phaser3-rex-plugins
Version:
280 lines (220 loc) • 7.78 kB
JavaScript
import TickTask from '../../utils/componentbase/SceneUpdateTickTask.js';
const GetValue = Phaser.Utils.Objects.GetValue;
const DistanceBetween = Phaser.Math.Distance.Between;
const Lerp = Phaser.Math.Linear;
const AngleBetween = Phaser.Math.Angle.Between;
const arriveEpsilon = 0.0001;
class MoveTo extends TickTask {
constructor(gameObject, config) {
super(gameObject, config);
// this.parent = gameObject;
this.resetFromJSON(config);
this.boot();
}
resetFromJSON(o) {
this.isCompleted = GetValue(o, 'isCompleted', true);
this.isRunning = GetValue(o, 'isRunning', false);
this.setEnable(GetValue(o, 'enable', true));
this.timeScale = GetValue(o, 'timeScale', 1);
this.setSpeed(GetValue(o, 'speed', 400));
this.setRotateToTarget(GetValue(o, 'rotateToTarget', false));
this.targetX = GetValue(o, 'targetX', null); // Invalid
this.targetY = GetValue(o, 'targetY', null);
this.appendMode = GetValue(o, 'appendMode', false);
this.targets = GetValue(o, 'targets', []); // {x,y}[]
return this;
}
toJSON() {
return {
isCompleted: this.isCompleted,
isRunning: this.isRunning,
enable: this.enable,
timeScale: this.timeScale,
speed: this.speed,
rotateToTarget: this.rotateToTarget,
targetX: this.targetX,
targetY: this.targetY,
tickingMode: this.tickingMode,
appendMode: this.appendMode,
targets: this.targets
};
}
get lastTargetPosition() {
var queuedLength = this.targets.length;
if (queuedLength === 0) {
return { x: this.targetX, y: this.targetY };
} else {
var lastTarget = this.targets[queuedLength - 1];
return { x: lastTarget.x, y: lastTarget.y };
}
}
setEnable(enable) {
if (enable == undefined) {
enable = true;
}
this.enable = enable;
return this;
}
setSpeed(speed) {
this.speed = speed;
return this;
}
setRotateToTarget(rotateToTarget) {
this.rotateToTarget = rotateToTarget;
return this;
}
setAppendMode(appendMode) {
this.appendMode = !!appendMode;
if (!this.appendMode) {
this.clearTargets();
}
return this;
}
clearTargets() {
this.targets.length = 0;
return this;
}
moveTo(x, y) {
if (x === undefined) {
if (!this.isCompleted) { // Resume
super.start();
} else {
// Does not have target position, do nothing
}
return this;
}
if (typeof (x) !== 'number') {
var config = x;
x = config.x;
y = config.y;
}
var isNewTask = false;
if (this.appendMode) {
if (this.isCompleted) { // New task
this.targetX = x;
this.targetY = y;
isNewTask = true;
} else {
this.targets.push({ x, y });
}
} else {
this.targetX = x;
this.targetY = y;
isNewTask = true;
}
if (isNewTask) {
this.start();
this.emit('start', this.parent, this);
}
return this;
}
moveFrom(x, y) {
// This method will clear queue targets
if (typeof (x) !== 'number') {
var config = x;
x = config.x;
y = config.y;
}
this.stop();
var gameObject = this.parent;
var targetX = gameObject.x;
var targetY = gameObject.y;
gameObject.setPosition(x, y);
this.moveTo(targetX, targetY);
return this;
}
moveToward(angle, distance) {
var referencePosition;
if (this.appendMode && !this.isCompleted) {
referencePosition = this.lastTargetPosition;
} else {
referencePosition = this.parent; // gameObject
}
var targetX = referencePosition.x + Math.cos(angle) * distance;
var targetY = referencePosition.y + Math.sin(angle) * distance;
this.moveTo(targetX, targetY);
return this;
}
start() {
this.isCompleted = false;
super.start();
return this;
}
stop() {
super.stop();
this.clearTargets();
this.isCompleted = true;
return this;
}
complete() {
this.isCompleted = true;
super.complete();
return this;
}
update(time, delta) {
if ((!this.isRunning) || (!this.enable)) {
return this;
}
if (this.targetX == null || this.targetY == null) {
this.stop();
return this;
}
var gameObject = this.parent;
if (!gameObject.active) {
return this;
}
if ((this.speed === 0) || (delta === 0) || (this.timeScale === 0)) {
return this;
}
var deltaSeconds = (delta * this.timeScale) / 1000;
var remainingDistanceBudget = this.speed * deltaSeconds;
// Consume remainingDistanceBudget across multiple targets in the same tick
while (remainingDistanceBudget > 0) {
var currentX = gameObject.x;
var currentY = gameObject.y;
var targetX = this.targetX;
var targetY = this.targetY;
var distanceToTarget = DistanceBetween(currentX, currentY, targetX, targetY);
// If already on the current target, switch to next target or complete
if (distanceToTarget <= arriveEpsilon) {
if (this.targets.length > 0) {
var nextTarget = this.targets.shift();
this.targetX = nextTarget.x;
this.targetY = nextTarget.y;
continue;
}
this.complete();
return this;
}
// Move partially toward target
else if (remainingDistanceBudget < distanceToTarget) {
var t = remainingDistanceBudget / distanceToTarget;
var newX = Lerp(currentX, targetX, t);
var newY = Lerp(currentY, targetY, t);
gameObject.setPosition(newX, newY);
if (this.rotateToTarget) {
gameObject.rotation = AngleBetween(currentX, currentY, newX, newY);
}
remainingDistanceBudget = 0;
break;
}
// Reach target and still have remaining distance budget
gameObject.setPosition(targetX, targetY);
if (this.rotateToTarget) {
gameObject.rotation = AngleBetween(currentX, currentY, targetX, targetY);
}
remainingDistanceBudget -= distanceToTarget;
// Continue to next target if any, otherwise complete
if (this.targets.length > 0) {
var nextTargetAfterReach = this.targets.shift();
this.targetX = nextTargetAfterReach.x;
this.targetY = nextTargetAfterReach.y;
continue;
}
this.complete();
return this;
}
return this;
}
}
export default MoveTo;