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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PolygonRender = require('./PolygonRender'); var Class = require('../../../utils/Class'); var Earcut = require('../../../geom/polygon/Earcut'); var GetAABB = require('../../../geom/polygon/GetAABB'); var GeomPolygon = require('../../../geom/polygon/Polygon'); var Shape = require('../Shape'); var Smooth = require('../../../geom/polygon/Smooth'); /** * @classdesc * The Polygon Shape is a Game Object that can be added to a Scene, Group or Container. You can * treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling * it for input or physics. It provides a quick and easy way for you to render this shape in your * game without using a texture, while still taking advantage of being fully batched in WebGL. * * This shape supports both fill and stroke colors. * * The Polygon Shape is created by providing a list of points, which are then used to create an * internal Polygon geometry object. The points can be set from a variety of formats: * * - A string containing paired values separated by a single space: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'` * - An array of Point or Vector2 objects: `[new Phaser.Math.Vector2(x1, y1), ...]` * - An array of objects with public x/y properties: `[obj1, obj2, ...]` * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]` * - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]` * * By default the `x` and `y` coordinates of this Shape refer to the center of it. However, depending * on the coordinates of the points provided, the final shape may be rendered offset from its origin. * * Note: The method `getBounds` will return incorrect bounds if any of the points in the Polygon are negative. * If this is the case, please use the function `Phaser.Geom.Polygon.GetAABB(polygon.geom)` instead and then * adjust the returned Rectangle position accordingly. * * @class Polygon * @extends Phaser.GameObjects.Shape * @memberof Phaser.GameObjects * @constructor * @since 3.13.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} [x=0] - The horizontal position of this Game Object in the world. * @param {number} [y=0] - The vertical position of this Game Object in the world. * @param {any} [points] - The points that make up the polygon. * @param {number} [fillColor] - The color the polygon will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha] - The alpha the polygon will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. */ var Polygon = new Class({ Extends: Shape, Mixins: [ PolygonRender ], initialize: function Polygon (scene, x, y, points, fillColor, fillAlpha) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } Shape.call(this, scene, 'Polygon', new GeomPolygon(points)); var bounds = GetAABB(this.geom); this.setPosition(x, y); this.setSize(bounds.width, bounds.height); if (fillColor !== undefined) { this.setFillStyle(fillColor, fillAlpha); } this.updateDisplayOrigin(); this.updateData(); }, /** * Smooths the polygon over the number of iterations specified. * The base polygon data will be updated and replaced with the smoothed values. * This call can be chained. * * @method Phaser.GameObjects.Polygon#smooth * @since 3.13.0 * * @param {number} [iterations=1] - The number of times to apply the polygon smoothing. * * @return {this} This Game Object instance. */ smooth: function (iterations) { if (iterations === undefined) { iterations = 1; } for (var i = 0; i < iterations; i++) { Smooth(this.geom); } return this.updateData(); }, /** * Sets this Polygon to the given points. * * The points can be set from a variety of formats: * * - A string containing paired values separated by a single space: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'` * - An array of Point objects: `[new Phaser.Point(x1, y1), ...]` * - An array of objects with public x/y properties: `[obj1, obj2, ...]` * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]` * - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]` * * Calling this method will reset the size (width, height) and display origin of this Shape. * * It also runs both GetAABB and EarCut on the given points, so please be careful not to do this * at a high frequency, or with too many points. * * @method Phaser.GameObjects.Polygon#setTo * @since 3.60.0 * * @param {(string|number[]|Phaser.Types.Math.Vector2Like[])} [points] - Points defining the perimeter of this polygon. Please check function description above for the different supported formats. * * @return {this} This Game Object instance. */ setTo: function (points) { this.geom.setTo(points); var bounds = GetAABB(this.geom); this.setSize(bounds.width, bounds.height); this.updateDisplayOrigin(); return this.updateData(); }, /** * Internal method that updates the data and path values. * * @method Phaser.GameObjects.Polygon#updateData * @private * @since 3.13.0 * * @return {this} This Game Object instance. */ updateData: function () { var path = []; var points = this.geom.points; for (var i = 0; i < points.length; i++) { path.push(points[i].x, points[i].y); } path.push(points[0].x, points[0].y); this.pathIndexes = Earcut(path); this.pathData = path; return this; } }); module.exports = Polygon;