mirror of
https://github.com/wassname/phaser.git
synced 2026-06-30 16:40:20 +08:00
304 lines
16 KiB
JavaScript
304 lines
16 KiB
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 = {}));
|