phaser4-rex-plugins
Version:
149 lines (130 loc) • 4.31 kB
JavaScript
import TickTask from '../../utils/componentbase/SceneUpdateTickTask.js';
import DegToRad from '../../utils/math/DegToRad.js';
import RadToDeg from '../../utils/math/RadToDeg.js';
const GetValue = Phaser.Utils.Objects.GetValue;
const MathWrap = Phaser.Math.Wrap;
const WrapAngle = Phaser.Math.Angle.Wrap;
const AngleBetween = Phaser.Math.Angle.Between;
class RotateTo extends TickTask {
constructor(gameObject, config) {
super(gameObject, config);
// this.parent = gameObject;
this.resetFromJSON(config);
this.boot();
}
resetFromJSON(o) {
this.isRunning = GetValue(o, 'isRunning', false);
this.setEnable(GetValue(o, 'enable', true));
this.timeScale = GetValue(o, 'timeScale', 1);
this.setSpeed(GetValue(o, 'speed', 180));
this.target = GetValue(o, 'target', 0);
this.dir = GetValue(o, 'dir', 0);
return this;
}
toJSON() {
return {
isRunning: this.isRunning,
timeScale: this.timeScale,
speed: this.speed,
target: this.target,
dir: this.dir,
tickingMode: this.tickingMode
};
}
setEnable(e) {
if (e == undefined) {
e = true;
}
this.enable = e;
return this;
}
setSpeed(speed) {
this.speed = speed;
return this;
}
rotateTo(angle, dir, speed) {
if (typeof (angle) !== 'number') {
var config = angle;
angle = GetValue(config, 'angle', undefined);
dir = GetValue(config, 'dir', undefined);
}
this.target = MathWrap(angle, 0, 360); // 0~360
if (dir === undefined) {
dir = 0;
}
this.dir = (typeof (dir) === 'string') ? DIRMODE[dir] : dir;
if (speed !== undefined) {
this.setSpeed(speed);
}
super.start();
this.emit('start', this.parent, this);
return this;
}
rotateTowardsPosition(x, y, dir, speed) {
var gameObject = this.parent;
var rad = AngleBetween(gameObject.x, gameObject.y, x, y);
var angle = RadToDeg(rad);
this.rotateTo(angle, dir, speed);
return this;
}
update(time, delta) {
if ((!this.isRunning) || (!this.enable)) {
return this;
}
var gameObject = this.parent;
if (!gameObject.active) {
return this;
}
var target = this.target; // 0~360
var targetRad = WrapAngle(DegToRad(target)); // -PI~PI
if (targetRad === gameObject.rotation) {
this.complete();
return this;
}
if ((this.speed === 0) || (delta === 0) || (this.timeScale === 0)) {
return this;
}
var curAngle = (360 + gameObject.angle) % 360; // 0~360
var dt = (delta * this.timeScale) / 1000;
var movingDist = this.speed * dt;
var distToTarget, dir = this.dir;
switch (dir) {
case 0: // shotest
var distCW = diffAngle(curAngle, target, true);
var distCCW = 360 - distCW;
if (distCW < distCCW) {
dir = 1;
distToTarget = distCW;
} else {
dir = 2;
distToTarget = distCCW;
}
break;
case 1: // cw
distToTarget = diffAngle(curAngle, target, true);
break;
case 2: // ccw
distToTarget = diffAngle(curAngle, target, false);
break;
}
var newAngle;
if (movingDist < distToTarget) {
newAngle = (dir === 1) ? (curAngle + movingDist) : (curAngle - movingDist);
} else {
newAngle = target;
}
gameObject.rotation = DegToRad(newAngle);
return this;
}
}
var diffAngle = function (a0, a1, cw) {
var diff = (cw) ? (a1 - a0) : (a0 - a1);
diff = MathWrap(diff, 0, 360);
return diff;
}
const DIRMODE = {
shortest: 0,
cw: 1,
ccw: 2
}
export default RotateTo;