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phaser4-rex-plugins

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(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : typeof define === 'function' && define.amd ? define(factory) : (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.rexraycasterplugin = factory()); })(this, (function () { 'use strict'; const GameObjectClass = Phaser.GameObjects.GameObject; const LayerClass = Phaser.GameObjects.Layer; var IsGameObject = function (object) { return (object instanceof GameObjectClass) || (object instanceof LayerClass); }; var GetDisplayWidth = function (gameObject) { if (gameObject.displayWidth !== undefined) { return gameObject.displayWidth; } else { return gameObject.width; } }; var GetDisplayHeight = function (gameObject) { if (gameObject.displayHeight !== undefined) { return gameObject.displayHeight; } else { return gameObject.height; } }; Phaser.Geom.Rectangle; const Vector2 = Phaser.Math.Vector2; const RotateAround = Phaser.Math.RotateAround; Phaser.GameObjects.Container; var GetTopLeft = function (gameObject, output, includeParent) { if (output === undefined) { output = new Vector2(); } else if (output === true) { if (GlobVector === undefined) { GlobVector = new Vector2(); } output = GlobVector; } if (gameObject.getTopLeft) { return gameObject.getTopLeft(output, includeParent); } output.x = gameObject.x - (GetDisplayWidth(gameObject) * gameObject.originX); output.y = gameObject.y - (GetDisplayHeight(gameObject) * gameObject.originY); return PrepareBoundsOutput(gameObject, output, includeParent); }; var GetTopRight = function (gameObject, output, includeParent) { if (output === undefined) { output = new Vector2(); } else if (output === true) { if (GlobVector === undefined) { GlobVector = new Vector2(); } output = GlobVector; } if (gameObject.getTopRight) { return gameObject.getTopRight(output, includeParent); } output.x = (gameObject.x - (GetDisplayWidth(gameObject) * gameObject.originX)) + GetDisplayWidth(gameObject); output.y = gameObject.y - (GetDisplayHeight(gameObject) * gameObject.originY); return PrepareBoundsOutput(gameObject, output, includeParent); }; var GetBottomLeft = function (gameObject, output, includeParent) { if (output === undefined) { output = new Vector2(); } else if (output === true) { if (GlobVector === undefined) { GlobVector = new Vector2(); } output = GlobVector; } if (gameObject.getBottomLeft) { return gameObject.getBottomLeft(output, includeParent); } output.x = gameObject.x - (GetDisplayWidth(gameObject) * gameObject.originX); output.y = (gameObject.y - (GetDisplayHeight(gameObject) * gameObject.originY)) + GetDisplayHeight(gameObject); return PrepareBoundsOutput(gameObject, output, includeParent); }; var GetBottomRight = function (gameObject, output, includeParent) { if (output === undefined) { output = new Vector2(); } else if (output === true) { if (GlobVector === undefined) { GlobVector = new Vector2(); } output = GlobVector; } if (gameObject.getBottomRight) { return gameObject.getBottomRight(output, includeParent); } output.x = (gameObject.x - (GetDisplayWidth(gameObject) * gameObject.originX)) + GetDisplayWidth(gameObject); output.y = (gameObject.y - (GetDisplayHeight(gameObject) * gameObject.originY)) + GetDisplayHeight(gameObject); return PrepareBoundsOutput(gameObject, output, includeParent); }; var GlobVector = undefined; var PrepareBoundsOutput = function (gameObject, output, includeParent) { if (includeParent === undefined) { includeParent = false; } if (gameObject.rotation !