
|
this.position.set(x, y, z);
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setScene
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setScene: function (scene)
|
|
{
|
|
this.scene = scene;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setPixelScale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setPixelScale: function (value)
|
|
{
|
|
this.pixelScale = value;
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.Sprite3D} sprite3D - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D} [description]
|
|
*/
|
|
add: function (sprite3D)
|
|
{
|
|
this.children.set(sprite3D);
|
|
|
|
this.displayList.add(sprite3D.gameObject);
|
|
this.updateList.add(sprite3D.gameObject);
|
|
|
|
this.updateChildren();
|
|
|
|
return sprite3D;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#remove
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} child - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
remove: function (child)
|
|
{
|
|
this.displayList.remove(child.gameObject);
|
|
this.updateList.remove(child.gameObject);
|
|
|
|
this.children.delete(child);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#clear
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
clear: function ()
|
|
{
|
|
var children = this.getChildren();
|
|
|
|
for (var i = 0; i < children.length; i++)
|
|
{
|
|
this.remove(children[i]);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#getChildren
|
|
* @since 3.0.0
|
|
*
|
|
* @return {array} [description]
|
|
*/
|
|
getChildren: function ()
|
|
{
|
|
return this.children.entries;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#create
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - [description]
|
|
* @param {number} y - [description]
|
|
* @param {number} z - [description]
|
|
* @param {string} key - [description]
|
|
* @param {(string|number)} frame - [description]
|
|
* @param {boolean} [visible=true] - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D} [description]
|
|
*/
|
|
create: function (x, y, z, key, frame, visible)
|
|
{
|
|
if (visible === undefined) { visible = true; }
|
|
|
|
var child = new Sprite3D(this.scene, x, y, z, key, frame);
|
|
|
|
this.displayList.add(child.gameObject);
|
|
this.updateList.add(child.gameObject);
|
|
|
|
child.visible = visible;
|
|
|
|
this.children.set(child);
|
|
|
|
this.updateChildren();
|
|
|
|
return child;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#createMultiple
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} quantity - [description]
|
|
* @param {string} key - [description]
|
|
* @param {(string|number)} frame - [description]
|
|
* @param {boolean} [visible=true] - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D[]} [description]
|
|
*/
|
|
createMultiple: function (quantity, key, frame, visible)
|
|
{
|
|
if (visible === undefined) { visible = true; }
|
|
|
|
var output = [];
|
|
|
|
for (var i = 0; i < quantity; i++)
|
|
{
|
|
var child = new Sprite3D(this.scene, 0, 0, 0, key, frame);
|
|
|
|
this.displayList.add(child.gameObject);
|
|
this.updateList.add(child.gameObject);
|
|
|
|
child.visible = visible;
|
|
|
|
this.children.set(child);
|
|
|
|
output.push(child);
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
// Create a bunch of Sprite3D objects in a rectangle
|
|
// size and spacing are Vec3s (or if integers are converted to vec3s)
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#createRect
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|{x:number,y:number})} size - [description]
|
|
* @param {(number|{x:number,y:number,z:number})} spacing - [description]
|
|
* @param {string} key - [description]
|
|
* @param {(string|number)} [frame] - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D[]} [description]
|
|
*/
|
|
createRect: function (size, spacing, key, frame)
|
|
{
|
|
if (typeof size === 'number') { size = { x: size, y: size, z: size }; }
|
|
if (typeof spacing === 'number') { spacing = { x: spacing, y: spacing, z: spacing }; }
|
|
|
|
var quantity = size.x * size.y * size.z;
|
|
|
|
var sprites = this.createMultiple(quantity, key, frame);
|
|
|
|
var i = 0;
|
|
|
|
for (var z = 0.5 - (size.z / 2); z < (size.z / 2); z++)
|
|
{
|
|
for (var y = 0.5 - (size.y / 2); y < (size.y / 2); y++)
|
|
{
|
|
for (var x = 0.5 - (size.x / 2); x < (size.x / 2); x++)
|
|
{
|
|
var bx = (x * spacing.x);
|
|
var by = (y * spacing.y);
|
|
var bz = (z * spacing.z);
|
|
|
|
sprites[i].position.set(bx, by, bz);
|
|
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
this.update();
|
|
|
|
return sprites;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#randomSphere
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [radius=1] - [description]
|
|
* @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
randomSphere: function (radius, sprites)
|
|
{
|
|
if (sprites === undefined) { sprites = this.getChildren(); }
|
|
|
|
for (var i = 0; i < sprites.length; i++)
|
|
{
|
|
RandomXYZ(sprites[i].position, radius);
|
|
}
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#randomCube
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [scale=1] - [description]
|
|
* @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
randomCube: function (scale, sprites)
|
|
{
|
|
if (sprites === undefined) { sprites = this.getChildren(); }
|
|
|
|
for (var i = 0; i < sprites.length; i++)
|
|
{
|
|
RandomXYZW(sprites[i].position, scale);
|
|
}
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#translateChildren
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} vec3 - [description]
|
|
* @param {Phaser.GameObjects.Sprite3D[]} sprites - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
translateChildren: function (vec3, sprites)
|
|
{
|
|
if (sprites === undefined) { sprites = this.getChildren(); }
|
|
|
|
for (var i = 0; i < sprites.length; i++)
|
|
{
|
|
sprites[i].position.add(vec3);
|
|
}
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#transformChildren
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} mat4 - [description]
|
|
* @param {Phaser.GameObjects.Sprite3D[]} sprites - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
transformChildren: function (mat4, sprites)
|
|
{
|
|
if (sprites === undefined) { sprites = this.getChildren(); }
|
|
|
|
for (var i = 0; i < sprites.length; i++)
|
|
{
|
|
sprites[i].position.transformMat4(mat4);
|
|
}
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* Sets the width and height of the viewport. Does not update any matrices.
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setViewport
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - [description]
|
|
* @param {number} height - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setViewport: function (width, height)
|
|
{
|
|
this.viewportWidth = width;
|
|
this.viewportHeight = height;
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* Translates this camera by a specified Vector3 object
|
|
* or x, y, z parameters. Any undefined x y z values will
|
|
* default to zero, leaving that component unaffected.
|
|
* If you wish to set the camera position directly call setPosition instead.
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#translate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|object)} x - [description]
|
|
* @param {number} [y] - [description]
|
|
* @param {number} [z] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
translate: function (x, y, z)
|
|
{
|
|
if (typeof x === 'object')
|
|
{
|
|
this.position.x += x.x || 0;
|
|
this.position.y += x.y || 0;
|
|
this.position.z += x.z || 0;
|
|
}
|
|
else
|
|
{
|
|
this.position.x += x || 0;
|
|
this.position.y += y || 0;
|
|
this.position.z += z || 0;
|
|
}
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#lookAt
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|object)} x - [description]
|
|
* @param {number} [y] - [description]
|
|
* @param {number} [z] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
lookAt: function (x, y, z)
|
|
{
|
|
var dir = this.direction;
|
|
var up = this.up;
|
|
|
|
if (typeof x === 'object')
|
|
{
|
|
dir.copy(x);
|
|
}
|
|
else
|
|
{
|
|
dir.set(x, y, z);
|
|
}
|
|
|
|
dir.subtract(this.position).normalize();
|
|
|
|
// Calculate right vector
|
|
tmpVec3.copy(dir).cross(up).normalize();
|
|
|
|
// Calculate up vector
|
|
up.copy(tmpVec3).cross(dir).normalize();
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#rotate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} radians - [description]
|
|
* @param {Phaser.Math.Vector3} axis - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
rotate: function (radians, axis)
|
|
{
|
|
RotateVec3(this.direction, axis, radians);
|
|
RotateVec3(this.up, axis, radians);
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#rotateAround
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} point - [description]
|
|
* @param {number} radians - [description]
|
|
* @param {Phaser.Math.Vector3} axis - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
rotateAround: function (point, radians, axis)
|
|
{
|
|
tmpVec3.copy(point).subtract(this.position);
|
|
|
|
this.translate(tmpVec3);
|
|
this.rotate(radians, axis);
|
|
this.translate(tmpVec3.negate());
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#project
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} vec - [description]
|
|
* @param {Phaser.Math.Vector4} out - [description]
|
|
*
|
|
* @return {Phaser.Math.Vector4} [description]
|
|
*/
|
|
project: function (vec, out)
|
|
{
|
|
if (out === undefined) { out = new Vector4(); }
|
|
|
|
// TODO: support viewport XY
|
|
var viewportWidth = this.viewportWidth;
|
|
var viewportHeight = this.viewportHeight;
|
|
var n = Camera.NEAR_RANGE;
|
|
var f = Camera.FAR_RANGE;
|
|
|
|
// For useful Z and W values we should do the usual steps: clip space -> NDC -> window coords
|
|
|
|
// Implicit 1.0 for w component
|
|
tmpVec4.set(vec.x, vec.y, vec.z, 1.0);
|
|
|
|
// Transform into clip space
|
|
tmpVec4.transformMat4(this.combined);
|
|
|
|
// Avoid divide by zero when 0x0x0 camera projects to a 0x0x0 vec3
|
|
if (tmpVec4.w === 0)
|
|
{
|
|
tmpVec4.w = 1;
|
|
}
|
|
|
|
// Now into NDC
|
|
tmpVec4.x = tmpVec4.x / tmpVec4.w;
|
|
tmpVec4.y = tmpVec4.y / tmpVec4.w;
|
|
tmpVec4.z = tmpVec4.z / tmpVec4.w;
|
|
|
|
// And finally into window coordinates
|
|
out.x = viewportWidth / 2 * tmpVec4.x + (0 + viewportWidth / 2);
|
|
out.y = viewportHeight / 2 * tmpVec4.y + (0 + viewportHeight / 2);
|
|
out.z = (f - n) / 2 * tmpVec4.z + (f + n) / 2;
|
|
|
|
// If the out vector has a fourth component, we also store (1/clip.w), same idea as gl_FragCoord.w
|
|
if (out.w === 0 || out.w)
|
|
{
|
|
out.w = 1 / tmpVec4.w;
|
|
}
|
|
|
|
return out;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#unproject
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} vec - [description]
|
|
* @param {Phaser.Math.Vector3} out - [description]
|
|
*
|
|
* @return {Phaser.Math.Vector3} [description]
|
|
*/
|
|
unproject: function (vec, out)
|
|
{
|
|
if (out === undefined) { out = new Vector3(); }
|
|
|
|
var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
|
|
|
|
return out.copy(vec).unproject(viewport, this.invProjectionView);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#getPickRay
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - [description]
|
|
* @param {number} [y] - [description]
|
|
*
|
|
* @return {RayDef} [description]
|
|
*/
|
|
getPickRay: function (x, y)
|
|
{
|
|
var origin = this.ray.origin.set(x, y, 0);
|
|
var direction = this.ray.direction.set(x, y, 1);
|
|
var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
|
|
var mtx = this.invProjectionView;
|
|
|
|
origin.unproject(viewport, mtx);
|
|
|
|
direction.unproject(viewport, mtx);
|
|
|
|
direction.subtract(origin).normalize();
|
|
|
|
return this.ray;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#updateChildren
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
updateChildren: function ()
|
|
{
|
|
var children = this.children.entries;
|
|
|
|
for (var i = 0; i < children.length; i++)
|
|
{
|
|
children[i].project(this);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
// Overriden by subclasses
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#update
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
update: function ()
|
|
{
|
|
return this.updateChildren();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#updateBillboardMatrix
|
|
* @since 3.0.0
|
|
*/
|
|
updateBillboardMatrix: function ()
|
|
{
|
|
var dir = dirvec.set(this.direction).negate();
|
|
|
|
// Better view-aligned billboards might use this:
|
|
// var dir = tmp.set(camera.position).subtract(p).normalize();
|
|
|
|
var right = rightvec.set(this.up).cross(dir).normalize();
|
|
var up = tmpVec3.set(dir).cross(right).normalize();
|
|
|
|
var out = billboardMatrix.val;
|
|
|
|
out[0] = right.x;
|
|
out[1] = right.y;
|
|
out[2] = right.z;
|
|
out[3] = 0;
|
|
|
|
out[4] = up.x;
|
|
out[5] = up.y;
|
|
out[6] = up.z;
|
|
out[7] = 0;
|
|
|
|
out[8] = dir.x;
|
|
out[9] = dir.y;
|
|
out[10] = dir.z;
|
|
out[11] = 0;
|
|
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = 0;
|
|
out[15] = 1;
|
|
|
|
this.billboardMatrixDirty = false;
|
|
},
|
|
|
|
/**
|
|
* This is a utility function for canvas 3D rendering,
|
|
* which determines the "point size" of a camera-facing
|
|
* sprite billboard given its 3D world position
|
|
* (origin at center of sprite) and its world width
|
|
* and height in x/y.
|
|
*
|
|
* We place into the output Vector2 the scaled width
|
|
* and height. If no `out` is specified, a new Vector2
|
|
* will be created for convenience (this should be avoided
|
|
* in tight loops).
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#getPointSize
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector2} vec - The position of the 3D Sprite.
|
|
* @param {Phaser.Math.Vector2} size - The x and y dimensions.
|
|
* @param {Phaser.Math.Vector2} out - The result, scaled x and y dimensions.
|
|
*
|
|
* @return {Phaser.Math.Vector2} [description]
|
|
*/
|
|
getPointSize: function (vec, size, out)
|
|
{
|
|
if (out === undefined) { out = new Vector2(); }
|
|
|
|
// TODO: optimize this with a simple distance calculation:
|
|
// https://developer.valvesoftware.com/wiki/Field_of_View
|
|
|
|
if (this.billboardMatrixDirty)
|
|
{
|
|
this.updateBillboardMatrix();
|
|
}
|
|
|
|
var tmp = tmpVec3;
|
|
|
|
var dx = (size.x / this.pixelScale) / 2;
|
|
var dy = (size.y / this.pixelScale) / 2;
|
|
|
|
tmp.set(-dx, -dy, 0).transformMat4(billboardMatrix).add(vec);
|
|
|
|
this.project(tmp, tmp);
|
|
|
|
var tlx = tmp.x;
|
|
var tly = tmp.y;
|
|
|
|
tmp.set(dx, dy, 0).transformMat4(billboardMatrix).add(vec);
|
|
|
|
this.project(tmp, tmp);
|
|
|
|
var brx = tmp.x;
|
|
var bry = tmp.y;
|
|
|
|
// var w = Math.abs(brx - tlx);
|
|
// var h = Math.abs(bry - tly);
|
|
|
|
// Allow the projection to get negative ...
|
|
var w = brx - tlx;
|
|
var h = bry - tly;
|
|
|
|
return out.set(w, h);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.children.clear();
|
|
|
|
this.scene = undefined;
|
|
this.children = undefined;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setX: function (value)
|
|
{
|
|
this.position.x = value;
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setY: function (value)
|
|
{
|
|
this.position.y = value;
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.Camera#setZ
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
|
|
*/
|
|
setZ: function (value)
|
|
{
|
|
this.position.z = value;
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.Camera#x
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
x: {
|
|
get: function ()
|
|
{
|
|
return this.position.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.position.x = value;
|
|
this.update();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.Camera#y
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
y: {
|
|
get: function ()
|
|
{
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.position.y = value;
|
|
this.update();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.Camera#z
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
z: {
|
|
get: function ()
|
|
{
|
|
return this.position.z;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.position.z = value;
|
|
this.update();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
Camera.FAR_RANGE = 1.0;
|
|
Camera.NEAR_RANGE = 0.0;
|
|
|
|
module.exports = Camera;
|
|
|
|
|
|
/***/ }),
|
|
/* 16 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Phaser Scale Modes.
|
|
*
|
|
* @name Phaser.ScaleModes
|
|
* @enum {integer}
|
|
* @memberOf Phaser
|
|
* @readOnly
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
module.exports = {
|
|
|
|
/**
|
|
* Default Scale Mode (Linear).
|
|
*
|
|
* @name Phaser.ScaleModes.DEFAULT
|
|
*/
|
|
DEFAULT: 0,
|
|
|
|
/**
|
|
* Linear Scale Mode.
|
|
*
|
|
* @name Phaser.ScaleModes.LINEAR
|
|
*/
|
|
LINEAR: 0,
|
|
|
|
/**
|
|
* Nearest Scale Mode.
|
|
*
|
|
* @name Phaser.ScaleModes.NEAREST
|
|
*/
|
|
NEAREST: 1
|
|
|
|
};
|
|
|
|
|
|
/***/ }),
|
|
/* 17 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var RND = __webpack_require__(72);
|
|
|
|
var MATH_CONST = {
|
|
|
|
/**
|
|
* The value of PI * 2.
|
|
*
|
|
* @name Phaser.Math.PI2
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
PI2: Math.PI * 2,
|
|
|
|
/**
|
|
* The value of PI * 0.5.
|
|
*
|
|
* @name Phaser.Math.TAU
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
TAU: Math.PI * 0.5,
|
|
|
|
/**
|
|
* An epsilon value (1.0e-6)
|
|
*
|
|
* @name Phaser.Math.EPSILON
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
EPSILON: 1.0e-6,
|
|
|
|
/**
|
|
* For converting degrees to radians (PI / 180)
|
|
*
|
|
* @name Phaser.Math.DEG_TO_RAD
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
DEG_TO_RAD: Math.PI / 180,
|
|
|
|
/**
|
|
* For converting radians to degrees (180 / PI)
|
|
*
|
|
* @name Phaser.Math.RAD_TO_DEG
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
RAD_TO_DEG: 180 / Math.PI,
|
|
|
|
/**
|
|
* An instance of the Random Number Generator.
|
|
*
|
|
* @name Phaser.Math.RND
|
|
* @type {Phaser.Math.RandomDataGenerator}
|
|
* @since 3.0.0
|
|
*/
|
|
RND: new RND()
|
|
|
|
};
|
|
|
|
module.exports = MATH_CONST;
|
|
|
|
|
|
/***/ }),
|
|
/* 18 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Phaser Blend Modes.
|
|
*
|
|
* @name Phaser.BlendModes
|
|
* @enum {integer}
|
|
* @memberOf Phaser
|
|
* @readOnly
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
module.exports = {
|
|
|
|
/**
|
|
* Skips the Blend Mode check in the renderer.
|
|
*
|
|
* @name Phaser.BlendModes.SKIP_CHECK
|
|
*/
|
|
SKIP_CHECK: -1,
|
|
|
|
/**
|
|
* Normal blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.NORMAL
|
|
*/
|
|
NORMAL: 0,
|
|
|
|
/**
|
|
* Add blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.ADD
|
|
*/
|
|
ADD: 1,
|
|
|
|
/**
|
|
* Multiply blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.MULTIPLY
|
|
*/
|
|
MULTIPLY: 2,
|
|
|
|
/**
|
|
* Screen blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.SCREEN
|
|
*/
|
|
SCREEN: 3,
|
|
|
|
/**
|
|
* Overlay blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.OVERLAY
|
|
*/
|
|
OVERLAY: 4,
|
|
|
|
/**
|
|
* Darken blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.DARKEN
|
|
*/
|
|
DARKEN: 5,
|
|
|
|
/**
|
|
* Lighten blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.LIGHTEN
|
|
*/
|
|
LIGHTEN: 6,
|
|
|
|
/**
|
|
* Color Dodge blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.COLOR_DODGE
|
|
*/
|
|
COLOR_DODGE: 7,
|
|
|
|
/**
|
|
* Color Burn blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.COLOR_BURN
|
|
*/
|
|
COLOR_BURN: 8,
|
|
|
|
/**
|
|
* Hard Light blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.HARD_LIGHT
|
|
*/
|
|
HARD_LIGHT: 9,
|
|
|
|
/**
|
|
* Soft Light blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.SOFT_LIGHT
|
|
*/
|
|
SOFT_LIGHT: 10,
|
|
|
|
/**
|
|
* Difference blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.DIFFERENCE
|
|
*/
|
|
DIFFERENCE: 11,
|
|
|
|
/**
|
|
* Exclusion blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.EXCLUSION
|
|
*/
|
|
EXCLUSION: 12,
|
|
|
|
/**
|
|
* Hue blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.HUE
|
|
*/
|
|
HUE: 13,
|
|
|
|
/**
|
|
* Saturation blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.SATURATION
|
|
*/
|
|
SATURATION: 14,
|
|
|
|
/**
|
|
* Color blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.COLOR
|
|
*/
|
|
COLOR: 15,
|
|
|
|
/**
|
|
* Luminosity blend mode.
|
|
*
|
|
* @name Phaser.BlendModes.LUMINOSITY
|
|
*/
|
|
LUMINOSITY: 16
|
|
|
|
};
|
|
|
|
|
|
/***/ }),
|
|
/* 19 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Global Plugin is installed just once into the Game owned Plugin Manager.
|
|
* It can listen for Game events and respond to them.
|
|
*
|
|
* @class BasePlugin
|
|
* @memberOf Phaser.Plugins
|
|
* @constructor
|
|
* @since 3.8.0
|
|
*
|
|
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
|
|
*/
|
|
var BasePlugin = new Class({
|
|
|
|
initialize:
|
|
|
|
function BasePlugin (pluginManager)
|
|
{
|
|
/**
|
|
* A handy reference to the Plugin Manager that is responsible for this plugin.
|
|
* Can be used as a route to gain access to game systems and events.
|
|
*
|
|
* @name Phaser.Plugins.BasePlugin#pluginManager
|
|
* @type {Phaser.Plugins.PluginManager}
|
|
* @protected
|
|
* @since 3.8.0
|
|
*/
|
|
this.pluginManager = pluginManager;
|
|
|
|
/**
|
|
* A reference to the Game instance this plugin is running under.
|
|
*
|
|
* @name Phaser.Plugins.BasePlugin#game
|
|
* @type {Phaser.Game}
|
|
* @protected
|
|
* @since 3.8.0
|
|
*/
|
|
this.game = pluginManager.game;
|
|
|
|
/**
|
|
* A reference to the Scene that has installed this plugin.
|
|
* Only set if it's a Scene Plugin, otherwise `null`.
|
|
* This property is only set when the plugin is instantiated and added to the Scene, not before.
|
|
* You cannot use it during the `init` method, but you can during the `boot` method.
|
|
*
|
|
* @name Phaser.Plugins.BasePlugin#scene
|
|
* @type {?Phaser.Scene}
|
|
* @protected
|
|
* @since 3.8.0
|
|
*/
|
|
this.scene;
|
|
|
|
/**
|
|
* A reference to the Scene Systems of the Scene that has installed this plugin.
|
|
* Only set if it's a Scene Plugin, otherwise `null`.
|
|
* This property is only set when the plugin is instantiated and added to the Scene, not before.
|
|
* You cannot use it during the `init` method, but you can during the `boot` method.
|
|
*
|
|
* @name Phaser.Plugins.BasePlugin#systems
|
|
* @type {?Phaser.Scenes.Systems}
|
|
* @protected
|
|
* @since 3.8.0
|
|
*/
|
|
this.systems;
|
|
},
|
|
|
|
/**
|
|
* Called by the PluginManager when this plugin is first instantiated.
|
|
* It will never be called again on this instance.
|
|
* In here you can set-up whatever you need for this plugin to run.
|
|
* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
|
|
*
|
|
* @method Phaser.Plugins.BasePlugin#init
|
|
* @since 3.8.0
|
|
*
|
|
* @param {?any} [data] - A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually).
|
|
*/
|
|
init: function ()
|
|
{
|
|
},
|
|
|
|
/**
|
|
* Called by the PluginManager when this plugin is started.
|
|
* If a plugin is stopped, and then started again, this will get called again.
|
|
* Typically called immediately after `BasePlugin.init`.
|
|
*
|
|
* @method Phaser.Plugins.BasePlugin#start
|
|
* @since 3.8.0
|
|
*/
|
|
start: function ()
|
|
{
|
|
// Here are the game-level events you can listen to.
|
|
// At the very least you should offer a destroy handler for when the game closes down.
|
|
|
|
// var eventEmitter = this.game.events;
|
|
|
|
// eventEmitter.once('destroy', this.gameDestroy, this);
|
|
// eventEmitter.on('pause', this.gamePause, this);
|
|
// eventEmitter.on('resume', this.gameResume, this);
|
|
// eventEmitter.on('resize', this.gameResize, this);
|
|
// eventEmitter.on('prestep', this.gamePreStep, this);
|
|
// eventEmitter.on('step', this.gameStep, this);
|
|
// eventEmitter.on('poststep', this.gamePostStep, this);
|
|
// eventEmitter.on('prerender', this.gamePreRender, this);
|
|
// eventEmitter.on('postrender', this.gamePostRender, this);
|
|
},
|
|
|
|
/**
|
|
* Called by the PluginManager when this plugin is stopped.
|
|
* The game code has requested that your plugin stop doing whatever it does.
|
|
* It is now considered as 'inactive' by the PluginManager.
|
|
* Handle that process here (i.e. stop listening for events, etc)
|
|
* If the plugin is started again then `BasePlugin.start` will be called again.
|
|
*
|
|
* @method Phaser.Plugins.BasePlugin#stop
|
|
* @since 3.8.0
|
|
*/
|
|
stop: function ()
|
|
{
|
|
},
|
|
|
|
/**
|
|
* If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots.
|
|
* By this point the plugin properties `scene` and `systems` will have already been set.
|
|
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
|
|
*
|
|
* @method Phaser.Plugins.BasePlugin#boot
|
|
* @since 3.8.0
|
|
*/
|
|
boot: function ()
|
|
{
|
|
// Here are the Scene events you can listen to.
|
|
// At the very least you should offer a destroy handler for when the Scene closes down.
|
|
|
|
// var eventEmitter = this.systems.events;
|
|
|
|
// eventEmitter.once('destroy', this.sceneDestroy, this);
|
|
// eventEmitter.on('start', this.sceneStart, this);
|
|
// eventEmitter.on('preupdate', this.scenePreUpdate, this);
|
|
// eventEmitter.on('update', this.sceneUpdate, this);
|
|
// eventEmitter.on('postupdate', this.scenePostUpdate, this);
|
|
// eventEmitter.on('pause', this.scenePause, this);
|
|
// eventEmitter.on('resume', this.sceneResume, this);
|
|
// eventEmitter.on('sleep', this.sceneSleep, this);
|
|
// eventEmitter.on('wake', this.sceneWake, this);
|
|
// eventEmitter.on('shutdown', this.sceneShutdown, this);
|
|
// eventEmitter.on('destroy', this.sceneDestroy, this);
|
|
},
|
|
|
|
/**
|
|
* Game instance has been destroyed.
|
|
* You must release everything in here, all references, all objects, free it all up.
|
|
*
|
|
* @method Phaser.Plugins.BasePlugin#destroy
|
|
* @since 3.8.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.pluginManager = null;
|
|
this.game = null;
|
|
this.scene = null;
|
|
this.systems = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = BasePlugin;
|
|
|
|
|
|
/***/ }),
|
|
/* 20 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
|
|
*/
|
|
|
|
var BasePlugin = __webpack_require__(19);
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
|
|
* It can listen for Scene events and respond to them.
|
|
* It can map itself to a Scene property, or into the Scene Systems, or both.
|
|
*
|
|
* @class ScenePlugin
|
|
* @memberOf Phaser.Plugins
|
|
* @extends Phaser.Plugins.BasePlugin
|
|
* @constructor
|
|
* @since 3.8.0
|
|
*
|
|
* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
|
|
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
|
|
*/
|
|
var ScenePlugin = new Class({
|
|
|
|
Extends: BasePlugin,
|
|
|
|
initialize:
|
|
|
|
function ScenePlugin (scene, pluginManager)
|
|
{
|
|
BasePlugin.call(this, pluginManager);
|
|
|
|
this.scene = scene;
|
|
this.systems = scene.sys;
|
|
|
|
scene.sys.events.once('boot', this.boot, this);
|
|
},
|
|
|
|
/**
|
|
* This method is called when the Scene boots. It is only ever called once.
|
|
*
|
|
* By this point the plugin properties `scene` and `systems` will have already been set.
|
|
*
|
|
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
|
|
* Here are the Scene events you can listen to:
|
|
*
|
|
* start
|
|
* ready
|
|
* preupdate
|
|
* update
|
|
* postupdate
|
|
* resize
|
|
* pause
|
|
* resume
|
|
* sleep
|
|
* wake
|
|
* transitioninit
|
|
* transitionstart
|
|
* transitioncomplete
|
|
* transitionout
|
|
* shutdown
|
|
* destroy
|
|
*
|
|
* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
|
|
*
|
|
* ```javascript
|
|
* var eventEmitter = this.systems.events;
|
|
* eventEmitter.once('destroy', this.sceneDestroy, this);
|
|
* ```
|
|
*
|
|
* @method Phaser.Plugins.ScenePlugin#boot
|
|
* @since 3.8.0
|
|
*/
|
|
boot: function ()
|
|
{
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = ScenePlugin;
|
|
|
|
|
|
/***/ }),
|
|
/* 21 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Camera = __webpack_require__(15);
|
|
var Class = __webpack_require__(0);
|
|
var Vector3 = __webpack_require__(2);
|
|
|
|
// Local cache vars
|
|
var tmpVec3 = new Vector3();
|
|
|
|
/**
|
|
* @classdesc
|
|
* [description]
|
|
*
|
|
* @class PerspectiveCamera
|
|
* @extends Phaser.Cameras.Sprite3D.Camera
|
|
* @memberOf Phaser.Cameras.Sprite3D
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - [description]
|
|
* @param {integer} [fieldOfView=80] - [description]
|
|
* @param {integer} [viewportWidth=0] - [description]
|
|
* @param {integer} [viewportHeight=0] - [description]
|
|
*/
|
|
var PerspectiveCamera = new Class({
|
|
|
|
Extends: Camera,
|
|
|
|
// FOV is converted to radians automatically
|
|
initialize:
|
|
|
|
function PerspectiveCamera (scene, fieldOfView, viewportWidth, viewportHeight)
|
|
{
|
|
if (fieldOfView === undefined) { fieldOfView = 80; }
|
|
if (viewportWidth === undefined) { viewportWidth = 0; }
|
|
if (viewportHeight === undefined) { viewportHeight = 0; }
|
|
|
|
Camera.call(this, scene);
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.PerspectiveCamera#viewportWidth
|
|
* @type {integer}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.viewportWidth = viewportWidth;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.PerspectiveCamera#viewportHeight
|
|
* @type {integer}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.viewportHeight = viewportHeight;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.PerspectiveCamera#fieldOfView
|
|
* @type {integer}
|
|
* @default 80
|
|
* @since 3.0.0
|
|
*/
|
|
this.fieldOfView = fieldOfView * Math.PI / 180;
|
|
|
|
this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.PerspectiveCamera#setFOV
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
|
|
*/
|
|
setFOV: function (value)
|
|
{
|
|
this.fieldOfView = value * Math.PI / 180;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.PerspectiveCamera#update
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
|
|
*/
|
|
update: function ()
|
|
{
|
|
var aspect = this.viewportWidth / this.viewportHeight;
|
|
|
|
// Create a perspective matrix for our camera
|
|
this.projection.perspective(
|
|
this.fieldOfView,
|
|
aspect,
|
|
Math.abs(this.near),
|
|
Math.abs(this.far)
|
|
);
|
|
|
|
// Build the view matrix
|
|
tmpVec3.copy(this.position).add(this.direction);
|
|
|
|
this.view.lookAt(this.position, tmpVec3, this.up);
|
|
|
|
// Projection * view matrix
|
|
this.combined.copy(this.projection).multiply(this.view);
|
|
|
|
// Invert combined matrix, used for unproject
|
|
this.invProjectionView.copy(this.combined).invert();
|
|
|
|
this.billboardMatrixDirty = true;
|
|
|
|
this.updateChildren();
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = PerspectiveCamera;
|
|
|
|
|
|
/***/ }),
|
|
/* 22 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Renders this Game Object with the Canvas Renderer to the given Camera.
