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phaser/todo/oldphysics/arcade/Motion.js
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JavaScript

/// <reference path="../../Game.ts" />
/// <reference path="../../gameobjects/Sprite.ts" />
/**
* 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)<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>
* 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)<br>
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
* 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.<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 {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)<br>
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
* 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)<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 {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)<br>
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
* 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 = {}));