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phaser4-rex-plugins

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// https://labs.phaser.io/view.html?src=src\physics\arcade\asteroids%20movement.js import TickTask from '../../utils/componentbase/SceneUpdateTickTask.js'; import { SetAcceleration, SetAngularVelocity } from '../../utils/arcade/Helpers.js'; const GetValue = Phaser.Utils.Objects.GetValue; class Ship 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.setMaxSpeed(GetValue(o, 'maxSpeed', 200)); this.setAcceleration(GetValue(o, 'acceleration', 200)); this.setDrag(GetValue(o, 'drag', 0.99)); this.setTurnSpeed(GetValue(o, 'turnSpeed', 300)); this.setWrapMode(GetValue(o, 'wrap', true), 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) { SetAcceleration(this.parent, 0, 0); SetAngularVelocity(this.parent, 0); } } setEnable(e) { if (e == undefined) { e = true; } this.enable = e; return this; } get maxSpeed() { return this._maxSpeed; } set maxSpeed(value) { this._maxSpeed = value; var body = this.parent.body; body.setMaxSpeed(value); } setMaxSpeed(speed) { this.maxSpeed = speed; return this; } setAcceleration(acceleration) { this.acceleration = acceleration; return this; } get drag() { return this._drag; } set drag(value) { this._drag = value; var body = this.parent.body; body.setDrag(value); body.useDamping = true; } setDrag(drag) { this.drag = drag; return this; } setTurnSpeed(angularVelocity) { this.angularVelocity = angularVelocity; 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) { SetAcceleration(gameObject, 0, 0); SetAngularVelocity(gameObject, 0); return this; } if (!gameObject.active) { return this; } // Speed up if (this.isUp) { var rotation = gameObject.rotation; var ax = Math.cos(rotation) * this.acceleration; var ay = Math.sin(rotation) * this.acceleration; SetAcceleration(gameObject, ax, ay); } else { SetAcceleration(gameObject, 0, 0); } // Turn left/right var dx = ((this.isLeft) ? -1 : 0) + ((this.isRight) ? 1 : 0); SetAngularVelocity(gameObject, this.angularVelocity * dx); if (this.wrap) { gameObject.body.world.wrap(gameObject, this.padding); } } } export default Ship;