Working sprite bounds / vertices regardless of scale or rotation

This commit is contained in:
Richard Davey
2013-06-11 21:30:15 +01:00
parent 1f8c809f53
commit c5f6817c4c
21 changed files with 1718 additions and 203 deletions
+97
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('box2', 'assets/tests/320x200.png');
game.load.image('box1', 'assets/sprites/oz_pov_melting_disk.png');
game.load.image('box', 'assets/sprites/bunny.png');
game.load.start();
}
var sprite;
var rotate = false;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
game.stage.disablePauseScreen = true;
sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box');
//sprite.transform.scale.setTo(0.5, 0.5);
sprite.transform.origin.setTo(0.3, 0.3);
game.input.onTap.add(rotateIt, this);
game.add.tween(sprite.transform.scale).to({
x: 0.5,
y: 0.5
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
points = [
new Phaser.Point(),
new Phaser.Point(),
new Phaser.Point(),
new Phaser.Point()
];
}
function rotateIt() {
if(rotate == false) {
rotate = true;
} else {
rotate = false;
}
}
function update() {
if(rotate) {
sprite.rotation++;
}
}
var points;
function render() {
/*
points = Phaser.SpriteUtils.getCornersAsPoints3(sprite);
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillRect(points[0].x, points[0].y, 2, 2);
game.stage.context.fillRect(points[1].x, points[1].y, 2, 2);
game.stage.context.fillRect(points[2].x, points[2].y, 2, 2);
game.stage.context.fillRect(points[3].x, points[3].y, 2, 2);
*/
var originX = sprite.transform.origin.x * sprite.width;
var originY = sprite.transform.origin.y * sprite.height;
var centerX = 0.5 * sprite.width;
var centerY = 0.5 * sprite.height;
var distance = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var originAngle = Math.atan2(centerY - originY, centerX - originX);
var sin = Math.sin((sprite.transform.rotation + sprite.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD);
var cos = Math.cos((sprite.transform.rotation + sprite.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD);
//var px = sprite.x + distance * Math.cos((sprite.transform.rotation * Math.PI / 180) + originAngle);
//var py = sprite.y + distance * Math.sin((sprite.transform.rotation * Math.PI / 180) + originAngle);
// WORKS
//var px = sprite.x + sprite.transform.distance * Math.cos((sprite.transform.rotation * Math.PI / 180) + sprite.transform.angleToCenter);
//var py = sprite.y + sprite.transform.distance * Math.sin((sprite.transform.rotation * Math.PI / 180) + sprite.transform.angleToCenter);
// Upper Left
//points[0].setTo(px + (sprite.width / 2) * cos - (sprite.height / 2) * sin, py + (sprite.height / 2) * cos + (sprite.width / 2) * sin);
// Upper Right
//points[1].setTo(px - (sprite.width / 2) * cos - (sprite.height / 2) * sin, py + (sprite.height / 2) * cos - (sprite.width / 2) * sin);
// Bottom Left
//points[2].setTo(px + (sprite.width / 2) * cos + (sprite.height / 2) * sin, py - (sprite.height / 2) * cos + (sprite.width / 2) * sin);
// Bottom Right
//points[3].setTo(px - (sprite.width / 2) * cos + (sprite.height / 2) * sin, py - (sprite.height / 2) * cos - (sprite.width / 2) * sin);
points = Phaser.SpriteUtils.getCornersAsPoints3(sprite);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(0,255,255)';
//game.stage.context.fillRect(px, py, 2, 2);
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52);
game.stage.context.fillText('angle: ' + sprite.rotation, 32, 72);
game.stage.context.fillText('point of rotation x: ' + sprite.transform.origin.x + ' y: ' + sprite.transform.origin.y, 32, 92);
game.stage.context.fillText('x: ' + sprite.x + ' y: ' + sprite.y, sprite.x + 4, sprite.y);
game.stage.context.fillRect(points[0].x, points[0].y, 2, 2);
game.stage.context.fillRect(points[1].x, points[1].y, 2, 2);
game.stage.context.fillRect(points[2].x, points[2].y, 2, 2);
game.stage.context.fillRect(points[3].x, points[3].y, 2, 2);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.beginPath();
game.stage.context.moveTo(sprite.x, sprite.y);
game.stage.context.arc(sprite.x, sprite.y, distance, 0, Math.PI * 2);
game.stage.context.closePath();
game.stage.context.fill();
game.stage.context.restore();
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('box2', 'assets/tests/320x200.png');
game.load.image('box1', 'assets/sprites/oz_pov_melting_disk.png');
game.load.image('box', 'assets/sprites/bunny.png');
game.load.start();
}
var sprite: Phaser.Sprite;
var rotate: bool = false;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
game.stage.disablePauseScreen = true;
sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box');
//sprite.transform.scale.setTo(0.5, 0.5);
sprite.transform.origin.setTo(0.3, 0.3);
game.input.onTap.add(rotateIt, this);
game.add.tween(sprite.transform.scale).to({ x: 0.5, y: 0.5 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
points = [new Phaser.Point, new Phaser.Point, new Phaser.Point, new Phaser.Point];
}
function rotateIt() {
if (rotate == false) { rotate = true; } else { rotate = false; }
}
function update() {
if (rotate)