|
|
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
|
* This method should not be called directly. It is a utility function of the Render module.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite#renderCanvas
|
|
* @since 3.0.0
|
|
* @private
|
|
*
|
|
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
|
|
* @param {Phaser.GameObjects.Sprite} src - The Game Object being rendered in this call.
|
|
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
|
*/
|
|
var SpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
|
|
{
|
|
renderer.batchSprite(src, src.frame, camera, parentMatrix);
|
|
};
|
|
|
|
module.exports = SpriteCanvasRenderer;
|
|
|
|
|
|
/***/ }),
|
|
/* 23 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Renders this Game Object with the WebGL Renderer to the given Camera.
|
|
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
|
* This method should not be called directly. It is a utility function of the Render module.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite#renderWebGL
|
|
* @since 3.0.0
|
|
* @private
|
|
*
|
|
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
|
|
* @param {Phaser.GameObjects.Sprite} src - The Game Object being rendered in this call.
|
|
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
|
*/
|
|
var SpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
|
|
{
|
|
this.pipeline.batchSprite(src, camera, parentMatrix);
|
|
};
|
|
|
|
module.exports = SpriteWebGLRenderer;
|
|
|
|
|
|
/***/ }),
|
|
/* 24 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var renderWebGL = __webpack_require__(6);
|
|
var renderCanvas = __webpack_require__(6);
|
|
|
|
if (typeof WEBGL_RENDERER)
|
|
{
|
|
renderWebGL = __webpack_require__(23);
|
|
}
|
|
|
|
if (typeof CANVAS_RENDERER)
|
|
{
|
|
renderCanvas = __webpack_require__(22);
|
|
}
|
|
|
|
module.exports = {
|
|
|
|
renderWebGL: renderWebGL,
|
|
renderCanvas: renderCanvas
|
|
|
|
};
|
|
|
|
|
|
/***/ }),
|
|
/* 25 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
var Components = __webpack_require__(11);
|
|
var GameObject = __webpack_require__(12);
|
|
var SpriteRender = __webpack_require__(24);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Sprite Game Object.
|
|
*
|
|
* A Sprite Game Object is used for the display of both static and animated images in your game.
|
|
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
|
|
* and animated.
|
|
*
|
|
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
|
|
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
|
|
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
|
|
*
|
|
* @class Sprite
|
|
* @extends Phaser.GameObjects.GameObject
|
|
* @memberOf Phaser.GameObjects
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @extends Phaser.GameObjects.Components.Alpha
|
|
* @extends Phaser.GameObjects.Components.BlendMode
|
|
* @extends Phaser.GameObjects.Components.Depth
|
|
* @extends Phaser.GameObjects.Components.Flip
|
|
* @extends Phaser.GameObjects.Components.GetBounds
|
|
* @extends Phaser.GameObjects.Components.Mask
|
|
* @extends Phaser.GameObjects.Components.Origin
|
|
* @extends Phaser.GameObjects.Components.Pipeline
|
|
* @extends Phaser.GameObjects.Components.ScaleMode
|
|
* @extends Phaser.GameObjects.Components.ScrollFactor
|
|
* @extends Phaser.GameObjects.Components.Size
|
|
* @extends Phaser.GameObjects.Components.TextureCrop
|
|
* @extends Phaser.GameObjects.Components.Tint
|
|
* @extends Phaser.GameObjects.Components.Transform
|
|
* @extends Phaser.GameObjects.Components.Visible
|
|
*
|
|
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
|
|
* @param {number} x - The horizontal position of this Game Object in the world.
|
|
* @param {number} y - The vertical position of this Game Object in the world.
|
|
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
|
*/
|
|
var Sprite = new Class({
|
|
|
|
Extends: GameObject,
|
|
|
|
Mixins: [
|
|
Components.Alpha,
|
|
Components.BlendMode,
|
|
Components.Depth,
|
|
Components.Flip,
|
|
Components.GetBounds,
|
|
Components.Mask,
|
|
Components.Origin,
|
|
Components.Pipeline,
|
|
Components.ScaleMode,
|
|
Components.ScrollFactor,
|
|
Components.Size,
|
|
Components.TextureCrop,
|
|
Components.Tint,
|
|
Components.Transform,
|
|
Components.Visible,
|
|
SpriteRender
|
|
],
|
|
|
|
initialize:
|
|
|
|
function Sprite (scene, x, y, texture, frame)
|
|
{
|
|
GameObject.call(this, scene, 'Sprite');
|
|
|
|
/**
|
|
* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite#_crop
|
|
* @type {object}
|
|
* @private
|
|
* @since 3.11.0
|
|
*/
|
|
this._crop = this.resetCropObject();
|
|
|
|
/**
|
|
* The Animation Controller of this Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.Sprite#anims
|
|
* @type {Phaser.GameObjects.Components.Animation}
|
|
* @since 3.0.0
|
|
*/
|
|
this.anims = new Components.Animation(this);
|
|
|
|
this.setTexture(texture, frame);
|
|
this.setPosition(x, y);
|
|
this.setSizeToFrame();
|
|
this.setOriginFromFrame();
|
|
this.initPipeline('TextureTintPipeline');
|
|
},
|
|
|
|
/**
|
|
* Update this Sprite's animations.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite#preUpdate
|
|
* @protected
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} time - The current timestamp.
|
|
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
|
*/
|
|
preUpdate: function (time, delta)
|
|
{
|
|
this.anims.update(time, delta);
|
|
},
|
|
|
|
/**
|
|
* Start playing the given animation.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite#play
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The string-based key of the animation to play.
|
|
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
|
|
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite} This Game Object.
|
|
*/
|
|
play: function (key, ignoreIfPlaying, startFrame)
|
|
{
|
|
this.anims.play(key, ignoreIfPlaying, startFrame);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Build a JSON representation of this Sprite.
|
|
*
|
|
* @method Phaser.GameObjects.Sprite#toJSON
|
|
* @since 3.0.0
|
|
*
|
|
* @return {JSONGameObject} A JSON representation of the Game Object.
|
|
*/
|
|
toJSON: function ()
|
|
{
|
|
var data = Components.ToJSON(this);
|
|
|
|
// Extra Sprite data is added here
|
|
|
|
return data;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Sprite;
|
|
|
|
|
|
/***/ }),
|
|
/* 26 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
"use strict";
|
|
|
|
|
|
var has = Object.prototype.hasOwnProperty
|
|
, prefix = '~';
|
|
|
|
/**
|
|
* Constructor to create a storage for our `EE` objects.
|
|
* An `Events` instance is a plain object whose properties are event names.
|
|
*
|
|
* @constructor
|
|
* @private
|
|
*/
|
|
function Events() {}
|
|
|
|
//
|
|
// We try to not inherit from `Object.prototype`. In some engines creating an
|
|
// instance in this way is faster than calling `Object.create(null)` directly.
|
|
// If `Object.create(null)` is not supported we prefix the event names with a
|
|
// character to make sure that the built-in object properties are not
|
|
// overridden or used as an attack vector.
|
|
//
|
|
if (Object.create) {
|
|
Events.prototype = Object.create(null);
|
|
|
|
//
|
|
// This hack is needed because the `__proto__` property is still inherited in
|
|
// some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
|
|
//
|
|
if (!new Events().__proto__) prefix = false;
|
|
}
|
|
|
|
/**
|
|
* Representation of a single event listener.
|
|
*
|
|
* @param {Function} fn The listener function.
|
|
* @param {*} context The context to invoke the listener with.
|
|
* @param {Boolean} [once=false] Specify if the listener is a one-time listener.
|
|
* @constructor
|
|
* @private
|
|
*/
|
|
function EE(fn, context, once) {
|
|
this.fn = fn;
|
|
this.context = context;
|
|
this.once = once || false;
|
|
}
|
|
|
|
/**
|
|
* Add a listener for a given event.
|
|
*
|
|
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @param {Function} fn The listener function.
|
|
* @param {*} context The context to invoke the listener with.
|
|
* @param {Boolean} once Specify if the listener is a one-time listener.
|
|
* @returns {EventEmitter}
|
|
* @private
|
|
*/
|
|
function addListener(emitter, event, fn, context, once) {
|
|
if (typeof fn !== 'function') {
|
|
throw new TypeError('The listener must be a function');
|
|
}
|
|
|
|
var listener = new EE(fn, context || emitter, once)
|
|
, evt = prefix ? prefix + event : event;
|
|
|
|
if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
|
|
else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
|
|
else emitter._events[evt] = [emitter._events[evt], listener];
|
|
|
|
return emitter;
|
|
}
|
|
|
|
/**
|
|
* Clear event by name.
|
|
*
|
|
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
|
|
* @param {(String|Symbol)} evt The Event name.
|
|
* @private
|
|
*/
|
|
function clearEvent(emitter, evt) {
|
|
if (--emitter._eventsCount === 0) emitter._events = new Events();
|
|
else delete emitter._events[evt];
|
|
}
|
|
|
|
/**
|
|
* Minimal `EventEmitter` interface that is molded against the Node.js
|
|
* `EventEmitter` interface.
|
|
*
|
|
* @constructor
|
|
* @public
|
|
*/
|
|
function EventEmitter() {
|
|
this._events = new Events();
|
|
this._eventsCount = 0;
|
|
}
|
|
|
|
/**
|
|
* Return an array listing the events for which the emitter has registered
|
|
* listeners.
|
|
*
|
|
* @returns {Array}
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.eventNames = function eventNames() {
|
|
var names = []
|
|
, events
|
|
, name;
|
|
|
|
if (this._eventsCount === 0) return names;
|
|
|
|
for (name in (events = this._events)) {
|
|
if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
|
|
}
|
|
|
|
if (Object.getOwnPropertySymbols) {
|
|
return names.concat(Object.getOwnPropertySymbols(events));
|
|
}
|
|
|
|
return names;
|
|
};
|
|
|
|
/**
|
|
* Return the listeners registered for a given event.
|
|
*
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @returns {Array} The registered listeners.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.listeners = function listeners(event) {
|
|
var evt = prefix ? prefix + event : event
|
|
, handlers = this._events[evt];
|
|
|
|
if (!handlers) return [];
|
|
if (handlers.fn) return [handlers.fn];
|
|
|
|
for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
|
|
ee[i] = handlers[i].fn;
|
|
}
|
|
|
|
return ee;
|
|
};
|
|
|
|
/**
|
|
* Return the number of listeners listening to a given event.
|
|
*
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @returns {Number} The number of listeners.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.listenerCount = function listenerCount(event) {
|
|
var evt = prefix ? prefix + event : event
|
|
, listeners = this._events[evt];
|
|
|
|
if (!listeners) return 0;
|
|
if (listeners.fn) return 1;
|
|
return listeners.length;
|
|
};
|
|
|
|
/**
|
|
* Calls each of the listeners registered for a given event.
|
|
*
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @returns {Boolean} `true` if the event had listeners, else `false`.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
|
|
var evt = prefix ? prefix + event : event;
|
|
|
|
if (!this._events[evt]) return false;
|
|
|
|
var listeners = this._events[evt]
|
|
, len = arguments.length
|
|
, args
|
|
, i;
|
|
|
|
if (listeners.fn) {
|
|
if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);
|
|
|
|
switch (len) {
|
|
case 1: return listeners.fn.call(listeners.context), true;
|
|
case 2: return listeners.fn.call(listeners.context, a1), true;
|
|
case 3: return listeners.fn.call(listeners.context, a1, a2), true;
|
|
case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
|
|
case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
|
|
case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
|
|
}
|
|
|
|
for (i = 1, args = new Array(len -1); i < len; i++) {
|
|
args[i - 1] = arguments[i];
|
|
}
|
|
|
|
listeners.fn.apply(listeners.context, args);
|
|
} else {
|
|
var length = listeners.length
|
|
, j;
|
|
|
|
for (i = 0; i < length; i++) {
|
|
if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);
|
|
|
|
switch (len) {
|
|
case 1: listeners[i].fn.call(listeners[i].context); break;
|
|
case 2: listeners[i].fn.call(listeners[i].context, a1); break;
|
|
case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
|
|
case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
|
|
default:
|
|
if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
|
|
args[j - 1] = arguments[j];
|
|
}
|
|
|
|
listeners[i].fn.apply(listeners[i].context, args);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* Add a listener for a given event.
|
|
*
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @param {Function} fn The listener function.
|
|
* @param {*} [context=this] The context to invoke the listener with.
|
|
* @returns {EventEmitter} `this`.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.on = function on(event, fn, context) {
|
|
return addListener(this, event, fn, context, false);
|
|
};
|
|
|
|
/**
|
|
* Add a one-time listener for a given event.
|
|
*
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @param {Function} fn The listener function.
|
|
* @param {*} [context=this] The context to invoke the listener with.
|
|
* @returns {EventEmitter} `this`.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.once = function once(event, fn, context) {
|
|
return addListener(this, event, fn, context, true);
|
|
};
|
|
|
|
/**
|
|
* Remove the listeners of a given event.
|
|
*
|
|
* @param {(String|Symbol)} event The event name.
|
|
* @param {Function} fn Only remove the listeners that match this function.
|
|
* @param {*} context Only remove the listeners that have this context.
|
|
* @param {Boolean} once Only remove one-time listeners.
|
|
* @returns {EventEmitter} `this`.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
|
|
var evt = prefix ? prefix + event : event;
|
|
|
|
if (!this._events[evt]) return this;
|
|
if (!fn) {
|
|
clearEvent(this, evt);
|
|
return this;
|
|
}
|
|
|
|
var listeners = this._events[evt];
|
|
|
|
if (listeners.fn) {
|
|
if (
|
|
listeners.fn === fn &&
|
|
(!once || listeners.once) &&
|
|
(!context || listeners.context === context)
|
|
) {
|
|
clearEvent(this, evt);
|
|
}
|
|
} else {
|
|
for (var i = 0, events = [], length = listeners.length; i < length; i++) {
|
|
if (
|
|
listeners[i].fn !== fn ||
|
|
(once && !listeners[i].once) ||
|
|
(context && listeners[i].context !== context)
|
|
) {
|
|
events.push(listeners[i]);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Reset the array, or remove it completely if we have no more listeners.
|
|
//
|
|
if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
|
|
else clearEvent(this, evt);
|
|
}
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Remove all listeners, or those of the specified event.
|
|
*
|
|
* @param {(String|Symbol)} [event] The event name.
|
|
* @returns {EventEmitter} `this`.
|
|
* @public
|
|
*/
|
|
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
|
|
var evt;
|
|
|
|
if (event) {
|
|
evt = prefix ? prefix + event : event;
|
|
if (this._events[evt]) clearEvent(this, evt);
|
|
} else {
|
|
this._events = new Events();
|
|
this._eventsCount = 0;
|
|
}
|
|
|
|
return this;
|
|
};
|
|
|
|
//
|
|
// Alias methods names because people roll like that.
|
|
//
|
|
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
|
|
EventEmitter.prototype.addListener = EventEmitter.prototype.on;
|
|
|
|
//
|
|
// Expose the prefix.
|
|
//
|
|
EventEmitter.prefixed = prefix;
|
|
|
|
//
|
|
// Allow `EventEmitter` to be imported as module namespace.
|
|
//
|
|
EventEmitter.EventEmitter = EventEmitter;
|
|
|
|
//
|
|
// Expose the module.
|
|
//
|
|
if (true) {
|
|
module.exports = EventEmitter;
|
|
}
|
|
|
|
|
|
/***/ }),
|
|
/* 27 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @callback DataEachCallback
|
|
*
|
|
* @param {*} parent - The parent object of the DataManager.
|
|
* @param {string} key - The key of the value.
|
|
* @param {*} value - The value.
|
|
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
|
|
*/
|
|
|
|
/**
|
|
* @classdesc
|
|
* The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin.
|
|
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter,
|
|
* or have a property called `events` that is an instance of it.
|
|
*
|
|
* @class DataManager
|
|
* @memberOf Phaser.Data
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {object} parent - The object that this DataManager belongs to.
|
|
* @param {Phaser.Events.EventEmitter} eventEmitter - The DataManager's event emitter.
|
|
*/
|
|
var DataManager = new Class({
|
|
|
|
initialize:
|
|
|
|
function DataManager (parent, eventEmitter)
|
|
{
|
|
/**
|
|
* The object that this DataManager belongs to.
|
|
*
|
|
* @name Phaser.Data.DataManager#parent
|
|
* @type {*}
|
|
* @since 3.0.0
|
|
*/
|
|
this.parent = parent;
|
|
|
|
/**
|
|
* The DataManager's event emitter.
|
|
*
|
|
* @name Phaser.Data.DataManager#events
|
|
* @type {Phaser.Events.EventEmitter}
|
|
* @since 3.0.0
|
|
*/
|
|
this.events = eventEmitter;
|
|
|
|
if (!eventEmitter)
|
|
{
|
|
this.events = (parent.events) ? parent.events : parent;
|
|
}
|
|
|
|
/**
|
|
* The data list.
|
|
*
|
|
* @name Phaser.Data.DataManager#list
|
|
* @type {Object.<string, *>}
|
|
* @default {}
|
|
* @since 3.0.0
|
|
*/
|
|
this.list = {};
|
|
|
|
/**
|
|
* The public values list. You can use this to access anything you have stored
|
|
* in this Data Manager. For example, if you set a value called `gold` you can
|
|
* access it via:
|
|
*
|
|
* ```javascript
|
|
* this.data.values.gold;
|
|
* ```
|
|
*
|
|
* You can also modify it directly:
|
|
*
|
|
* ```javascript
|
|
* this.data.values.gold += 1000;
|
|
* ```
|
|
*
|
|
* Doing so will emit a `setdata` event from the parent of this Data Manager.
|
|
*
|
|
* @name Phaser.Data.DataManager#values
|
|
* @type {Object.<string, *>}
|
|
* @default {}
|
|
* @since 3.10.0
|
|
*/
|
|
this.values = {};
|
|
|
|
/**
|
|
* Whether setting data is frozen for this DataManager.
|
|
*
|
|
* @name Phaser.Data.DataManager#_frozen
|
|
* @type {boolean}
|
|
* @private
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
this._frozen = false;
|
|
|
|
if (!parent.hasOwnProperty('sys') && this.events)
|
|
{
|
|
this.events.once('destroy', this.destroy, this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Retrieves the value for the given key, or undefined if it doesn't exist.
|
|
*
|
|
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
|
|
*
|
|
* ```javascript
|
|
* this.data.get('gold');
|
|
* ```
|
|
*
|
|
* Or access the value directly:
|
|
*
|
|
* ```javascript
|
|
* this.data.values.gold;
|
|
* ```
|
|
*
|
|
* You can also pass in an array of keys, in which case an array of values will be returned:
|
|
*
|
|
* ```javascript
|
|
* this.data.get([ 'gold', 'armor', 'health' ]);
|
|
* ```
|
|
*
|
|
* This approach is useful for destructuring arrays in ES6.
|
|
*
|
|
* @method Phaser.Data.DataManager#get
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
|
|
*
|
|
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
|
|
*/
|
|
get: function (key)
|
|
{
|
|
var list = this.list;
|
|
|
|
if (Array.isArray(key))
|
|
{
|
|
var output = [];
|
|
|
|
for (var i = 0; i < key.length; i++)
|
|
{
|
|
output.push(list[key[i]]);
|
|
}
|
|
|
|
return output;
|
|
}
|
|
else
|
|
{
|
|
return list[key];
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Retrieves all data values in a new object.
|
|
*
|
|
* @method Phaser.Data.DataManager#getAll
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Object.<string, *>} All data values.
|
|
*/
|
|
getAll: function ()
|
|
{
|
|
var results = {};
|
|
|
|
for (var key in this.list)
|
|
{
|
|
if (this.list.hasOwnProperty(key))
|
|
{
|
|
results[key] = this.list[key];
|
|
}
|
|
}
|
|
|
|
return results;
|
|
},
|
|
|
|
/**
|
|
* Queries the DataManager for the values of keys matching the given regular expression.
|
|
*
|
|
* @method Phaser.Data.DataManager#query
|
|
* @since 3.0.0
|
|
*
|
|
* @param {RegExp} search - A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).
|
|
*
|
|
* @return {Object.<string, *>} The values of the keys matching the search string.
|
|
*/
|
|
query: function (search)
|
|
{
|
|
var results = {};
|
|
|
|
for (var key in this.list)
|
|
{
|
|
if (this.list.hasOwnProperty(key) && key.match(search))
|
|
{
|
|
results[key] = this.list[key];
|
|
}
|
|
}
|
|
|
|
return results;
|
|
},
|
|
|
|
/**
|
|
* Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
|
|
*
|
|
* ```javascript
|
|
* data.set('name', 'Red Gem Stone');
|
|
* ```
|
|
*
|
|
* You can also pass in an object of key value pairs as the first argument:
|
|
*
|
|
* ```javascript
|
|
* data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
|
|
* ```
|
|
*
|
|
* To get a value back again you can call `get`:
|
|
*
|
|
* ```javascript
|
|
* data.get('gold');
|
|
* ```
|
|
*
|
|
* Or you can access the value directly via the `values` property, where it works like any other variable:
|
|
*
|
|
* ```javascript
|
|
* data.values.gold += 50;
|
|
* ```
|
|
*
|
|
* When the value is first set, a `setdata` event is emitted.
|
|
*
|
|
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
|
|
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`.
|
|
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
|
|
*
|
|
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
|
|
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
|
|
*
|
|
* @method Phaser.Data.DataManager#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
|
|
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
set: function (key, data)
|
|
{
|
|
if (this._frozen)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (typeof key === 'string')
|
|
{
|
|
return this.setValue(key, data);
|
|
}
|
|
else
|
|
{
|
|
for (var entry in key)
|
|
{
|
|
this.setValue(entry, key[entry]);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Internal value setter, called automatically by the `set` method.
|
|
*
|
|
* @method Phaser.Data.DataManager#setValue
|
|
* @private
|
|
* @since 3.10.0
|
|
*
|
|
* @param {string} key - The key to set the value for.
|
|
* @param {*} data - The value to set.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
setValue: function (key, data)
|
|
{
|
|
if (this._frozen)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (this.has(key))
|
|
{
|
|
// Hit the key getter, which will in turn emit the events.
|
|
this.values[key] = data;
|
|
}
|
|
else
|
|
{
|
|
var _this = this;
|
|
var list = this.list;
|
|
var events = this.events;
|
|
var parent = this.parent;
|
|
|
|
Object.defineProperty(this.values, key, {
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return list[key];
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (!_this._frozen)
|
|
{
|
|
var previousValue = list[key];
|
|
list[key] = value;
|
|
|
|
events.emit('changedata', parent, key, value, previousValue);
|
|
events.emit('changedata_' + key, parent, value, previousValue);
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
list[key] = data;
|
|
|
|
events.emit('setdata', parent, key, data);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Passes all data entries to the given callback.
|
|
*
|
|
* @method Phaser.Data.DataManager#each
|
|
* @since 3.0.0
|
|
*
|
|
* @param {DataEachCallback} callback - The function to call.
|
|
* @param {*} [context] - Value to use as `this` when executing callback.
|
|
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
each: function (callback, context)
|
|
{
|
|
var args = [ this.parent, null, undefined ];
|
|
|
|
for (var i = 1; i < arguments.length; i++)
|
|
{
|
|
args.push(arguments[i]);
|
|
}
|
|
|
|
for (var key in this.list)
|
|
{
|
|
args[1] = key;
|
|
args[2] = this.list[key];
|
|
|
|
callback.apply(context, args);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Merge the given object of key value pairs into this DataManager.
|
|
*
|
|
* Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
|
|
* will emit a `changedata` event.
|
|
*
|
|
* @method Phaser.Data.DataManager#merge
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Object.<string, *>} data - The data to merge.
|
|
* @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
merge: function (data, overwrite)
|
|
{
|
|
if (overwrite === undefined) { overwrite = true; }
|
|
|
|
// Merge data from another component into this one
|
|
for (var key in data)
|
|
{
|
|
if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key))))
|
|
{
|
|
this.setValue(key, data[key]);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Remove the value for the given key.
|
|
*
|
|
* If the key is found in this Data Manager it is removed from the internal lists and a
|
|
* `removedata` event is emitted.
|
|
*
|
|
* You can also pass in an array of keys, in which case all keys in the array will be removed:
|
|
*
|
|
* ```javascript
|
|
* this.data.remove([ 'gold', 'armor', 'health' ]);
|
|
* ```
|
|
*
|
|
* @method Phaser.Data.DataManager#remove
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|string[])} key - The key to remove, or an array of keys to remove.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
remove: function (key)
|
|
{
|
|
if (this._frozen)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (Array.isArray(key))
|
|
{
|
|
for (var i = 0; i < key.length; i++)
|
|
{
|
|
this.removeValue(key[i]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return this.removeValue(key);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Internal value remover, called automatically by the `remove` method.
|
|
*
|
|
* @method Phaser.Data.DataManager#removeValue
|
|
* @private
|
|
* @since 3.10.0
|
|
*
|
|
* @param {string} key - The key to set the value for.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
removeValue: function (key)
|
|
{
|
|
if (this.has(key))
|
|
{
|
|
var data = this.list[key];
|
|
|
|
delete this.list[key];
|
|
delete this.values[key];
|
|
|
|
this.events.emit('removedata', this.parent, key, data);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
|
|
*
|
|
* @method Phaser.Data.DataManager#pop
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the value to retrieve and delete.
|
|
*
|
|
* @return {*} The value of the given key.
|
|
*/
|
|
pop: function (key)
|
|
{
|
|
var data = undefined;
|
|
|
|
if (!this._frozen && this.has(key))
|
|
{
|
|
data = this.list[key];
|
|
|
|
delete this.list[key];
|
|
delete this.values[key];
|
|
|
|
this.events.emit('removedata', this, key, data);
|
|
}
|
|
|
|
return data;
|
|
},
|
|
|
|
/**
|
|
* Determines whether the given key is set in this Data Manager.
|
|
*
|
|
* Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
|
|
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
|
|
*
|
|
* @method Phaser.Data.DataManager#has
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key to check.
|
|
*
|
|
* @return {boolean} Returns `true` if the key exists, otherwise `false`.
|
|
*/
|
|
has: function (key)
|
|
{
|
|
return this.list.hasOwnProperty(key);
|
|
},
|
|
|
|
/**
|
|
* Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
|
|
* to create new values or update existing ones.
|
|
*
|
|
* @method Phaser.Data.DataManager#setFreeze
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - Whether to freeze or unfreeze the Data Manager.
