/// /// /** * Phaser - Motion * * The Motion class contains lots of useful functions for moving game objects around in world space. */ var Phaser; (function (Phaser) { var Motion = (function () { function Motion(game) { this.game = game; } Motion.prototype.velocityFromAngle = /** * Given the angle and speed calculate the velocity and return it as a Point * * @param {number} angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * @param {number} speed The speed it will move, in pixels per second sq * * @return {Point} A Point where Point.x contains the velocity x value and Point.y contains the velocity y value */ function (angle, speed) { if(isNaN(speed)) { speed = 0; } var a = this.game.math.degreesToRadians(angle); return new Phaser.Point((Math.cos(a) * speed), (Math.sin(a) * speed)); }; Motion.prototype.moveTowardsObject = /** * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
* 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.
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.
* If you need the object to accelerate, see accelerateTowardsObject() instead * 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) * * @param {Sprite} source The Sprite on which the velocity will be set * @param {Sprite} dest The Sprite where the source object will move to * @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec) * @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 */ function (source, dest, speed, maxTime) { if (typeof speed === "undefined") { speed = 60; } if (typeof maxTime === "undefined") { maxTime = 0; } var a = this.angleBetween(source, dest); if(maxTime > 0) { var d = this.distanceBetween(source, dest); // 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; }; Motion.prototype.accelerateTowardsObject = /** * 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)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
* If you don't need acceleration look at moveTowardsObject() instead. * * @param {Sprite} source The Sprite on which the acceleration will be set * @param {Sprite} dest The Sprite where the source object will move towards * @param {number} speed The speed it will accelerate in pixels per second * @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally * @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically */ function (source, dest, speed, xSpeedMax, ySpeedMax) { /* var a: number = this.angleBetween(source, dest); source.body.velocity.x = 0; source.body.velocity.y = 0; source.body.acceleration.x = Math.cos(a) * speed; source.body.acceleration.y = Math.sin(a) * speed; source.body.maxVelocity.x = xSpeedMax; source.body.maxVelocity.y = ySpeedMax; */ }; Motion.prototype.moveTowardsMouse = /** * 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.
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.
* * @param {Sprite} source The Sprite to move * @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec) * @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 */ function (source, speed, maxTime) { if (typeof speed === "undefined") { speed = 60; } if (typeof maxTime === "undefined") { 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; }; Motion.prototype.accelerateTowardsMouse = /** * 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)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
* If you don't need acceleration look at moveTowardsMouse() instead. * * @param {Sprite} source The Sprite on which the acceleration will be set * @param {number} speed The speed it will accelerate in pixels per second * @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally * @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically */ function (source, speed, xSpeedMax, ySpeedMax) { /* var a: number = this.angleBetweenMouse(source); source.body.velocity.x = 0; source.body.velocity.y = 0; source.body.acceleration.x = Math.cos(a) * speed; source.body.acceleration.y = Math.sin(a) * speed; source.body.maxVelocity.x = xSpeedMax; source.body.maxVelocity.y = ySpeedMax; */ }; Motion.prototype.moveTowardsPoint = /** * 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)
* 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.
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.
