Making some major changes to Camera and World.

This commit is contained in:
Richard Davey
2013-10-04 14:41:15 +01:00
parent 54f073e5cb
commit e8bed83ac3
12 changed files with 235 additions and 536 deletions
+5 -11
View File
@@ -82,12 +82,6 @@ Phaser.BitmapText = function (game, x, y, text, style) {
*/
this.scale = new Phaser.Point(1, 1);
// Influence of camera movement upon the position
/**
* @property {Phaser.Point} scrollFactor - Description.
*/
this.scrollFactor = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
/**
* @property {function} _cache - Description.
@@ -100,7 +94,7 @@ Phaser.BitmapText = function (game, x, y, text, style) {
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
// The previous calculated position inc. camera x/y and scrollFactor
// The previous calculated position
x: -1, y: -1,
// The actual scale values based on the worldTransform
@@ -108,8 +102,8 @@ Phaser.BitmapText = function (game, x, y, text, style) {
};
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
@@ -136,8 +130,8 @@ Phaser.BitmapText.prototype.update = function() {
this._cache.dirty = false;
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
-359
View File
@@ -1,364 +1,5 @@
Phaser.Bullet = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
this.game = game;
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
this.exists = true;
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
this.alive = true;
this.group = null;
this.name = '';
this.renderOrderID = -1;
// If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
// The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
this.lifespan = 0;
this.key = key;
if (key instanceof Phaser.RenderTexture)
{
PIXI.Sprite.call(this, key);
this.currentFrame = this.game.cache.getTextureFrame(key.name);
}
else
{
if (key == null || this.game.cache.checkImageKey(key) == false)
{
key = '__default';
}
PIXI.Sprite.call(this, PIXI.TextureCache[key]);
if (this.game.cache.isSpriteSheet(key))
{
if (frame !== null)
{
if (typeof frame === 'string')
{
this.currentFrame = this.game.cache.getFrameByName(key, frame);
}
else
{
this.currentFrame = this.game.cache.getFrameByIndex(key, frame);
}
}
}
else
{
this.currentFrame = this.game.cache.getFrame(key);
}
}
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property anchor
* @type Point
*/
this.anchor = new Phaser.Point();
this.x = x;
this.y = y;
this.position.x = x;
this.position.y = y;
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its visible property set to 'false'.
* Note that this check doesn't look at this Sprites children, which may still be in camera range.
* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
*
* @property autoCull
* @type Boolean
*/
this.autoCull = false;
// Replaces the PIXI.Point with a slightly more flexible one
this.scale = new Phaser.Point(1, 1);
// Influence of camera movement upon the position
this.scrollFactor = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
// Input specific transform cache
i01: 0, i10: 0, idi: 1,
// Bounds check
left: null, right: null, top: null, bottom: null,
// The previous calculated position inc. camera x/y and scrollFactor
x: -1, y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1,
// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
// The current frame details
frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
boundsX: 0, boundsY: 0,
// If this sprite visible to the camera (regardless of being set to visible or not)
cameraVisible: true
};
this.bounds = new Phaser.Rectangle(x, y, this.currentFrame.sourceSizeW, this.currentFrame.sourceSizeH);
// Set-up the physics body
this.body = new Phaser.Physics.Arcade.Body(this);
// World bounds check
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
this.inWorldThreshold = 0;
this._outOfBoundsFired = false;
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Bullet.prototype.constructor = Phaser.Bullet;
/**
* Automatically called by World.update. You can create your own update in Objects that extend Phaser.Bullet.
*/
Phaser.Bullet.prototype.preUpdate = function() {
if (!this.exists)
{
this.renderOrderID = -1;
return;
}
if (this.lifespan > 0)
{
this.lifespan -= this.game.time.elapsed;
if (this.lifespan <= 0)
{
this.kill();
return;
}
}
// this._cache.dirty = false;
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
// If this sprite or the camera have moved then let's update everything
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
// this._cache.dirty = true;
}
if (this.visible)
{
this.renderOrderID = this.game.world.currentRenderOrderID++;
/*
// Only update the values we need
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
{
this._cache.a00 = this.worldTransform[0]; // scaleX a
this._cache.a01 = this.worldTransform[1]; // skewY c
this._cache.i01 = this.worldTransform[1]; // skewY c
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
this._cache.a01 *= -1;
this._cache.dirty = true;
}
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
{
this._cache.a10 = this.worldTransform[3]; // skewX b
this._cache.i10 = this.worldTransform[3]; // skewX b
this._cache.a11 = this.worldTransform[4]; // scaleY d
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
this._cache.a10 *= -1;
this._cache.dirty = true;
}
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
{
this._cache.a02 = this.worldTransform[2]; // translateX tx
this._cache.a12 = this.worldTransform[5]; // translateY ty
this._cache.dirty = true;
}
if (this._cache.dirty)
{
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
this._cache.halfWidth = Math.floor(this._cache.width / 2);
this._cache.halfHeight = Math.floor(this._cache.height / 2);
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
this.updateBounds();
}
*/
}
else
{
// We still need to work out the bounds in case the camera has moved
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
// So we'll compare against the cached state + new position.
if (this._cache.dirty && this.visible == false)
{
this.bounds.x -= this._cache.boundsX - this._cache.x;
this._cache.boundsX = this._cache.x;
this.bounds.y -= this._cache.boundsy - this._cache.y;
this._cache.boundsY = this._cache.y;
}
}
// Re-run the camera visibility check
// if (this._cache.dirty)
// {
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull == true)
{
this.visible = this._cache.cameraVisible;
}
// Update our physics bounds
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
// }
this.body.update();
}
Phaser.Bullet.prototype.revive = function() {
this.alive = true;
this.exists = true;
this.visible = true;
// this.events.onRevived.dispatch(this);
}
Phaser.Bullet.prototype.kill = function() {
this.alive = false;
this.exists = false;
this.visible = false;
// this.events.onKilled.dispatch(this);
}
Phaser.Bullet.prototype.reset = function(x, y) {
this.x = x;
this.y = y;
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this._outOfBoundsFired = false;
this.body.reset();
}
Phaser.Bullet.prototype.updateBounds = function() {
// Update the edge points
// this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
if (this.inWorld == false)
{
// Sprite WAS out of the screen, is it still?