== 0) { RotateAround(output, gameObject.x, gameObject.y, gameObject.rotation); } if (includeParent && gameObject.parentContainer) { var parentMatrix = gameObject.parentContainer.getBoundsTransformMatrix(); parentMatrix.transformPoint(output.x, output.y, output); } return output; }; const Polygon$1 = Phaser.Geom.Polygon; var BoundsToPolygon = function (gameObject, out) { if (out === undefined) { out = new Polygon$1(); } var p0 = GetTopLeft(gameObject), p1 = GetTopRight(gameObject), p2 = GetBottomRight(gameObject), p3 = GetBottomLeft(gameObject); out.setTo([p0, p1, p2, p3, p0]); return out; }; const Polygon = Phaser.Geom.Polygon; const SpliceOne = Phaser.Utils.Array.SpliceOne; class Obstacles { constructor() { this.gameObjects = []; this.polygons = []; } contains(gameObject) { return (this.gameObjects.indexOf(gameObject) !== (-1)); } get(index) { Obstacle.gameObject = this.gameObjects[index]; Obstacle.polygon = this.polygons[index]; return Obstacle; } addDestroyCallback(gameObject) { if (Array.isArray(gameObject)) { var gameObjects = gameObject; for (var i = 0, cnt = gameObjects.length; i < cnt; i++) { this.addDestroyCallback(gameObjects[i]); } return this; } if (gameObject.on) { gameObject.once('destroy', this.onChildDestroy, this); } return this; } removeDestroyCallback(gameObject) { if (Array.isArray(gameObject)) { var gameObjects = gameObject; for (var i = 0, cnt = gameObjects.length; i < cnt; i++) { this.removeDestroyCallback(gameObjects[i]); } return this; } if (gameObject.off) { gameObject.off('destroy', this.onChildDestroy, this); } return this; } clear() { this.removeDestroyCallback(this.gameObjects); this.gameObjects.length = 0; this.polygons.length = 0; return this; } add(gameObject, polygon) { if (this.contains(gameObject)) { return this; } if (IsGameObject(gameObject)) { if (polygon === undefined) { polygon = BoundsToPolygon(gameObject); } } else if (gameObject instanceof (Polygon)) { polygon = gameObject; } this.gameObjects.push(gameObject); this.polygons.push(polygon); this.addDestroyCallback(gameObject); return this; } remove(gameObject) { var index = this.gameObjects.indexOf(gameObject); if (index === (-1)) { return this; } SpliceOne(this.gameObjects, index); SpliceOne(this.polygons, index); this.removeDestroyCallback(gameObject); return this; } onChildDestroy(child, fromScene) { this.remove(child); } update(gameObject, polygon) { var index = this.gameObjects.indexOf(gameObject); if (index === (-1)) { return this; } if (polygon === undefined) { polygon = BoundsToPolygon(gameObject, this.polygons[index]); } this.polygons[index] = polygon; return this; } } var Obstacle = {}; const GetLineToLine = Phaser.Geom.Intersects.GetLineToLine; const PointToLine = Phaser.Geom.Intersects.PointToLine; var GetLineToPoints = function (line, points, out) { if (out === undefined) { out = {}; } else if (out === true) { out = globResult$1; } /* out: { x,y, // intersection point d, // intersection distance segIndex // intersection segment } */ var closestIntersect = false; startPoint.setTo(line.x1, line.y1); out.d = Infinity; tempIntersect.set(); var prev = points[0]; for (var i = 1; i < points.length; i++) { var current = points[i]; segment.setTo(prev.x, prev.y, current.x, current.y); prev = current; // Ignore case: start point of line is at segment if (PointToLine(startPoint, segment)) { continue; } if (GetLineToLine(line, segment, false, tempIntersect)) { if (tempIntersect.z < out.d) { out.x = tempIntersect.x; out.y = tempIntersect.y; out.d = tempIntersect.z; out.segIndex = i - 1; closestIntersect = true; } } } return (closestIntersect) ? out : null; }; var globResult$1 = {}; var startPoint = new Phaser.Geom.Point(); var segment = new Phaser.Geom.Line(); var tempIntersect = new Phaser.Math.Vector3(); var Clear = function (obj) { if ((typeof (obj) !