Edge points in and working.

This commit is contained in:
Richard Davey
2013-09-01 03:15:27 +01:00
parent b742439db8
commit 188d6239a3
3 changed files with 137 additions and 12 deletions
+66
View File
@@ -106,6 +106,23 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
// Edge points
this.topLeft = new Phaser.Point(x, y);
this.topRight = new Phaser.Point(x + this.width, y);
this.bottomRight = new Phaser.Point(x + this.width, y + this.height);
this.bottomLeft = new Phaser.Point(x, y + this.height);
this.offset = new Phaser.Point();
// help avoid gc spikes by using temp. vars
this._a00 = 0;
this._a01 = 0;
this._a02 = 0;
this._a10 = 0;
this._a11 = 0;
this._a12 = 0;
this._id = 0;
};
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
@@ -123,10 +140,59 @@ Phaser.Sprite.prototype.update = function() {
this.position.x = this._x - (this.game.world.camera.x * this.scrollFactor.x);
this.position.y = this._y - (this.game.world.camera.y * this.scrollFactor.y);
// Update the edge points (sx, sy)
this.offset.setTo(this.x - (this.anchor.x * this.width), this.y - (this.anchor.y * this.height));
// var sx = s.x - offsetX;
// var sy = s.y - offsetY;
// top left
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
// var p1 = getLocalPosition(sx, sy, s);
// top right
this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
// var p2 = getLocalPosition(sx + s.width, sy, s);
// bottom left
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
// var p3 = getLocalPosition(sx, sy + s.height, s);
// bottom right
this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
// var p4 = getLocalPosition(sx + s.width, sy + s.height, s);
// p1.add(s.x, s.y);
// p2.add(s.x, s.y);
// p3.add(s.x, s.y);
// p4.add(s.x, s.y);
// this.checkBounds();
}
Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
this._a00 = this.worldTransform[0]; // scaleX
this._a01 = this.worldTransform[1]; // skewY
this._a02 = this.worldTransform[2]; // translateX
this._a10 = this.worldTransform[3]; // skewX
this._a11 = this.worldTransform[4]; // scaleY
this._a12 = this.worldTransform[5]; // translateY
this._a01 *= -1;
this._a10 *= -1;
this._id = 1 / (this._a00 * this._a11 + this._a01 * -this._a10);
p.x = (this._a11 * this._id * x + -this._a01 * this._id * y + (this._a12 * this._a01 - this._a02 * this._a11) * this._id) * this.scale.x;
p.y = (this._a00 * this._id * y + -this._a10 * this._id * x + (-this._a12 * this._a00 + this._a02 * this._a10) * this._id) * this.scale.y;
p.add(this.x, this.y);
return p;
}
Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
get: function() {