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
setFreeze: function (value)
|
|
{
|
|
this._frozen = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Delete all data in this Data Manager and unfreeze it.
|
|
*
|
|
* @method Phaser.Data.DataManager#reset
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Data.DataManager} This DataManager object.
|
|
*/
|
|
reset: function ()
|
|
{
|
|
for (var key in this.list)
|
|
{
|
|
delete this.list[key];
|
|
delete this.values[key];
|
|
}
|
|
|
|
this._frozen = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Destroy this data manager.
|
|
*
|
|
* @method Phaser.Data.DataManager#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.reset();
|
|
|
|
this.events.off('changedata');
|
|
this.events.off('setdata');
|
|
this.events.off('removedata');
|
|
|
|
this.parent = null;
|
|
},
|
|
|
|
/**
|
|
* Gets or sets the frozen state of this Data Manager.
|
|
* A frozen Data Manager will block all attempts to create new values or update existing ones.
|
|
*
|
|
* @name Phaser.Data.DataManager#freeze
|
|
* @type {boolean}
|
|
* @since 3.0.0
|
|
*/
|
|
freeze: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._frozen;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._frozen = (value) ? true : false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Return the total number of entries in this Data Manager.
|
|
*
|
|
* @name Phaser.Data.DataManager#count
|
|
* @type {integer}
|
|
* @since 3.0.0
|
|
*/
|
|
count: {
|
|
|
|
get: function ()
|
|
{
|
|
var i = 0;
|
|
|
|
for (var key in this.list)
|
|
{
|
|
if (this.list[key] !== undefined)
|
|
{
|
|
i++;
|
|
}
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = DataManager;
|
|
|
|
|
|
/***/ }),
|
|
/* 28 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// bitmask flag for GameObject.renderMask
|
|
var _FLAG = 1; // 0001
|
|
|
|
/**
|
|
* Provides methods used for setting the visibility of a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Visible
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Visible = {
|
|
|
|
/**
|
|
* Private internal value. Holds the visible value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Visible#_visible
|
|
* @type {boolean}
|
|
* @private
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
_visible: true,
|
|
|
|
/**
|
|
* The visible state of the Game Object.
|
|
*
|
|
* An invisible Game Object will skip rendering, but will still process update logic.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Visible#visible
|
|
* @type {boolean}
|
|
* @since 3.0.0
|
|
*/
|
|
visible: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._visible;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value)
|
|
{
|
|
this._visible = true;
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
else
|
|
{
|
|
this._visible = false;
|
|
this.renderFlags &= ~_FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the visibility of this Game Object.
|
|
*
|
|
* An invisible Game Object will skip rendering, but will still process update logic.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Visible#setVisible
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - The visible state of the Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setVisible: function (value)
|
|
{
|
|
this.visible = value;
|
|
|
|
return this;
|
|
}
|
|
};
|
|
|
|
module.exports = Visible;
|
|
|
|
|
|
/***/ }),
|
|
/* 29 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Wrap = __webpack_require__(7);
|
|
|
|
/**
|
|
* Wrap an angle in degrees.
|
|
*
|
|
* Wraps the angle to a value in the range of -180 to 180.
|
|
*
|
|
* @function Phaser.Math.Angle.WrapDegrees
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} angle - The angle to wrap, in degrees.
|
|
*
|
|
* @return {number} The wrapped angle, in degrees.
|
|
*/
|
|
var WrapDegrees = function (angle)
|
|
{
|
|
return Wrap(angle, -180, 180);
|
|
};
|
|
|
|
module.exports = WrapDegrees;
|
|
|
|
|
|
/***/ }),
|
|
/* 30 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var MathWrap = __webpack_require__(7);
|
|
|
|
/**
|
|
* Wrap an angle.
|
|
*
|
|
* Wraps the angle to a value in the range of -PI to PI.
|
|
*
|
|
* @function Phaser.Math.Angle.Wrap
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} angle - The angle to wrap, in radians.
|
|
*
|
|
* @return {number} The wrapped angle, in radians.
|
|
*/
|
|
var Wrap = function (angle)
|
|
{
|
|
return MathWrap(angle, -Math.PI, Math.PI);
|
|
};
|
|
|
|
module.exports = Wrap;
|
|
|
|
|
|
/***/ }),
|
|
/* 31 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var MATH_CONST = __webpack_require__(17);
|
|
var TransformMatrix = __webpack_require__(8);
|
|
var WrapAngle = __webpack_require__(30);
|
|
var WrapAngleDegrees = __webpack_require__(29);
|
|
|
|
// global bitmask flag for GameObject.renderMask (used by Scale)
|
|
var _FLAG = 4; // 0100
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the position, scale and rotation of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Transform = {
|
|
|
|
/**
|
|
* Private internal value. Holds the horizontal scale value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#_scaleX
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_scaleX: 1,
|
|
|
|
/**
|
|
* Private internal value. Holds the vertical scale value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#_scaleY
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_scaleY: 1,
|
|
|
|
/**
|
|
* Private internal value. Holds the rotation value in radians.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#_rotation
|
|
* @type {number}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
_rotation: 0,
|
|
|
|
/**
|
|
* The x position of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#x
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
x: 0,
|
|
|
|
/**
|
|
* The y position of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#y
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
y: 0,
|
|
|
|
/**
|
|
* The z position of this Game Object.
|
|
* Note: Do not use this value to set the z-index, instead see the `depth` property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#z
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
z: 0,
|
|
|
|
/**
|
|
* The w position of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#w
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
w: 0,
|
|
|
|
/**
|
|
* The horizontal scale of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#scaleX
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
scaleX: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._scaleX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._scaleX = value;
|
|
|
|
if (this._scaleX === 0)
|
|
{
|
|
this.renderFlags &= ~_FLAG;
|
|
}
|
|
else
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The vertical scale of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#scaleY
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
scaleY: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._scaleY;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._scaleY = value;
|
|
|
|
if (this._scaleY === 0)
|
|
{
|
|
this.renderFlags &= ~_FLAG;
|
|
}
|
|
else
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The angle of this Game Object as expressed in degrees.
|
|
*
|
|
* Where 0 is to the right, 90 is down, 180 is left.
|
|
*
|
|
* If you prefer to work in radians, see the `rotation` property instead.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#angle
|
|
* @type {integer}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
angle: {
|
|
|
|
get: function ()
|
|
{
|
|
return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
// value is in degrees
|
|
this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* The angle of this Game Object in radians.
|
|
*
|
|
* If you prefer to work in degrees, see the `angle` property instead.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Transform#rotation
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
rotation: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._rotation;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
// value is in radians
|
|
this._rotation = WrapAngle(value);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Sets the position of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setPosition
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=0] - The x position of this Game Object.
|
|
* @param {number} [y=x] - The y position of this Game Object. If not set it will use the `x` value.
|
|
* @param {number} [z=0] - The z position of this Game Object.
|
|
* @param {number} [w=0] - The w position of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setPosition: function (x, y, z, w)
|
|
{
|
|
if (x === undefined) { x = 0; }
|
|
if (y === undefined) { y = x; }
|
|
if (z === undefined) { z = 0; }
|
|
if (w === undefined) { w = 0; }
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
this.w = w;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the position of this Game Object to be a random position within the confines of
|
|
* the given area.
|
|
*
|
|
* If no area is specified a random position between 0 x 0 and the game width x height is used instead.
|
|
*
|
|
* The position does not factor in the size of this Game Object, meaning that only the origin is
|
|
* guaranteed to be within the area.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setRandomPosition
|
|
* @since 3.8.0
|
|
*
|
|
* @param {number} [x=0] - The x position of the top-left of the random area.
|
|
* @param {number} [y=0] - The y position of the top-left of the random area.
|
|
* @param {number} [width] - The width of the random area.
|
|
* @param {number} [height] - The height of the random area.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setRandomPosition: function (x, y, width, height)
|
|
{
|
|
if (x === undefined) { x = 0; }
|
|
if (y === undefined) { y = 0; }
|
|
if (width === undefined) { width = this.scene.sys.game.config.width; }
|
|
if (height === undefined) { height = this.scene.sys.game.config.height; }
|
|
|
|
this.x = x + (Math.random() * width);
|
|
this.y = y + (Math.random() * height);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the rotation of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setRotation
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [radians=0] - The rotation of this Game Object, in radians.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setRotation: function (radians)
|
|
{
|
|
if (radians === undefined) { radians = 0; }
|
|
|
|
this.rotation = radians;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the angle of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setAngle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setAngle: function (degrees)
|
|
{
|
|
if (degrees === undefined) { degrees = 0; }
|
|
|
|
this.angle = degrees;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the scale of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setScale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal scale of this Game Object.
|
|
* @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setScale: function (x, y)
|
|
{
|
|
if (x === undefined) { x = 1; }
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.scaleX = x;
|
|
this.scaleY = y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the x position of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [value=0] - The x position of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setX: function (value)
|
|
{
|
|
if (value === undefined) { value = 0; }
|
|
|
|
this.x = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the y position of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [value=0] - The y position of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setY: function (value)
|
|
{
|
|
if (value === undefined) { value = 0; }
|
|
|
|
this.y = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the z position of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setZ
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [value=0] - The z position of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setZ: function (value)
|
|
{
|
|
if (value === undefined) { value = 0; }
|
|
|
|
this.z = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the w position of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#setW
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [value=0] - The w position of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setW: function (value)
|
|
{
|
|
if (value === undefined) { value = 0; }
|
|
|
|
this.w = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Gets the local transform matrix for this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
|
|
* @since 3.4.0
|
|
*
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
|
|
*
|
|
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
|
|
*/
|
|
getLocalTransformMatrix: function (tempMatrix)
|
|
{
|
|
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
|
|
|
|
return tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);
|
|
},
|
|
|
|
/**
|
|
* Gets the world transform matrix for this Game Object, factoring in any parent Containers.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
|
|
* @since 3.4.0
|
|
*
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
|
|
*
|
|
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
|
|
*/
|
|
getWorldTransformMatrix: function (tempMatrix)
|
|
{
|
|
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
|
|
|
|
var parent = this.parentContainer;
|
|
|
|
if (!parent)
|
|
{
|
|
return this.getLocalTransformMatrix(tempMatrix);
|
|
}
|
|
|
|
var parents = [];
|
|
|
|
while (parent)
|
|
{
|
|
parents.unshift(parent);
|
|
parent = parent.parentContainer;
|
|
}
|
|
|
|
tempMatrix.loadIdentity();
|
|
|
|
var length = parents.length;
|
|
|
|
for (var i = 0; i < length; ++i)
|
|
{
|
|
parent = parents[i];
|
|
|
|
tempMatrix.translate(parent.x, parent.y);
|
|
tempMatrix.rotate(parent.rotation);
|
|
tempMatrix.scale(parent.scaleX, parent.scaleY);
|
|
}
|
|
|
|
tempMatrix.translate(this.x, this.y);
|
|
tempMatrix.rotate(this._rotation);
|
|
tempMatrix.scale(this._scaleX, this._scaleY);
|
|
|
|
return tempMatrix;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Transform;
|
|
|
|
|
|
/***/ }),
|
|
/* 32 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* @typedef {object} JSONGameObject
|
|
*
|
|
* @property {string} name - The name of this Game Object.
|
|
* @property {string} type - A textual representation of this Game Object, i.e. `sprite`.
|
|
* @property {number} x - The x position of this Game Object.
|
|
* @property {number} y - The y position of this Game Object.
|
|
* @property {object} scale - The scale of this Game Object
|
|
* @property {number} scale.x - The horizontal scale of this Game Object.
|
|
* @property {number} scale.y - The vertical scale of this Game Object.
|
|
* @property {object} origin - The origin of this Game Object.
|
|
* @property {number} origin.x - The horizontal origin of this Game Object.
|
|
* @property {number} origin.y - The vertical origin of this Game Object.
|
|
* @property {boolean} flipX - The horizontally flipped state of the Game Object.
|
|
* @property {boolean} flipY - The vertically flipped state of the Game Object.
|
|
* @property {number} rotation - The angle of this Game Object in radians.
|
|
* @property {number} alpha - The alpha value of the Game Object.
|
|
* @property {boolean} visible - The visible state of the Game Object.
|
|
* @property {integer} scaleMode - The Scale Mode being used by this Game Object.
|
|
* @property {(integer|string)} blendMode - Sets the Blend Mode being used by this Game Object.
|
|
* @property {string} textureKey - The texture key of this Game Object.
|
|
* @property {string} frameKey - The frame key of this Game Object.
|
|
* @property {object} data - The data of this Game Object.
|
|
*/
|
|
|
|
/**
|
|
* Build a JSON representation of the given Game Object.
|
|
*
|
|
* This is typically extended further by Game Object specific implementations.
|
|
*
|
|
* @method Phaser.GameObjects.Components.ToJSON
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON.
|
|
*
|
|
* @return {JSONGameObject} A JSON representation of the Game Object.
|
|
*/
|
|
var ToJSON = function (gameObject)
|
|
{
|
|
var out = {
|
|
name: gameObject.name,
|
|
type: gameObject.type,
|
|
x: gameObject.x,
|
|
y: gameObject.y,
|
|
depth: gameObject.depth,
|
|
scale: {
|
|
x: gameObject.scaleX,
|
|
y: gameObject.scaleY
|
|
},
|
|
origin: {
|
|
x: gameObject.originX,
|
|
y: gameObject.originY
|
|
},
|
|
flipX: gameObject.flipX,
|
|
flipY: gameObject.flipY,
|
|
rotation: gameObject.rotation,
|
|
alpha: gameObject.alpha,
|
|
visible: gameObject.visible,
|
|
scaleMode: gameObject.scaleMode,
|
|
blendMode: gameObject.blendMode,
|
|
textureKey: '',
|
|
frameKey: '',
|
|
data: {}
|
|
};
|
|
|
|
if (gameObject.texture)
|
|
{
|
|
out.textureKey = gameObject.texture.key;
|
|
out.frameKey = gameObject.frame.name;
|
|
}
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = ToJSON;
|
|
|
|
|
|
/***/ }),
|
|
/* 33 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* @function GetColor
|
|
* @since 3.0.0
|
|
* @private
|
|
*/
|
|
var GetColor = function (value)
|
|
{
|
|
return (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
|
|
};
|
|
|
|
/**
|
|
* Provides methods used for setting the tint of a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Tint = {
|
|
|
|
/**
|
|
* Private internal value. Holds the top-left tint value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#_tintTL
|
|
* @type {number}
|
|
* @private
|
|
* @default 16777215
|
|
* @since 3.0.0
|
|
*/
|
|
_tintTL: 16777215,
|
|
|
|
/**
|
|
* Private internal value. Holds the top-right tint value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#_tintTR
|
|
* @type {number}
|
|
* @private
|
|
* @default 16777215
|
|
* @since 3.0.0
|
|
*/
|
|
_tintTR: 16777215,
|
|
|
|
/**
|
|
* Private internal value. Holds the bottom-left tint value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#_tintBL
|
|
* @type {number}
|
|
* @private
|
|
* @default 16777215
|
|
* @since 3.0.0
|
|
*/
|
|
_tintBL: 16777215,
|
|
|
|
/**
|
|
* Private internal value. Holds the bottom-right tint value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#_tintBR
|
|
* @type {number}
|
|
* @private
|
|
* @default 16777215
|
|
* @since 3.0.0
|
|
*/
|
|
_tintBR: 16777215,
|
|
|
|
/**
|
|
* Private internal value. Holds if the Game Object is tinted or not.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#_isTinted
|
|
* @type {boolean}
|
|
* @private
|
|
* @default false
|
|
* @since 3.11.0
|
|
*/
|
|
_isTinted: false,
|
|
|
|
/**
|
|
* Fill or additive?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#tintFill
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.11.0
|
|
*/
|
|
tintFill: false,
|
|
|
|
/**
|
|
* Clears all tint values associated with this Game Object.
|
|
*
|
|
* Immediately sets the color values back to 0xffffff and the tint type to 'additive',
|
|
* which results in no visible change to the texture.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Tint#clearTint
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
clearTint: function ()
|
|
{
|
|
this.setTint(0xffffff);
|
|
|
|
this._isTinted = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets an additive tint on this Game Object.
|
|
*
|
|
* The tint works by taking the pixel color values from the Game Objects texture, and then
|
|
* multiplying it by the color value of the tint. You can provide either one color value,
|
|
* in which case the whole Game Object will be tinted in that color. Or you can provide a color
|
|
* per corner. The colors are blended together across the extent of the Game Object.
|
|
*
|
|
* To modify the tint color once set, either call this method again with new values or use the
|
|
* `tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight,
|
|
* `tintBottomLeft` and `tintBottomRight` to set the corner color values independently.
|
|
*
|
|
* To remove a tint call `clearTint`.
|
|
*
|
|
* To swap this from being an additive tint to a fill based tint set the property `tintFill` to `true`.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Tint#setTint
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} [topLeft=0xffffff] - The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.
|
|
* @param {integer} [topRight] - The tint being applied to the top-right of the Game Object.
|
|
* @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object.
|
|
* @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setTint: function (topLeft, topRight, bottomLeft, bottomRight)
|
|
{
|
|
if (topLeft === undefined) { topLeft = 0xffffff; }
|
|
|
|
if (topRight === undefined)
|
|
{
|
|
topRight = topLeft;
|
|
bottomLeft = topLeft;
|
|
bottomRight = topLeft;
|
|
}
|
|
|
|
this._tintTL = GetColor(topLeft);
|
|
this._tintTR = GetColor(topRight);
|
|
this._tintBL = GetColor(bottomLeft);
|
|
this._tintBR = GetColor(bottomRight);
|
|
|
|
this._isTinted = true;
|
|
|
|
this.tintFill = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a fill-based tint on this Game Object.
|
|
*
|
|
* Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture
|
|
* with those in the tint. You can use this for effects such as making a player flash 'white'
|
|
* if hit by something. You can provide either one color value, in which case the whole
|
|
* Game Object will be rendered in that color. Or you can provide a color per corner. The colors
|
|
* are blended together across the extent of the Game Object.
|
|
*
|
|
* To modify the tint color once set, either call this method again with new values or use the
|
|
* `tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight,
|
|
* `tintBottomLeft` and `tintBottomRight` to set the corner color values independently.
|
|
*
|
|
* To remove a tint call `clearTint`.
|
|
*
|
|
* To swap this from being a fill-tint to an additive tint set the property `tintFill` to `false`.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Tint#setTintFill
|
|
* @webglOnly
|
|
* @since 3.11.0
|
|
*
|
|
* @param {integer} [topLeft=0xffffff] - The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.
|
|
* @param {integer} [topRight] - The tint being applied to the top-right of the Game Object.
|
|
* @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object.
|
|
* @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setTintFill: function (topLeft, topRight, bottomLeft, bottomRight)
|
|
{
|
|
this.setTint(topLeft, topRight, bottomLeft, bottomRight);
|
|
|
|
this.tintFill = true;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* The tint value being applied to the top-left of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#tintTopLeft
|
|
* @type {integer}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
tintTopLeft: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tintTL;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tintTL = GetColor(value);
|
|
this._isTinted = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The tint value being applied to the top-right of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#tintTopRight
|
|
* @type {integer}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
tintTopRight: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tintTR;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tintTR = GetColor(value);
|
|
this._isTinted = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The tint value being applied to the bottom-left of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#tintBottomLeft
|
|
* @type {integer}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
tintBottomLeft: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tintBL;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tintBL = GetColor(value);
|
|
this._isTinted = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The tint value being applied to the bottom-right of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#tintBottomRight
|
|
* @type {integer}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
tintBottomRight: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tintBR;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tintBR = GetColor(value);
|
|
this._isTinted = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The tint value being applied to the whole of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#tint
|
|
* @type {integer}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
tint: {
|
|
|
|
set: function (value)
|
|
{
|
|
this.setTint(value, value, value, value);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Does this Game Object have a tint applied to it or not?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Tint#isTinted
|
|
* @type {boolean}
|
|
* @webglOnly
|
|
* @readOnly
|
|
* @since 3.11.0
|
|
*/
|
|
isTinted: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._isTinted;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Tint;
|
|
|
|
|
|
/***/ }),
|
|
/* 34 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// bitmask flag for GameObject.renderMask
|
|
var _FLAG = 8; // 1000
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the texture of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TextureCrop
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var TextureCrop = {
|
|
|
|
/**
|
|
* The Texture this Game Object is using to render with.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TextureCrop#texture
|
|
* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
|
|
* @since 3.0.0
|
|
*/
|
|
texture: null,
|
|
|
|
/**
|
|
* The Texture Frame this Game Object is using to render with.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TextureCrop#frame
|
|
* @type {Phaser.Textures.Frame}
|
|
* @since 3.0.0
|
|
*/
|
|
frame: null,
|
|
|
|
/**
|
|
* A boolean flag indicating if this Game Object is being cropped or not.
|
|
* You can toggle this at any time after `setCrop` has been called, to turn cropping on or off.
|
|
* Equally, calling `setCrop` with no arguments will reset the crop and disable it.
|
|
*
|
|
* @name Phaser.GameObjects.Components.TextureCrop#isCropped
|
|
* @type {boolean}
|
|
* @since 3.11.0
|
|
*/
|
|
isCropped: false,
|
|
|
|
/**
|
|
* Applies a crop to a texture based Game Object, such as a Sprite or Image.
|
|
*
|
|
* The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
|
|
*
|
|
* Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just
|
|
* changes what is shown when rendered.
|
|
*
|
|
* The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
|
|
*
|
|
* Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
|
|
* half of it, you could call `setCrop(0, 0, 400, 600)`.
|
|
*
|
|
* It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop
|
|
* an area of 200x100 when applied to a Game Object that had a scale factor of 2.
|
|
*
|
|
* You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
|
|
*
|
|
* Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`.
|
|
*
|
|
* You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow
|
|
* the renderer to skip several internal calculations.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TextureCrop#setCrop
|
|
* @since 3.11.0
|
|
*
|
|
* @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
|
|
* @param {number} [y] - The y coordinate to start the crop from.
|
|
* @param {number} [width] - The width of the crop rectangle in pixels.
|
|
* @param {number} [height] - The height of the crop rectangle in pixels.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setCrop: function (x, y, width, height)
|
|
{
|
|
if (x === undefined)
|
|
{
|
|
this.isCropped = false;
|
|
}
|
|
else if (this.frame)
|
|
{
|
|
if (typeof x === 'number')
|
|
{
|
|
this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY);
|
|
}
|
|
else
|
|
{
|
|
var rect = x;
|
|
|
|
this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY);
|
|
}
|
|
|
|
this.isCropped = true;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the texture and frame this Game Object will use to render with.
|
|
*
|
|
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TextureCrop#setTexture
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setTexture: function (key, frame)
|
|
{
|
|
this.texture = this.scene.sys.textures.get(key);
|
|
|
|
return this.setFrame(frame);
|
|
},
|
|
|
|
/**
|
|
* Sets the frame this Game Object will use to render with.
|
|
*
|
|
* The Frame has to belong to the current Texture being used.
|
|
*
|
|
* It can be either a string or an index.
|
|
*
|
|
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
|
|
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TextureCrop#setFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|integer)} frame - The name or index of the frame within the Texture.
|
|
* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
|
|
* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setFrame: function (frame, updateSize, updateOrigin)
|
|
{
|
|
if (updateSize === undefined) { updateSize = true; }
|
|
if (updateOrigin === undefined) { updateOrigin = true; }
|
|
|
|
this.frame = this.texture.get(frame);
|
|
|
|
if (!this.frame.cutWidth || !this.frame.cutHeight)
|
|
{
|
|
this.renderFlags &= ~_FLAG;
|
|
}
|
|
else
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
|
|
if (this._sizeComponent && updateSize)
|
|
{
|
|
this.setSizeToFrame();
|
|
}
|
|
|
|
if (this._originComponent && updateOrigin)
|
|
{
|
|
if (this.frame.customPivot)
|
|
{
|
|
this.setOrigin(this.frame.pivotX, this.frame.pivotY);
|
|
}
|
|
else
|
|
{
|
|
this.updateDisplayOrigin();
|
|
}
|
|
}
|
|
|
|
if (this.isCropped)
|
|
{
|
|
this.frame.updateCropUVs(this._crop, this.flipX, this.flipY);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Internal method that returns a blank, well-formed crop object for use by a Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.TextureCrop#resetCropObject
|
|
* @private
|
|
* @since 3.12.0
|
|
*
|
|
* @return {object} The crop object.
|
|
*/
|
|
resetCropObject: function ()
|
|
{
|
|
return { u0: 0, v0: 0, u1: 0, v1: 0, width: 0, height: 0, x: 0, y: 0, flipX: false, flipY: false, cx: 0, cy: 0, cw: 0, ch: 0 };
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = TextureCrop;
|
|
|
|
|
|
/***/ }),
|
|
/* 35 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// bitmask flag for GameObject.renderMask
|
|
var _FLAG = 8; // 1000
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the texture of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Texture
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Texture = {
|
|
|
|
/**
|
|
* The Texture this Game Object is using to render with.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Texture#texture
|
|
* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
|
|
* @since 3.0.0
|
|
*/
|
|
texture: null,
|
|
|
|
/**
|
|
* The Texture Frame this Game Object is using to render with.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Texture#frame
|
|
* @type {Phaser.Textures.Frame}
|
|
* @since 3.0.0
|
|
*/
|
|
frame: null,
|
|
|
|
/**
|
|
* Internal flag. Not to be set by this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Texture#isCropped
|
|
* @type {boolean}
|
|
* @private
|
|
* @since 3.11.0
|
|
*/
|
|
isCropped: false,
|
|
|
|
/**
|
|
* Sets the texture and frame this Game Object will use to render with.
|
|
*
|
|
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Texture#setTexture
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setTexture: function (key, frame)
|
|
{
|
|
this.texture = this.scene.sys.textures.get(key);
|
|
|
|
return this.setFrame(frame);
|
|
},
|
|
|
|
/**
|
|
* Sets the frame this Game Object will use to render with.
|
|
*
|
|
* The Frame has to belong to the current Texture being used.
|
|
*
|
|
* It can be either a string or an index.
|
|
*
|
|
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
|
|
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Texture#setFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|integer)} frame - The name or index of the frame within the Texture.
|
|
* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
|
|
* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setFrame: function (frame, updateSize, updateOrigin)
|
|
{
|
|
if (updateSize === undefined) { updateSize = true; }
|
|
if (updateOrigin === undefined) { updateOrigin = true; }
|
|
|
|
this.frame = this.texture.get(frame);
|
|
|
|
if (!this.frame.cutWidth || !this.frame.cutHeight)
|
|
{
|
|
this.renderFlags &= ~_FLAG;
|
|
}
|
|
else
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
|
|
if (this._sizeComponent && updateSize)
|
|
{
|
|
this.setSizeToFrame();
|
|
}
|
|
|
|
if (this._originComponent && updateOrigin)
|
|
{
|
|
if (this.frame.customPivot)
|
|
{
|
|
this.setOrigin(this.frame.pivotX, this.frame.pivotY);
|
|
}
|
|
else
|
|
{
|
|
this.updateDisplayOrigin();
|
|
}
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Texture;
|
|
|
|
|
|
/***/ }),
|
|
/* 36 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the size of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Size
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Size = {
|
|
|
|
/**
|
|
* A property indicating that a Game Object has this component.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Size#_sizeComponent
|
|
* @type {boolean}
|
|
* @private
|
|
* @default true
|
|
* @since 3.2.0
|
|
*/
|
|
_sizeComponent: true,
|
|
|
|
/**
|
|
* The native (un-scaled) width of this Game Object.
|
|
*
|
|
* Changing this value will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
|
* the `displayWidth` property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Size#width
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
width: 0,
|
|
|
|
/**
|
|
* The native (un-scaled) height of this Game Object.
|
|
*
|
|
* Changing this value will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
|
* the `displayHeight` property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Size#height
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
height: 0,
|
|
|
|
/**
|
|
* The displayed width of this Game Object.
|
|
*
|
|
* This value takes into account the scale factor.
|
|
*
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Size#displayWidth
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
displayWidth: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.scaleX * this.frame.realWidth;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.scaleX = value / this.frame.realWidth;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The displayed height of this Game Object.
|
|
*
|
|
* This value takes into account the scale factor.
|
|
*
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Size#displayHeight
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
displayHeight: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.scaleY * this.frame.realHeight;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.scaleY = value / this.frame.realHeight;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the size of this Game Object to be that of the given Frame.
|
|
*
|
|
* This will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
|
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
|
* to do so by giving pixel values.
|
|
*
|
|
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
|
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Size#setSizeToFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Textures.Frame} frame - The frame to base the size of this Game Object on.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setSizeToFrame: function (frame)
|
|
{
|
|
if (frame === undefined) { frame = this.frame; }
|
|
|
|
this.width = frame.realWidth;
|
|
this.height = frame.realHeight;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the internal size of this Game Object, as used for frame or physics body creation.
|
|
*
|
|
* This will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
|
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
|
* to do so by giving pixel values.
|
|
*
|
|
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
|
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Size#setSize
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - The width of this Game Object.
|
|
* @param {number} height - The height of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setSize: function (width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the display size of this Game Object.
|
|
*
|
|
* Calling this will adjust the scale.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Size#setDisplaySize
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - The width of this Game Object.
|
|
* @param {number} height - The height of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setDisplaySize: function (width, height)
|
|
{
|
|
this.displayWidth = width;
|
|
this.displayHeight = height;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Size;
|
|
|
|
|
|
/***/ }),
|
|
/* 37 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the Scroll Factor of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ScrollFactor
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var ScrollFactor = {
|
|
|
|
/**
|
|
* The horizontal scroll factor of this Game Object.
|
|
*
|
|
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
|
|
*
|
|
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
|
|
* It does not change the Game Objects actual position values.
|
|
*
|
|
* A value of 1 means it will move exactly in sync with a camera.
|
|
* A value of 0 means it will not move at all, even if the camera moves.
|
|
* Other values control the degree to which the camera movement is mapped to this Game Object.
|
|
*
|
|
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
|
|
* calculating physics collisions. Bodies always collide based on their world position, but changing
|
|
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
|
|
* them from physics bodies if not accounted for in your code.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
scrollFactorX: 1,
|
|
|
|
/**
|
|
* The vertical scroll factor of this Game Object.
|
|
*
|
|
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
|
|
*
|
|
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
|
|
* It does not change the Game Objects actual position values.
|
|
*
|
|
* A value of 1 means it will move exactly in sync with a camera.
|
|
* A value of 0 means it will not move at all, even if the camera moves.
|
|
* Other values control the degree to which the camera movement is mapped to this Game Object.
|
|
*
|
|
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
|
|
* calculating physics collisions. Bodies always collide based on their world position, but changing
|
|
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
|
|
* them from physics bodies if not accounted for in your code.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
scrollFactorY: 1,
|
|
|
|
/**
|
|
* Sets the scroll factor of this Game Object.
|
|
*
|
|
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
|
|
*
|
|
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
|
|
* It does not change the Game Objects actual position values.
|
|
*
|
|
* A value of 1 means it will move exactly in sync with a camera.
|
|
* A value of 0 means it will not move at all, even if the camera moves.
|
|
* Other values control the degree to which the camera movement is mapped to this Game Object.
|
|
*
|
|
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
|
|
* calculating physics collisions. Bodies always collide based on their world position, but changing
|
|
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
|
|
* them from physics bodies if not accounted for in your code.
|
|
*
|
|
* @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal scroll factor of this Game Object.
|
|
* @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setScrollFactor: function (x, y)
|
|
{
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.scrollFactorX = x;
|
|
this.scrollFactorY = y;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = ScrollFactor;
|
|
|
|
|
|
/***/ }),
|
|
/* 38 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var ScaleModes = __webpack_require__(16);
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the scale of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ScaleMode
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var ScaleMode = {
|
|
|
|
_scaleMode: ScaleModes.DEFAULT,
|
|
|
|
/**
|
|
* The Scale Mode being used by this Game Object.
|
|
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ScaleMode#scaleMode
|
|
* @type {Phaser.ScaleModes}
|
|
* @since 3.0.0
|
|
*/
|
|
scaleMode: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._scaleMode;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value === ScaleModes.LINEAR || value === ScaleModes.NEAREST)
|
|
{
|
|
this._scaleMode = value;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Scale Mode being used by this Game Object.
|
|
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`.
|
|
*
|
|
* @method Phaser.GameObjects.Components.ScaleMode#setScaleMode
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.ScaleModes} value - The Scale Mode to be used by this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setScaleMode: function (value)
|
|
{
|
|
this.scaleMode = value;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = ScaleMode;
|
|
|
|
|
|
/***/ }),
|
|
/* 39 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for setting the WebGL rendering pipeline of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Pipeline
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Pipeline = {
|
|
|
|
/**
|
|
* The initial WebGL pipeline of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Pipeline#defaultPipeline
|
|
* @type {Phaser.Renderer.WebGL.WebGLPipeline}
|
|
* @default null
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
defaultPipeline: null,
|
|
|
|
/**
|
|
* The current WebGL pipeline of this Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Pipeline#pipeline
|
|
* @type {Phaser.Renderer.WebGL.WebGLPipeline}
|
|
* @default null
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
pipeline: null,
|
|
|
|
/**
|
|
* Sets the initial WebGL Pipeline of this Game Object.