* * @param {Sprite} source The Sprite to move * @param {Point} target The Point coordinates to move the source Sprite towards * @param {number} speed The speed it will move, in pixels per second (default is 60 pixels/sec) * @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 */ function (source, target, speed, maxTime) { if (typeof speed === "undefined") { speed = 60; } if (typeof maxTime === "undefined") { 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; }; Motion.prototype.accelerateTowardsPoint = /** * 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)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
* If you don't need acceleration look at moveTowardsPoint() instead. * * @param {Sprite} source The Sprite on which the acceleration will be set * @param {Point} target The Point coordinates to move the source Sprite towards * @param {number} speed The speed it will accelerate in pixels per second * @param {number} xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally * @param {number} ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically */ function (source, target, speed, xSpeedMax, ySpeedMax) { /* var a: number = this.angleBetweenPoint(source, target); source.body.velocity.x = 0; source.body.velocity.y = 0; source.body.acceleration.x = Math.cos(a) * speed; source.body.acceleration.y = Math.sin(a) * speed; source.body.maxVelocity.x = xSpeedMax; source.body.maxVelocity.y = ySpeedMax; */ }; Motion.prototype.distanceBetween = /** * Find the distance between two Sprites, taking their origin into account * * @param {Sprite} a The first Sprite * @param {Sprite} b The second Sprite * @return {number} int Distance (in pixels) */ function (a, b) { return Phaser.Vec2Utils.distance(a.body.position, b.body.position); }; Motion.prototype.distanceToPoint = /** * Find the distance from an Sprite to the given Point, taking the source origin into account * * @param {Sprite} a The Sprite * @param {Point} target The Point * @return {number} Distance (in pixels) */ function (a, target) { var dx = (a.x + a.transform.origin.x) - (target.x); var dy = (a.y + a.transform.origin.y) - (target.y); return this.game.math.vectorLength(dx, dy); }; Motion.prototype.distanceToMouse = /** * Find the distance (in pixels, rounded) from the object x/y and the mouse x/y * * @param {Sprite} a Sprite to test against * @return {number} The distance between the given sprite and the mouse coordinates */ function (a) { var dx = (a.x + a.transform.origin.x) - this.game.input.x; var dy = (a.y + a.transform.origin.y) - this.game.input.y; return this.game.math.vectorLength(dx, dy); }; Motion.prototype.angleBetweenPoint = /** * Find the angle (in radians) between an Sprite and an Point. The source sprite takes its 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 {Sprite} a The Sprite to test from * @param {Point} target The Point to angle the Sprite towards * @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true * * @return {number} The angle (in radians unless asDegrees is true) */ function (a, target, asDegrees) { if (typeof asDegrees === "undefined") { asDegrees = false; } var dx = (target.x) - (a.x + a.transform.origin.x); var dy = (target.y) - (a.y + a.transform.origin.y); if(asDegrees) { return this.game.math.radiansToDegrees(Math.atan2(dy, dx)); } else { return Math.atan2(dy, dx); } }; Motion.prototype.angleBetween = /** * Find the angle (in radians) between the two Sprite, 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 {Sprite} a The Sprite to test from * @param {Sprite} b The Sprite to test to * @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true * * @return {number} The angle (in radians unless asDegrees is true) */ function (a, b, asDegrees) { if (typeof asDegrees === "undefined") { asDegrees = false; } var dx = (b.x + b.transform.origin.x) - (a.x + a.transform.origin.x); var dy = (b.y + b.transform.origin.y) - (a.y + a.transform.origin.y); if(asDegrees) { return this.game.math.radiansToDegrees(Math.atan2(dy, dx)); } else { return Math.atan2(dy, dx); } }; Motion.prototype.velocityFromFacing = /** * Given the Sprite and speed calculate the velocity and return it as an Point based on the direction the sprite is facing * * @param {Sprite} parent The Sprite to get the facing value from * @param {number} speed The speed it will move, in pixels per second sq * * @return {Point} An Point where Point.x contains the velocity x value and Point.y contains the velocity y value */ function (parent, speed) { /* var a: number; if (parent.body.facing == Types.LEFT) { a = this.game.math.degreesToRadians(180); } else if (parent.body.facing == Types.RIGHT) { a = this.game.math.degreesToRadians(0); } else if (parent.body.facing == Types.UP) { a = this.game.math.degreesToRadians(-90); } else if (parent.body.facing == Types.DOWN) { a = this.game.math.degreesToRadians(90); } return new Point(Math.cos(a) * speed, Math.sin(a) * speed); */ return new Phaser.Point(); }; Motion.prototype.angleBetweenMouse = /** * 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 {Sprite} a The Object to test from * @param {boolean} asDegrees If you need the value in degrees instead of radians, set to true * * @return {number} The angle (in radians unless asDegrees is true) */ function (a, asDegrees) { if (typeof asDegrees === "undefined") { asDegrees = false; } // In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates) var p = Phaser.SpriteUtils.getScreenXY(a); var dx = a.game.input.x - p.x; var dy = a.game.input.y - p.y; if(asDegrees) { return this.game.math.radiansToDegrees(Math.atan2(dy, dx)); } else { return Math.atan2(dy, dx); } }; return Motion; })(); Phaser.Motion = Motion; })(Phaser || (Phaser = {}));