mirror of
https://github.com/wassname/phaser.git
synced 2026-08-13 12:30:11 +08:00
Lots of fixes and updates to ArcadePhysics and Group, plus more examples.
This commit is contained in:
@@ -97,7 +97,19 @@ Phaser.AnimationManager.prototype = {
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frameRate = frameRate || 60;
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if (typeof loop === 'undefined') { loop = false; }
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if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
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// If they didn't set the useNumericIndex then let's at least try and guess it
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if (typeof useNumericIndex === 'undefined')
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{
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if (frames[0] && typeof frames[0] === 'number')
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{
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useNumericIndex = true;
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}
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else
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{
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useNumericIndex = false;
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}
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}
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// Create the signals the AnimationManager will emit
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if (this.sprite.events.onAnimationStart == null)
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@@ -209,7 +209,10 @@ Phaser.FrameData.prototype = {
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}
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else
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{
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output.push(this.getFrameByName(frames[i]).index);
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if (this.getFrameByName(frames[i]))
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{
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output.push(this.getFrameByName(frames[i]).index);
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}
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}
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}
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}
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+55
-3
@@ -16,9 +16,12 @@
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*/
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Phaser.Group = function (game, parent, name, useStage) {
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parent = parent || null;
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if (typeof parent === 'undefined')
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{
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parent = game.world;
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}
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if (typeof useStage == 'undefined')
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if (typeof useStage === 'undefined')
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{
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useStage = false;
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}
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@@ -159,7 +162,7 @@ Phaser.Group.prototype = {
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* @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
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* @param {string} key - The Game.cache key of the image that this Sprite will use.
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* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
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* @param {boolean} [exists] - The default exists state of the Sprite.
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* @param {boolean} [exists=true] - The default exists state of the Sprite.
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* @return {Phaser.Sprite} The child that was created.
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*/
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create: function (x, y, key, frame, exists) {
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@@ -170,6 +173,8 @@ Phaser.Group.prototype = {
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child.group = this;
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child.exists = exists;
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child.visible = exists;
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child.alive = exists;
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if (child.events)
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{
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@@ -182,6 +187,40 @@ Phaser.Group.prototype = {
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},
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/**
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* Automatically creates multiple Phaser.Sprite objects and adds them to the top of this Group.
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* Useful if you need to quickly generate a pool of identical sprites, such as bullets. By default the sprites will be set to not exist
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* and will be positioned at 0, 0 (relative to the Group.x/y)
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*
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* @method Phaser.Group#createMultiple
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* @param {number} quantity - The number of Sprites to create.
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* @param {string} key - The Game.cache key of the image that this Sprite will use.
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* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
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* @param {boolean} [exists=false] - The default exists state of the Sprite.
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*/
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createMultiple: function (quantity, key, frame, exists) {
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if (typeof exists == 'undefined') { exists = false; }
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for (var i = 0; i < quantity; i++)
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{
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var child = new Phaser.Sprite(this.game, 0, 0, key, frame);
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child.group = this;
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child.exists = exists;
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child.visible = exists;
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child.alive = exists;
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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this._container.addChild(child);
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}
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},
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/**
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* Swaps the position of two children in this Group.
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*
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@@ -1067,6 +1106,19 @@ Phaser.Group.prototype = {
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};
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/**
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* @name Phaser.Group#total
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* @property {number} total - The total number of children in this Group, regardless of their alive state.
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* @readonly
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*/
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Object.defineProperty(Phaser.Group.prototype, "total", {
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get: function () {
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return this._container.children.length;
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}
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});
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/**
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* @name Phaser.Group#length
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* @property {number} length - The number of children in this Group.
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@@ -283,6 +283,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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* @default
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*/
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this.inWorldThreshold = 0;
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/**
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* @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
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* @default
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*/
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this.outOfBoundsKill = false;
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/**
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* @property {boolean} _outOfBoundsFired - Description.