|
|
* This should only be called during the instantiation of the Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Pipeline#initPipeline
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} pipelineName - The name of the pipeline to set on this Game Object.
|
|
*
|
|
* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
|
|
*/
|
|
initPipeline: function (pipelineName)
|
|
{
|
|
var renderer = this.scene.sys.game.renderer;
|
|
|
|
if (renderer && renderer.gl && renderer.hasPipeline(pipelineName))
|
|
{
|
|
this.defaultPipeline = renderer.getPipeline(pipelineName);
|
|
this.pipeline = this.defaultPipeline;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
/**
|
|
* Sets the active WebGL Pipeline of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Pipeline#setPipeline
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} pipelineName - The name of the pipeline to set on this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setPipeline: function (pipelineName)
|
|
{
|
|
var renderer = this.scene.sys.game.renderer;
|
|
|
|
if (renderer && renderer.gl && renderer.hasPipeline(pipelineName))
|
|
{
|
|
this.pipeline = renderer.getPipeline(pipelineName);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Resets the WebGL Pipeline of this Game Object back to the default it was created with.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Pipeline#resetPipeline
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
|
|
*/
|
|
resetPipeline: function ()
|
|
{
|
|
this.pipeline = this.defaultPipeline;
|
|
|
|
return (this.pipeline !== null);
|
|
},
|
|
|
|
/**
|
|
* Gets the name of the WebGL Pipeline this Game Object is currently using.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Pipeline#getPipelineName
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @return {string} The string-based name of the pipeline being used by this Game Object.
|
|
*/
|
|
getPipelineName: function ()
|
|
{
|
|
return this.pipeline.name;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Pipeline;
|
|
|
|
|
|
/***/ }),
|
|
/* 40 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the origin of a Game Object.
|
|
* Values are normalized, given in the range 0 to 1.
|
|
* Display values contain the calculated pixel values.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Origin
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Origin = {
|
|
|
|
/**
|
|
* A property indicating that a Game Object has this component.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Origin#_originComponent
|
|
* @type {boolean}
|
|
* @private
|
|
* @default true
|
|
* @since 3.2.0
|
|
*/
|
|
_originComponent: true,
|
|
|
|
/**
|
|
* The horizontal origin of this Game Object.
|
|
* The origin maps the relationship between the size and position of the Game Object.
|
|
* The default value is 0.5, meaning all Game Objects are positioned based on their center.
|
|
* Setting the value to 0 means the position now relates to the left of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Origin#originX
|
|
* @type {number}
|
|
* @default 0.5
|
|
* @since 3.0.0
|
|
*/
|
|
originX: 0.5,
|
|
|
|
/**
|
|
* The vertical origin of this Game Object.
|
|
* The origin maps the relationship between the size and position of the Game Object.
|
|
* The default value is 0.5, meaning all Game Objects are positioned based on their center.
|
|
* Setting the value to 0 means the position now relates to the top of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Origin#originY
|
|
* @type {number}
|
|
* @default 0.5
|
|
* @since 3.0.0
|
|
*/
|
|
originY: 0.5,
|
|
|
|
// private + read only
|
|
_displayOriginX: 0,
|
|
_displayOriginY: 0,
|
|
|
|
/**
|
|
* The horizontal display origin of this Game Object.
|
|
* The origin is a normalized value between 0 and 1.
|
|
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Origin#displayOriginX
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
displayOriginX: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._displayOriginX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._displayOriginX = value;
|
|
this.originX = value / this.width;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The vertical display origin of this Game Object.
|
|
* The origin is a normalized value between 0 and 1.
|
|
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Origin#displayOriginY
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
displayOriginY: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._displayOriginY;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._displayOriginY = value;
|
|
this.originY = value / this.height;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the origin of this Game Object.
|
|
*
|
|
* The values are given in the range 0 to 1.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Origin#setOrigin
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=0.5] - The horizontal origin value.
|
|
* @param {number} [y=x] - The vertical origin value. If not defined it will be set to the value of `x`.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setOrigin: function (x, y)
|
|
{
|
|
if (x === undefined) { x = 0.5; }
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.originX = x;
|
|
this.originY = y;
|
|
|
|
return this.updateDisplayOrigin();
|
|
},
|
|
|
|
/**
|
|
* Sets the origin of this Game Object based on the Pivot values in its Frame.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Origin#setOriginFromFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setOriginFromFrame: function ()
|
|
{
|
|
if (!this.frame || !this.frame.customPivot)
|
|
{
|
|
return this.setOrigin();
|
|
}
|
|
else
|
|
{
|
|
this.originX = this.frame.pivotX;
|
|
this.originY = this.frame.pivotY;
|
|
}
|
|
|
|
return this.updateDisplayOrigin();
|
|
},
|
|
|
|
/**
|
|
* Sets the display origin of this Game Object.
|
|
* The difference between this and setting the origin is that you can use pixel values for setting the display origin.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Origin#setDisplayOrigin
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=0] - The horizontal display origin value.
|
|
* @param {number} [y=x] - The vertical display origin value. If not defined it will be set to the value of `x`.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setDisplayOrigin: function (x, y)
|
|
{
|
|
if (x === undefined) { x = 0; }
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.displayOriginX = x;
|
|
this.displayOriginY = y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Updates the Display Origin cached values internally stored on this Game Object.
|
|
* You don't usually call this directly, but it is exposed for edge-cases where you may.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Origin#updateDisplayOrigin
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
updateDisplayOrigin: function ()
|
|
{
|
|
this._displayOriginX = Math.round(this.originX * this.width);
|
|
this._displayOriginY = Math.round(this.originY * this.height);
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Origin;
|
|
|
|
|
|
/***/ }),
|
|
/* 41 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* [description]
|
|
*
|
|
* @class GeometryMask
|
|
* @memberOf Phaser.Display.Masks
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - [description]
|
|
* @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description]
|
|
*/
|
|
var GeometryMask = new Class({
|
|
|
|
initialize:
|
|
|
|
function GeometryMask (scene, graphicsGeometry)
|
|
{
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.GeometryMask#geometryMask
|
|
* @type {Phaser.GameObjects.Graphics}
|
|
* @since 3.0.0
|
|
*/
|
|
this.geometryMask = graphicsGeometry;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.GeometryMask#setShape
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description]
|
|
*/
|
|
setShape: function (graphicsGeometry)
|
|
{
|
|
this.geometryMask = graphicsGeometry;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.GeometryMask#preRenderWebGL
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description]
|
|
* @param {Phaser.GameObjects.GameObject} mask - [description]
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
|
|
*/
|
|
preRenderWebGL: function (renderer, mask, camera)
|
|
{
|
|
var gl = renderer.gl;
|
|
var geometryMask = this.geometryMask;
|
|
|
|
// Force flushing before drawing to stencil buffer
|
|
renderer.flush();
|
|
|
|
// Enable and setup GL state to write to stencil buffer
|
|
gl.enable(gl.STENCIL_TEST);
|
|
gl.clear(gl.STENCIL_BUFFER_BIT);
|
|
gl.colorMask(false, false, false, false);
|
|
gl.stencilFunc(gl.NOTEQUAL, 1, 1);
|
|
gl.stencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE);
|
|
|
|
// Write stencil buffer
|
|
geometryMask.renderWebGL(renderer, geometryMask, 0.0, camera);
|
|
renderer.flush();
|
|
|
|
// Use stencil buffer to affect next rendering object
|
|
gl.colorMask(true, true, true, true);
|
|
gl.stencilFunc(gl.EQUAL, 1, 1);
|
|
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.GeometryMask#postRenderWebGL
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description]
|
|
*/
|
|
postRenderWebGL: function (renderer)
|
|
{
|
|
var gl = renderer.gl;
|
|
|
|
// Force flush before disabling stencil test
|
|
renderer.flush();
|
|
gl.disable(gl.STENCIL_TEST);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.GeometryMask#preRenderCanvas
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - [description]
|
|
* @param {Phaser.GameObjects.GameObject} mask - [description]
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
|
|
*/
|
|
preRenderCanvas: function (renderer, mask, camera)
|
|
{
|
|
var geometryMask = this.geometryMask;
|
|
|
|
renderer.currentContext.save();
|
|
|
|
geometryMask.renderCanvas(renderer, geometryMask, 0, camera, null, null, true);
|
|
|
|
renderer.currentContext.clip();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.GeometryMask#postRenderCanvas
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - [description]
|
|
*/
|
|
postRenderCanvas: function (renderer)
|
|
{
|
|
renderer.currentContext.restore();
|
|
},
|
|
|
|
/**
|
|
* Destroys this GeometryMask and nulls any references it holds.
|
|
*
|
|
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
|
|
* so be sure to call `clearMask` on any Game Object using it, before destroying it.
|
|
*
|
|
* @method Phaser.Display.Masks.GeometryMask#destroy
|
|
* @since 3.7.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.geometryMask = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = GeometryMask;
|
|
|
|
|
|
/***/ }),
|
|
/* 42 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* [description]
|
|
*
|
|
* @class BitmapMask
|
|
* @memberOf Phaser.Display.Masks
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - [description]
|
|
* @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite.
|
|
*/
|
|
var BitmapMask = new Class({
|
|
|
|
initialize:
|
|
|
|
function BitmapMask (scene, renderable)
|
|
{
|
|
var renderer = scene.sys.game.renderer;
|
|
|
|
/**
|
|
* A reference to either the Canvas or WebGL Renderer that this Mask is using.
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#renderer
|
|
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
|
|
* @since 3.11.0
|
|
*/
|
|
this.renderer = renderer;
|
|
|
|
/**
|
|
* A renderable Game Object that uses a texture, such as a Sprite.
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#bitmapMask
|
|
* @type {Phaser.GameObjects.GameObject}
|
|
* @since 3.0.0
|
|
*/
|
|
this.bitmapMask = renderable;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#maskTexture
|
|
* @type {WebGLTexture}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.maskTexture = null;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#mainTexture
|
|
* @type {WebGLTexture}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.mainTexture = null;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#dirty
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#mainFramebuffer
|
|
* @type {WebGLFramebuffer}
|
|
* @since 3.0.0
|
|
*/
|
|
this.mainFramebuffer = null;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#maskFramebuffer
|
|
* @type {WebGLFramebuffer}
|
|
* @since 3.0.0
|
|
*/
|
|
this.maskFramebuffer = null;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Display.Masks.BitmapMask#invertAlpha
|
|
* @type {boolean}
|
|
* @since 3.1.2
|
|
*/
|
|
this.invertAlpha = false;
|
|
|
|
if (renderer && renderer.gl)
|
|
{
|
|
var width = renderer.width;
|
|
var height = renderer.height;
|
|
var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0);
|
|
var gl = renderer.gl;
|
|
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
|
|
var filter = gl.LINEAR;
|
|
|
|
this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
|
|
this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
|
|
this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false);
|
|
this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false);
|
|
|
|
renderer.onContextRestored(function (renderer)
|
|
{
|
|
var width = renderer.width;
|
|
var height = renderer.height;
|
|
var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0);
|
|
var gl = renderer.gl;
|
|
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
|
|
var filter = gl.LINEAR;
|
|
|
|
this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
|
|
this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
|
|
this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false);
|
|
this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false);
|
|
|
|
}, this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.BitmapMask#setBitmap
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite.
|
|
*/
|
|
setBitmap: function (renderable)
|
|
{
|
|
this.bitmapMask = renderable;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.BitmapMask#preRenderWebGL
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
|
|
* @param {Phaser.GameObjects.GameObject} maskedObject - [description]
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
|
|
*/
|
|
preRenderWebGL: function (renderer, maskedObject, camera)
|
|
{
|
|
renderer.pipelines.BitmapMaskPipeline.beginMask(this, maskedObject, camera);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.BitmapMask#postRenderWebGL
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
|
|
*/
|
|
postRenderWebGL: function (renderer)
|
|
{
|
|
renderer.pipelines.BitmapMaskPipeline.endMask(this);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.BitmapMask#preRenderCanvas
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
|
|
* @param {Phaser.GameObjects.GameObject} mask - [description]
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
|
|
*/
|
|
preRenderCanvas: function ()
|
|
{
|
|
// NOOP
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Display.Masks.BitmapMask#postRenderCanvas
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
|
|
*/
|
|
postRenderCanvas: function ()
|
|
{
|
|
// NOOP
|
|
},
|
|
|
|
/**
|
|
* Destroys this BitmapMask and nulls any references it holds.
|
|
*
|
|
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
|
|
* so be sure to call `clearMask` on any Game Object using it, before destroying it.
|
|
*
|
|
* @method Phaser.Display.Masks.BitmapMask#destroy
|
|
* @since 3.7.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.bitmapMask = null;
|
|
|
|
var renderer = this.renderer;
|
|
|
|
if (renderer && renderer.gl)
|
|
{
|
|
renderer.deleteTexture(this.mainTexture);
|
|
renderer.deleteTexture(this.maskTexture);
|
|
renderer.deleteFramebuffer(this.mainFramebuffer);
|
|
renderer.deleteFramebuffer(this.maskFramebuffer);
|
|
}
|
|
|
|
this.mainTexture = null;
|
|
this.maskTexture = null;
|
|
this.mainFramebuffer = null;
|
|
this.maskFramebuffer = null;
|
|
this.renderer = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = BitmapMask;
|
|
|
|
|
|
/***/ }),
|
|
/* 43 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var BitmapMask = __webpack_require__(42);
|
|
var GeometryMask = __webpack_require__(41);
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the mask of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Mask
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Mask = {
|
|
|
|
/**
|
|
* The Mask this Game Object is using during render.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Mask#mask
|
|
* @type {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask}
|
|
* @since 3.0.0
|
|
*/
|
|
mask: null,
|
|
|
|
/**
|
|
* Sets the mask that this Game Object will use to render with.
|
|
*
|
|
* The mask must have been previously created and can be either a GeometryMask or a BitmapMask.
|
|
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
|
|
*
|
|
* If a mask is already set on this Game Object it will be immediately replaced.
|
|
*
|
|
* Masks are positioned in global space and are not relative to the Game Object to which they
|
|
* are applied. The reason for this is that multiple Game Objects can all share the same mask.
|
|
*
|
|
* Masks have no impact on physics or input detection. They are purely a rendering component
|
|
* that allows you to limit what is visible during the render pass.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Mask#setMask
|
|
* @since 3.6.2
|
|
*
|
|
* @param {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} mask - The mask this Game Object will use when rendering.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setMask: function (mask)
|
|
{
|
|
this.mask = mask;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Clears the mask that this Game Object was using.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Mask#clearMask
|
|
* @since 3.6.2
|
|
*
|
|
* @param {boolean} [destroyMask=false] - Destroy the mask before clearing it?
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
clearMask: function (destroyMask)
|
|
{
|
|
if (destroyMask === undefined) { destroyMask = false; }
|
|
|
|
if (destroyMask && this.mask)
|
|
{
|
|
this.mask.destroy();
|
|
}
|
|
|
|
this.mask = null;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object,
|
|
* including this one.
|
|
*
|
|
* To create the mask you need to pass in a reference to a renderable Game Object.
|
|
* A renderable Game Object is one that uses a texture to render with, such as an
|
|
* Image, Sprite, Render Texture or BitmapText.
|
|
*
|
|
* If you do not provide a renderable object, and this Game Object has a texture,
|
|
* it will use itself as the object. This means you can call this method to create
|
|
* a Bitmap Mask from any renderable Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Mask#createBitmapMask
|
|
* @since 3.6.2
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} [renderable] - A renderable Game Object that uses a texture, such as a Sprite.
|
|
*
|
|
* @return {Phaser.Display.Masks.BitmapMask} This Bitmap Mask that was created.
|
|
*/
|
|
createBitmapMask: function (renderable)
|
|
{
|
|
if (renderable === undefined && this.texture)
|
|
{
|
|
// eslint-disable-next-line consistent-this
|
|
renderable = this;
|
|
}
|
|
|
|
return new BitmapMask(this.scene, renderable);
|
|
},
|
|
|
|
/**
|
|
* Creates and returns a Geometry Mask. This mask can be used by any Game Object,
|
|
* including this one.
|
|
*
|
|
* To create the mask you need to pass in a reference to a Graphics Game Object.
|
|
*
|
|
* If you do not provide a graphics object, and this Game Object is an instance
|
|
* of a Graphics object, then it will use itself to create the mask.
|
|
*
|
|
* This means you can call this method to create a Geometry Mask from any Graphics Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Mask#createGeometryMask
|
|
* @since 3.6.2
|
|
*
|
|
* @param {Phaser.GameObjects.Graphics} [graphics] - A Graphics Game Object. The geometry within it will be used as the mask.
|
|
*
|
|
* @return {Phaser.Display.Masks.GeometryMask} This Geometry Mask that was created.
|
|
*/
|
|
createGeometryMask: function (graphics)
|
|
{
|
|
if (graphics === undefined && this.type === 'Graphics')
|
|
{
|
|
// eslint-disable-next-line consistent-this
|
|
graphics = this;
|
|
}
|
|
|
|
return new GeometryMask(this.scene, graphics);
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Mask;
|
|
|
|
|
|
/***/ }),
|
|
/* 44 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Rotate a `point` around `x` and `y` by the given `angle`.
|
|
*
|
|
* @function Phaser.Math.RotateAround
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
|
|
* @param {number} x - The horizontal coordinate to rotate around.
|
|
* @param {number} y - The vertical coordinate to rotate around.
|
|
* @param {number} angle - The angle of rotation in radians.
|
|
*
|
|
* @return {Phaser.Geom.Point} The given point, rotated by the given angle around the given coordinates.
|
|
*/
|
|
var RotateAround = function (point, x, y, angle)
|
|
{
|
|
var c = Math.cos(angle);
|
|
var s = Math.sin(angle);
|
|
|
|
var tx = point.x - x;
|
|
var ty = point.y - y;
|
|
|
|
point.x = tx * c - ty * s + x;
|
|
point.y = tx * s + ty * c + y;
|
|
|
|
return point;
|
|
};
|
|
|
|
module.exports = RotateAround;
|
|
|
|
|
|
/***/ }),
|
|
/* 45 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Point = __webpack_require__(1);
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @function Phaser.Geom.Rectangle.Random
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [out,$return]
|
|
*
|
|
* @param {Phaser.Geom.Rectangle} rect - [description]
|
|
* @param {Phaser.Geom.Point} out - [description]
|
|
*
|
|
* @return {Phaser.Geom.Point} [description]
|
|
*/
|
|
var Random = function (rect, out)
|
|
{
|
|
if (out === undefined) { out = new Point(); }
|
|
|
|
out.x = rect.x + (Math.random() * rect.width);
|
|
out.y = rect.y + (Math.random() * rect.height);
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = Random;
|
|
|
|
|
|
/***/ }),
|
|
/* 46 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Point = __webpack_require__(1);
|
|
|
|
/**
|
|
* Returns a random point on a given Line.
|
|
*
|
|
* @function Phaser.Geom.Line.Random
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [out,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} line - The Line to calculate the random Point on.
|
|
* @param {(Phaser.Geom.Point|object)} [out] - An instance of a Point to be modified.
|
|
*
|
|
* @return {(Phaser.Geom.Point|object)} A random Point on the Line.
|
|
*/
|
|
var Random = function (line, out)
|
|
{
|
|
if (out === undefined) { out = new Point(); }
|
|
|
|
var t = Math.random();
|
|
|
|
out.x = line.x1 + t * (line.x2 - line.x1);
|
|
out.y = line.y1 + t * (line.y2 - line.y1);
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = Random;
|
|
|
|
|
|
/***/ }),
|
|
/* 47 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Calculate the length of the given line.
|
|
*
|
|
* @function Phaser.Geom.Line.Length
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Geom.Line} line - The line to calculate the length of.
|
|
*
|
|
* @return {number} The length of the line.
|
|
*/
|
|
var Length = function (line)
|
|
{
|
|
return Math.sqrt((line.x2 - line.x1) * (line.x2 - line.x1) + (line.y2 - line.y1) * (line.y2 - line.y1));
|
|
};
|
|
|
|
module.exports = Length;
|
|
|
|
|
|
/***/ }),
|
|
/* 48 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Length = __webpack_require__(47);
|
|
var Point = __webpack_require__(1);
|
|
|
|
/**
|
|
* Get a number of points along a line's length.
|
|
*
|
|
* Provide a `quantity` to get an exact number of points along the line.
|
|
*
|
|
* Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when
|
|
* providing a `stepRate`.
|
|
*
|
|
* @function Phaser.Geom.Line.GetPoints
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point[]} O - [out,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} line - The line.
|
|
* @param {integer} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead.
|
|
* @param {number} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.
|
|
* @param {(array|Phaser.Geom.Point[])} [out] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line.
|
|
*
|
|
* @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line.
|
|
*/
|
|
var GetPoints = function (line, quantity, stepRate, out)
|
|
{
|
|
if (out === undefined) { out = []; }
|
|
|
|
// If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead.
|
|
if (!quantity)
|
|
{
|
|
quantity = Length(line) / stepRate;
|
|
}
|
|
|
|
var x1 = line.x1;
|
|
var y1 = line.y1;
|
|
|
|
var x2 = line.x2;
|
|
var y2 = line.y2;
|
|
|
|
for (var i = 0; i < quantity; i++)
|
|
{
|
|
var position = i / quantity;
|
|
|
|
var x = x1 + (x2 - x1) * position;
|
|
var y = y1 + (y2 - y1) * position;
|
|
|
|
out.push(new Point(x, y));
|
|
}
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = GetPoints;
|
|
|
|
|
|
/***/ }),
|
|
/* 49 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Point = __webpack_require__(1);
|
|
|
|
/**
|
|
* Get a point on a line that's a given percentage along its length.
|
|
*
|
|
* @function Phaser.Geom.Line.GetPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [out,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} line - The line.
|
|
* @param {number} position - A value between 0 and 1, where 0 is the start, 0.5 is the middle and 1 is the end of the line.
|
|
* @param {(Phaser.Geom.Point|object)} [out] - An optional point, or point-like object, to store the coordinates of the point on the line.
|
|
*
|
|
* @return {(Phaser.Geom.Point|object)} The point on the line.
|
|
*/
|
|
var GetPoint = function (line, position, out)
|
|
{
|
|
if (out === undefined) { out = new Point(); }
|
|
|
|
out.x = line.x1 + (line.x2 - line.x1) * position;
|
|
out.y = line.y1 + (line.y2 - line.y1) * position;
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = GetPoint;
|
|
|
|
|
|
/***/ }),
|
|
/* 50 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
var GetPoint = __webpack_require__(49);
|
|
var GetPoints = __webpack_require__(48);
|
|
var Random = __webpack_require__(46);
|
|
var Vector2 = __webpack_require__(3);
|
|
|
|
/**
|
|
* @classdesc
|
|
* Defines a Line segment, a part of a line between two endpoints.
|
|
*
|
|
* @class Line
|
|
* @memberOf Phaser.Geom
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x1=0] - The x coordinate of the lines starting point.
|
|
* @param {number} [y1=0] - The y coordinate of the lines starting point.
|
|
* @param {number} [x2=0] - The x coordinate of the lines ending point.
|
|
* @param {number} [y2=0] - The y coordinate of the lines ending point.
|
|
*/
|
|
var Line = new Class({
|
|
|
|
initialize:
|
|
|
|
function Line (x1, y1, x2, y2)
|
|
{
|
|
if (x1 === undefined) { x1 = 0; }
|
|
if (y1 === undefined) { y1 = 0; }
|
|
if (x2 === undefined) { x2 = 0; }
|
|
if (y2 === undefined) { y2 = 0; }
|
|
|
|
/**
|
|
* The x coordinate of the lines starting point.
|
|
*
|
|
* @name Phaser.Geom.Line#x1
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
this.x1 = x1;
|
|
|
|
/**
|
|
* The y coordinate of the lines starting point.
|
|
*
|
|
* @name Phaser.Geom.Line#y1
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
this.y1 = y1;
|
|
|
|
/**
|
|
* The x coordinate of the lines ending point.
|
|
*
|
|
* @name Phaser.Geom.Line#x2
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
this.x2 = x2;
|
|
|
|
/**
|
|
* The y coordinate of the lines ending point.
|
|
*
|
|
* @name Phaser.Geom.Line#y2
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
this.y2 = y2;
|
|
},
|
|
|
|
/**
|
|
* Get a point on a line that's a given percentage along its length.
|
|
*
|
|
* @method Phaser.Geom.Line#getPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [output,$return]
|
|
*
|
|
* @param {number} position - A value between 0 and 1, where 0 is the start, 0.5 is the middle and 1 is the end of the line.
|
|
* @param {(Phaser.Geom.Point|object)} [output] - An optional point, or point-like object, to store the coordinates of the point on the line.
|
|
*
|
|
* @return {(Phaser.Geom.Point|object)} A Point, or point-like object, containing the coordinates of the point on the line.
|
|
*/
|
|
getPoint: function (position, output)
|
|
{
|
|
return GetPoint(this, position, output);
|
|
},
|
|
|
|
/**
|
|
* Get a number of points along a line's length.
|
|
*
|
|
* Provide a `quantity` to get an exact number of points along the line.
|
|
*
|
|
* Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when
|
|
* providing a `stepRate`.
|
|
*
|
|
* @method Phaser.Geom.Line#getPoints
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [output,$return]
|
|
*
|
|
* @param {integer} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead.
|
|
* @param {integer} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.
|
|
* @param {(array|Phaser.Geom.Point[])} [output] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line.
|
|
*
|
|
* @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line.
|
|
*/
|
|
getPoints: function (quantity, stepRate, output)
|
|
{
|
|
return GetPoints(this, quantity, stepRate, output);
|
|
},
|
|
|
|
/**
|
|
* Get a random Point on the Line.
|
|
*
|
|
* @method Phaser.Geom.Line#getRandomPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [point,$return]
|
|
*
|
|
* @param {(Phaser.Geom.Point|object)} [point] - An instance of a Point to be modified.
|
|
*
|
|
* @return {Phaser.Geom.Point} A random Point on the Line.
|
|
*/
|
|
getRandomPoint: function (point)
|
|
{
|
|
return Random(this, point);
|
|
},
|
|
|
|
/**
|
|
* Set new coordinates for the line endpoints.
|
|
*
|
|
* @method Phaser.Geom.Line#setTo
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x1=0] - The x coordinate of the lines starting point.
|
|
* @param {number} [y1=0] - The y coordinate of the lines starting point.
|
|
* @param {number} [x2=0] - The x coordinate of the lines ending point.
|
|
* @param {number} [y2=0] - The y coordinate of the lines ending point.
|
|
*
|
|
* @return {Phaser.Geom.Line} This Line object.
|
|
*/
|
|
setTo: function (x1, y1, x2, y2)
|
|
{
|
|
if (x1 === undefined) { x1 = 0; }
|
|
if (y1 === undefined) { y1 = 0; }
|
|
if (x2 === undefined) { x2 = 0; }
|
|
if (y2 === undefined) { y2 = 0; }
|
|
|
|
this.x1 = x1;
|
|
this.y1 = y1;
|
|
|
|
this.x2 = x2;
|
|
this.y2 = y2;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Returns a Vector2 object that corresponds to the start of this Line.
|
|
*
|
|
* @method Phaser.Geom.Line#getPointA
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [vec2,$return]
|
|
*
|
|
* @param {Phaser.Math.Vector2} [vec2] - A Vector2 object to set the results in. If `undefined` a new Vector2 will be created.
|
|
*
|
|
* @return {Phaser.Math.Vector2} A Vector2 object that corresponds to the start of this Line.
|
|
*/
|
|
getPointA: function (vec2)
|
|
{
|
|
if (vec2 === undefined) { vec2 = new Vector2(); }
|
|
|
|
vec2.set(this.x1, this.y1);
|
|
|
|
return vec2;
|
|
},
|
|
|
|
/**
|
|
* Returns a Vector2 object that corresponds to the end of this Line.
|
|
*
|
|
* @method Phaser.Geom.Line#getPointB
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [vec2,$return]
|
|
*
|
|
* @param {Phaser.Math.Vector2} [vec2] - A Vector2 object to set the results in. If `undefined` a new Vector2 will be created.
|
|
*
|
|
* @return {Phaser.Math.Vector2} A Vector2 object that corresponds to the end of this Line.
|
|
*/
|
|
getPointB: function (vec2)
|
|
{
|
|
if (vec2 === undefined) { vec2 = new Vector2(); }
|
|
|
|
vec2.set(this.x2, this.y2);
|
|
|
|
return vec2;
|
|
},
|
|
|
|
/**
|
|
* The left position of the Line.
|
|
*
|
|
* @name Phaser.Geom.Line#left
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
left: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.min(this.x1, this.x2);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (this.x1 <= this.x2)
|
|
{
|
|
this.x1 = value;
|
|
}
|
|
else
|
|
{
|
|
this.x2 = value;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The right position of the Line.
|
|
*
|
|
* @name Phaser.Geom.Line#right
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
right: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.max(this.x1, this.x2);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (this.x1 > this.x2)
|
|
{
|
|
this.x1 = value;
|
|
}
|
|
else
|
|
{
|
|
this.x2 = value;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The top position of the Line.
|
|
*
|
|
* @name Phaser.Geom.Line#top
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
top: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.min(this.y1, this.y2);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (this.y1 <= this.y2)
|
|
{
|
|
this.y1 = value;
|
|
}
|
|
else
|
|
{
|
|
this.y2 = value;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The bottom position of the Line.
|
|
*
|
|
* @name Phaser.Geom.Line#bottom
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
bottom: {
|
|
|
|
get: function ()
|
|
{
|
|
return Math.max(this.y1, this.y2);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (this.y1 > this.y2)
|
|
{
|
|
this.y1 = value;
|
|
}
|
|
else
|
|
{
|
|
this.y2 = value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Line;
|
|
|
|
|
|
/***/ }),
|
|
/* 51 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var GetPoint = __webpack_require__(10);
|
|
var Perimeter = __webpack_require__(9);
|
|
|
|
// Return an array of points from the perimeter of the rectangle
|
|
// each spaced out based on the quantity or step required
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @function Phaser.Geom.Rectangle.GetPoints
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point[]} O - [out,$return]
|
|
*
|
|
* @param {Phaser.Geom.Rectangle} rectangle - [description]
|
|
* @param {number} step - [description]
|
|
* @param {integer} quantity - [description]
|
|
* @param {(array|Phaser.Geom.Point[])} [out] - [description]
|
|
*
|
|
* @return {(array|Phaser.Geom.Point[])} [description]
|
|
*/
|
|
var GetPoints = function (rectangle, quantity, stepRate, out)
|
|
{
|
|
if (out === undefined) { out = []; }
|
|
|
|
// If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead.
