mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
342 lines
15 KiB
TypeScript
342 lines
15 KiB
TypeScript
/// <reference path="Game.ts" />
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/// <reference path="gameobjects/Sprite.ts" />
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/**
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* Phaser - Motion
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*
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* The Motion class contains lots of useful functions for moving game objects around in world space.
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*/
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module Phaser {
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export class Motion {
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constructor(game: Game) {
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this.game = game;
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}
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public game: Game;
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/**
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* Given the angle and speed calculate the velocity and return it as a Point
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*
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* @param {number} angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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* @param {number} speed The speed it will move, in pixels per second sq
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*
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* @return {Point} A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
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*/
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public velocityFromAngle(angle: number, speed: number): Point {
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if (isNaN(speed))
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{
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speed = 0;
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}
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var a: number = this.game.math.degreesToRadians(angle);
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return new Point((Math.cos(a) * speed), (Math.sin(a) * speed));
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}
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/**
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* Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)<br>
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* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
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* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
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* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
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* If you need the object to accelerate, see accelerateTowardsObject() instead
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* Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all)
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*
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* @param {Sprite} source The Sprite on which the velocity will be set
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* @param {Sprite} dest The Sprite where the source object will move to
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* @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
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*/
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public moveTowardsObject(source: Sprite, dest: Sprite, speed: number = 60, maxTime: number = 0) {
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var a: number = this.angleBetween(source, dest);
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if (maxTime > 0)
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{
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var d: number = this.distanceBetween(source, dest);
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// We know how many pixels we need to move, but how fast?
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speed = d / (maxTime / 1000);
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}
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source.body.velocity.x = Math.cos(a) * speed;
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source.body.velocity.y = Math.sin(a) * speed;
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}
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/**
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* Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)<br>
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* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
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* If you don't need acceleration look at moveTowardsObject() instead.
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*
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* @param {Sprite} source The Sprite on which the acceleration will be set
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* @param {Sprite} dest The Sprite where the source object will move towards
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* @param {number} speed The speed it will accelerate in pixels per second
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* @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
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* @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
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*/
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public accelerateTowardsObject(source: Sprite, dest: Sprite, speed: number, xSpeedMax: number, ySpeedMax: number) {
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var a: number = this.angleBetween(source, dest);
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source.body.velocity.x = 0;
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source.body.velocity.y = 0;
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source.body.acceleration.x = Math.cos(a) * speed;
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source.body.acceleration.y = Math.sin(a) * speed;
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source.body.maxVelocity.x = xSpeedMax;
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source.body.maxVelocity.y = ySpeedMax;
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}
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/**
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* Move the given Sprite towards the mouse pointer coordinates at a steady velocity
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* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
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* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
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* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
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*
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* @param {Sprite} source The Sprite to move
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* @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
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*/
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public moveTowardsMouse(source: Sprite, speed: number = 60, maxTime: number = 0) {
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var a: number = this.angleBetweenMouse(source);
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if (maxTime > 0)
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{
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var d: number = this.distanceToMouse(source);
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// We know how many pixels we need to move, but how fast?
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speed = d / (maxTime / 1000);
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}
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source.body.velocity.x = Math.cos(a) * speed;
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source.body.velocity.y = Math.sin(a) * speed;
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}
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/**
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* Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)<br>
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* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
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* If you don't need acceleration look at moveTowardsMouse() instead.
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*
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* @param {Sprite} source The Sprite on which the acceleration will be set
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* @param {number} speed The speed it will accelerate in pixels per second
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* @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
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* @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
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*/
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public accelerateTowardsMouse(source: Sprite, speed: number, xSpeedMax: number, ySpeedMax: number) {
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var a: number = this.angleBetweenMouse(source);
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source.body.velocity.x = 0;
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source.body.velocity.y = 0;
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source.body.acceleration.x = Math.cos(a) * speed;
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source.body.acceleration.y = Math.sin(a) * speed;
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source.body.maxVelocity.x = xSpeedMax;
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source.body.maxVelocity.y = ySpeedMax;
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}
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/**
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* Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
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* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
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* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
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* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
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*
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* @param {Sprite} source The Sprite to move
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* @param {Point} target The Point coordinates to move the source Sprite towards
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* @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
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*/
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public moveTowardsPoint(source: Sprite, target: Point, speed: number = 60, maxTime: number = 0) {
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var a: number = this.angleBetweenPoint(source, target);
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if (maxTime > 0)
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{
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var d: number = this.distanceToPoint(source, target);
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// We know how many pixels we need to move, but how fast?
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speed = d / (maxTime / 1000);
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}
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source.body.velocity.x = Math.cos(a) * speed;
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source.body.velocity.y = Math.sin(a) * speed;
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}
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/**
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* Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
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* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
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* If you don't need acceleration look at moveTowardsPoint() instead.
