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phaser4-rex-plugins

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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;