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@@ -528,6 +534,7 @@ Phaser.Sprite.prototype.reset = function(x, y) {
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this.alive = true;
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this.exists = true;
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this.visible = true;
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this.renderable = true;
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this._outOfBoundsFired = false;
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this.body.reset();
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@@ -581,6 +588,11 @@ Phaser.Sprite.prototype.updateBounds = function() {
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{
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this.events.onOutOfBounds.dispatch(this);
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this._outOfBoundsFired = true;
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if (this.outOfBoundsKill)
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{
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this.kill();
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}
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}
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}
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+139
-116
@@ -38,6 +38,7 @@ Phaser.Physics.Arcade = function (game) {
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this._mapData = [];
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this._result = false;
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this._total = 0;
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this._angle = 0;
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};
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@@ -981,57 +982,146 @@ Phaser.Physics.Arcade.prototype = {
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},
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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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* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
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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.
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* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
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* Note: The display object doesn't stop moving once it reaches the destination coordinates.
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* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
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*
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* @param 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 speed The speed it will move, in pixels per second sq
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*
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* @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
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* @method Phaser.Physics.Arcade#moveTowardsObject
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* @param {any} displayObject - The display object to move.
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* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
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* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
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*/
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velocityFromAngle: function (angle, speed, point) {
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speed = speed || 0;
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point = point || new Phaser.Point;
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var a = this.game.math.degToRad(angle);
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return point.setTo((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 source The Sprite on which the velocity will be set
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* @param dest The Sprite where the source object will move to
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* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param 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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moveTowardsObject: function (source, dest, speed, maxTime) {
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moveTowardsObject: function (displayObject, destination, speed, maxTime) {
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speed = speed || 60;
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maxTime = maxTime || 0;
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var a = this.angleBetween(source, dest);
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this._angle = Math.atan2(destination.y - displayObject.y, destination.x - displaxObject.x);
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if (maxTime > 0)
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{
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var d = 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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speed = this.distanceToMouse(displayObject) / (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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displayObject.body.velocity.x = Math.cos(this._angle) * speed;
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displayObject.body.velocity.y = Math.sin(this._angle) * speed;
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return this._angle;
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},
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/**
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* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
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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.
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* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
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* Note: The display object doesn't stop moving once it reaches the destination coordinates.
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*
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* @method Phaser.Physics.Arcade#moveTowardsPointer
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* @param {any} displayObject - The display object to move.
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* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
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* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
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*/
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moveTowardsPointer: function (displayObject, speed, pointer, maxTime) {
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speed = speed || 60;
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pointer = pointer || this.game.input.activePointer;
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maxTime = maxTime || 0;
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this._angle = this.angleBetweenPointer(displayObject, pointer);
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if (maxTime > 0)
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{
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// We know how many pixels we need to move, but how fast?
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speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
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}
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displayObject.body.velocity.x = Math.cos(this._angle) * speed;
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displayObject.body.velocity.y = Math.sin(this._angle) * speed;
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return this._angle;
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},
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/**
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* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
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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.
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* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
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* Note: The display object doesn't stop moving once it reaches the destination coordinates.
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* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
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*
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* @method Phaser.Physics.Arcade#moveTowardsObject
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* @param {any} displayObject - The display object to move.
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* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
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* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
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*/
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moveTowardsXY: function (displayObject, x, y, speed, maxTime) {
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speed = speed || 60;
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maxTime = maxTime || 0;
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this._angle = this.angleBetweenPointer(displayObject, destination);
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if (maxTime > 0)
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{
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// We know how many pixels we need to move, but how fast?
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speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
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}
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displayObject.body.velocity.x = Math.cos(this._angle) * speed;
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displayObject.body.velocity.y = Math.sin(this._angle) * speed;
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return this._angle;
|
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},
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/**
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* Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
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* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
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*
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* @method Phaser.Physics.Arcade#velocityFromAngle
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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=60] - The speed it will move, in pixels per second sq.
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* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
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* @return {Phaser.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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velocityFromAngle: function (angle, speed, point) {
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speed = speed || 60;
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point = point || new Phaser.Point;
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return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
|
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|
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},
|
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|
||||
/**
|
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* Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
|
||||
* One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
|
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*
|
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* @method Phaser.Physics.Arcade#velocityFromRotation
|
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* @param {number} rotation - The angle in radians.