|
|
if (!quantity)
|
|
{
|
|
quantity = Perimeter(rectangle) / stepRate;
|
|
}
|
|
|
|
for (var i = 0; i < quantity; i++)
|
|
{
|
|
var position = i / quantity;
|
|
|
|
out.push(GetPoint(rectangle, position));
|
|
}
|
|
|
|
return out;
|
|
};
|
|
|
|
module.exports = GetPoints;
|
|
|
|
|
|
/***/ }),
|
|
/* 52 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @function Phaser.Geom.Rectangle.Contains
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Geom.Rectangle} rect - [description]
|
|
* @param {number} x - [description]
|
|
* @param {number} y - [description]
|
|
*
|
|
* @return {boolean} [description]
|
|
*/
|
|
var Contains = function (rect, x, y)
|
|
{
|
|
if (rect.width <= 0 || rect.height <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return (rect.x <= x && rect.x + rect.width >= x && rect.y <= y && rect.y + rect.height >= y);
|
|
};
|
|
|
|
module.exports = Contains;
|
|
|
|
|
|
/***/ }),
|
|
/* 53 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
var Contains = __webpack_require__(52);
|
|
var GetPoint = __webpack_require__(10);
|
|
var GetPoints = __webpack_require__(51);
|
|
var Line = __webpack_require__(50);
|
|
var Random = __webpack_require__(45);
|
|
|
|
/**
|
|
* @classdesc
|
|
* Encapsulates a 2D rectangle defined by its corner point in the top-left and its extends in x (width) and y (height)
|
|
*
|
|
* @class Rectangle
|
|
* @memberOf Phaser.Geom
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=0] - [description]
|
|
* @param {number} [y=0] - [description]
|
|
* @param {number} [width=0] - [description]
|
|
* @param {number} [height=0] - [description]
|
|
*/
|
|
var Rectangle = new Class({
|
|
|
|
initialize:
|
|
|
|
function Rectangle (x, y, width, height)
|
|
{
|
|
if (x === undefined) { x = 0; }
|
|
if (y === undefined) { y = 0; }
|
|
if (width === undefined) { width = 0; }
|
|
if (height === undefined) { height = 0; }
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#x
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.x = x;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#y
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.y = y;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#width
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.width = width;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#height
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.height = height;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#contains
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - [description]
|
|
* @param {number} y - [description]
|
|
*
|
|
* @return {boolean} [description]
|
|
*/
|
|
contains: function (x, y)
|
|
{
|
|
return Contains(this, x, y);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [output,$return]
|
|
*
|
|
* @param {number} position - [description]
|
|
* @param {(Phaser.Geom.Point|object)} [output] - [description]
|
|
*
|
|
* @return {(Phaser.Geom.Point|object)} [description]
|
|
*/
|
|
getPoint: function (position, output)
|
|
{
|
|
return GetPoint(this, position, output);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getPoints
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point[]} O - [output,$return]
|
|
*
|
|
* @param {integer} quantity - [description]
|
|
* @param {number} [stepRate] - [description]
|
|
* @param {(array|Phaser.Geom.Point[])} [output] - [description]
|
|
*
|
|
* @return {(array|Phaser.Geom.Point[])} [description]
|
|
*/
|
|
getPoints: function (quantity, stepRate, output)
|
|
{
|
|
return GetPoints(this, quantity, stepRate, output);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getRandomPoint
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Point} O - [point,$return]
|
|
*
|
|
* @param {Phaser.Geom.Point} [point] - [description]
|
|
*
|
|
* @return {Phaser.Geom.Point} [description]
|
|
*/
|
|
getRandomPoint: function (point)
|
|
{
|
|
return Random(this, point);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#setTo
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - [description]
|
|
* @param {number} y - [description]
|
|
* @param {number} width - [description]
|
|
* @param {number} height - [description]
|
|
*
|
|
* @return {Phaser.Geom.Rectangle} This Rectangle object.
|
|
*/
|
|
setTo: function (x, y, width, height)
|
|
{
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#setEmpty
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Geom.Rectangle} This Rectangle object.
|
|
*/
|
|
setEmpty: function ()
|
|
{
|
|
return this.setTo(0, 0, 0, 0);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#setPosition
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - [description]
|
|
* @param {number} [y=x] - [description]
|
|
*
|
|
* @return {Phaser.Geom.Rectangle} This Rectangle object.
|
|
*/
|
|
setPosition: function (x, y)
|
|
{
|
|
if (y === undefined) { y = x; }
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#setSize
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - [description]
|
|
* @param {number} [height=width] - [description]
|
|
*
|
|
* @return {Phaser.Geom.Rectangle} This Rectangle object.
|
|
*/
|
|
setSize: function (width, height)
|
|
{
|
|
if (height === undefined) { height = width; }
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Geom.Rectangle#isEmpty
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} [description]
|
|
*/
|
|
isEmpty: function ()
|
|
{
|
|
return (this.width <= 0 || this.height <= 0);
|
|
},
|
|
|
|
/**
|
|
* Returns a Line object that corresponds to the top of this Rectangle.
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getLineA
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Line} O - [line,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
|
|
*
|
|
* @return {Phaser.Geom.Line} A Line object that corresponds to the top of this Rectangle.
|
|
*/
|
|
getLineA: function (line)
|
|
{
|
|
if (line === undefined) { line = new Line(); }
|
|
|
|
line.setTo(this.x, this.y, this.right, this.y);
|
|
|
|
return line;
|
|
},
|
|
|
|
/**
|
|
* Returns a Line object that corresponds to the right of this Rectangle.
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getLineB
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Line} O - [line,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
|
|
*
|
|
* @return {Phaser.Geom.Line} A Line object that corresponds to the right of this Rectangle.
|
|
*/
|
|
getLineB: function (line)
|
|
{
|
|
if (line === undefined) { line = new Line(); }
|
|
|
|
line.setTo(this.right, this.y, this.right, this.bottom);
|
|
|
|
return line;
|
|
},
|
|
|
|
/**
|
|
* Returns a Line object that corresponds to the bottom of this Rectangle.
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getLineC
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Line} O - [line,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
|
|
*
|
|
* @return {Phaser.Geom.Line} A Line object that corresponds to the bottom of this Rectangle.
|
|
*/
|
|
getLineC: function (line)
|
|
{
|
|
if (line === undefined) { line = new Line(); }
|
|
|
|
line.setTo(this.right, this.bottom, this.x, this.bottom);
|
|
|
|
return line;
|
|
},
|
|
|
|
/**
|
|
* Returns a Line object that corresponds to the left of this Rectangle.
|
|
*
|
|
* @method Phaser.Geom.Rectangle#getLineD
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Line} O - [line,$return]
|
|
*
|
|
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
|
|
*
|
|
* @return {Phaser.Geom.Line} A Line object that corresponds to the left of this Rectangle.
|
|
*/
|
|
getLineD: function (line)
|
|
{
|
|
if (line === undefined) { line = new Line(); }
|
|
|
|
line.setTo(this.x, this.bottom, this.x, this.y);
|
|
|
|
return line;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#left
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
left: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value >= this.right)
|
|
{
|
|
this.width = 0;
|
|
}
|
|
else
|
|
{
|
|
this.width = this.right - value;
|
|
}
|
|
|
|
this.x = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#right
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
right: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.x + this.width;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value <= this.x)
|
|
{
|
|
this.width = 0;
|
|
}
|
|
else
|
|
{
|
|
this.width = value - this.x;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#top
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
top: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value >= this.bottom)
|
|
{
|
|
this.height = 0;
|
|
}
|
|
else
|
|
{
|
|
this.height = (this.bottom - value);
|
|
}
|
|
|
|
this.y = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#bottom
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
bottom: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.y + this.height;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value <= this.y)
|
|
{
|
|
this.height = 0;
|
|
}
|
|
else
|
|
{
|
|
this.height = value - this.y;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#centerX
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
centerX: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.x + (this.width / 2);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.x = value - (this.width / 2);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Geom.Rectangle#centerY
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
centerY: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.y + (this.height / 2);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.y = value - (this.height / 2);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Rectangle;
|
|
|
|
|
|
/***/ }),
|
|
/* 54 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Rectangle = __webpack_require__(53);
|
|
var RotateAround = __webpack_require__(44);
|
|
var Vector2 = __webpack_require__(3);
|
|
|
|
/**
|
|
* Provides methods used for obtaining the bounds of a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.GetBounds
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var GetBounds = {
|
|
|
|
/**
|
|
* Gets the center coordinate of this Game Object, regardless of origin.
|
|
* The returned point is calculated in local space and does not factor in any parent containers
|
|
*
|
|
* @method Phaser.GameObjects.Components.GetBounds#getCenter
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [output,$return]
|
|
*
|
|
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
|
|
*
|
|
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
|
|
*/
|
|
getCenter: function (output)
|
|
{
|
|
if (output === undefined) { output = new Vector2(); }
|
|
|
|
output.x = this.x - (this.displayWidth * this.originX) + (this.displayWidth / 2);
|
|
output.y = this.y - (this.displayHeight * this.originY) + (this.displayHeight / 2);
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Gets the top-left corner coordinate of this Game Object, regardless of origin.
|
|
* The returned point is calculated in local space and does not factor in any parent containers
|
|
*
|
|
* @method Phaser.GameObjects.Components.GetBounds#getTopLeft
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [output,$return]
|
|
*
|
|
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
|
|
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
|
|
*
|
|
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
|
|
*/
|
|
getTopLeft: function (output, includeParent)
|
|
{
|
|
if (!output) { output = new Vector2(); }
|
|
if (includeParent === undefined) { includeParent = false; }
|
|
|
|
output.x = this.x - (this.displayWidth * this.originX);
|
|
output.y = this.y - (this.displayHeight * this.originY);
|
|
|
|
if (this.rotation !== 0)
|
|
{
|
|
RotateAround(output, this.x, this.y, this.rotation);
|
|
}
|
|
|
|
if (includeParent && this.parentContainer)
|
|
{
|
|
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
|
|
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Gets the top-right corner coordinate of this Game Object, regardless of origin.
|
|
* The returned point is calculated in local space and does not factor in any parent containers
|
|
*
|
|
* @method Phaser.GameObjects.Components.GetBounds#getTopRight
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [output,$return]
|
|
*
|
|
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
|
|
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
|
|
*
|
|
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
|
|
*/
|
|
getTopRight: function (output, includeParent)
|
|
{
|
|
if (!output) { output = new Vector2(); }
|
|
if (includeParent === undefined) { includeParent = false; }
|
|
|
|
output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
|
|
output.y = this.y - (this.displayHeight * this.originY);
|
|
|
|
if (this.rotation !== 0)
|
|
{
|
|
RotateAround(output, this.x, this.y, this.rotation);
|
|
}
|
|
|
|
if (includeParent && this.parentContainer)
|
|
{
|
|
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
|
|
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
|
|
* The returned point is calculated in local space and does not factor in any parent containers
|
|
*
|
|
* @method Phaser.GameObjects.Components.GetBounds#getBottomLeft
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [output,$return]
|
|
*
|
|
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
|
|
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
|
|
*
|
|
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
|
|
*/
|
|
getBottomLeft: function (output, includeParent)
|
|
{
|
|
if (!output) { output = new Vector2(); }
|
|
if (includeParent === undefined) { includeParent = false; }
|
|
|
|
output.x = this.x - (this.displayWidth * this.originX);
|
|
output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
|
|
|
|
if (this.rotation !== 0)
|
|
{
|
|
RotateAround(output, this.x, this.y, this.rotation);
|
|
}
|
|
|
|
if (includeParent && this.parentContainer)
|
|
{
|
|
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
|
|
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
|
|
* The returned point is calculated in local space and does not factor in any parent containers
|
|
*
|
|
* @method Phaser.GameObjects.Components.GetBounds#getBottomRight
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Math.Vector2} O - [output,$return]
|
|
*
|
|
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
|
|
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
|
|
*
|
|
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
|
|
*/
|
|
getBottomRight: function (output, includeParent)
|
|
{
|
|
if (!output) { output = new Vector2(); }
|
|
if (includeParent === undefined) { includeParent = false; }
|
|
|
|
output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
|
|
output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
|
|
|
|
if (this.rotation !== 0)
|
|
{
|
|
RotateAround(output, this.x, this.y, this.rotation);
|
|
}
|
|
|
|
if (includeParent && this.parentContainer)
|
|
{
|
|
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
|
|
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Gets the bounds of this Game Object, regardless of origin.
|
|
* The values are stored and returned in a Rectangle, or Rectangle-like, object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.GetBounds#getBounds
|
|
* @since 3.0.0
|
|
*
|
|
* @generic {Phaser.Geom.Rectangle} O - [output,$return]
|
|
*
|
|
* @param {(Phaser.Geom.Rectangle|object)} [output] - An object to store the values in. If not provided a new Rectangle will be created.
|
|
*
|
|
* @return {(Phaser.Geom.Rectangle|object)} The values stored in the output object.
|
|
*/
|
|
getBounds: function (output)
|
|
{
|
|
if (output === undefined) { output = new Rectangle(); }
|
|
|
|
// We can use the output object to temporarily store the x/y coords in:
|
|
|
|
var TLx, TLy, TRx, TRy, BLx, BLy, BRx, BRy;
|
|
|
|
// Instead of doing a check if parent container is
|
|
// defined per corner we only do it once.
|
|
if (this.parentContainer)
|
|
{
|
|
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
|
|
|
|
this.getTopLeft(output);
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
|
|
TLx = output.x;
|
|
TLy = output.y;
|
|
|
|
this.getTopRight(output);
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
|
|
TRx = output.x;
|
|
TRy = output.y;
|
|
|
|
this.getBottomLeft(output);
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
|
|
BLx = output.x;
|
|
BLy = output.y;
|
|
|
|
this.getBottomRight(output);
|
|
parentMatrix.transformPoint(output.x, output.y, output);
|
|
|
|
BRx = output.x;
|
|
BRy = output.y;
|
|
}
|
|
else
|
|
{
|
|
this.getTopLeft(output);
|
|
|
|
TLx = output.x;
|
|
TLy = output.y;
|
|
|
|
this.getTopRight(output);
|
|
|
|
TRx = output.x;
|
|
TRy = output.y;
|
|
|
|
this.getBottomLeft(output);
|
|
|
|
BLx = output.x;
|
|
BLy = output.y;
|
|
|
|
this.getBottomRight(output);
|
|
|
|
BRx = output.x;
|
|
BRy = output.y;
|
|
}
|
|
|
|
output.x = Math.min(TLx, TRx, BLx, BRx);
|
|
output.y = Math.min(TLy, TRy, BLy, BRy);
|
|
output.width = Math.max(TLx, TRx, BLx, BRx) - output.x;
|
|
output.height = Math.max(TLy, TRy, BLy, BRy) - output.y;
|
|
|
|
return output;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = GetBounds;
|
|
|
|
|
|
/***/ }),
|
|
/* 55 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for visually flipping a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Flip
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Flip = {
|
|
|
|
/**
|
|
* The horizontally flipped state of the Game Object.
|
|
* A Game Object that is flipped horizontally will render inversed on the horizontal axis.
|
|
* Flipping always takes place from the middle of the texture and does not impact the scale value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Flip#flipX
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
flipX: false,
|
|
|
|
/**
|
|
* The vertically flipped state of the Game Object.
|
|
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
|
|
* Flipping always takes place from the middle of the texture and does not impact the scale value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Flip#flipY
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
flipY: false,
|
|
|
|
/**
|
|
* Toggles the horizontal flipped state of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Flip#toggleFlipX
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
toggleFlipX: function ()
|
|
{
|
|
this.flipX = !this.flipX;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Toggles the vertical flipped state of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Flip#toggleFlipY
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
toggleFlipY: function ()
|
|
{
|
|
this.flipY = !this.flipY;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the horizontal flipped state of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Flip#setFlipX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setFlipX: function (value)
|
|
{
|
|
this.flipX = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the vertical flipped state of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Flip#setFlipY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setFlipY: function (value)
|
|
{
|
|
this.flipY = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the horizontal and vertical flipped state of this Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Flip#setFlip
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
|
|
* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setFlip: function (x, y)
|
|
{
|
|
this.flipX = x;
|
|
this.flipY = y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Flip#resetFlip
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
resetFlip: function ()
|
|
{
|
|
this.flipX = false;
|
|
this.flipY = false;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Flip;
|
|
|
|
|
|
/***/ }),
|
|
/* 56 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for setting the depth of a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Depth
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Depth = {
|
|
|
|
/**
|
|
* Private internal value. Holds the depth of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Depth#_depth
|
|
* @type {integer}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
_depth: 0,
|
|
|
|
/**
|
|
* The depth of this Game Object within the Scene.
|
|
*
|
|
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
|
|
* of Game Objects, without actually moving their position in the display list.
|
|
*
|
|
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
|
|
* value will always render in front of one with a lower value.
|
|
*
|
|
* Setting the depth will queue a depth sort event within the Scene.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Depth#depth
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
depth: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._depth;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.scene.sys.queueDepthSort();
|
|
this._depth = value;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The depth of this Game Object within the Scene.
|
|
*
|
|
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
|
|
* of Game Objects, without actually moving their position in the display list.
|
|
*
|
|
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
|
|
* value will always render in front of one with a lower value.
|
|
*
|
|
* Setting the depth will queue a depth sort event within the Scene.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Depth#setDepth
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} value - The depth of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setDepth: function (value)
|
|
{
|
|
if (value === undefined) { value = 0; }
|
|
|
|
this.depth = value;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Depth;
|
|
|
|
|
|
/***/ }),
|
|
/* 57 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for getting and setting the texture of a Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Crop
|
|
* @since 3.12.0
|
|
*/
|
|
|
|
var Crop = {
|
|
|
|
/**
|
|
* The Texture this Game Object is using to render with.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Crop#texture
|
|
* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
|
|
* @since 3.0.0
|
|
*/
|
|
texture: null,
|
|
|
|
/**
|
|
* The Texture Frame this Game Object is using to render with.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Crop#frame
|
|
* @type {Phaser.Textures.Frame}
|
|
* @since 3.0.0
|
|
*/
|
|
frame: null,
|
|
|
|
/**
|
|
* A boolean flag indicating if this Game Object is being cropped or not.
|
|
* You can toggle this at any time after `setCrop` has been called, to turn cropping on or off.
|
|
* Equally, calling `setCrop` with no arguments will reset the crop and disable it.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Crop#isCropped
|
|
* @type {boolean}
|
|
* @since 3.11.0
|
|
*/
|
|
isCropped: false,
|
|
|
|
/**
|
|
* Applies a crop to a texture based Game Object, such as a Sprite or Image.
|
|
*
|
|
* The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
|
|
*
|
|
* Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just
|
|
* changes what is shown when rendered.
|
|
*
|
|
* The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
|
|
*
|
|
* Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
|
|
* half of it, you could call `setCrop(0, 0, 400, 600)`.
|
|
*
|
|
* It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop
|
|
* an area of 200x100 when applied to a Game Object that had a scale factor of 2.
|
|
*
|
|
* You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
|
|
*
|
|
* Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`.
|
|
*
|
|
* You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow
|
|
* the renderer to skip several internal calculations.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Crop#setCrop
|
|
* @since 3.11.0
|
|
*
|
|
* @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
|
|
* @param {number} [y] - The y coordinate to start the crop from.
|
|
* @param {number} [width] - The width of the crop rectangle in pixels.
|
|
* @param {number} [height] - The height of the crop rectangle in pixels.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setCrop: function (x, y, width, height)
|
|
{
|
|
if (x === undefined)
|
|
{
|
|
this.isCropped = false;
|
|
}
|
|
else if (this.frame)
|
|
{
|
|
if (typeof x === 'number')
|
|
{
|
|
this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY);
|
|
}
|
|
else
|
|
{
|
|
var rect = x;
|
|
|
|
this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY);
|
|
}
|
|
|
|
this.isCropped = true;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Internal method that returns a blank, well-formed crop object for use by a Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Crop#resetCropObject
|
|
* @private
|
|
* @since 3.12.0
|
|
*
|
|
* @return {object} The crop object.
|
|
*/
|
|
resetCropObject: function ()
|
|
{
|
|
return { u0: 0, v0: 0, u1: 0, v1: 0, width: 0, height: 0, x: 0, y: 0, flipX: false, flipY: false, cx: 0, cy: 0, cw: 0, ch: 0 };
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Crop;
|
|
|
|
|
|
/***/ }),
|
|
/* 58 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Provides methods used for calculating and setting the size of a non-Frame based Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ComputedSize
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var ComputedSize = {
|
|
|
|
/**
|
|
* The native (un-scaled) width of this Game Object.
|
|
*
|
|
* Changing this value will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
|
* the `displayWidth` property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ComputedSize#width
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
width: 0,
|
|
|
|
/**
|
|
* The native (un-scaled) height of this Game Object.
|
|
*
|
|
* Changing this value will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
|
* the `displayHeight` property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ComputedSize#height
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
height: 0,
|
|
|
|
/**
|
|
* The displayed width of this Game Object.
|
|
*
|
|
* This value takes into account the scale factor.
|
|
*
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ComputedSize#displayWidth
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
displayWidth: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.scaleX * this.width;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.scaleX = value / this.width;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The displayed height of this Game Object.
|
|
*
|
|
* This value takes into account the scale factor.
|
|
*
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
*
|
|
* @name Phaser.GameObjects.Components.ComputedSize#displayHeight
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
displayHeight: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.scaleY * this.height;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.scaleY = value / this.height;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the internal size of this Game Object, as used for frame or physics body creation.
|
|
*
|
|
* This will not change the size that the Game Object is rendered in-game.
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
|
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
|
* to do so by giving pixel values.
|
|
*
|
|
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
|
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
|
*
|
|
* @method Phaser.GameObjects.Components.ComputedSize#setSize
|
|
* @since 3.4.0
|
|
*
|
|
* @param {number} width - The width of this Game Object.
|
|
* @param {number} height - The height of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setSize: function (width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the display size of this Game Object.
|
|
*
|
|
* Calling this will adjust the scale.
|
|
*
|
|
* @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
|
|
* @since 3.4.0
|
|
*
|
|
* @param {number} width - The width of this Game Object.
|
|
* @param {number} height - The height of this Game Object.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setDisplaySize: function (width, height)
|
|
{
|
|
this.displayWidth = width;
|
|
this.displayHeight = height;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = ComputedSize;
|
|
|
|
|
|
/***/ }),
|
|
/* 59 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var BlendModes = __webpack_require__(18);
|
|
|
|
/**
|
|
* Provides methods used for setting the blend mode of a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.BlendMode
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var BlendMode = {
|
|
|
|
/**
|
|
* Private internal value. Holds the current blend mode.
|
|
*
|
|
* @name Phaser.GameObjects.Components.BlendMode#_blendMode
|
|
* @type {integer}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
_blendMode: BlendModes.NORMAL,
|
|
|
|
/**
|
|
* Sets the Blend Mode being used by this Game Object.
|
|
*
|
|
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
|
|
*
|
|
* Under WebGL only the following Blend Modes are available:
|
|
*
|
|
* * ADD
|
|
* * MULTIPLY
|
|
* * SCREEN
|
|
*
|
|
* Canvas has more available depending on browser support.
|
|
*
|
|
* You can also create your own custom Blend Modes in WebGL.
|
|
*
|
|
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
|
|
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
|
|
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
|
|
* are used.
|
|
*
|
|
* @name Phaser.GameObjects.Components.BlendMode#blendMode
|
|
* @type {(Phaser.BlendModes|string)}
|
|
* @since 3.0.0
|
|
*/
|
|
blendMode: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._blendMode;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (typeof value === 'string')
|
|
{
|
|
value = BlendModes[value];
|
|
}
|
|
|
|
value |= 0;
|
|
|
|
if (value >= -1)
|
|
{
|
|
this._blendMode = value;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Blend Mode being used by this Game Object.
|
|
*
|
|
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
|
|
*
|
|
* Under WebGL only the following Blend Modes are available:
|
|
*
|
|
* * ADD
|
|
* * MULTIPLY
|
|
* * SCREEN
|
|
*
|
|
* Canvas has more available depending on browser support.
|
|
*
|
|
* You can also create your own custom Blend Modes in WebGL.
|
|
*
|
|
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
|
|
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
|
|
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
|
|
* are used.
|
|
*
|
|
* @method Phaser.GameObjects.Components.BlendMode#setBlendMode
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.BlendModes)} value - The BlendMode value. Either a string or a CONST.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setBlendMode: function (value)
|
|
{
|
|
this.blendMode = value;
|
|
|
|
return this;
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = BlendMode;
|
|
|
|
|
|
/***/ }),
|
|
/* 60 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* This event is dispatched when an animation starts playing.
|
|
*
|
|
* @event Phaser.GameObjects.Components.Animation#onStartEvent
|
|
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
|
|
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
|
|
*/
|
|
|
|
/**
|
|
* This event is dispatched when an animation repeats.
|
|
*
|
|
* @event Phaser.GameObjects.Components.Animation#onRepeatEvent
|
|
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
|
|
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
|
|
* @param {integer} repeatCount - The number of times this animation has repeated.
|
|
*/
|
|
|
|
/**
|
|
* This event is dispatched when an animation updates. This happens when the animation frame changes,
|
|
* based on the animation frame rate and other factors like timeScale and delay.
|
|
*
|
|
* @event Phaser.GameObjects.Components.Animation#onUpdateEvent
|
|
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
|
|
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
|
|
*/
|
|
|
|
/**
|
|
* This event is dispatched when an animation completes playing, either naturally or via Animation.stop.
|
|
*
|
|
* @event Phaser.GameObjects.Components.Animation#onCompleteEvent
|
|
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
|
|
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
|
|
*/
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Game Object Animation Controller.
|
|
*
|
|
* This controller lives as an instance within a Game Object, accessible as `sprite.anims`.
|
|
*
|
|
* @class Animation
|
|
* @memberOf Phaser.GameObjects.Components
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} parent - The Game Object to which this animation controller belongs.
|
|
*/
|
|
var Animation = new Class({
|
|
|
|
initialize:
|
|
|
|
function Animation (parent)
|
|
{
|
|
/**
|
|
* The Game Object to which this animation controller belongs.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#parent
|
|
* @type {Phaser.GameObjects.GameObject}
|
|
* @since 3.0.0
|
|
*/
|
|
this.parent = parent;
|
|
|
|
/**
|
|
* A reference to the global Animation Manager.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#animationManager
|
|
* @type {Phaser.Animations.AnimationManager}
|
|
* @since 3.0.0
|
|
*/
|
|
this.animationManager = parent.scene.sys.anims;
|
|
|
|
this.animationManager.once('remove', this.remove, this);
|
|
|
|
/**
|
|
* Is an animation currently playing or not?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#isPlaying
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
this.isPlaying = false;
|
|
|
|
/**
|
|
* The current Animation loaded into this Animation Controller.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#currentAnim
|
|
* @type {?Phaser.Animations.Animation}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.currentAnim = null;
|
|
|
|
/**
|
|
* The current AnimationFrame being displayed by this Animation Controller.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#currentFrame
|
|
* @type {?Phaser.Animations.AnimationFrame}
|
|
* @default null
|
|
* @since 3.0.0
|
|
*/
|
|
this.currentFrame = null;
|
|
|
|
/**
|
|
* Time scale factor.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_timeScale
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
this._timeScale = 1;
|
|
|
|
/**
|
|
* The frame rate of playback in frames per second.
|
|
* The default is 24 if the `duration` property is `null`.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#frameRate
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.frameRate = 0;
|
|
|
|
/**
|
|
* How long the animation should play for, in milliseconds.
|
|
* If the `frameRate` property has been set then it overrides this value,
|
|
* otherwise the `frameRate` is derived from `duration`.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#duration
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.duration = 0;
|
|
|
|
/**
|
|
* ms per frame, not including frame specific modifiers that may be present in the Animation data.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#msPerFrame
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.msPerFrame = 0;
|
|
|
|
/**
|
|
* Skip frames if the time lags, or always advanced anyway?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#skipMissedFrames
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.skipMissedFrames = true;
|
|
|
|
/**
|
|
* A delay before starting playback, in milliseconds.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_delay
|
|
* @type {number}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this._delay = 0;
|
|
|
|
/**
|
|
* Number of times to repeat the animation (-1 for infinity)
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_repeat
|
|
* @type {number}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this._repeat = 0;
|
|
|
|
/**
|
|
* Delay before the repeat starts, in milliseconds.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_repeatDelay
|
|
* @type {number}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this._repeatDelay = 0;
|
|
|
|
/**
|
|
* Should the animation yoyo? (reverse back down to the start) before repeating?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_yoyo
|
|
* @type {boolean}
|
|
* @private
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
this._yoyo = false;
|
|
|
|
/**
|
|
* Will the playhead move forwards (`true`) or in reverse (`false`).
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#forward
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.forward = true;
|
|
|
|
/**
|
|
* An Internal trigger that's play the animation in reverse mode ('true') or not ('false'),
|
|
* needed because forward can be changed by yoyo feature.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#forward
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.12.0
|
|
*/
|
|
this._reverse = false;
|
|
|
|
/**
|
|
* Internal time overflow accumulator.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#accumulator
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.accumulator = 0;
|
|
|
|
/**
|
|
* The time point at which the next animation frame will change.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#nextTick
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.nextTick = 0;
|
|
|
|
/**
|
|
* An internal counter keeping track of how many repeats are left to play.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#repeatCounter
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.repeatCounter = 0;
|
|
|
|
/**
|
|
* An internal flag keeping track of pending repeats.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#pendingRepeat
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
this.pendingRepeat = false;
|
|
|
|
/**
|
|
* Is the Animation paused?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_paused
|
|
* @type {boolean}
|
|
* @private
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
this._paused = false;
|
|
|
|
/**
|
|
* Was the animation previously playing before being paused?