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
if (this.inWorld)
{
// It's back again, reset the OOB check
this._outOfBoundsFired = false;
}
}
else
{
// Sprite WAS in the screen, has it now left?
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
if (this.inWorld == false)
{
this.events.onOutOfBounds.dispatch(this);
this._outOfBoundsFired = true;
}
}
}
Phaser.Bullet.prototype.bringToTop = function() {
if (this.group)
{
this.group.bringToTop(this);
}
else
{
this.game.world.bringToTop(this);
}
}
Object.defineProperty(Phaser.Bullet.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
Object.defineProperty(Phaser.Bullet.prototype, "inCamera", {
/**
* Is this sprite visible to the camera or not?
*/
get: function () {
return this._cache.cameraVisible;
}
});
+28 -55
View File
@@ -184,11 +184,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.scale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} scrollFactor - Influence of camera movement upon the position.
*/
this.scrollFactor = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values.
* @private
@@ -206,7 +201,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
// Bounds check
left: null, right: null, top: null, bottom: null,
// The previous calculated position inc. camera x/y and scrollFactor
// The previous calculated position
x: -1, y: -1,
// The actual scale values based on the worldTransform
@@ -345,24 +340,21 @@ Phaser.Sprite.prototype.preUpdate = function() {
// |0 0 1|
// Only update the values we need
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01 || this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
{
this._cache.a00 = this.worldTransform[0]; // scaleX a
this._cache.a01 = this.worldTransform[1]; // skewY c
this._cache.i01 = this.worldTransform[1]; // skewY c
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
this._cache.a01 *= -1;
this._cache.dirty = true;
}
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
{
this._cache.a10 = this.worldTransform[3]; // skewX b
this._cache.i10 = this.worldTransform[3]; // skewX b
this._cache.a11 = this.worldTransform[4]; // scaleY d
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
this._cache.a01 *= -1;
this._cache.a10 *= -1;
this._cache.dirty = true;
}
@@ -410,7 +402,10 @@ Phaser.Sprite.prototype.preUpdate = function() {
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
this.body.preUpdate();
if (this.body)
{
this.body.preUpdate();
}
}
@@ -419,16 +414,19 @@ Phaser.Sprite.prototype.postUpdate = function() {
if (this.exists)
{
// The sprite is positioned in this call, after taking into consideration motion updates and collision
// this.body.postUpdate();
if (this.body)
{
this.body.postUpdate();
}
// this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
// this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
this._cache.x = this.x;
this._cache.y = this.y;
// if (this.position.x != this._cache.x || this.position.y != this._cache.y)
// {
// this.position.x = this._cache.x;
// this.position.y = this._cache.y;
// }
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
}
}
}
@@ -501,8 +499,8 @@ Phaser.Sprite.prototype.reset = function(x, y) {
this.x = x;
this.y = y;
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);
this.position.x = this.x;
this.position.y = this.y;
this.alive = true;
this.exists = true;
this.visible = true;
@@ -618,31 +616,6 @@ Phaser.Sprite.prototype.bringToTop = function() {
}
/**
* Description.
*
* @method Phaser.Sprite.prototype.bringToTop
* @param {Phaser.Rectangle} rect - Description.
* @return {Phaser.Rectangle} Description.
*/
Phaser.Sprite.prototype.getBounds = function(rect) {
rect = rect || new Phaser.Rectangle;
var left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
var right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
var top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
var bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
rect.x = left;
rect.y = top;
rect.width = right - left;
rect.height = bottom - top;
return rect;
}
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
@@ -748,10 +721,10 @@ Object.defineProperty(Phaser.Sprite.prototype, "crop", {
this._cropUUID = this.game.rnd.uuid();
PIXI.TextureCache[this._cropUUID] = new PIXI.Texture(PIXI.BaseTextureCache[this.key], {
x: value.x,
y: value.y,
width: value.width,
height: value.height
x: Math.floor(value.x),
y: Math.floor(value.y),
width: Math.floor(value.width),
height: Math.floor(value.height)
});
}
else
+5 -11
View File
@@ -81,12 +81,6 @@ Phaser.Text = function (game, x, y, text, style) {
*/
this.scale = new Phaser.Point(1, 1);
// Influence of camera movement upon the position
/**
* @property {Phaser.Point} scrollFactor - Description.
*/
this.scrollFactor = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
/**
* @property {Description} _cache - Description.
@@ -99,7 +93,7 @@ Phaser.Text = function (game, x, y, text, style) {
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
// The previous calculated position inc. camera x/y and scrollFactor
// The previous calculated position
x: -1, y: -1,
// The actual scale values based on the worldTransform
@@ -107,8 +101,8 @@ Phaser.Text = function (game, x, y, text, style) {
};
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
@@ -134,8 +128,8 @@ Phaser.Text.prototype.update = function() {
this._cache.dirty = false;
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{