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* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
|
||||
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
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||||
* @return {Phaser.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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velocityFromRotation: function (rotation, speed, point) {
|
||||
|
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speed = speed || 60;
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point = point || new Phaser.Point;
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|
||||
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
|
||||
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* 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>
|
||||
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
||||
@@ -1061,35 +1151,6 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Move the given Sprite towards the mouse pointer coordinates at a steady velocity
|
||||
* 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>
|
||||
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
||||
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
||||
*
|
||||
* @param source The Sprite to move
|
||||
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
||||
* @param 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
|
||||
*/
|
||||
moveTowardsMouse: function (source, speed, maxTime) {
|
||||
|
||||
speed = speed || 60;
|
||||
maxTime = maxTime || 0;
|
||||
|
||||
var a = this.angleBetweenMouse(source);
|
||||
|
||||
if (maxTime > 0)
|
||||
{
|
||||
var d = this.distanceToMouse(source);
|
||||
|
||||
// We know how many pixels we need to move, but how fast?
|
||||
speed = d / (maxTime / 1000);
|
||||
}
|
||||
|
||||
source.body.velocity.x = Math.cos(a) * speed;
|
||||
source.body.velocity.y = Math.sin(a) * speed;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* 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>
|
||||
@@ -1106,7 +1167,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
xSpeedMax = xSpeedMax || 1000;
|
||||
ySpeedMax = ySpeedMax || 1000;
|
||||
|
||||
var a = this.angleBetweenMouse(source);
|
||||
var a = this.angleBetweenMouse(source, true);
|
||||
|
||||
source.body.velocity.x = 0;
|
||||
source.body.velocity.y = 0;
|
||||
@@ -1119,36 +1180,6 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* 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>
|
||||
* 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>
|
||||
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
||||
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
||||
*
|
||||
* @param source The Sprite to move
|
||||
* @param target The Point coordinates to move the source Sprite towards
|
||||
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
||||
* @param 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
|
||||
*/
|
||||
moveTowardsPoint: function (source, target, speed, maxTime) {
|
||||
|
||||
speed = speed || 60;
|
||||
maxTime = maxTime || 0;
|
||||
|
||||
var a = this.angleBetweenPoint(source, target);
|
||||
|
||||
if (maxTime > 0)
|
||||
{
|
||||
var d = this.distanceToPoint(source, target);
|
||||
|
||||
// We know how many pixels we need to move, but how fast?
|
||||
speed = d / (maxTime / 1000);
|
||||
}
|
||||
|
||||
source.body.velocity.x = Math.cos(a) * speed;
|
||||
source.body.velocity.y = Math.sin(a) * speed;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* 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>
|
||||
@@ -1318,29 +1349,21 @@ Phaser.Physics.Arcade.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account.
|
||||
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
||||
*
|
||||
* @param a The Object to test from
|
||||
* @param asDegrees If you need the value in degrees instead of radians, set to true
|
||||
*
|
||||
* @return Number The angle (in radians unless asDegrees is true)
|
||||
*/
|
||||
angleBetweenMouse: function (a, asDegrees) {
|
||||
* Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.
|
||||
*
|
||||
* @param {any} displayObject - The Display Object to test from.
|
||||
* @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
|
||||
* @return {number} The angle in radians between displayObject.center.x/y to Pointer.x/y
|
||||
*/
|
||||
angleBetweenPointer: function (displayObject, pointer) {
|
||||
|
||||
asDegrees = asDegrees || false;
|
||||
pointer = pointer || this.game.input.activePointer;
|
||||
|
||||
var dx = this.game.input.x - a.bounds.x;
|
||||
var dy = this.game.input.y - a.bounds.y;
|
||||
var dx = pointer.x - displayObject.x;
|
||||
var dy = pointer.y - displayObject.y;
|
||||
|
||||
if (asDegrees)
|
||||
{
|
||||
return this.game.math.radToDeg(Math.atan2(dy, dx));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Math.atan2(dy, dx);
|
||||
}
|
||||
return Math.atan2(dy, dx);
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
@@ -221,6 +221,10 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
|
||||
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.preRotation = this.sprite.angle;
|
||||
|
||||
this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.rotation = this.sprite.angle;
|
||||
|
||||
+1
-1
@@ -455,7 +455,7 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
|
||||
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
|
||||
this.line('angle: ' + sprite.angle + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
|
||||
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user