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https://github.com/wassname/phaser.git
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365 lines
11 KiB
JavaScript
365 lines
11 KiB
JavaScript
Phaser.Bullet = function (game, x, y, key, frame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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frame = frame || null;
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this.game = game;
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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this.group = null;
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this.name = '';
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this.renderOrderID = -1;
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// 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.
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// The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
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this.lifespan = 0;
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this.key = key;
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if (key instanceof Phaser.RenderTexture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else
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{
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if (key == null || this.game.cache.checkImageKey(key) == false)
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{
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key = '__default';
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}
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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if (this.game.cache.isSpriteSheet(key))
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{
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if (frame !== null)
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{
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if (typeof frame === 'string')
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{
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this.currentFrame = this.game.cache.getFrameByName(key, frame);
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}
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else
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{
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this.currentFrame = this.game.cache.getFrameByIndex(key, frame);
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}
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}
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}
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else
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{
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this.currentFrame = this.game.cache.getFrame(key);
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}
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}
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property anchor
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* @type Point
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*/
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this.anchor = new Phaser.Point();
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this.x = x;
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this.y = y;
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this.position.x = x;
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this.position.y = y;
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/**
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* Should this Sprite be automatically culled if out of range of the camera?
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* A culled sprite has its visible property set to 'false'.
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* Note that this check doesn't look at this Sprites children, which may still be in camera range.
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* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
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*
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* @property autoCull
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* @type Boolean
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*/
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this.autoCull = false;
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// Replaces the PIXI.Point with a slightly more flexible one
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// Input specific transform cache
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i01: 0, i10: 0, idi: 1,
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// Bounds check
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left: null, right: null, top: null, bottom: null,
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// The previous calculated position inc. camera x/y and scrollFactor
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1,
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// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
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// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
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halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
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// The current frame details
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frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
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boundsX: 0, boundsY: 0,
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// If this sprite visible to the camera (regardless of being set to visible or not)
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cameraVisible: true
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};
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this.bounds = new Phaser.Rectangle(x, y, this.currentFrame.sourceSizeW, this.currentFrame.sourceSizeH);
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// Set-up the physics body
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this.body = new Phaser.Physics.Arcade.Body(this);
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// World bounds check
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
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this.inWorldThreshold = 0;
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this._outOfBoundsFired = false;
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};
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
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Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Bullet.prototype.constructor = Phaser.Bullet;
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/**
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* Automatically called by World.update. You can create your own update in Objects that extend Phaser.Bullet.
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*/
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Phaser.Bullet.prototype.preUpdate = function() {
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if (!this.exists)
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{
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this.renderOrderID = -1;
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return;
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}
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if (this.lifespan > 0)
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{
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this.lifespan -= this.game.time.elapsed;
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if (this.lifespan <= 0)
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{
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this.kill();
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return;
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}
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}
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// this._cache.dirty = false;
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// If this sprite or the camera have moved then let's update everything
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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// this._cache.dirty = true;
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}
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if (this.visible)
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{
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this.renderOrderID = this.game.world.currentRenderOrderID++;
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/*
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// Only update the values we need
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if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
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{
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this._cache.a00 = this.worldTransform[0]; // scaleX a
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this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.i01 = this.worldTransform[1]; // skewY c
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this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
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this._cache.a01 *= -1;
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this._cache.dirty = true;
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}
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// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
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if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
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{
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this._cache.a10 = this.worldTransform[3]; // skewX b
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this._cache.i10 = this.worldTransform[3]; // skewX b
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this._cache.a11 = this.worldTransform[4]; // scaleY d
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this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
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this._cache.a10 *= -1;
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this._cache.dirty = true;
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}
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
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{
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this._cache.a02 = this.worldTransform[2]; // translateX tx
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this._cache.a12 = this.worldTransform[5]; // translateY ty
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this._cache.dirty = true;
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}
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if (this._cache.dirty)
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{
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this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
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this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
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this._cache.halfWidth = Math.floor(this._cache.width / 2);
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this._cache.halfHeight = Math.floor(this._cache.height / 2);
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this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
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this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
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this.updateBounds();
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}
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*/
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}
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else
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{
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// We still need to work out the bounds in case the camera has moved
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// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
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// So we'll compare against the cached state + new position.
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if (this._cache.dirty && this.visible == false)
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{
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this.bounds.x -= this._cache.boundsX - this._cache.x;
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this._cache.boundsX = this._cache.x;
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this.bounds.y -= this._cache.boundsy - this._cache.y;
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this._cache.boundsY = this._cache.y;
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}
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}
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// Re-run the camera visibility check
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// if (this._cache.dirty)
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// {
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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if (this.autoCull == true)
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{
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this.visible = this._cache.cameraVisible;
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}
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// Update our physics bounds
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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// }
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this.body.update();
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}
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Phaser.Bullet.prototype.revive = function() {
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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.events.onRevived.dispatch(this);
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}
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Phaser.Bullet.prototype.kill = function() {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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// this.events.onKilled.dispatch(this);
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}
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Phaser.Bullet.prototype.reset = function(x, y) {
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this.x = x;
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this.y = y;
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this.position.x = x;
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this.position.y = 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._outOfBoundsFired = false;
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this.body.reset();
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}
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Phaser.Bullet.prototype.updateBounds = function() {
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// Update the edge points
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// this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
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if (this.inWorld == false)
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{
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// Sprite WAS out of the screen, is it still?
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
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if (this.inWorld)
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{
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// It's back again, reset the OOB check
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this._outOfBoundsFired = false;
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}
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}
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else
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{
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// Sprite WAS in the screen, has it now left?
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
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if (this.inWorld == false)
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{
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this.events.onOutOfBounds.dispatch(this);
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this._outOfBoundsFired = true;
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}
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}
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}
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Phaser.Bullet.prototype.bringToTop = function() {
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if (this.group)
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{
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this.group.bringToTop(this);
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}
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else
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{
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this.game.world.bringToTop(this);
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}
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}
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Object.defineProperty(Phaser.Bullet.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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Object.defineProperty(Phaser.Bullet.prototype, "inCamera", {
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/**
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* Is this sprite visible to the camera or not?
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*/
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get: function () {
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return this._cache.cameraVisible;
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}
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});
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