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_wasPlaying
|
|
* @type {boolean}
|
|
* @private
|
|
* @default false
|
|
* @since 3.0.0
|
|
*/
|
|
this._wasPlaying = false;
|
|
|
|
/**
|
|
* Internal property tracking if this Animation is waiting to stop.
|
|
*
|
|
* 0 = No
|
|
* 1 = Waiting for ms to pass
|
|
* 2 = Waiting for repeat
|
|
* 3 = Waiting for specific frame
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_pendingStop
|
|
* @type {integer}
|
|
* @private
|
|
* @since 3.4.0
|
|
*/
|
|
this._pendingStop = 0;
|
|
|
|
/**
|
|
* Internal property used by _pendingStop.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#_pendingStopValue
|
|
* @type {any}
|
|
* @private
|
|
* @since 3.4.0
|
|
*/
|
|
this._pendingStopValue;
|
|
},
|
|
|
|
/**
|
|
* Sets the amount of time, in milliseconds, that the animation will be delayed before starting playback.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setDelay
|
|
* @since 3.4.0
|
|
*
|
|
* @param {integer} [value=0] - The amount of time, in milliseconds, to wait before starting playback.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
setDelay: function (value)
|
|
{
|
|
if (value === undefined) { value = 0; }
|
|
|
|
this._delay = value;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Gets the amount of time, in milliseconds that the animation will be delayed before starting playback.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getDelay
|
|
* @since 3.4.0
|
|
*
|
|
* @return {integer} The amount of time, in milliseconds, the Animation will wait before starting playback.
|
|
*/
|
|
getDelay: function ()
|
|
{
|
|
return this._delay;
|
|
},
|
|
|
|
/**
|
|
* Waits for the specified delay, in milliseconds, then starts playback of the requested animation.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#delayedPlay
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} delay - The delay, in milliseconds, to wait before starting the animation playing.
|
|
* @param {string} key - The key of the animation to play.
|
|
* @param {integer} [startFrame=0] - The frame of the animation to start from.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
delayedPlay: function (delay, key, startFrame)
|
|
{
|
|
this.play(key, true, startFrame);
|
|
|
|
this.nextTick += delay;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Returns the key of the animation currently loaded into this component.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getCurrentKey
|
|
* @since 3.0.0
|
|
*
|
|
* @return {string} The key of the Animation loaded into this component.
|
|
*/
|
|
getCurrentKey: function ()
|
|
{
|
|
if (this.currentAnim)
|
|
{
|
|
return this.currentAnim.key;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Internal method used to load an animation into this component.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#load
|
|
* @protected
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the animation to load.
|
|
* @param {integer} [startFrame=0] - The start frame of the animation to load.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
load: function (key, startFrame)
|
|
{
|
|
if (startFrame === undefined) { startFrame = 0; }
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
this.stop();
|
|
}
|
|
|
|
// Load the new animation in
|
|
this.animationManager.load(this, key, startFrame);
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Pause the current animation and set the `isPlaying` property to `false`.
|
|
* You can optionally pause it at a specific frame.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#pause
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
pause: function (atFrame)
|
|
{
|
|
if (!this._paused)
|
|
{
|
|
this._paused = true;
|
|
this._wasPlaying = this.isPlaying;
|
|
this.isPlaying = false;
|
|
}
|
|
|
|
if (atFrame !== undefined)
|
|
{
|
|
this.updateFrame(atFrame);
|
|
}
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
|
|
* You can optionally tell it to start playback from a specific frame.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#resume
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
resume: function (fromFrame)
|
|
{
|
|
if (this._paused)
|
|
{
|
|
this._paused = false;
|
|
this.isPlaying = this._wasPlaying;
|
|
}
|
|
|
|
if (fromFrame !== undefined)
|
|
{
|
|
this.updateFrame(fromFrame);
|
|
}
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* `true` if the current animation is paused, otherwise `false`.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Animation#isPaused
|
|
* @readOnly
|
|
* @type {boolean}
|
|
* @since 3.4.0
|
|
*/
|
|
isPaused: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._paused;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Plays an Animation on the Game Object that owns this Animation Component.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#play
|
|
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
|
|
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
|
|
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
play: function (key, ignoreIfPlaying, startFrame)
|
|
{
|
|
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
|
|
if (startFrame === undefined) { startFrame = 0; }
|
|
|
|
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
|
|
{
|
|
return this.parent;
|
|
}
|
|
|
|
this.forward = true;
|
|
this._reverse = false;
|
|
return this._startAnimation(key, startFrame);
|
|
},
|
|
|
|
/**
|
|
* Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#playReverse
|
|
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
|
|
* @since 3.12.0
|
|
*
|
|
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
|
|
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
|
|
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
playReverse: function (key, ignoreIfPlaying, startFrame)
|
|
{
|
|
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
|
|
if (startFrame === undefined) { startFrame = 0; }
|
|
|
|
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
|
|
{
|
|
return this.parent;
|
|
}
|
|
|
|
this.forward = false;
|
|
this._reverse = true;
|
|
return this._startAnimation(key, startFrame);
|
|
},
|
|
|
|
/**
|
|
* Load an Animation and fires 'onStartEvent' event,
|
|
* extracted from 'play' method
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#_startAnimation
|
|
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
|
|
* @since 3.12.0
|
|
*
|
|
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
|
|
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
_startAnimation: function (key, startFrame)
|
|
{
|
|
this.load(key, startFrame);
|
|
|
|
var anim = this.currentAnim;
|
|
var gameObject = this.parent;
|
|
|
|
// Should give us 9,007,199,254,740,991 safe repeats
|
|
this.repeatCounter = (this._repeat === -1) ? Number.MAX_VALUE : this._repeat;
|
|
|
|
anim.getFirstTick(this);
|
|
|
|
this.isPlaying = true;
|
|
this.pendingRepeat = false;
|
|
|
|
if (anim.showOnStart)
|
|
{
|
|
gameObject.visible = true;
|
|
}
|
|
|
|
gameObject.emit('animationstart', this.currentAnim, this.currentFrame);
|
|
|
|
return gameObject;
|
|
},
|
|
|
|
/**
|
|
* Reverse an Animation that is already playing on the Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#reverse
|
|
* @since 3.12.0
|
|
*
|
|
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
reverse: function (key)
|
|
{
|
|
if (!this.isPlaying || this.currentAnim.key !== key) { return this.parent; }
|
|
this._reverse = !this._reverse;
|
|
this.forward = !this.forward;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.
|
|
* If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different
|
|
* because `getProgress` doesn't include any repeats or repeat delays, whereas `getTotalProgress` does.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getProgress
|
|
* @since 3.4.0
|
|
*
|
|
* @return {number} The progress of the current animation, between 0 and 1.
|
|
*/
|
|
getProgress: function ()
|
|
{
|
|
var p = this.currentFrame.progress;
|
|
|
|
if (!this.forward)
|
|
{
|
|
p = 1 - p;
|
|
}
|
|
|
|
return p;
|
|
},
|
|
|
|
/**
|
|
* Takes a value between 0 and 1 and uses it to set how far this animation is through playback.
|
|
* Does not factor in repeats or yoyos, but does handle playing forwards or backwards.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setProgress
|
|
* @since 3.4.0
|
|
*
|
|
* @param {number} [value=0] - The progress value, between 0 and 1.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
setProgress: function (value)
|
|
{
|
|
if (!this.forward)
|
|
{
|
|
value = 1 - value;
|
|
}
|
|
|
|
this.setCurrentFrame(this.currentAnim.getFrameByProgress(value));
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Handle the removal of an animation from the Animation Manager.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#remove
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} [key] - The key of the removed Animation.
|
|
* @param {Phaser.Animations.Animation} [animation] - The removed Animation.
|
|
*/
|
|
remove: function (key, animation)
|
|
{
|
|
if (animation === undefined) { animation = this.currentAnim; }
|
|
|
|
if (this.isPlaying && animation.key === this.currentAnim.key)
|
|
{
|
|
this.stop();
|
|
|
|
this.setCurrentFrame(this.currentAnim.frames[0]);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Gets the number of times that the animation will repeat
|
|
* after its first iteration. For example, if returns 1, the animation will
|
|
* play a total of twice (the initial play plus 1 repeat).
|
|
* A value of -1 means the animation will repeat indefinitely.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getRepeat
|
|
* @since 3.4.0
|
|
*
|
|
* @return {integer} The number of times that the animation will repeat.
|
|
*/
|
|
getRepeat: function ()
|
|
{
|
|
return this._repeat;
|
|
},
|
|
|
|
/**
|
|
* Sets the number of times that the animation should repeat
|
|
* after its first iteration. For example, if repeat is 1, the animation will
|
|
* play a total of twice (the initial play plus 1 repeat).
|
|
* To repeat indefinitely, use -1. repeat should always be an integer.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setRepeat
|
|
* @since 3.4.0
|
|
*
|
|
* @param {integer} value - The number of times that the animation should repeat.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
setRepeat: function (value)
|
|
{
|
|
this._repeat = value;
|
|
|
|
this.repeatCounter = 0;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Gets the amount of delay between repeats, if any.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getRepeatDelay
|
|
* @since 3.4.0
|
|
*
|
|
* @return {number} The delay between repeats.
|
|
*/
|
|
getRepeatDelay: function ()
|
|
{
|
|
return this._repeatDelay;
|
|
},
|
|
|
|
/**
|
|
* Sets the amount of time in seconds between repeats.
|
|
* For example, if `repeat` is 2 and `repeatDelay` is 10, the animation will play initially,
|
|
* then wait for 10 seconds before repeating, then play again, then wait another 10 seconds
|
|
* before doing its final repeat.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setRepeatDelay
|
|
* @since 3.4.0
|
|
*
|
|
* @param {number} value - The delay to wait between repeats, in seconds.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
setRepeatDelay: function (value)
|
|
{
|
|
this._repeatDelay = value;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Restarts the current animation from its beginning, optionally including its delay value.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#restart
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} [includeDelay=false] - Whether to include the delay value of the animation when restarting.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
restart: function (includeDelay)
|
|
{
|
|
if (includeDelay === undefined) { includeDelay = false; }
|
|
|
|
this.currentAnim.getFirstTick(this, includeDelay);
|
|
|
|
this.forward = true;
|
|
this.isPlaying = true;
|
|
this.pendingRepeat = false;
|
|
this._paused = false;
|
|
|
|
// Set frame
|
|
this.updateFrame(this.currentAnim.frames[0]);
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Immediately stops the current animation from playing and dispatches the `animationcomplete` event.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#stop
|
|
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
stop: function ()
|
|
{
|
|
this._pendingStop = 0;
|
|
|
|
this.isPlaying = false;
|
|
|
|
var gameObject = this.parent;
|
|
|
|
gameObject.emit('animationcomplete', this.currentAnim, this.currentFrame);
|
|
|
|
return gameObject;
|
|
},
|
|
|
|
/**
|
|
* Stops the current animation from playing after the specified time delay, given in milliseconds.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#stopAfterDelay
|
|
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
|
|
* @since 3.4.0
|
|
*
|
|
* @param {integer} delay - The number of milliseconds to wait before stopping this animation.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
stopAfterDelay: function (delay)
|
|
{
|
|
this._pendingStop = 1;
|
|
this._pendingStopValue = delay;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Stops the current animation from playing when it next repeats.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#stopOnRepeat
|
|
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
|
|
* @since 3.4.0
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
stopOnRepeat: function ()
|
|
{
|
|
this._pendingStop = 2;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Stops the current animation from playing when it next sets the given frame.
|
|
* If this frame doesn't exist within the animation it will not stop it from playing.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#stopOnFrame
|
|
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
|
|
* @since 3.4.0
|
|
*
|
|
* @param {Phaser.Animations.AnimationFrame} delay - The frame to check before stopping this animation.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
stopOnFrame: function (frame)
|
|
{
|
|
this._pendingStop = 3;
|
|
this._pendingStopValue = frame;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Sets the Time Scale factor, allowing you to make the animation go go faster or slower than default.
|
|
* Where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setTimeScale
|
|
* @since 3.4.0
|
|
*
|
|
* @param {number} [value=1] - The time scale factor, where 1 is no change, 0.5 is half speed, etc.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
|
|
*/
|
|
setTimeScale: function (value)
|
|
{
|
|
if (value === undefined) { value = 1; }
|
|
|
|
this._timeScale = value;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Gets the Time Scale factor.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getTimeScale
|
|
* @since 3.4.0
|
|
*
|
|
* @return {number} The Time Scale value.
|
|
*/
|
|
getTimeScale: function ()
|
|
{
|
|
return this._timeScale;
|
|
},
|
|
|
|
/**
|
|
* Returns the total number of frames in this animation.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getTotalFrames
|
|
* @since 3.4.0
|
|
*
|
|
* @return {integer} The total number of frames in this animation.
|
|
*/
|
|
getTotalFrames: function ()
|
|
{
|
|
return this.currentAnim.frames.length;
|
|
},
|
|
|
|
/**
|
|
* The internal update loop for the Animation Component.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#update
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} time - The current timestamp.
|
|
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
|
*/
|
|
update: function (time, delta)
|
|
{
|
|
if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.accumulator += delta * this._timeScale;
|
|
|
|
if (this._pendingStop === 1)
|
|
{
|
|
this._pendingStopValue -= delta;
|
|
|
|
if (this._pendingStopValue <= 0)
|
|
{
|
|
return this.currentAnim.completeAnimation(this);
|
|
}
|
|
}
|
|
|
|
if (this.accumulator >= this.nextTick)
|
|
{
|
|
this.currentAnim.setFrame(this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Sets the given Animation Frame as being the current frame
|
|
* and applies it to the parent Game Object, adjusting its size and origin as needed.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setCurrentFrame
|
|
* @since 3.4.0
|
|
*
|
|
* @param {Phaser.Animations.AnimationFrame} animationFrame - The Animation Frame to set as being current.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
|
|
*/
|
|
setCurrentFrame: function (animationFrame)
|
|
{
|
|
var gameObject = this.parent;
|
|
|
|
this.currentFrame = animationFrame;
|
|
|
|
gameObject.texture = animationFrame.frame.texture;
|
|
gameObject.frame = animationFrame.frame;
|
|
|
|
gameObject.setSizeToFrame();
|
|
|
|
if (animationFrame.frame.customPivot)
|
|
{
|
|
gameObject.setOrigin(animationFrame.frame.pivotX, animationFrame.frame.pivotY);
|
|
}
|
|
else
|
|
{
|
|
gameObject.updateDisplayOrigin();
|
|
}
|
|
|
|
return gameObject;
|
|
},
|
|
|
|
/**
|
|
* Internal frame change handler.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#updateFrame
|
|
* @fires Phaser.GameObjects.Components.Animation#onUpdateEvent
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Animations.AnimationFrame} animationFrame - The animation frame to change to.
|
|
*/
|
|
updateFrame: function (animationFrame)
|
|
{
|
|
var gameObject = this.setCurrentFrame(animationFrame);
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
if (animationFrame.setAlpha)
|
|
{
|
|
gameObject.alpha = animationFrame.alpha;
|
|
}
|
|
|
|
var anim = this.currentAnim;
|
|
|
|
gameObject.emit('animationupdate', anim, animationFrame);
|
|
|
|
if (this._pendingStop === 3 && this._pendingStopValue === animationFrame)
|
|
{
|
|
this.currentAnim.completeAnimation(this);
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Sets if the current Animation will yoyo when it reaches the end.
|
|
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#setYoyo
|
|
* @since 3.4.0
|
|
*
|
|
* @param {boolean} [value=false] - `true` if the animation should yoyo, `false` to not.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
|
|
*/
|
|
setYoyo: function (value)
|
|
{
|
|
if (value === undefined) { value = false; }
|
|
|
|
this._yoyo = value;
|
|
|
|
return this.parent;
|
|
},
|
|
|
|
/**
|
|
* Gets if the current Animation will yoyo when it reaches the end.
|
|
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#getYoyo
|
|
* @since 3.4.0
|
|
*
|
|
* @return {boolean} `true` if the animation is set to yoyo, `false` if not.
|
|
*/
|
|
getYoyo: function ()
|
|
{
|
|
return this._yoyo;
|
|
},
|
|
|
|
/**
|
|
* Destroy this Animation component.
|
|
*
|
|
* Unregisters event listeners and cleans up its references.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Animation#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.animationManager.off('remove', this.remove, this);
|
|
|
|
this.animationManager = null;
|
|
this.parent = null;
|
|
|
|
this.currentAnim = null;
|
|
this.currentFrame = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Animation;
|
|
|
|
|
|
/***/ }),
|
|
/* 61 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Force a value within the boundaries by clamping it to the range `min`, `max`.
|
|
*
|
|
* @function Phaser.Math.Clamp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - The value to be clamped.
|
|
* @param {number} min - The minimum bounds.
|
|
* @param {number} max - The maximum bounds.
|
|
*
|
|
* @return {number} The clamped value.
|
|
*/
|
|
var Clamp = function (value, min, max)
|
|
{
|
|
return Math.max(min, Math.min(max, value));
|
|
};
|
|
|
|
module.exports = Clamp;
|
|
|
|
|
|
/***/ }),
|
|
/* 62 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Clamp = __webpack_require__(61);
|
|
|
|
// bitmask flag for GameObject.renderMask
|
|
var _FLAG = 2; // 0010
|
|
|
|
/**
|
|
* Provides methods used for setting the alpha properties of a Game Object.
|
|
* Should be applied as a mixin and not used directly.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
var Alpha = {
|
|
|
|
/**
|
|
* Private internal value. Holds the global alpha value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#_alpha
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_alpha: 1,
|
|
|
|
/**
|
|
* Private internal value. Holds the top-left alpha value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#_alphaTL
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_alphaTL: 1,
|
|
|
|
/**
|
|
* Private internal value. Holds the top-right alpha value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#_alphaTR
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_alphaTR: 1,
|
|
|
|
/**
|
|
* Private internal value. Holds the bottom-left alpha value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#_alphaBL
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_alphaBL: 1,
|
|
|
|
/**
|
|
* Private internal value. Holds the bottom-right alpha value.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#_alphaBR
|
|
* @type {number}
|
|
* @private
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
_alphaBR: 1,
|
|
|
|
/**
|
|
* Clears all alpha values associated with this Game Object.
|
|
*
|
|
* Immediately sets the alpha levels back to 1 (fully opaque).
|
|
*
|
|
* @method Phaser.GameObjects.Components.Alpha#clearAlpha
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
clearAlpha: function ()
|
|
{
|
|
return this.setAlpha(1);
|
|
},
|
|
|
|
/**
|
|
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
|
|
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
|
|
*
|
|
* If your game is running under WebGL you can optionally specify four different alpha values, each of which
|
|
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used.
|
|
*
|
|
* @method Phaser.GameObjects.Components.Alpha#setAlpha
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [topLeft=1] - The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.
|
|
* @param {number} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only.
|
|
* @param {number} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
|
|
* @param {number} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
|
|
*
|
|
* @return {this} This Game Object instance.
|
|
*/
|
|
setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
|
|
{
|
|
if (topLeft === undefined) { topLeft = 1; }
|
|
|
|
// Treat as if there is only one alpha value for the whole Game Object
|
|
if (topRight === undefined)
|
|
{
|
|
this.alpha = topLeft;
|
|
}
|
|
else
|
|
{
|
|
this._alphaTL = Clamp(topLeft, 0, 1);
|
|
this._alphaTR = Clamp(topRight, 0, 1);
|
|
this._alphaBL = Clamp(bottomLeft, 0, 1);
|
|
this._alphaBR = Clamp(bottomRight, 0, 1);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* The alpha value of the Game Object.
|
|
*
|
|
* This is a global value, impacting the entire Game Object, not just a region of it.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#alpha
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
alpha: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._alpha;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
var v = Clamp(value, 0, 1);
|
|
|
|
this._alpha = v;
|
|
this._alphaTL = v;
|
|
this._alphaTR = v;
|
|
this._alphaBL = v;
|
|
this._alphaBR = v;
|
|
|
|
if (v === 0)
|
|
{
|
|
this.renderFlags &= ~_FLAG;
|
|
}
|
|
else
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The alpha value starting from the top-left of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#alphaTopLeft
|
|
* @type {number}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
alphaTopLeft: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._alphaTL;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
var v = Clamp(value, 0, 1);
|
|
|
|
this._alphaTL = v;
|
|
|
|
if (v !== 0)
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The alpha value starting from the top-right of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#alphaTopRight
|
|
* @type {number}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
alphaTopRight: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._alphaTR;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
var v = Clamp(value, 0, 1);
|
|
|
|
this._alphaTR = v;
|
|
|
|
if (v !== 0)
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The alpha value starting from the bottom-left of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft
|
|
* @type {number}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
alphaBottomLeft: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._alphaBL;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
var v = Clamp(value, 0, 1);
|
|
|
|
this._alphaBL = v;
|
|
|
|
if (v !== 0)
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The alpha value starting from the bottom-right of the Game Object.
|
|
* This value is interpolated from the corner to the center of the Game Object.
|
|
*
|
|
* @name Phaser.GameObjects.Components.Alpha#alphaBottomRight
|
|
* @type {number}
|
|
* @webglOnly
|
|
* @since 3.0.0
|
|
*/
|
|
alphaBottomRight: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._alphaBR;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
var v = Clamp(value, 0, 1);
|
|
|
|
this._alphaBR = v;
|
|
|
|
if (v !== 0)
|
|
{
|
|
this.renderFlags |= _FLAG;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
module.exports = Alpha;
|
|
|
|
|
|
/***/ }),
|
|
/* 63 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @callback EachSetCallback
|
|
* @generic E - [entry]
|
|
*
|
|
* @param {*} entry - [description]
|
|
* @param {number} index - [description]
|
|
*
|
|
* @return {?boolean} [description]
|
|
*/
|
|
|
|
/**
|
|
* @classdesc
|
|
* A Set is a collection of unique elements.
|
|
*
|
|
* @class Set
|
|
* @memberOf Phaser.Structs
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @generic T
|
|
* @genericUse {T[]} - [elements]
|
|
*
|
|
* @param {Array.<*>} [elements] - [description]
|
|
*/
|
|
var Set = new Class({
|
|
|
|
initialize:
|
|
|
|
function Set (elements)
|
|
{
|
|
/**
|
|
* [description]
|
|
*
|
|
* @genericUse {T[]} - [$type]
|
|
*
|
|
* @name Phaser.Structs.Set#entries
|
|
* @type {Array.<*>}
|
|
* @default []
|
|
* @since 3.0.0
|
|
*/
|
|
this.entries = [];
|
|
|
|
if (Array.isArray(elements))
|
|
{
|
|
for (var i = 0; i < elements.length; i++)
|
|
{
|
|
this.set(elements[i]);
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#set
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {T} - [value]
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
|
|
*
|
|
* @param {*} value - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} This Set object.
|
|
*/
|
|
set: function (value)
|
|
{
|
|
if (this.entries.indexOf(value) === -1)
|
|
{
|
|
this.entries.push(value);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#get
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {T} - [value,$return]
|
|
*
|
|
* @param {string} property - [description]
|
|
* @param {*} value - [description]
|
|
*
|
|
* @return {*} [description]
|
|
*/
|
|
get: function (property, value)
|
|
{
|
|
for (var i = 0; i < this.entries.length; i++)
|
|
{
|
|
var entry = this.entries[i];
|
|
|
|
if (entry[property] === value)
|
|
{
|
|
return entry;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#getArray
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {T[]} - [$return]
|
|
*
|
|
* @return {Array.<*>} [description]
|
|
*/
|
|
getArray: function ()
|
|
{
|
|
return this.entries.slice(0);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#delete
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {T} - [value]
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
|
|
*
|
|
* @param {*} value - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} This Set object.
|
|
*/
|
|
delete: function (value)
|
|
{
|
|
var index = this.entries.indexOf(value);
|
|
|
|
if (index > -1)
|
|
{
|
|
this.entries.splice(index, 1);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#dump
|
|
* @since 3.0.0
|
|
*/
|
|
dump: function ()
|
|
{
|
|
// eslint-disable-next-line no-console
|
|
console.group('Set');
|
|
|
|
for (var i = 0; i < this.entries.length; i++)
|
|
{
|
|
var entry = this.entries[i];
|
|
console.log(entry);
|
|
}
|
|
|
|
// eslint-disable-next-line no-console
|
|
console.groupEnd();
|
|
},
|
|
|
|
/**
|
|
* For when you know this Set will be modified during the iteration.
|
|
*
|
|
* @method Phaser.Structs.Set#each
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {EachSetCallback.<T>} - [callback]
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
|
|
*
|
|
* @param {EachSetCallback} callback - [description]
|
|
* @param {*} callbackScope - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} This Set object.
|
|
*/
|
|
each: function (callback, callbackScope)
|
|
{
|
|
var i;
|
|
var temp = this.entries.slice();
|
|
var len = temp.length;
|
|
|
|
if (callbackScope)
|
|
{
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
if (callback.call(callbackScope, temp[i], i) === false)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
if (callback(temp[i], i) === false)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* For when you absolutely know this Set won't be modified during the iteration.
|
|
*
|
|
* @method Phaser.Structs.Set#iterate
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {EachSetCallback.<T>} - [callback]
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
|
|
*
|
|
* @param {EachSetCallback} callback - [description]
|
|
* @param {*} [callbackScope] - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} This Set object.
|
|
*/
|
|
iterate: function (callback, callbackScope)
|
|
{
|
|
var i;
|
|
var len = this.entries.length;
|
|
|
|
if (callbackScope)
|
|
{
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
if (callback.call(callbackScope, this.entries[i], i) === false)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
if (callback(this.entries[i], i) === false)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#iterateLocal
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
|
|
*
|
|
* @param {string} callbackKey - [description]
|
|
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
|
|
*
|
|
* @return {Phaser.Structs.Set} This Set object.
|
|
*/
|
|
iterateLocal: function (callbackKey)
|
|
{
|
|
var i;
|
|
var args = [];
|
|
|
|
for (i = 1; i < arguments.length; i++)
|
|
{
|
|
args.push(arguments[i]);
|
|
}
|
|
|
|
var len = this.entries.length;
|
|
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
var entry = this.entries[i];
|
|
|
|
entry[callbackKey].apply(entry, args);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#clear
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
|
|
*
|
|
* @return {Phaser.Structs.Set} This Set object.
|
|
*/
|
|
clear: function ()
|
|
{
|
|
this.entries.length = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#contains
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {T} - [value]
|
|
*
|
|
* @param {*} value - [description]
|
|
*
|
|
* @return {boolean} [description]
|
|
*/
|
|
contains: function (value)
|
|
{
|
|
return (this.entries.indexOf(value) > -1);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#union
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [set,$return]
|
|
*
|
|
* @param {Phaser.Structs.Set} set - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} [description]
|
|
*/
|
|
union: function (set)
|
|
{
|
|
var newSet = new Set();
|
|
|
|
set.entries.forEach(function (value)
|
|
{
|
|
newSet.set(value);
|
|
});
|
|
|
|
this.entries.forEach(function (value)
|
|
{
|
|
newSet.set(value);
|
|
});
|
|
|
|
return newSet;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#intersect
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [set,$return]
|
|
*
|
|
* @param {Phaser.Structs.Set} set - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} [description]
|
|
*/
|
|
intersect: function (set)
|
|
{
|
|
var newSet = new Set();
|
|
|
|
this.entries.forEach(function (value)
|
|
{
|
|
if (set.contains(value))
|
|
{
|
|
newSet.set(value);
|
|
}
|
|
});
|
|
|
|
return newSet;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Structs.Set#difference
|
|
* @since 3.0.0
|
|
*
|
|
* @genericUse {Phaser.Structs.Set.<T>} - [set,$return]
|
|
*
|
|
* @param {Phaser.Structs.Set} set - [description]
|
|
*
|
|
* @return {Phaser.Structs.Set} [description]
|
|
*/
|
|
difference: function (set)
|
|
{
|
|
var newSet = new Set();
|
|
|
|
this.entries.forEach(function (value)
|
|
{
|
|
if (!set.contains(value))
|
|
{
|
|
newSet.set(value);
|
|
}
|
|
});
|
|
|
|
return newSet;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Structs.Set#size
|
|
* @type {integer}
|
|
* @since 3.0.0
|
|
*/
|
|
size: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.entries.length;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
return this.entries.length = value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Set;
|
|
|
|
|
|
/***/ }),
|
|
/* 64 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
|
|
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A three-dimensional matrix.
|
|
*
|
|
* Defaults to the identity matrix when instantiated.
|
|
*
|
|
* @class Matrix3
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from.
|
|
*/
|
|
var Matrix3 = new Class({
|
|
|
|
initialize:
|
|
|
|
function Matrix3 (m)
|
|
{
|
|
/**
|
|
* The matrix values.
|
|
*
|
|
* @name Phaser.Math.Matrix3#val
|
|
* @type {Float32Array}
|
|
* @since 3.0.0
|
|
*/
|
|
this.val = new Float32Array(9);
|
|
|
|
if (m)
|
|
{
|
|
// Assume Matrix3 with val:
|
|
this.copy(m);
|
|
}
|
|
else
|
|
{
|
|
// Default to identity
|
|
this.identity();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Make a clone of this Matrix3.
|
|
*
|
|
* @method Phaser.Math.Matrix3#clone
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix3} A clone of this Matrix3.
|
|
*/
|
|
clone: function ()
|
|
{
|
|
return new Matrix3(this);
|
|
},
|
|
|
|
/**
|
|
* This method is an alias for `Matrix3.copy`.
|
|
*
|
|
* @method Phaser.Math.Matrix3#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
set: function (src)
|
|
{
|
|
return this.copy(src);
|
|
},
|
|
|
|
/**
|
|
* Copy the values of a given Matrix into this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#copy
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
copy: function (src)
|
|
{
|
|
var out = this.val;
|
|
var a = src.val;
|
|
|
|
out[0] = a[0];
|
|
out[1] = a[1];
|
|
out[2] = a[2];
|
|
out[3] = a[3];
|
|
out[4] = a[4];
|
|
out[5] = a[5];
|
|
out[6] = a[6];
|
|
out[7] = a[7];
|
|
out[8] = a[8];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Copy the values of a given Matrix4 into this Matrix3.
|
|
*
|
|
* @method Phaser.Math.Matrix3#fromMat4
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
fromMat4: function (m)
|
|
{
|
|
var a = m.val;
|
|
var out = this.val;
|
|
|
|
out[0] = a[0];
|
|
out[1] = a[1];
|
|
out[2] = a[2];
|
|
out[3] = a[4];
|
|
out[4] = a[5];
|
|
out[5] = a[6];
|
|
out[6] = a[8];
|
|
out[7] = a[9];
|
|
out[8] = a[10];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given array.
