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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var Light = require('./Light'); var LightPipeline = require('../../renderer/webgl/pipelines/ForwardDiffuseLightPipeline'); var Utils = require('../../renderer/webgl/Utils'); /** * @callback LightForEach * * @param {Phaser.GameObjects.Light} light - [description] */ /** * @classdesc * [description] * * @class LightsManager * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 */ var LightsManager = new Class({ initialize: function LightsManager () { /** * [description] * * @name Phaser.GameObjects.LightsManager#lightPool * @type {Phaser.GameObjects.Light[]} * @default [] * @since 3.0.0 */ this.lightPool = []; /** * [description] * * @name Phaser.GameObjects.LightsManager#lights * @type {Phaser.GameObjects.Light[]} * @default [] * @since 3.0.0 */ this.lights = []; /** * [description] * * @name Phaser.GameObjects.LightsManager#culledLights * @type {Phaser.GameObjects.Light[]} * @default [] * @since 3.0.0 */ this.culledLights = []; /** * [description] * * @name Phaser.GameObjects.LightsManager#ambientColor * @type {{ r: float, g: float, b: float }} * @since 3.0.0 */ this.ambientColor = { r: 0.1, g: 0.1, b: 0.1 }; /** * [description] * * @name Phaser.GameObjects.LightsManager#active * @type {boolean} * @default false * @since 3.0.0 */ this.active = false; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#enable * @since 3.0.0 * * @return {Phaser.GameObjects.LightsManager} This Lights Manager object. */ enable: function () { this.active = true; return this; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#disable * @since 3.0.0 * * @return {Phaser.GameObjects.LightsManager} This Lights Manager object. */ disable: function () { this.active = false; return this; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#cull * @since 3.0.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] * * @return {Phaser.GameObjects.Light[]} [description] */ cull: function (camera) { var lights = this.lights; var culledLights = this.culledLights; var length = lights.length; var cameraCenterX = camera.x + camera.width / 2.0; var cameraCenterY = camera.y + camera.height / 2.0; var cameraRadius = (camera.width + camera.height) / 2.0; var point = { x: 0, y: 0 }; var cameraMatrix = camera.matrix; var viewportHeight = this.systems.game.config.height; culledLights.length = 0; for (var index = 0; index < length && culledLights.length < LightPipeline.LIGHT_COUNT; ++index) { var light = lights[index]; cameraMatrix.transformPoint(light.x, light.y, point); // We'll just use bounding spheres to test // if lights should be rendered var dx = cameraCenterX - (point.x - (camera.scrollX * light.scrollFactorX * camera.zoom)); var dy = cameraCenterY - (viewportHeight - (point.y - (camera.scrollY * light.scrollFactorY) * camera.zoom)); var distance = Math.sqrt(dx * dx + dy * dy); if (distance < light.radius + cameraRadius) { culledLights.push(lights[index]); } } return culledLights; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#forEachLight * @since 3.0.0 * * @param {LightForEach} callback - [description] * * @return {Phaser.GameObjects.LightsManager} This Lights Manager object. */ forEachLight: function (callback) { if (!callback) { return; } var lights = this.lights; var length = lights.length; for (var index = 0; index < length; ++index) { callback(lights[index]); } return this; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#setAmbientColor * @since 3.0.0 * * @param {number} rgb - [description] * * @return {Phaser.GameObjects.LightsManager} This Lights Manager object. */ setAmbientColor: function (rgb) { var color = Utils.getFloatsFromUintRGB(rgb); this.ambientColor.r = color[0]; this.ambientColor.g = color[1]; this.ambientColor.b = color[2]; return this; }, /** * Returns the maximum number of Lights allowed to appear at once. * * @method Phaser.GameObjects.LightsManager#getMaxVisibleLights * @since 3.0.0 * * @return {integer} [description] */ getMaxVisibleLights: function () { return 10; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#getLightCount * @since 3.0.0 * * @return {integer} [description] */ getLightCount: function () { return this.lights.length; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#addLight * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} radius - [description] * @param {number} rgb - [description] * @param {number} intensity - [description] * * @return {Phaser.GameObjects.Light} [description] */ addLight: function (x, y, radius, rgb, intensity) { var color = null; var light = null; x = (x === undefined) ? 0.0 : x; y = (y === undefined) ? 0.0 : y; rgb = (rgb === undefined) ? 0xffffff : rgb; radius = (radius === undefined) ? 100.0 : radius; intensity = (intensity === undefined) ? 1.0 : intensity; color = Utils.getFloatsFromUintRGB(rgb); light = null; if (this.lightPool.length > 0) { light = this.lightPool.pop(); light.set(x, y, radius, color[0], color[1], color[2], intensity); } else { light = new Light(x, y, radius, color[0], color[1], color[2], intensity); } this.lights.push(light); return light; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#removeLight * @since 3.0.0 * * @param {Phaser.GameObjects.Light} light - [description] * * @return {Phaser.GameObjects.LightsManager} This Lights Manager object. */ removeLight: function (light) { var index = this.lights.indexOf(light); if (index >= 0) { this.lightPool.push(light); this.lights.splice(index, 1); } return this; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#shutdown * @since 3.0.0 */ shutdown: function () { while (this.lights.length > 0) { this.lightPool.push(this.lights.pop()); } this.ambientColor = { r: 0.1, g: 0.1, b: 0.1 }; this.culledLights.length = 0; this.lights.length = 0; }, /** * [description] * * @method Phaser.GameObjects.LightsManager#destroy * @since 3.0.0 */ destroy: function () { this.shutdown(); } }); module.exports = LightsManager;