phaser4-rex-plugins
Version:
176 lines (153 loc) • 4.79 kB
JavaScript
import TickTask from '../../utils/componentbase/SceneUpdateTickTask.js';
import {
SetVelocity
} from '../../utils/arcade/Helpers.js';
import DegToRad from '../../utils/math/DegToRad.js';
const GetValue = Phaser.Utils.Objects.GetValue;
class EightDirection extends TickTask {
constructor(gameObject, config) {
super(gameObject, config);
// this.parent = gameObject;
this.resetFromJSON(config);
this.boot();
}
resetFromJSON(o) {
if (!this.parent.body) {
this.scene.physics.add.existing(this.parent, false);
}
this.setEnable(GetValue(o, 'enable', true));
this.setDirMode(GetValue(o, 'dir', '8dir'));
this.setSpeed(GetValue(o, 'speed', 200));
this.setRotateToDirection(GetValue(o, 'rotateToDirection', false));
this.setWrapMode(GetValue(o, 'wrap', false), GetValue(o, 'padding', 0));
this.setCursorKeys(GetValue(o, 'cursorKeys', undefined));
return this;
}
get enable() {
return this.isRunning;
}
set enable(value) {
this.isRunning = value;
if (!value) {
SetVelocity(this, 0, 0);
}
}
setEnable(e) {
if (e == undefined) {
e = true;
}
this.enable = e;
if (e && (this.body === undefined)) {
this.scene.physics.add.existing(this.parent, false);
}
return this;
}
setDirMode(m) {
if (typeof (m) === 'string') {
m = DIRMODE[m];
}
this.dirMode = m;
return this;
}
setSpeed(speed) {
this.speed = speed;
return this;
}
setRotateToDirection(rotateToDirection) {
this.rotateToDirection = rotateToDirection;
return this;
}
setWrapMode(wrap, padding) {
if (wrap === undefined) {
wrap = true;
}
this.wrap = wrap;
this.padding = padding;
return this;
}
setCursorKeys(cursorKeys) {
if (cursorKeys === undefined) {
cursorKeys = this.scene.input.keyboard.createCursorKeys();
}
this.cursorKeys = cursorKeys;
return this;
}
get isLeft() {
var leftKey = this.cursorKeys.left;
return (this.enable && leftKey) ? leftKey.isDown : false;
}
get isRight() {
var rightKey = this.cursorKeys.right;
return (this.enable && rightKey) ? rightKey.isDown : false;
}
get isUp() {
var upKey = this.cursorKeys.up;
return (this.enable && upKey) ? upKey.isDown : false;
}
get isDown() {
var downKey = this.cursorKeys.down;
return (this.enable && downKey) ? downKey.isDown : false;
}
update(time, delta) {
var gameObject = this.parent;
if (!this.enable) {
SetVelocity(gameObject, 0, 0);
return this;
}
if (!gameObject.active) {
return this;
}
var dy = ((this.isUp) ? -1 : 0) + ((this.isDown) ? 1 : 0),
dx = ((this.isLeft) ? -1 : 0) + ((this.isRight) ? 1 : 0);
if ((dx === 0) && (dy === 0)) {
SetVelocity(gameObject, 0, 0);
return this;
}
switch (this.dirMode) {
case 0: // up&down
dx = 0;
break;
case 1: // left&right
dy = 0;
break;
case 2: // 4dir
if (dy !== 0) {
dx = 0;
}
break;
}
var rotation, vx, vy;
if (dy === 0) { // dx !== 0
vx = this.speed * dx;
vy = 0;
rotation = (dx === 1) ? RAD0 : RAD180;
} else if (dx === 0) { // dy !== 0
vx = 0;
vy = this.speed * dy;
rotation = (dy === 1) ? RAD90 : RAD270;
} else { // (dx !== 0) && (dy !== 0)
rotation = Math.atan2(dy, dx);
vx = this.speed * Math.cos(rotation);
vy = this.speed * Math.sin(rotation);
}
SetVelocity(gameObject, vx, vy);
if (this.rotateToDirection && (rotation !== undefined)) {
gameObject.rotation = rotation;
}
if (this.wrap) {
gameObject.body.world.wrap(gameObject, this.padding);
}
return this;
}
}
const DIRMODE = {
'up&down': 0,
'left&right': 1,
'4dir': 2,
'8dir': 3
};
const RAD0 = DegToRad(0);
const RAD90 = DegToRad(90);
const RAD180 = DegToRad(180);
const RAD270 = DegToRad(270);
export default EightDirection;