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phaser4-rex-plugins

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import TickTask from '../../utils/componentbase/TickTask.js'; import Timer from '../../utils/componentbase/timerticktask/Timer.js'; const GetValue = Phaser.Utils.Objects.GetValue; class ShakePosition extends TickTask { constructor(gameObject, config) { super(gameObject, config); // this.parent = gameObject; this.timer = new Timer(); this.resetFromJSON(config); this.boot(); } resetFromJSON(o) { this.timer.resetFromJSON(GetValue(o, 'timer')); this.setEnable(GetValue(o, 'enable', true)); this.setMode(GetValue(o, 'mode', 1)); this.isRunning = GetValue(o, 'isRunning', false); this.setMagnitudeMode(GetValue(o, 'magnitudeMode', 1)); this.setAxisMode(GetValue(o, "axis", 0)); this.setDuration(GetValue(o, 'duration', 500)); this.setMagnitude(GetValue(o, 'magnitude', 10)); this.ox = GetValue(o, 'ox', undefined); this.oy = GetValue(o, 'oy', undefined); return this; } toJSON() { return { timer: this.timer.toJSON(), enable: this.enable, mode: this.mode, isRunning: this.isRunning, magnitudeMode: magnitudeMode, duration: this.duration, magnitude: this.magnitude, ox: this.ox, oy: this.oy, }; } // override shutdown(fromScene) { // Already shutdown if (this.isShutdown) { return; } super.shutdown(fromScene); this.timer.destroy(); this.timer = undefined; } startTicking() { super.startTicking(); if (this.mode === 0) { // Effect mode this.scene.game.events.on('poststep', this.update, this); this.scene.game.events.on('prestep', this.backToOrigin, this); } else { // Behavior Mode this.scene.sys.events.on('preupdate', this.update, this); } } stopTicking() { super.stopTicking(); if (this.scene) { // Scene might be destoryed if (this.mode === 0) { // Effect mode this.scene.game.events.off('poststep', this.update, this); this.scene.game.events.off('prestep', this.backToOrigin, this); } else { // Behavior Mode this.scene.sys.events.off('preupdate', this.update, this); } } } setEnable(e) { if (e == undefined) { e = true; } this.enable = e; return this; } setMode(mode) { if (typeof (mode) === 'string') { mode = MODE[mode]; } this.mode = mode; return this; } setMagnitudeMode(magnitudeMode) { if (typeof (magnitudeMode) === 'string') { magnitudeMode = MANITUDEMODE[magnitudeMode]; } this.magnitudeMode = magnitudeMode; return this; } setAxisMode(m) { if (typeof (m) === 'string') { m = DIRECTIONNODE[m]; } this.axisMode = m; return this; } setDuration(duration) { this.duration = duration; return this; } setMagnitude(magnitude) { this.magnitude = magnitude; return this; } start(duration, magnitude) { if (typeof (duration) !== 'number') { var config = duration; magnitude = GetValue(config, 'magnitude', undefined); duration = GetValue(config, 'duration', undefined); } if (magnitude !== undefined) { this.setMagnitude(magnitude); } if (duration !== undefined) { this.setDuration(duration); } this.timer .setDuration(this.duration) .start() super.start(); return this; } shake(duration, magnitude) { this.start(duration, magnitude); return this; } update(time, delta) { if ((!this.isRunning) || (!this.enable)) { return this; } var gameObject = this.parent; if (!gameObject.active) { return this; } this.timer.update(time, delta); if (this.timer.isDone) { this.backToOrigin(); this.complete(); } else { if (this.ox === undefined) { this.ox = gameObject.x; this.oy = gameObject.y; } var magnitude = this.magnitude; if (this.magnitudeMode === 1) // decay { magnitude *= (1 - this.timer.t); } var a = Math.random() * Math.PI * 2; var x = this.ox + (Math.cos(a) * magnitude); var y = this.oy + (Math.sin(a) * magnitude); switch (this.axisMode) { case 1: gameObject.x = x; break; case 2: gameObject.y = y; break; default: gameObject.x = x; gameObject.y = y; break; } } return this; } backToOrigin() { if ((!this.isRunning) || (!this.enable)) { return this; } if (this.ox === undefined) { return this; } var gameObject = this.parent; switch (this.axisMode) { case 1: gameObject.x = this.ox; break; case 2: gameObject.y = this.oy; break; default: gameObject.x = this.ox; gameObject.y = this.oy; break; } this.ox = undefined; this.oy = undefined; return this; } } const MODE = { effect: 0, behavior: 1, } const DIRECTIONNODE = { 'both': 0, 'h&v': 0, 'x&y': 0, 'horizontal': 1, 'h': 1, 'x': 1, 'vertical': 2, 'v': 2, 'y': 2 }; const MANITUDEMODE = { constant: 0, decay: 1, } export default ShakePosition;