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*
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* @param {Sprite} source The Sprite on which the acceleration will be set
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* @param {Point} target The Point coordinates to move the source Sprite towards
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* @param {number} speed The speed it will accelerate in pixels per second
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* @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
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* @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
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*/
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public accelerateTowardsPoint(source: Sprite, target: Point, speed: number, xSpeedMax: number, ySpeedMax: number) {
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var a: number = this.angleBetweenPoint(source, target);
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source.body.velocity.x = 0;
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source.body.velocity.y = 0;
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source.body.acceleration.x = Math.cos(a) * speed;
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source.body.acceleration.y = Math.sin(a) * speed;
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source.body.maxVelocity.x = xSpeedMax;
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source.body.maxVelocity.y = ySpeedMax;
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}
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/**
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* Find the distance between two Sprites, taking their origin into account
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*
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* @param {Sprite} a The first Sprite
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* @param {Sprite} b The second Sprite
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* @return {number} int Distance (in pixels)
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*/
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public distanceBetween(a: Sprite, b: Sprite): number {
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return Vec2Utils.distance(a.body.position, b.body.position);
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}
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/**
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* Find the distance from an Sprite to the given Point, taking the source origin into account
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*
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* @param {Sprite} a The Sprite
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* @param {Point} target The Point
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* @return {number} Distance (in pixels)
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*/
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public distanceToPoint(a: Sprite, target: Point): number {
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var dx: number = (a.x + a.origin.x) - (target.x);
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var dy: number = (a.y + a.origin.y) - (target.y);
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return this.game.math.vectorLength(dx, dy);
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}
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/**
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* Find the distance (in pixels, rounded) from the object x/y and the mouse x/y
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*
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* @param {Sprite} a Sprite to test against
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* @return {number} The distance between the given sprite and the mouse coordinates
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*/
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public distanceToMouse(a: Sprite): number {
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var dx: number = (a.x + a.origin.x) - this.game.input.x;
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var dy: number = (a.y + a.origin.y) - this.game.input.y;
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return this.game.math.vectorLength(dx, dy);
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}
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/**
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* Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account.
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* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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*
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* @param {Sprite} a The Sprite to test from
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* @param {Point} target The Point to angle the Sprite towards
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* @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true
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*
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* @return {number} The angle (in radians unless asDegrees is true)
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*/
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public angleBetweenPoint(a: Sprite, target: Point, asDegrees: bool = false): number {
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var dx: number = (target.x) - (a.x + a.origin.x);
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var dy: number = (target.y) - (a.y + a.origin.y);
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if (asDegrees)
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{
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return this.game.math.radiansToDegrees(Math.atan2(dy, dx));
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}
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else
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{
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return Math.atan2(dy, dx);
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}
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}
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/**
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* Find the angle (in radians) between the two Sprite, taking their x/y and origin into account.
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* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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*
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* @param {Sprite} a The Sprite to test from
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* @param {Sprite} b The Sprite to test to
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* @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true
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*
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* @return {number} The angle (in radians unless asDegrees is true)
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*/
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public angleBetween(a: Sprite, b: Sprite, asDegrees: bool = false): number {
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var dx: number = (b.x + b.origin.x) - (a.x + a.origin.x);
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var dy: number = (b.y + b.origin.y) - (a.y + a.origin.y);
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if (asDegrees)
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{
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return this.game.math.radiansToDegrees(Math.atan2(dy, dx));
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}
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else
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{
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return Math.atan2(dy, dx);
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}
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}
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/**
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* Given the Sprite and speed calculate the velocity and return it as an Point based on the direction the sprite is facing
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*
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* @param {Sprite} parent The Sprite to get the facing value from
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* @param {number} speed The speed it will move, in pixels per second sq
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*
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* @return {Point} An Point where Point.x contains the velocity x value and Point.y contains the velocity y value
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*/
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public velocityFromFacing(parent: Sprite, speed: number): Point {
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var a: number;
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if (parent.body.facing == Types.LEFT)
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{
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a = this.game.math.degreesToRadians(180);
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}
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else if (parent.body.facing == Types.RIGHT)
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{
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a = this.game.math.degreesToRadians(0);
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}
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else if (parent.body.facing == Types.UP)
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{
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a = this.game.math.degreesToRadians(-90);
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}
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else if (parent.body.facing == Types.DOWN)
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{
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a = this.game.math.degreesToRadians(90);
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}
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return new Point(Math.cos(a) * speed, Math.sin(a) * speed);
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}
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/**
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* Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account.
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* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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*
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* @param {Sprite} a The Object to test from
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* @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true
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*
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* @return {number} The angle (in radians unless asDegrees is true)
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*/
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public angleBetweenMouse(a: Sprite, asDegrees: bool = false): number {
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// In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates)
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var p: Point = SpriteUtils.getScreenXY(a);
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var dx: number = a.game.input.x - p.x;
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var dy: number = a.game.input.y - p.y;
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if (asDegrees)
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{
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return this.game.math.radiansToDegrees(Math.atan2(dy, dx));
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}
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else
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{
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return Math.atan2(dy, dx);
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}
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}
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}
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}
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