|
|
*
|
|
* @method Phaser.Math.Matrix3#fromArray
|
|
* @since 3.0.0
|
|
*
|
|
* @param {array} a - The array to copy the values from.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
fromArray: function (a)
|
|
{
|
|
var out = this.val;
|
|
|
|
out[0] = a[0];
|
|
out[1] = a[1];
|
|
out[2] = a[2];
|
|
out[3] = a[3];
|
|
out[4] = a[4];
|
|
out[5] = a[5];
|
|
out[6] = a[6];
|
|
out[7] = a[7];
|
|
out[8] = a[8];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Reset this Matrix to an identity (default) matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#identity
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
identity: function ()
|
|
{
|
|
var out = this.val;
|
|
|
|
out[0] = 1;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
out[4] = 1;
|
|
out[5] = 0;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
out[8] = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Transpose this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#transpose
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
transpose: function ()
|
|
{
|
|
var a = this.val;
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a12 = a[5];
|
|
|
|
a[1] = a[3];
|
|
a[2] = a[6];
|
|
a[3] = a01;
|
|
a[5] = a[7];
|
|
a[6] = a02;
|
|
a[7] = a12;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Invert this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#invert
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
invert: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a10 = a[3];
|
|
var a11 = a[4];
|
|
var a12 = a[5];
|
|
var a20 = a[6];
|
|
var a21 = a[7];
|
|
var a22 = a[8];
|
|
|
|
var b01 = a22 * a11 - a12 * a21;
|
|
var b11 = -a22 * a10 + a12 * a20;
|
|
var b21 = a21 * a10 - a11 * a20;
|
|
|
|
// Calculate the determinant
|
|
var det = a00 * b01 + a01 * b11 + a02 * b21;
|
|
|
|
if (!det)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
det = 1 / det;
|
|
|
|
a[0] = b01 * det;
|
|
a[1] = (-a22 * a01 + a02 * a21) * det;
|
|
a[2] = (a12 * a01 - a02 * a11) * det;
|
|
a[3] = b11 * det;
|
|
a[4] = (a22 * a00 - a02 * a20) * det;
|
|
a[5] = (-a12 * a00 + a02 * a10) * det;
|
|
a[6] = b21 * det;
|
|
a[7] = (-a21 * a00 + a01 * a20) * det;
|
|
a[8] = (a11 * a00 - a01 * a10) * det;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the adjoint, or adjugate, of this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#adjoint
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
adjoint: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a10 = a[3];
|
|
var a11 = a[4];
|
|
var a12 = a[5];
|
|
var a20 = a[6];
|
|
var a21 = a[7];
|
|
var a22 = a[8];
|
|
|
|
a[0] = (a11 * a22 - a12 * a21);
|
|
a[1] = (a02 * a21 - a01 * a22);
|
|
a[2] = (a01 * a12 - a02 * a11);
|
|
a[3] = (a12 * a20 - a10 * a22);
|
|
a[4] = (a00 * a22 - a02 * a20);
|
|
a[5] = (a02 * a10 - a00 * a12);
|
|
a[6] = (a10 * a21 - a11 * a20);
|
|
a[7] = (a01 * a20 - a00 * a21);
|
|
a[8] = (a00 * a11 - a01 * a10);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the determinant of this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#determinant
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The determinant of this Matrix.
|
|
*/
|
|
determinant: function ()
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a10 = a[3];
|
|
var a11 = a[4];
|
|
var a12 = a[5];
|
|
var a20 = a[6];
|
|
var a21 = a[7];
|
|
var a22 = a[8];
|
|
|
|
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
|
|
},
|
|
|
|
/**
|
|
* Multiply this Matrix by the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
multiply: function (src)
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a10 = a[3];
|
|
var a11 = a[4];
|
|
var a12 = a[5];
|
|
var a20 = a[6];
|
|
var a21 = a[7];
|
|
var a22 = a[8];
|
|
|
|
var b = src.val;
|
|
|
|
var b00 = b[0];
|
|
var b01 = b[1];
|
|
var b02 = b[2];
|
|
var b10 = b[3];
|
|
var b11 = b[4];
|
|
var b12 = b[5];
|
|
var b20 = b[6];
|
|
var b21 = b[7];
|
|
var b22 = b[8];
|
|
|
|
a[0] = b00 * a00 + b01 * a10 + b02 * a20;
|
|
a[1] = b00 * a01 + b01 * a11 + b02 * a21;
|
|
a[2] = b00 * a02 + b01 * a12 + b02 * a22;
|
|
|
|
a[3] = b10 * a00 + b11 * a10 + b12 * a20;
|
|
a[4] = b10 * a01 + b11 * a11 + b12 * a21;
|
|
a[5] = b10 * a02 + b11 * a12 + b12 * a22;
|
|
|
|
a[6] = b20 * a00 + b21 * a10 + b22 * a20;
|
|
a[7] = b20 * a01 + b21 * a11 + b22 * a21;
|
|
a[8] = b20 * a02 + b21 * a12 + b22 * a22;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Translate this Matrix using the given Vector.
|
|
*
|
|
* @method Phaser.Math.Matrix3#translate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
translate: function (v)
|
|
{
|
|
var a = this.val;
|
|
var x = v.x;
|
|
var y = v.y;
|
|
|
|
a[6] = x * a[0] + y * a[3] + a[6];
|
|
a[7] = x * a[1] + y * a[4] + a[7];
|
|
a[8] = x * a[2] + y * a[5] + a[8];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Apply a rotation transformation to this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#rotate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle in radians to rotate by.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
rotate: function (rad)
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a10 = a[3];
|
|
var a11 = a[4];
|
|
var a12 = a[5];
|
|
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
a[0] = c * a00 + s * a10;
|
|
a[1] = c * a01 + s * a11;
|
|
a[2] = c * a02 + s * a12;
|
|
|
|
a[3] = c * a10 - s * a00;
|
|
a[4] = c * a11 - s * a01;
|
|
a[5] = c * a12 - s * a02;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Apply a scale transformation to this Matrix.
|
|
*
|
|
* Uses the `x` and `y` components of the given Vector to scale the Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix3#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
scale: function (v)
|
|
{
|
|
var a = this.val;
|
|
var x = v.x;
|
|
var y = v.y;
|
|
|
|
a[0] = x * a[0];
|
|
a[1] = x * a[1];
|
|
a[2] = x * a[2];
|
|
|
|
a[3] = y * a[3];
|
|
a[4] = y * a[4];
|
|
a[5] = y * a[5];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given Quaternion.
|
|
*
|
|
* @method Phaser.Math.Matrix3#fromQuat
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
fromQuat: function (q)
|
|
{
|
|
var x = q.x;
|
|
var y = q.y;
|
|
var z = q.z;
|
|
var w = q.w;
|
|
|
|
var x2 = x + x;
|
|
var y2 = y + y;
|
|
var z2 = z + z;
|
|
|
|
var xx = x * x2;
|
|
var xy = x * y2;
|
|
var xz = x * z2;
|
|
|
|
var yy = y * y2;
|
|
var yz = y * z2;
|
|
var zz = z * z2;
|
|
|
|
var wx = w * x2;
|
|
var wy = w * y2;
|
|
var wz = w * z2;
|
|
|
|
var out = this.val;
|
|
|
|
out[0] = 1 - (yy + zz);
|
|
out[3] = xy + wz;
|
|
out[6] = xz - wy;
|
|
|
|
out[1] = xy - wz;
|
|
out[4] = 1 - (xx + zz);
|
|
out[7] = yz + wx;
|
|
|
|
out[2] = xz + wy;
|
|
out[5] = yz - wx;
|
|
out[8] = 1 - (xx + yy);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Matrix3#normalFromMat4
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} m - [description]
|
|
*
|
|
* @return {Phaser.Math.Matrix3} This Matrix3.
|
|
*/
|
|
normalFromMat4: function (m)
|
|
{
|
|
var a = m.val;
|
|
var out = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
var b00 = a00 * a11 - a01 * a10;
|
|
var b01 = a00 * a12 - a02 * a10;
|
|
var b02 = a00 * a13 - a03 * a10;
|
|
var b03 = a01 * a12 - a02 * a11;
|
|
|
|
var b04 = a01 * a13 - a03 * a11;
|
|
var b05 = a02 * a13 - a03 * a12;
|
|
var b06 = a20 * a31 - a21 * a30;
|
|
var b07 = a20 * a32 - a22 * a30;
|
|
|
|
var b08 = a20 * a33 - a23 * a30;
|
|
var b09 = a21 * a32 - a22 * a31;
|
|
var b10 = a21 * a33 - a23 * a31;
|
|
var b11 = a22 * a33 - a23 * a32;
|
|
|
|
// Calculate the determinant
|
|
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
|
|
|
if (!det)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
det = 1 / det;
|
|
|
|
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
|
|
out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
|
|
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
|
|
|
|
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
|
|
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
|
|
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
|
|
|
|
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
|
|
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
|
|
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Matrix3;
|
|
|
|
|
|
/***/ }),
|
|
/* 65 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
|
|
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
|
|
|
|
var Class = __webpack_require__(0);
|
|
var Vector3 = __webpack_require__(2);
|
|
var Matrix3 = __webpack_require__(64);
|
|
|
|
var EPSILON = 0.000001;
|
|
|
|
// Some shared 'private' arrays
|
|
var siNext = new Int8Array([ 1, 2, 0 ]);
|
|
var tmp = new Float32Array([ 0, 0, 0 ]);
|
|
|
|
var xUnitVec3 = new Vector3(1, 0, 0);
|
|
var yUnitVec3 = new Vector3(0, 1, 0);
|
|
|
|
var tmpvec = new Vector3();
|
|
var tmpMat3 = new Matrix3();
|
|
|
|
/**
|
|
* @classdesc
|
|
* A quaternion.
|
|
*
|
|
* @class Quaternion
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x] - The x component.
|
|
* @param {number} [y] - The y component.
|
|
* @param {number} [z] - The z component.
|
|
* @param {number} [w] - The w component.
|
|
*/
|
|
var Quaternion = new Class({
|
|
|
|
initialize:
|
|
|
|
function Quaternion (x, y, z, w)
|
|
{
|
|
/**
|
|
* The x component of this Quaternion.
|
|
*
|
|
* @name Phaser.Math.Quaternion#x
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
/**
|
|
* The y component of this Quaternion.
|
|
*
|
|
* @name Phaser.Math.Quaternion#y
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
/**
|
|
* The z component of this Quaternion.
|
|
*
|
|
* @name Phaser.Math.Quaternion#z
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
/**
|
|
* The w component of this Quaternion.
|
|
*
|
|
* @name Phaser.Math.Quaternion#w
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
this.z = x.z || 0;
|
|
this.w = x.w || 0;
|
|
}
|
|
else
|
|
{
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
this.w = w || 0;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Copy the components of a given Quaternion or Vector into this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#copy
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} src - The Quaternion or Vector to copy the components from.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
copy: function (src)
|
|
{
|
|
this.x = src.x;
|
|
this.y = src.y;
|
|
this.z = src.z;
|
|
this.w = src.w;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the components of this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#set
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|object)} [x=0] - The x component, or an object containing x, y, z, and w components.
|
|
* @param {number} [y=0] - The y component.
|
|
* @param {number} [z=0] - The z component.
|
|
* @param {number} [w=0] - The w component.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
set: function (x, y, z, w)
|
|
{
|
|
if (typeof x === 'object')
|
|
{
|
|
this.x = x.x || 0;
|
|
this.y = x.y || 0;
|
|
this.z = x.z || 0;
|
|
this.w = x.w || 0;
|
|
}
|
|
else
|
|
{
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
this.w = w || 0;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Add a given Quaternion or Vector to this Quaternion. Addition is component-wise.
|
|
*
|
|
* @method Phaser.Math.Quaternion#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to add to this Quaternion.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
add: function (v)
|
|
{
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
this.w += v.w;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Subtract a given Quaternion or Vector from this Quaternion. Subtraction is component-wise.
|
|
*
|
|
* @method Phaser.Math.Quaternion#subtract
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to subtract from this Quaternion.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
subtract: function (v)
|
|
{
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
this.w -= v.w;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Scale this Quaternion by the given value.
|
|
*
|
|
* @method Phaser.Math.Quaternion#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} scale - The value to scale this Quaternion by.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
scale: function (scale)
|
|
{
|
|
this.x *= scale;
|
|
this.y *= scale;
|
|
this.z *= scale;
|
|
this.w *= scale;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the length of this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#length
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Quaternion.
|
|
*/
|
|
length: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
|
|
return Math.sqrt(x * x + y * y + z * z + w * w);
|
|
},
|
|
|
|
/**
|
|
* Calculate the length of this Quaternion squared.
|
|
*
|
|
* @method Phaser.Math.Quaternion#lengthSq
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The length of this Quaternion, squared.
|
|
*/
|
|
lengthSq: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
|
|
return x * x + y * y + z * z + w * w;
|
|
},
|
|
|
|
/**
|
|
* Normalize this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#normalize
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
normalize: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
var w = this.w;
|
|
var len = x * x + y * y + z * z + w * w;
|
|
|
|
if (len > 0)
|
|
{
|
|
len = 1 / Math.sqrt(len);
|
|
|
|
this.x = x * len;
|
|
this.y = y * len;
|
|
this.z = z * len;
|
|
this.w = w * len;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calculate the dot product of this Quaternion and the given Quaternion or Vector.
|
|
*
|
|
* @method Phaser.Math.Quaternion#dot
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to dot product with this Quaternion.
|
|
*
|
|
* @return {number} The dot product of this Quaternion and the given Quaternion or Vector.
|
|
*/
|
|
dot: function (v)
|
|
{
|
|
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
},
|
|
|
|
/**
|
|
* Linearly interpolate this Quaternion towards the given Quaternion or Vector.
|
|
*
|
|
* @method Phaser.Math.Quaternion#lerp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to interpolate towards.
|
|
* @param {number} [t=0] - The percentage of interpolation.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
lerp: function (v, t)
|
|
{
|
|
if (t === undefined) { t = 0; }
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
this.x = ax + t * (v.x - ax);
|
|
this.y = ay + t * (v.y - ay);
|
|
this.z = az + t * (v.z - az);
|
|
this.w = aw + t * (v.w - aw);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Math.Quaternion#rotationTo
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} a - [description]
|
|
* @param {Phaser.Math.Vector3} b - [description]
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
rotationTo: function (a, b)
|
|
{
|
|
var dot = a.x * b.x + a.y * b.y + a.z * b.z;
|
|
|
|
if (dot < -0.999999)
|
|
{
|
|
if (tmpvec.copy(xUnitVec3).cross(a).length() < EPSILON)
|
|
{
|
|
tmpvec.copy(yUnitVec3).cross(a);
|
|
}
|
|
|
|
tmpvec.normalize();
|
|
|
|
return this.setAxisAngle(tmpvec, Math.PI);
|
|
|
|
}
|
|
else if (dot > 0.999999)
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
this.w = 1;
|
|
|
|
return this;
|
|
}
|
|
else
|
|
{
|
|
tmpvec.copy(a).cross(b);
|
|
|
|
this.x = tmpvec.x;
|
|
this.y = tmpvec.y;
|
|
this.z = tmpvec.z;
|
|
this.w = 1 + dot;
|
|
|
|
return this.normalize();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Set the axes of this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#setAxes
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} view - The view axis.
|
|
* @param {Phaser.Math.Vector3} right - The right axis.
|
|
* @param {Phaser.Math.Vector3} up - The upwards axis.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
setAxes: function (view, right, up)
|
|
{
|
|
var m = tmpMat3.val;
|
|
|
|
m[0] = right.x;
|
|
m[3] = right.y;
|
|
m[6] = right.z;
|
|
|
|
m[1] = up.x;
|
|
m[4] = up.y;
|
|
m[7] = up.z;
|
|
|
|
m[2] = -view.x;
|
|
m[5] = -view.y;
|
|
m[8] = -view.z;
|
|
|
|
return this.fromMat3(tmpMat3).normalize();
|
|
},
|
|
|
|
/**
|
|
* Reset this Matrix to an identity (default) Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#identity
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
identity: function ()
|
|
{
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
this.w = 1;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the axis angle of this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#setAxisAngle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} axis - The axis.
|
|
* @param {number} rad - The angle in radians.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
setAxisAngle: function (axis, rad)
|
|
{
|
|
rad = rad * 0.5;
|
|
|
|
var s = Math.sin(rad);
|
|
|
|
this.x = s * axis.x;
|
|
this.y = s * axis.y;
|
|
this.z = s * axis.z;
|
|
this.w = Math.cos(rad);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Multiply this Quaternion by the given Quaternion or Vector.
|
|
*
|
|
* @method Phaser.Math.Quaternion#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to multiply this Quaternion by.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
multiply: function (b)
|
|
{
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
var bx = b.x;
|
|
var by = b.y;
|
|
var bz = b.z;
|
|
var bw = b.w;
|
|
|
|
this.x = ax * bw + aw * bx + ay * bz - az * by;
|
|
this.y = ay * bw + aw * by + az * bx - ax * bz;
|
|
this.z = az * bw + aw * bz + ax * by - ay * bx;
|
|
this.w = aw * bw - ax * bx - ay * by - az * bz;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Smoothly linearly interpolate this Quaternion towards the given Quaternion or Vector.
|
|
*
|
|
* @method Phaser.Math.Quaternion#slerp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to interpolate towards.
|
|
* @param {number} t - The percentage of interpolation.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
slerp: function (b, t)
|
|
{
|
|
// benchmarks: http://jsperf.com/quaternion-slerp-implementations
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
var bx = b.x;
|
|
var by = b.y;
|
|
var bz = b.z;
|
|
var bw = b.w;
|
|
|
|
// calc cosine
|
|
var cosom = ax * bx + ay * by + az * bz + aw * bw;
|
|
|
|
// adjust signs (if necessary)
|
|
if (cosom < 0)
|
|
{
|
|
cosom = -cosom;
|
|
bx = - bx;
|
|
by = - by;
|
|
bz = - bz;
|
|
bw = - bw;
|
|
}
|
|
|
|
// "from" and "to" quaternions are very close
|
|
// ... so we can do a linear interpolation
|
|
var scale0 = 1 - t;
|
|
var scale1 = t;
|
|
|
|
// calculate coefficients
|
|
if ((1 - cosom) > EPSILON)
|
|
{
|
|
// standard case (slerp)
|
|
var omega = Math.acos(cosom);
|
|
var sinom = Math.sin(omega);
|
|
|
|
scale0 = Math.sin((1.0 - t) * omega) / sinom;
|
|
scale1 = Math.sin(t * omega) / sinom;
|
|
}
|
|
|
|
// calculate final values
|
|
this.x = scale0 * ax + scale1 * bx;
|
|
this.y = scale0 * ay + scale1 * by;
|
|
this.z = scale0 * az + scale1 * bz;
|
|
this.w = scale0 * aw + scale1 * bw;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Invert this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#invert
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
invert: function ()
|
|
{
|
|
var a0 = this.x;
|
|
var a1 = this.y;
|
|
var a2 = this.z;
|
|
var a3 = this.w;
|
|
|
|
var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
|
|
var invDot = (dot) ? 1 / dot : 0;
|
|
|
|
// TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
|
|
|
|
this.x = -a0 * invDot;
|
|
this.y = -a1 * invDot;
|
|
this.z = -a2 * invDot;
|
|
this.w = a3 * invDot;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Convert this Quaternion into its conjugate.
|
|
*
|
|
* Sets the x, y and z components.
|
|
*
|
|
* @method Phaser.Math.Quaternion#conjugate
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
conjugate: function ()
|
|
{
|
|
this.x = -this.x;
|
|
this.y = -this.y;
|
|
this.z = -this.z;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this Quaternion on the X axis.
|
|
*
|
|
* @method Phaser.Math.Quaternion#rotateX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The rotation angle in radians.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
rotateX: function (rad)
|
|
{
|
|
rad *= 0.5;
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
var bx = Math.sin(rad);
|
|
var bw = Math.cos(rad);
|
|
|
|
this.x = ax * bw + aw * bx;
|
|
this.y = ay * bw + az * bx;
|
|
this.z = az * bw - ay * bx;
|
|
this.w = aw * bw - ax * bx;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this Quaternion on the Y axis.
|
|
*
|
|
* @method Phaser.Math.Quaternion#rotateY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The rotation angle in radians.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
rotateY: function (rad)
|
|
{
|
|
rad *= 0.5;
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
var by = Math.sin(rad);
|
|
var bw = Math.cos(rad);
|
|
|
|
this.x = ax * bw - az * by;
|
|
this.y = ay * bw + aw * by;
|
|
this.z = az * bw + ax * by;
|
|
this.w = aw * bw - ay * by;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this Quaternion on the Z axis.
|
|
*
|
|
* @method Phaser.Math.Quaternion#rotateZ
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The rotation angle in radians.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
rotateZ: function (rad)
|
|
{
|
|
rad *= 0.5;
|
|
|
|
var ax = this.x;
|
|
var ay = this.y;
|
|
var az = this.z;
|
|
var aw = this.w;
|
|
|
|
var bz = Math.sin(rad);
|
|
var bw = Math.cos(rad);
|
|
|
|
this.x = ax * bw + ay * bz;
|
|
this.y = ay * bw - ax * bz;
|
|
this.z = az * bw + aw * bz;
|
|
this.w = aw * bw - az * bz;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Create a unit (or rotation) Quaternion from its x, y, and z components.
|
|
*
|
|
* Sets the w component.
|
|
*
|
|
* @method Phaser.Math.Quaternion#calculateW
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
calculateW: function ()
|
|
{
|
|
var x = this.x;
|
|
var y = this.y;
|
|
var z = this.z;
|
|
|
|
this.w = -Math.sqrt(1.0 - x * x - y * y - z * z);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Convert the given Matrix into this Quaternion.
|
|
*
|
|
* @method Phaser.Math.Quaternion#fromMat3
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix3} mat - The Matrix to convert from.
|
|
*
|
|
* @return {Phaser.Math.Quaternion} This Quaternion.
|
|
*/
|
|
fromMat3: function (mat)
|
|
{
|
|
// benchmarks:
|
|
// http://jsperf.com/typed-array-access-speed
|
|
// http://jsperf.com/conversion-of-3x3-matrix-to-quaternion
|
|
|
|
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
|
|
// article "Quaternion Calculus and Fast Animation".
|
|
var m = mat.val;
|
|
var fTrace = m[0] + m[4] + m[8];
|
|
var fRoot;
|
|
|
|
if (fTrace > 0)
|
|
{
|
|
// |w| > 1/2, may as well choose w > 1/2
|
|
fRoot = Math.sqrt(fTrace + 1.0); // 2w
|
|
|
|
this.w = 0.5 * fRoot;
|
|
|
|
fRoot = 0.5 / fRoot; // 1/(4w)
|
|
|
|
this.x = (m[7] - m[5]) * fRoot;
|
|
this.y = (m[2] - m[6]) * fRoot;
|
|
this.z = (m[3] - m[1]) * fRoot;
|
|
}
|
|
else
|
|
{
|
|
// |w| <= 1/2
|
|
var i = 0;
|
|
|
|
if (m[4] > m[0])
|
|
{
|
|
i = 1;
|
|
}
|
|
|
|
if (m[8] > m[i * 3 + i])
|
|
{
|
|
i = 2;
|
|
}
|
|
|
|
var j = siNext[i];
|
|
var k = siNext[j];
|
|
|
|
// This isn't quite as clean without array access
|
|
fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1);
|
|
tmp[i] = 0.5 * fRoot;
|
|
|
|
fRoot = 0.5 / fRoot;
|
|
|
|
tmp[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
|
|
tmp[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
|
|
|
|
this.x = tmp[0];
|
|
this.y = tmp[1];
|
|
this.z = tmp[2];
|
|
this.w = (m[k * 3 + j] - m[j * 3 + k]) * fRoot;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Quaternion;
|
|
|
|
|
|
/***/ }),
|
|
/* 66 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Vector3 = __webpack_require__(2);
|
|
var Matrix4 = __webpack_require__(14);
|
|
var Quaternion = __webpack_require__(65);
|
|
|
|
var tmpMat4 = new Matrix4();
|
|
var tmpQuat = new Quaternion();
|
|
var tmpVec3 = new Vector3();
|
|
|
|
/**
|
|
* Rotates a vector in place by axis angle.
|
|
*
|
|
* This is the same as transforming a point by an
|
|
* axis-angle quaternion, but it has higher precision.
|
|
*
|
|
* @function Phaser.Math.RotateVec3
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} vec - The vector to be rotated.
|
|
* @param {Phaser.Math.Vector3} axis - The axis to rotate around.
|
|
* @param {number} radians - The angle of rotation in radians.
|
|
*
|
|
* @return {Phaser.Math.Vector3} The given vector.
|
|
*/
|
|
var RotateVec3 = function (vec, axis, radians)
|
|
{
|
|
// Set the quaternion to our axis angle
|
|
tmpQuat.setAxisAngle(axis, radians);
|
|
|
|
// Create a rotation matrix from the axis angle
|
|
tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));
|
|
|
|
// Multiply our vector by the rotation matrix
|
|
return vec.transformMat4(tmpMat4);
|
|
};
|
|
|
|
module.exports = RotateVec3;
|
|
|
|
|
|
/***/ }),
|
|
/* 67 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Compute a random four-dimensional vector.
|
|
*
|
|
* @function Phaser.Math.RandomXYZW
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector4} vec4 - The Vector to compute random values for.
|
|
* @param {number} [scale=1] - The scale of the random values.
|
|
*
|
|
* @return {Phaser.Math.Vector4} The given Vector.
|
|
*/
|
|
var RandomXYZW = function (vec4, scale)
|
|
{
|
|
if (scale === undefined) { scale = 1; }
|
|
|
|
// TODO: Not spherical; should fix this for more uniform distribution
|
|
vec4.x = (Math.random() * 2 - 1) * scale;
|
|
vec4.y = (Math.random() * 2 - 1) * scale;
|
|
vec4.z = (Math.random() * 2 - 1) * scale;
|
|
vec4.w = (Math.random() * 2 - 1) * scale;
|
|
|
|
return vec4;
|
|
};
|
|
|
|
module.exports = RandomXYZW;
|
|
|
|
|
|
/***/ }),
|
|
/* 68 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Compute a random position vector in a spherical area, optionally defined by the given radius.
|
|
*
|
|
* @function Phaser.Math.RandomXYZ
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} vec3 - The Vector to compute random values for.
|
|
* @param {number} [radius=1] - The radius.
|
|
*
|
|
* @return {Phaser.Math.Vector3} The given Vector.
|
|
*/
|
|
var RandomXYZ = function (vec3, radius)
|
|
{
|
|
if (radius === undefined) { radius = 1; }
|
|
|
|
var r = Math.random() * 2 * Math.PI;
|
|
var z = (Math.random() * 2) - 1;
|
|
var zScale = Math.sqrt(1 - z * z) * radius;
|
|
|
|
vec3.x = Math.cos(r) * zScale;
|
|
vec3.y = Math.sin(r) * zScale;
|
|
vec3.z = z * radius;
|
|
|
|
return vec3;
|
|
};
|
|
|
|
module.exports = RandomXYZ;
|
|
|
|
|
|
/***/ }),
|
|
/* 69 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Camera = __webpack_require__(15);
|
|
var Class = __webpack_require__(0);
|
|
var Vector3 = __webpack_require__(2);
|
|
|
|
// Local cache vars
|
|
var tmpVec3 = new Vector3();
|
|
|
|
/**
|
|
* @classdesc
|
|
* [description]
|
|
*
|
|
* @class OrthographicCamera
|
|
* @extends Phaser.Cameras.Sprite3D.Camera
|
|
* @memberOf Phaser.Cameras.Sprite3D
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - [description]
|
|
* @param {integer} [viewportWidth=0] - [description]
|
|
* @param {integer} [viewportHeight=0] - [description]
|
|
*/
|
|
var OrthographicCamera = new Class({
|
|
|
|
Extends: Camera,
|
|
|
|
initialize:
|
|
|
|
function OrthographicCamera (scene, viewportWidth, viewportHeight)
|
|
{
|
|
if (viewportWidth === undefined) { viewportWidth = 0; }
|
|
if (viewportHeight === undefined) { viewportHeight = 0; }
|
|
|
|
Camera.call(this, scene);
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#viewportWidth
|
|
* @type {integer}
|
|
* @since 3.0.0
|
|
*/
|
|
this.viewportWidth = viewportWidth;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#viewportHeight
|
|
* @type {integer}
|
|
* @since 3.0.0
|
|
*/
|
|
this.viewportHeight = viewportHeight;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#_zoom
|
|
* @type {number}
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this._zoom = 1.0;
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#near
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this.near = 0;
|
|
|
|
this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.OrthographicCamera#setToOrtho
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} yDown - [description]
|
|
* @param {number} [viewportWidth] - [description]
|
|
* @param {number} [viewportHeight] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
|
|
*/
|
|
setToOrtho: function (yDown, viewportWidth, viewportHeight)
|
|
{
|
|
if (viewportWidth === undefined) { viewportWidth = this.viewportWidth; }
|
|
if (viewportHeight === undefined) { viewportHeight = this.viewportHeight; }
|
|
|
|
var zoom = this.zoom;
|
|
|
|
this.up.set(0, (yDown) ? -1 : 1, 0);
|
|
this.direction.set(0, 0, (yDown) ? 1 : -1);
|
|
this.position.set(zoom * viewportWidth / 2, zoom * viewportHeight / 2, 0);
|
|
|
|
this.viewportWidth = viewportWidth;
|
|
this.viewportHeight = viewportHeight;
|
|
|
|
return this.update();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Cameras.Sprite3D.OrthographicCamera#update
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
|
|
*/
|
|
update: function ()
|
|
{
|
|
var w = this.viewportWidth;
|
|
var h = this.viewportHeight;
|
|
var near = Math.abs(this.near);
|
|
var far = Math.abs(this.far);
|
|
var zoom = this.zoom;
|
|
|
|
if (w === 0 || h === 0)
|
|
{
|
|
// What to do here... hmm?
|
|
return this;
|
|
}
|
|
|
|
this.projection.ortho(
|
|
zoom * -w / 2, zoom * w / 2,
|
|
zoom * -h / 2, zoom * h / 2,
|
|
near,
|
|
far
|
|
);
|
|
|
|
// Build the view matrix
|
|
tmpVec3.copy(this.position).add(this.direction);
|
|
|
|
this.view.lookAt(this.position, tmpVec3, this.up);
|
|
|
|
// Projection * view matrix
|
|
this.combined.copy(this.projection).multiply(this.view);
|
|
|
|
// Invert combined matrix, used for unproject
|
|
this.invProjectionView.copy(this.combined).invert();
|
|
|
|
this.billboardMatrixDirty = true;
|
|
|
|
this.updateChildren();
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#zoom
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
zoom: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._zoom;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._zoom = value;
|
|
this.update();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = OrthographicCamera;
|
|
|
|
|
|
/***/ }),
|
|
/* 70 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var GetAdvancedValue = __webpack_require__(4);
|
|
|
|
/**
|
|
* Adds an Animation component to a Sprite and populates it based on the given config.
|
|
*
|
|
* @function Phaser.GameObjects.BuildGameObjectAnimation
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.Sprite} sprite - The sprite to add an Animation component to.
|
|
* @param {object} config - The animation config.