{
sprite.rotation++;
}
}
var points: Phaser.Point[];
function render() {
/*
points = Phaser.SpriteUtils.getCornersAsPoints3(sprite);
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillRect(points[0].x, points[0].y, 2, 2);
game.stage.context.fillRect(points[1].x, points[1].y, 2, 2);
game.stage.context.fillRect(points[2].x, points[2].y, 2, 2);
game.stage.context.fillRect(points[3].x, points[3].y, 2, 2);
*/
var originX: number = sprite.transform.origin.x * sprite.width;
var originY: number = sprite.transform.origin.y * sprite.height;
var centerX: number = 0.5 * sprite.width;
var centerY: number = 0.5 * sprite.height;
var distance: number = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var originAngle: number = Math.atan2(centerY - originY, centerX - originX);
var sin = Math.sin((sprite.transform.rotation + sprite.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD);
var cos = Math.cos((sprite.transform.rotation + sprite.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD);
//var px = sprite.x + distance * Math.cos((sprite.transform.rotation * Math.PI / 180) + originAngle);
//var py = sprite.y + distance * Math.sin((sprite.transform.rotation * Math.PI / 180) + originAngle);
// WORKS
//var px = sprite.x + sprite.transform.distance * Math.cos((sprite.transform.rotation * Math.PI / 180) + sprite.transform.angleToCenter);
//var py = sprite.y + sprite.transform.distance * Math.sin((sprite.transform.rotation * Math.PI / 180) + sprite.transform.angleToCenter);
// Upper Left
//points[0].setTo(px + (sprite.width / 2) * cos - (sprite.height / 2) * sin, py + (sprite.height / 2) * cos + (sprite.width / 2) * sin);
// Upper Right
//points[1].setTo(px - (sprite.width / 2) * cos - (sprite.height / 2) * sin, py + (sprite.height / 2) * cos - (sprite.width / 2) * sin);
// Bottom Left
//points[2].setTo(px + (sprite.width / 2) * cos + (sprite.height / 2) * sin, py - (sprite.height / 2) * cos + (sprite.width / 2) * sin);
// Bottom Right
//points[3].setTo(px - (sprite.width / 2) * cos + (sprite.height / 2) * sin, py - (sprite.height / 2) * cos - (sprite.width / 2) * sin);
points = Phaser.SpriteUtils.getCornersAsPoints3(sprite);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(0,255,255)';
//game.stage.context.fillRect(px, py, 2, 2);
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52);
game.stage.context.fillText('angle: ' + sprite.rotation , 32, 72);
game.stage.context.fillText('point of rotation x: ' + sprite.transform.origin.x + ' y: ' + sprite.transform.origin.y, 32, 92);
game.stage.context.fillText('x: ' + sprite.x + ' y: ' + sprite.y, sprite.x + 4, sprite.y);
game.stage.context.fillRect(points[0].x, points[0].y, 2, 2);
game.stage.context.fillRect(points[1].x, points[1].y, 2, 2);
game.stage.context.fillRect(points[2].x, points[2].y, 2, 2);
game.stage.context.fillRect(points[3].x, points[3].y, 2, 2);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.beginPath();
game.stage.context.moveTo(sprite.x, sprite.y);
game.stage.context.arc(sprite.x, sprite.y, distance, 0, Math.PI * 2);
game.stage.context.closePath();
game.stage.context.fill();
game.stage.context.restore();
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('box', 'assets/tests/320x200.png');
game.load.start();
}
var sprite;
var rotate = false;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
game.stage.disablePauseScreen = true;
sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box');
sprite.transform.origin.setTo(0, 0);
game.input.onTap.add(rotateIt, this);
}
function rotateIt() {
if(rotate == false) {
rotate = true;
} else {
rotate = false;
}
}
function update() {
if(rotate) {
sprite.rotation++;
}
}
function render() {
var originX = sprite.transform.origin.x * sprite.width;
var originY = sprite.transform.origin.y * sprite.height;
var centerX = 0.5 * sprite.width;
var centerY = 0.5 * sprite.height;
var distanceX = originX - centerX;
var distanceY = originY - centerY;
var distance = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var px = sprite.x + distance * Math.cos(sprite.transform.rotation + 45 * Math.PI / 180);
var py = sprite.y + distance * Math.sin(sprite.transform.rotation + 45 * Math.PI / 180);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52);
game.stage.context.fillText('angle: ' + sprite.rotation, 32, 72);
game.stage.context.fillText('point of rotation x: ' + sprite.transform.origin.x + ' y: ' + sprite.transform.origin.y, 32, 92);
game.stage.context.fillText('x: ' + sprite.x + ' y: ' + sprite.y, sprite.x + 4, sprite.y);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.beginPath();
game.stage.context.moveTo(sprite.x, sprite.y);
game.stage.context.arc(sprite.x, sprite.y, distance, 0, Math.PI * 2);
game.stage.context.closePath();
game.stage.context.fill();
game.stage.context.restore();
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('box', 'assets/tests/320x200.png');
game.load.start();
}
var sprite: Phaser.Sprite;
var rotate: bool = false;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
game.stage.disablePauseScreen = true;
sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box');
sprite.transform.origin.setTo(0, 0);
game.input.onTap.add(rotateIt, this);
}
function rotateIt() {
if (rotate == false) { rotate = true; } else { rotate = false; }
}
function update() {
if (rotate)
{
sprite.rotation++;
}
}
function render() {
var originX: number = sprite.transform.origin.x * sprite.width;
var originY: number = sprite.transform.origin.y * sprite.height;
var centerX: number = 0.5 * sprite.width;
var centerY: number = 0.5 * sprite.height;
var distanceX: number = originX - centerX;
var distanceY: number = originY - centerY;
var distance: number = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var px = sprite.x + distance * Math.cos(sprite.transform.rotation + 45 * Math.PI / 180);
var py = sprite.y + distance * Math.sin(sprite.transform.rotation + 45 * Math.PI / 180);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52);
game.stage.context.fillText('angle: ' + sprite.rotation , 32, 72);
game.stage.context.fillText('point of rotation x: ' + sprite.transform.origin.x + ' y: ' + sprite.transform.origin.y, 32, 92);
game.stage.context.fillText('x: ' + sprite.x + ' y: ' + sprite.y, sprite.x + 4, sprite.y);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.beginPath();
game.stage.context.moveTo(sprite.x, sprite.y);
game.stage.context.arc(sprite.x, sprite.y, distance, 0, Math.PI * 2);
game.stage.context.closePath();
game.stage.context.fill();
game.stage.context.restore();
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('box', 'assets/tests/320x200.png');
game.load.start();
}
var sprite;
var rotate = false;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
game.stage.disablePauseScreen = true;
sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box');
sprite.transform.origin.setTo(0.3, 0.8);
game.input.onTap.add(rotateIt, this);
}
function rotateIt() {
if(rotate == false) {
rotate = true;
} else {
rotate = false;
}
}
function update() {
if(rotate) {
sprite.rotation++;
}
}
function render() {
var originX = sprite.transform.origin.x * sprite.width;
var originY = sprite.transform.origin.y * sprite.height;
var centerX = 0.5 * sprite.width;
var centerY = 0.5 * sprite.height;
var distanceX = originX - centerX;
var distanceY = originY - centerY;
var distance = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var px = sprite.x + distance * Math.cos(sprite.transform.rotation + 45 * Math.PI / 180);
var py = sprite.y + distance * Math.sin(sprite.transform.rotation + 45 * Math.PI / 180);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52);
game.stage.context.fillText('angle: ' + sprite.rotation, 32, 72);
game.stage.context.fillText('point of rotation x: ' + sprite.transform.origin.x + ' y: ' + sprite.transform.origin.y, 32, 92);
game.stage.context.fillText('sprite x: ' + sprite.x + ' sprite y: ' + sprite.y, 32, 112);
game.stage.context.fillRect(sprite.x, sprite.y, 2, 2);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.beginPath();
game.stage.context.moveTo(sprite.x, sprite.y);
game.stage.context.arc(sprite.x, sprite.y, distance, 0, Math.PI * 2);
game.stage.context.closePath();
game.stage.context.fill();
game.stage.context.restore();
}
})();
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/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('box', 'assets/tests/320x200.png');
game.load.start();
}
var sprite: Phaser.Sprite;
var rotate: bool = false;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
game.stage.disablePauseScreen = true;
sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box');
sprite.transform.origin.setTo(0.3, 0.8);
game.input.onTap.add(rotateIt, this);
}
function rotateIt() {
if (rotate == false) { rotate = true; } else { rotate = false; }
}
function update() {
if (rotate)
{
sprite.rotation++;
}
}
function render() {
var originX: number = sprite.transform.origin.x * sprite.width;
var originY: number = sprite.transform.origin.y * sprite.height;
var centerX: number = 0.5 * sprite.width;
var centerY: number = 0.5 * sprite.height;
var distanceX: number = originX - centerX;
var distanceY: number = originY - centerY;
var distance: number = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var px = sprite.x + distance * Math.cos(sprite.transform.rotation + 45 * Math.PI / 180);
var py = sprite.y + distance * Math.sin(sprite.transform.rotation + 45 * Math.PI / 180);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52);
game.stage.context.fillText('angle: ' + sprite.rotation , 32, 72);
game.stage.context.fillText('point of rotation x: ' + sprite.transform.origin.x + ' y: ' + sprite.transform.origin.y, 32, 92);
game.stage.context.fillText('sprite x: ' + sprite.x + ' sprite y: ' + sprite.y, 32, 112);
game.stage.context.fillRect(sprite.x, sprite.y, 2, 2);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.beginPath();
game.stage.context.moveTo(sprite.x, sprite.y);
game.stage.context.arc(sprite.x, sprite.y, distance, 0, Math.PI * 2);
game.stage.context.closePath();
game.stage.context.fill();
game.stage.context.restore();
}
})();