== 'object') || (obj === null)) { return obj; } if (Array.isArray(obj)) { obj.length = 0; } else { for (var key in obj) { delete obj[key]; } } return obj; }; /** * Shallow Object Clone. Will not out nested objects. * @param {object} obj JSON object * @param {object} ret JSON object to return, set null to return a new object * @returns {object} this object */ var Clone = function (obj, out) { var objIsArray = Array.isArray(obj); if (out === undefined) { out = (objIsArray) ? [] : {}; } else { Clear(out); } if (objIsArray) { out.length = obj.length; for (var i = 0, cnt = obj.length; i < cnt; i++) { out[i] = obj[i]; } } else { for (var key in obj) { out[key] = obj[key]; } } return out; }; const GetAABB = Phaser.Geom.Polygon.GetAABB; const LineToRectangle = Phaser.Geom.Intersects.LineToRectangle; var GetLineToPolygon = function (line, polygons, out) { if (out === undefined) { out = {}; } else if (out === true) { out = globResult; } /* out: { x,y, // intersection point d, // intersection distance segIndex, // index of intersection segment shapeIndex // index of intersection polygon } */ if (!Array.isArray(polygons)) { polygons = [polygons]; } var closestIntersect = false; out.d = Infinity; // Reset our vec4s for (var i = 0; i < polygons.length; i++) { var polygon = polygons[i]; // Run AABBTest when polygon is more than 8 edges if ((polygon.points.length > 9) && !LineToRectangle(line, GetAABB(polygon, AABBRect))) { continue; } var intersectionResult = GetLineToPoints(line, polygon.points, true); if (intersectionResult) { if (intersectionResult.d < out.d) { Clone(intersectionResult, out); // x,y,d,segIndex out.shapeIndex = i; closestIntersect = true; } } } return (closestIntersect) ? out : null; }; var globResult = {}; var AABBRect = new Phaser.Geom.Rectangle(); const GetValue = Phaser.Utils.Objects.GetValue; const Line = Phaser.Geom.Line; const SetToAngle = Phaser.Geom.Line.SetToAngle; const ReflectAngle = Phaser.Geom.Line.ReflectAngle; class Reflection { constructor(config) { this.obstacles = new Obstacles(); this.ray = new Line(); this.setMaxRayLength(GetValue(config, 'maxRayLength', 10000)); this.result = { hit: false, x: 0, y: 0, segment: new Line(), polygon: null, gameObject: null, reflectAngle: 0 }; } destroy() { this.obstacles.clear(); this.obstacles = null; this.ray = null; this.result = null; } setMaxRayLength(length) { this.maxRayLength = length; return this; } addObstacle(gameObject, polygon) { if (Array.isArray(gameObject)) { var gameObjects = gameObject; for (var i = 0, cnt = gameObjects.length; i < cnt; i++) { this.obstacles.add(gameObjects[i]); } } else { this.obstacles.add(gameObject, polygon); } return this; } clearObstacle() { this.obstacles.clear(); return this; } removeObstacle(gameObject) { if (Array.isArray(gameObject)) { var gameObjects = gameObject; for (var i = 0, cnt = gameObjects.length; i < cnt; i++) { this.obstacles.remove(gameObjects[i]); } } else { this.obstacles.remove(gameObject); } return this; } updateObstacle(gameObject, polygon) { if (Array.isArray(gameObject)) { var gameObjects = gameObject; for (var i = 0, cnt = gameObjects.length; i < cnt; i++) { this.obstacles.update(gameObjects[i]); } } else { this.obstacles.update(gameObject, polygon); } return this; } hitTest() { var result = GetLineToPolygon(this.ray, this.obstacles.polygons, true); if (result) { this.ray.x2 = result.x; this.ray.y2 = result.y; this.result.hit = true; this.result.x = result.x; this.result.y = result.y; var obstacle = this.obstacles.get(result.shapeIndex); this.result.polygon = obstacle.polygon; this.result.gameObject = obstacle.gameObject; var points = this.result.polygon.points, segIndex = result.segIndex, p0 = points[segIndex], p1 = points[segIndex + 1]; var segment = this.result.segment; segment.setTo(p0.x, p0.y, p1.x, p1.y); this.result.reflectAngle = ReflectAngle(this.ray, segment); } else { this.result.hit = false; } return (result) ? this.result : false; } rayToward(x, y, angle) { SetToAngle(this.ray, x, y, angle, this.maxRayLength); return this.hitTest(); } } class RaycasterPlugin extends Phaser.Plugins.BasePlugin { constructor(pluginManager) { super(pluginManager); } start() { var eventEmitter = this.game.events; eventEmitter.on('destroy', this.destroy, this); } add(config) { return new Reflection(config); } } return RaycasterPlugin; }));