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite} The updated Sprite.
|
|
*/
|
|
var BuildGameObjectAnimation = function (sprite, config)
|
|
{
|
|
var animConfig = GetAdvancedValue(config, 'anims', null);
|
|
|
|
if (animConfig === null)
|
|
{
|
|
return sprite;
|
|
}
|
|
|
|
if (typeof animConfig === 'string')
|
|
{
|
|
// { anims: 'key' }
|
|
sprite.anims.play(animConfig);
|
|
}
|
|
else if (typeof animConfig === 'object')
|
|
{
|
|
// { anims: {
|
|
// key: string
|
|
// startFrame: [string|integer]
|
|
// delay: [float]
|
|
// repeat: [integer]
|
|
// repeatDelay: [float]
|
|
// yoyo: [boolean]
|
|
// play: [boolean]
|
|
// delayedPlay: [boolean]
|
|
// }
|
|
// }
|
|
|
|
var anims = sprite.anims;
|
|
|
|
var key = GetAdvancedValue(animConfig, 'key', undefined);
|
|
var startFrame = GetAdvancedValue(animConfig, 'startFrame', undefined);
|
|
|
|
var delay = GetAdvancedValue(animConfig, 'delay', 0);
|
|
var repeat = GetAdvancedValue(animConfig, 'repeat', 0);
|
|
var repeatDelay = GetAdvancedValue(animConfig, 'repeatDelay', 0);
|
|
var yoyo = GetAdvancedValue(animConfig, 'yoyo', false);
|
|
|
|
var play = GetAdvancedValue(animConfig, 'play', false);
|
|
var delayedPlay = GetAdvancedValue(animConfig, 'delayedPlay', 0);
|
|
|
|
anims.setDelay(delay);
|
|
anims.setRepeat(repeat);
|
|
anims.setRepeatDelay(repeatDelay);
|
|
anims.setYoyo(yoyo);
|
|
|
|
if (play)
|
|
{
|
|
anims.play(key, startFrame);
|
|
}
|
|
else if (delayedPlay > 0)
|
|
{
|
|
anims.delayedPlay(delayedPlay, key, startFrame);
|
|
}
|
|
else
|
|
{
|
|
anims.load(key);
|
|
}
|
|
}
|
|
|
|
return sprite;
|
|
};
|
|
|
|
module.exports = BuildGameObjectAnimation;
|
|
|
|
|
|
/***/ }),
|
|
/* 71 */
|
|
/***/ (function(module, exports) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
// Source object
|
|
// The key as a string, or an array of keys, i.e. 'banner', or 'banner.hideBanner'
|
|
// The default value to use if the key doesn't exist
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @function Phaser.Utils.Objects.GetValue
|
|
* @since 3.0.0
|
|
*
|
|
* @param {object} source - [description]
|
|
* @param {string} key - [description]
|
|
* @param {*} defaultValue - [description]
|
|
*
|
|
* @return {*} [description]
|
|
*/
|
|
var GetValue = function (source, key, defaultValue)
|
|
{
|
|
if (!source || typeof source === 'number')
|
|
{
|
|
return defaultValue;
|
|
}
|
|
else if (source.hasOwnProperty(key))
|
|
{
|
|
return source[key];
|
|
}
|
|
else if (key.indexOf('.'))
|
|
{
|
|
var keys = key.split('.');
|
|
var parent = source;
|
|
var value = defaultValue;
|
|
|
|
// Use for loop here so we can break early
|
|
for (var i = 0; i < keys.length; i++)
|
|
{
|
|
if (parent.hasOwnProperty(keys[i]))
|
|
{
|
|
// Yes it has a key property, let's carry on down
|
|
value = parent[keys[i]];
|
|
|
|
parent = parent[keys[i]];
|
|
}
|
|
else
|
|
{
|
|
// Can't go any further, so reset to default
|
|
value = defaultValue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return value;
|
|
}
|
|
else
|
|
{
|
|
return defaultValue;
|
|
}
|
|
};
|
|
|
|
module.exports = GetValue;
|
|
|
|
|
|
/***/ }),
|
|
/* 72 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var Class = __webpack_require__(0);
|
|
|
|
/**
|
|
* @classdesc
|
|
* A seeded Random Data Generator.
|
|
*
|
|
* Access via `Phaser.Math.RND` which is an instance of this class pre-defined
|
|
* by Phaser. Or, create your own instance to use as you require.
|
|
*
|
|
* The `Math.RND` generator is seeded by the Game Config property value `seed`.
|
|
* If no such config property exists, a random number is used.
|
|
*
|
|
* If you create your own instance of this class you should provide a seed for it.
|
|
* If no seed is given it will use a 'random' one based on Date.now.
|
|
*
|
|
* @class RandomDataGenerator
|
|
* @memberOf Phaser.Math
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|string[])} [seeds] - The seeds to use for the random number generator.
|
|
*/
|
|
var RandomDataGenerator = new Class({
|
|
|
|
initialize:
|
|
|
|
function RandomDataGenerator (seeds)
|
|
{
|
|
if (seeds === undefined) { seeds = [ (Date.now() * Math.random()).toString() ]; }
|
|
|
|
/**
|
|
* Internal var.
|
|
*
|
|
* @name Phaser.Math.RandomDataGenerator#c
|
|
* @type {number}
|
|
* @default 1
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this.c = 1;
|
|
|
|
/**
|
|
* Internal var.
|
|
*
|
|
* @name Phaser.Math.RandomDataGenerator#s0
|
|
* @type {number}
|
|
* @default 0
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this.s0 = 0;
|
|
|
|
/**
|
|
* Internal var.
|
|
*
|
|
* @name Phaser.Math.RandomDataGenerator#s1
|
|
* @type {number}
|
|
* @default 0
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this.s1 = 0;
|
|
|
|
/**
|
|
* Internal var.
|
|
*
|
|
* @name Phaser.Math.RandomDataGenerator#s2
|
|
* @type {number}
|
|
* @default 0
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this.s2 = 0;
|
|
|
|
/**
|
|
* Internal var.
|
|
*
|
|
* @name Phaser.Math.RandomDataGenerator#n
|
|
* @type {number}
|
|
* @default 0
|
|
* @private
|
|
* @since 3.2.0
|
|
*/
|
|
this.n = 0;
|
|
|
|
/**
|
|
* Signs to choose from.
|
|
*
|
|
* @name Phaser.Math.RandomDataGenerator#signs
|
|
* @type {number[]}
|
|
* @since 3.0.0
|
|
*/
|
|
this.signs = [ -1, 1 ];
|
|
|
|
if (seeds)
|
|
{
|
|
this.init(seeds);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Private random helper.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#rnd
|
|
* @since 3.0.0
|
|
* @private
|
|
*
|
|
* @return {number} A random number.
|
|
*/
|
|
rnd: function ()
|
|
{
|
|
var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32
|
|
|
|
this.c = t | 0;
|
|
this.s0 = this.s1;
|
|
this.s1 = this.s2;
|
|
this.s2 = t - this.c;
|
|
|
|
return this.s2;
|
|
},
|
|
|
|
/**
|
|
* Internal method that creates a seed hash.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#hash
|
|
* @since 3.0.0
|
|
* @private
|
|
*
|
|
* @param {string} data - The value to hash.
|
|
*
|
|
* @return {number} The hashed value.
|
|
*/
|
|
hash: function (data)
|
|
{
|
|
var h;
|
|
var n = this.n;
|
|
|
|
data = data.toString();
|
|
|
|
for (var i = 0; i < data.length; i++)
|
|
{
|
|
n += data.charCodeAt(i);
|
|
h = 0.02519603282416938 * n;
|
|
n = h >>> 0;
|
|
h -= n;
|
|
h *= n;
|
|
n = h >>> 0;
|
|
h -= n;
|
|
n += h * 0x100000000;// 2^32
|
|
}
|
|
|
|
this.n = n;
|
|
|
|
return (n >>> 0) * 2.3283064365386963e-10;// 2^-32
|
|
},
|
|
|
|
/**
|
|
* Initialize the state of the random data generator.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#init
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|string[])} seeds - The seeds to initialize the random data generator with.
|
|
*/
|
|
init: function (seeds)
|
|
{
|
|
if (typeof seeds === 'string')
|
|
{
|
|
this.state(seeds);
|
|
}
|
|
else
|
|
{
|
|
this.sow(seeds);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Reset the seed of the random data generator.
|
|
*
|
|
* _Note_: the seed array is only processed up to the first `undefined` (or `null`) value, should such be present.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#sow
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string[]} seeds - The array of seeds: the `toString()` of each value is used.
|
|
*/
|
|
sow: function (seeds)
|
|
{
|
|
// Always reset to default seed
|
|
this.n = 0xefc8249d;
|
|
this.s0 = this.hash(' ');
|
|
this.s1 = this.hash(' ');
|
|
this.s2 = this.hash(' ');
|
|
this.c = 1;
|
|
|
|
if (!seeds)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply any seeds
|
|
for (var i = 0; i < seeds.length && (seeds[i] != null); i++)
|
|
{
|
|
var seed = seeds[i];
|
|
|
|
this.s0 -= this.hash(seed);
|
|
this.s0 += ~~(this.s0 < 0);
|
|
this.s1 -= this.hash(seed);
|
|
this.s1 += ~~(this.s1 < 0);
|
|
this.s2 -= this.hash(seed);
|
|
this.s2 += ~~(this.s2 < 0);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Returns a random integer between 0 and 2^32.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#integer
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} A random integer between 0 and 2^32.
|
|
*/
|
|
integer: function ()
|
|
{
|
|
// 2^32
|
|
return this.rnd() * 0x100000000;
|
|
},
|
|
|
|
/**
|
|
* Returns a random real number between 0 and 1.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#frac
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} A random real number between 0 and 1.
|
|
*/
|
|
frac: function ()
|
|
{
|
|
// 2^-53
|
|
return this.rnd() + (this.rnd() * 0x200000 | 0) * 1.1102230246251565e-16;
|
|
},
|
|
|
|
/**
|
|
* Returns a random real number between 0 and 2^32.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#real
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} A random real number between 0 and 2^32.
|
|
*/
|
|
real: function ()
|
|
{
|
|
return this.integer() + this.frac();
|
|
},
|
|
|
|
/**
|
|
* Returns a random integer between and including min and max.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#integerInRange
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} min - The minimum value in the range.
|
|
* @param {number} max - The maximum value in the range.
|
|
*
|
|
* @return {number} A random number between min and max.
|
|
*/
|
|
integerInRange: function (min, max)
|
|
{
|
|
return Math.floor(this.realInRange(0, max - min + 1) + min);
|
|
},
|
|
|
|
/**
|
|
* Returns a random integer between and including min and max.
|
|
* This method is an alias for RandomDataGenerator.integerInRange.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#between
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} min - The minimum value in the range.
|
|
* @param {number} max - The maximum value in the range.
|
|
*
|
|
* @return {number} A random number between min and max.
|
|
*/
|
|
between: function (min, max)
|
|
{
|
|
return Math.floor(this.realInRange(0, max - min + 1) + min);
|
|
},
|
|
|
|
/**
|
|
* Returns a random real number between min and max.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#realInRange
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} min - The minimum value in the range.
|
|
* @param {number} max - The maximum value in the range.
|
|
*
|
|
* @return {number} A random number between min and max.
|
|
*/
|
|
realInRange: function (min, max)
|
|
{
|
|
return this.frac() * (max - min) + min;
|
|
},
|
|
|
|
/**
|
|
* Returns a random real number between -1 and 1.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#normal
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} A random real number between -1 and 1.
|
|
*/
|
|
normal: function ()
|
|
{
|
|
return 1 - (2 * this.frac());
|
|
},
|
|
|
|
/**
|
|
* Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#uuid
|
|
* @since 3.0.0
|
|
*
|
|
* @return {string} A valid RFC4122 version4 ID hex string
|
|
*/
|
|
uuid: function ()
|
|
{
|
|
var a = '';
|
|
var b = '';
|
|
|
|
for (b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac() * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-')
|
|
{
|
|
// eslint-disable-next-line no-empty
|
|
}
|
|
|
|
return b;
|
|
},
|
|
|
|
/**
|
|
* Returns a random element from within the given array.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#pick
|
|
* @since 3.0.0
|
|
*
|
|
* @param {array} array - The array to pick a random element from.
|
|
*
|
|
* @return {*} A random member of the array.
|
|
*/
|
|
pick: function (array)
|
|
{
|
|
return array[this.integerInRange(0, array.length - 1)];
|
|
},
|
|
|
|
/**
|
|
* Returns a sign to be used with multiplication operator.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#sign
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} -1 or +1.
|
|
*/
|
|
sign: function ()
|
|
{
|
|
return this.pick(this.signs);
|
|
},
|
|
|
|
/**
|
|
* Returns a random element from within the given array, favoring the earlier entries.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#weightedPick
|
|
* @since 3.0.0
|
|
*
|
|
* @param {array} array - The array to pick a random element from.
|
|
*
|
|
* @return {*} A random member of the array.
|
|
*/
|
|
weightedPick: function (array)
|
|
{
|
|
return array[~~(Math.pow(this.frac(), 2) * (array.length - 1) + 0.5)];
|
|
},
|
|
|
|
/**
|
|
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#timestamp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} min - The minimum value in the range.
|
|
* @param {number} max - The maximum value in the range.
|
|
*
|
|
* @return {number} A random timestamp between min and max.
|
|
*/
|
|
timestamp: function (min, max)
|
|
{
|
|
return this.realInRange(min || 946684800000, max || 1577862000000);
|
|
},
|
|
|
|
/**
|
|
* Returns a random angle between -180 and 180.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#angle
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} A random number between -180 and 180.
|
|
*/
|
|
angle: function ()
|
|
{
|
|
return this.integerInRange(-180, 180);
|
|
},
|
|
|
|
/**
|
|
* Returns a random rotation in radians, between -3.141 and 3.141
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#rotation
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} A random number between -3.141 and 3.141
|
|
*/
|
|
rotation: function ()
|
|
{
|
|
return this.realInRange(-3.1415926, 3.1415926);
|
|
},
|
|
|
|
/**
|
|
* Gets or Sets the state of the generator. This allows you to retain the values
|
|
* that the generator is using between games, i.e. in a game save file.
|
|
*
|
|
* To seed this generator with a previously saved state you can pass it as the
|
|
* `seed` value in your game config, or call this method directly after Phaser has booted.
|
|
*
|
|
* Call this method with no parameters to return the current state.
|
|
*
|
|
* If providing a state it should match the same format that this method
|
|
* returns, which is a string with a header `!rnd` followed by the `c`,
|
|
* `s0`, `s1` and `s2` values respectively, each comma-delimited.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#state
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} [state] - Generator state to be set.
|
|
*
|
|
* @return {string} The current state of the generator.
|
|
*/
|
|
state: function (state)
|
|
{
|
|
if (typeof state === 'string' && state.match(/^!rnd/))
|
|
{
|
|
state = state.split(',');
|
|
|
|
this.c = parseFloat(state[1]);
|
|
this.s0 = parseFloat(state[2]);
|
|
this.s1 = parseFloat(state[3]);
|
|
this.s2 = parseFloat(state[4]);
|
|
}
|
|
|
|
return [ '!rnd', this.c, this.s0, this.s1, this.s2 ].join(',');
|
|
},
|
|
|
|
/**
|
|
* Shuffles the given array, using the current seed.
|
|
*
|
|
* @method Phaser.Math.RandomDataGenerator#shuffle
|
|
* @since 3.7.0
|
|
*
|
|
* @param {array} [array] - The array to be shuffled.
|
|
*
|
|
* @return {array} The shuffled array.
|
|
*/
|
|
shuffle: function (array)
|
|
{
|
|
var len = array.length - 1;
|
|
|
|
for (var i = len; i > 0; i--)
|
|
{
|
|
var randomIndex = Math.floor(this.frac() * (len + 1));
|
|
var itemAtIndex = array[randomIndex];
|
|
|
|
array[randomIndex] = array[i];
|
|
array[i] = itemAtIndex;
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = RandomDataGenerator;
|
|
|
|
|
|
/***/ }),
|
|
/* 73 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var BlendModes = __webpack_require__(18);
|
|
var GetAdvancedValue = __webpack_require__(4);
|
|
var ScaleModes = __webpack_require__(16);
|
|
|
|
/**
|
|
* @typedef {object} GameObjectConfig
|
|
*
|
|
* @property {number} [x=0] - The x position of the Game Object.
|
|
* @property {number} [y=0] - The y position of the Game Object.
|
|
* @property {number} [depth=0] - The depth of the GameObject.
|
|
* @property {boolean} [flipX=false] - The horizontally flipped state of the Game Object.
|
|
* @property {boolean} [flipY=false] - The vertically flipped state of the Game Object.
|
|
* @property {?(number|object)} [scale=null] - The scale of the GameObject.
|
|
* @property {?(number|object)} [scrollFactor=null] - The scroll factor of the GameObject.
|
|
* @property {number} [rotation=0] - The rotation angle of the Game Object, in radians.
|
|
* @property {?number} [angle=null] - The rotation angle of the Game Object, in degrees.
|
|
* @property {number} [alpha=1] - The alpha (opacity) of the Game Object.
|
|
* @property {?(number|object)} [origin=null] - The origin of the Game Object.
|
|
* @property {number} [scaleMode=ScaleModes.DEFAULT] - The scale mode of the GameObject.
|
|
* @property {number} [blendMode=BlendModes.DEFAULT] - The blend mode of the GameObject.
|
|
* @property {boolean} [visible=true] - The visible state of the Game Object.
|
|
* @property {boolean} [add=true] - Add the GameObject to the scene.
|
|
*/
|
|
|
|
/**
|
|
* Builds a Game Object using the provided configuration object.
|
|
*
|
|
* @function Phaser.GameObjects.BuildGameObject
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Scene} scene - A reference to the Scene.
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The initial GameObject.
|
|
* @param {GameObjectConfig} config - The config to build the GameObject with.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The built Game Object.
|
|
*/
|
|
var BuildGameObject = function (scene, gameObject, config)
|
|
{
|
|
// Position
|
|
|
|
gameObject.x = GetAdvancedValue(config, 'x', 0);
|
|
gameObject.y = GetAdvancedValue(config, 'y', 0);
|
|
gameObject.depth = GetAdvancedValue(config, 'depth', 0);
|
|
|
|
// Flip
|
|
|
|
gameObject.flipX = GetAdvancedValue(config, 'flipX', false);
|
|
gameObject.flipY = GetAdvancedValue(config, 'flipY', false);
|
|
|
|
// Scale
|
|
// Either: { scale: 2 } or { scale: { x: 2, y: 2 }}
|
|
|
|
var scale = GetAdvancedValue(config, 'scale', null);
|
|
|
|
if (typeof scale === 'number')
|
|
{
|
|
gameObject.setScale(scale);
|
|
}
|
|
else if (scale !== null)
|
|
{
|
|
gameObject.scaleX = GetAdvancedValue(scale, 'x', 1);
|
|
gameObject.scaleY = GetAdvancedValue(scale, 'y', 1);
|
|
}
|
|
|
|
// ScrollFactor
|
|
// Either: { scrollFactor: 2 } or { scrollFactor: { x: 2, y: 2 }}
|
|
|
|
var scrollFactor = GetAdvancedValue(config, 'scrollFactor', null);
|
|
|
|
if (typeof scrollFactor === 'number')
|
|
{
|
|
gameObject.setScrollFactor(scrollFactor);
|
|
}
|
|
else if (scrollFactor !== null)
|
|
{
|
|
gameObject.scrollFactorX = GetAdvancedValue(scrollFactor, 'x', 1);
|
|
gameObject.scrollFactorY = GetAdvancedValue(scrollFactor, 'y', 1);
|
|
}
|
|
|
|
// Rotation
|
|
|
|
gameObject.rotation = GetAdvancedValue(config, 'rotation', 0);
|
|
|
|
var angle = GetAdvancedValue(config, 'angle', null);
|
|
|
|
if (angle !== null)
|
|
{
|
|
gameObject.angle = angle;
|
|
}
|
|
|
|
// Alpha
|
|
|
|
gameObject.alpha = GetAdvancedValue(config, 'alpha', 1);
|
|
|
|
// Origin
|
|
// Either: { origin: 0.5 } or { origin: { x: 0.5, y: 0.5 }}
|
|
|
|
var origin = GetAdvancedValue(config, 'origin', null);
|
|
|
|
if (typeof origin === 'number')
|
|
{
|
|
gameObject.setOrigin(origin);
|
|
}
|
|
else if (origin !== null)
|
|
{
|
|
var ox = GetAdvancedValue(origin, 'x', 0.5);
|
|
var oy = GetAdvancedValue(origin, 'y', 0.5);
|
|
|
|
gameObject.setOrigin(ox, oy);
|
|
}
|
|
|
|
// ScaleMode
|
|
|
|
gameObject.scaleMode = GetAdvancedValue(config, 'scaleMode', ScaleModes.DEFAULT);
|
|
|
|
// BlendMode
|
|
|
|
gameObject.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL);
|
|
|
|
// Visible
|
|
|
|
gameObject.visible = GetAdvancedValue(config, 'visible', true);
|
|
|
|
// Add to Scene
|
|
|
|
var add = GetAdvancedValue(config, 'add', true);
|
|
|
|
if (add)
|
|
{
|
|
scene.sys.displayList.add(gameObject);
|
|
}
|
|
|
|
if (gameObject.preUpdate)
|
|
{
|
|
scene.sys.updateList.add(gameObject);
|
|
}
|
|
|
|
return gameObject;
|
|
};
|
|
|
|
module.exports = BuildGameObject;
|
|
|
|
|
|
/***/ }),
|
|
/* 74 */
|
|
/***/ (function(module, exports, __webpack_require__) {
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
var BuildGameObject = __webpack_require__(73);
|
|
var BuildGameObjectAnimation = __webpack_require__(70);
|
|
var Class = __webpack_require__(0);
|
|
var GetAdvancedValue = __webpack_require__(4);
|
|
var OrthographicCamera = __webpack_require__(69);
|
|
var PerspectiveCamera = __webpack_require__(21);
|
|
var ScenePlugin = __webpack_require__(20);
|
|
var Sprite3D = __webpack_require__(13);
|
|
|
|
/**
|
|
* @classdesc
|
|
* The Camera 3D Plugin adds a new Camera type to Phaser that allows for movement and rendering
|
|
* in 3D space. It displays a special type of Sprite called a Sprite3D that is a billboard sprite,
|
|
* with a z-axis allowing for perspective depth.
|
|
*
|
|
* This is an external plugin which you can include in your game by preloading it:
|
|
*
|
|
* ```javascript
|
|
* this.load.scenePlugin({
|
|
* key: 'Camera3DPlugin',
|
|
* url: 'plugins/camera3d.min.js',
|
|
* sceneKey: 'cameras3d'
|
|
* });
|
|
* ```
|
|
*
|
|
* Once loaded you can create a 3D Camera using the `camera3d` property of a Scene:
|
|
*
|
|
* `var camera = this.cameras3d.add(85).setZ(500).setPixelScale(128);`
|
|
*
|
|
* See the examples for more information.
|
|
*
|
|
* @class Camera3DPlugin
|
|
* @constructor
|
|
*
|
|
* @param {Phaser.Scene} scene - The Scene to which this plugin is being installed.
|
|
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
|
|
*/
|
|
var Camera3DPlugin = new Class({
|
|
|
|
Extends: ScenePlugin,
|
|
|
|
initialize:
|
|
|
|
function Camera3DPlugin (scene, pluginManager)
|
|
{
|
|
ScenePlugin.call(this, scene, pluginManager);
|
|
|
|
/**
|
|
* An Array of the Camera objects being managed by this Camera Manager.
|
|
*
|
|
* @name Camera3DPlugin#cameras
|
|
* @type {Phaser.Cameras.Sprite3D.Camera[]}
|
|
* @since 3.0.0
|
|
*/
|
|
this.cameras = [];
|
|
|
|
// Register the Sprite3D Game Object
|
|
pluginManager.registerGameObject('sprite3D', this.sprite3DFactory, this.sprite3DCreator);
|
|
},
|
|
|
|
/**
|
|
* Creates a new Sprite3D Game Object and adds it to the Scene.
|
|
*
|
|
* @method Phaser.GameObjects.GameObjectFactory#sprite3D
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal position of this Game Object.
|
|
* @param {number} y - The vertical position of this Game Object.
|
|
* @param {number} z - The z position of this Game Object.
|
|
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
|
|
*/
|
|
sprite3DFactory: function (x, y, z, key, frame)
|
|
{
|
|
var sprite = new Sprite3D(this.scene, x, y, z, key, frame);
|
|
|
|
this.displayList.add(sprite.gameObject);
|
|
this.updateList.add(sprite.gameObject);
|
|
|
|
return sprite;
|
|
},
|
|
|
|
/**
|
|
* Creates a new Sprite3D Game Object and returns it.
|
|
*
|
|
* @method Phaser.GameObjects.GameObjectCreator#sprite3D
|
|
* @since 3.0.0
|
|
*
|
|
* @param {object} config - The configuration object this Game Object will use to create itself.
|
|
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
|
|
*
|
|
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
|
|
*/
|
|
sprite3DCreator: function (config, addToScene)
|
|
{
|
|
if (config === undefined) { config = {}; }
|
|
|
|
var key = GetAdvancedValue(config, 'key', null);
|
|
var frame = GetAdvancedValue(config, 'frame', null);
|
|
|
|
var sprite = new Sprite3D(this.scene, 0, 0, key, frame);
|
|
|
|
if (addToScene !== undefined)
|
|
{
|
|
config.add = addToScene;
|
|
}
|
|
|
|
BuildGameObject(this.scene, sprite, config);
|
|
|
|
// Sprite specific config options:
|
|
|
|
BuildGameObjectAnimation(sprite, config);
|
|
|
|
return sprite;
|
|
},
|
|
|
|
/**
|
|
* This method is called automatically, only once, when the Scene is first created.
|
|
* Do not invoke it directly.
|
|
*
|
|
* @method Phaser.Cameras.Scene3D.CameraManager#boot
|
|
* @private
|
|
* @since 3.5.1
|
|
*/
|
|
boot: function ()
|
|
{
|
|
this.systems.events.once('destroy', this.destroy, this);
|
|
},
|
|
|
|
/**
|
|
* This method is called automatically by the Scene when it is starting up.
|
|
* It is responsible for creating local systems, properties and listening for Scene events.
|
|
* Do not invoke it directly.
|
|
*
|
|
* @method Camera3DPlugin#start
|
|
* @private
|
|
* @since 3.5.0
|
|
*/
|
|
start: function ()
|
|
{
|
|
var eventEmitter = this.systems.events;
|
|
|
|
eventEmitter.on('update', this.update, this);
|
|
eventEmitter.once('shutdown', this.shutdown, this);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [fieldOfView=80] - [description]
|
|
* @param {number} [width] - [description]
|
|
* @param {number} [height] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
|
|
*/
|
|
add: function (fieldOfView, width, height)
|
|
{
|
|
return this.addPerspectiveCamera(fieldOfView, width, height);
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#addOrthographicCamera
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - [description]
|
|
* @param {number} height - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
|
|
*/
|
|
addOrthographicCamera: function (width, height)
|
|
{
|
|
var config = this.scene.sys.game.config;
|
|
|
|
if (width === undefined) { width = config.width; }
|
|
if (height === undefined) { height = config.height; }
|
|
|
|
var camera = new OrthographicCamera(this.scene, width, height);
|
|
|
|
this.cameras.push(camera);
|
|
|
|
return camera;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#addPerspectiveCamera
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [fieldOfView=80] - [description]
|
|
* @param {number} [width] - [description]
|
|
* @param {number} [height] - [description]
|
|
*
|
|
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
|
|
*/
|
|
addPerspectiveCamera: function (fieldOfView, width, height)
|
|
{
|
|
var config = this.scene.sys.game.config;
|
|
|
|
if (fieldOfView === undefined) { fieldOfView = 80; }
|
|
if (width === undefined) { width = config.width; }
|
|
if (height === undefined) { height = config.height; }
|
|
|
|
var camera = new PerspectiveCamera(this.scene, fieldOfView, width, height);
|
|
|
|
this.cameras.push(camera);
|
|
|
|
return camera;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#getCamera
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} name - [description]
|
|
*
|
|
* @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description]
|
|
*/
|
|
getCamera: function (name)
|
|
{
|
|
for (var i = 0; i < this.cameras.length; i++)
|
|
{
|
|
if (this.cameras[i].name === name)
|
|
{
|
|
return this.cameras[i];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#removeCamera
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} camera - [description]
|
|
*/
|
|
removeCamera: function (camera)
|
|
{
|
|
var cameraIndex = this.cameras.indexOf(camera);
|
|
|
|
if (cameraIndex !== -1)
|
|
{
|
|
this.cameras.splice(cameraIndex, 1);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#removeAll
|
|
* @since 3.0.0
|
|
*
|
|
* @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description]
|
|
*/
|
|
removeAll: function ()
|
|
{
|
|
while (this.cameras.length > 0)
|
|
{
|
|
var camera = this.cameras.pop();
|
|
|
|
camera.destroy();
|
|
}
|
|
|
|
return this.main;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Camera3DPlugin#update
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} timestep - [description]
|
|
* @param {number} delta - [description]
|
|
*/
|
|
update: function (timestep, delta)
|
|
{
|
|
for (var i = 0, l = this.cameras.length; i < l; ++i)
|
|
{
|
|
this.cameras[i].update(timestep, delta);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is shutting down.
|
|
* We need to kill and reset all internal properties as well as stop listening to Scene events.
|
|
*
|
|
* @method Camera3DPlugin#shutdown
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
shutdown: function ()
|
|
{
|
|
var eventEmitter = this.systems.events;
|
|
|
|
eventEmitter.off('update', this.update, this);
|
|
eventEmitter.off('shutdown', this.shutdown, this);
|
|
|
|
this.removeAll();
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is being destroyed.
|
|
* We need to shutdown and then kill off all external references.
|
|
*
|
|
* @method Camera3DPlugin#destroy
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.shutdown();
|
|
|
|
this.pluginManager = null;
|
|
this.game = null;
|
|
this.scene = null;
|
|
this.systems = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Camera3DPlugin;
|
|
|
|
|
|
/***/ })
|
|
/******/ ]); |