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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 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../utils/Class'); var Earcut = require('../../../geom/polygon/Earcut'); var GeomRectangle = require('../../../geom/rectangle/Rectangle'); var Shape = require('../Shape'); var RectangleRender = require('./RectangleRender'); /** * @classdesc * The Rectangle 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. * * You can change the size of the rectangle by changing the `width` and `height` properties. * * @class Rectangle * @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 - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {number} [width=128] - The width of the rectangle. * @param {number} [height=128] - The height of the rectangle. * @param {number} [fillColor] - The color the rectangle will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha] - The alpha the rectangle will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. */ var Rectangle = new Class({ Extends: Shape, Mixins: [ RectangleRender ], initialize: function Rectangle (scene, x, y, width, height, fillColor, fillAlpha) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = 128; } if (height === undefined) { height = 128; } Shape.call(this, scene, 'Rectangle', new GeomRectangle(0, 0, width, height)); /** * The radius of the rectangle if this is set to use rounded corners. * * Do not modify this property. Instead, call the method `setRounded` to set the * radius of the rounded corners. * * @name Phaser.GameObjects.Rectangle#radius * @type {number} * @readonly * @since 3.89.0 */ this.radius = 20; /** * Does this Rectangle have rounded corners? * * Do not modify this property. Instead, call the method `setRounded` to set the * radius state of this rectangle. * * @name Phaser.GameObjects.Rectangle#isRounded * @type {boolean} * @readonly * @since 3.89.0 */ this.isRounded = false; this.setPosition(x, y); this.setSize(width, height); if (fillColor !== undefined) { this.setFillStyle(fillColor, fillAlpha); } this.updateDisplayOrigin(); this.updateData(); }, /** * Sets this rectangle to have rounded corners by specifying the radius of the corners. * * The radius of the rounded corners is limited by the smallest dimension of the rectangle. * * To disable rounded corners, set the `radius` parameter to 0. * * @method Phaser.GameObjects.Rectangle#setRounded * @since 3.89.0 * * @param {number} [radius=16] - The radius of all four rounded corners. * * @return {this} This Game Object instance. */ setRounded: function (radius) { if (radius === undefined) { radius = 16; } this.radius = radius; this.isRounded = radius > 0; return this.updateRoundedData(); }, /** * Sets the size of this Rectangle. This updates the underlying geometry, path data, display origin, and the default input hit area. * * If you have assigned a custom input hit area for this Rectangle, changing the Rectangle size will _not_ change the * size of the hit area. To do this you should adjust the `input.hitArea` object directly. * * @method Phaser.GameObjects.Rectangle#setSize * @since 3.13.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setSize: function (width, height) { this.width = width; this.height = height; this.geom.setSize(width, height); this.updateData(); this.updateDisplayOrigin(); var input = this.input; if (input && !input.customHitArea) { input.hitArea.width = width; input.hitArea.height = height; } return this; }, /** * Internal method that updates the data and path values. * * @method Phaser.GameObjects.Rectangle#updateData * @private * @since 3.13.0 * * @return {this} This Game Object instance. */ updateData: function () { if (this.isRounded) { return this.updateRoundedData(); } var path = []; var rect = this.geom; var line = this._tempLine; rect.getLineA(line); path.push(line.x1, line.y1, line.x2, line.y2); rect.getLineB(line); path.push(line.x2, line.y2); rect.getLineC(line); path.push(line.x2, line.y2); rect.getLineD(line); path.push(line.x2, line.y2); this.pathData = path; return this; }, /** * Internal method that updates the data and path values when this rectangle is rounded. * * @method Phaser.GameObjects.Rectangle#updateRoundedData * @private * @since 3.89.0 * * @return {this} This Game Object instance. */ updateRoundedData: function () { var path = []; var halfWidth = this.width / 2; var halfHeight = this.height / 2; // Limit max radius to half the smallest dimension var maxRadius = Math.min(halfWidth, halfHeight); var radius = Math.min(this.radius, maxRadius); var x = halfWidth; var y = halfHeight; // Ensure minimum smoothness for small radii while preventing excessive tessellation var segments = Math.max(4, Math.min(16, Math.ceil(radius / 2))); // Create points going clockwise from top-left // Top-left corner this.arcTo(path, x - halfWidth + radius, y - halfHeight + radius, radius, Math.PI, Math.PI * 1.5, segments); // Top edge and top-right corner path.push(x + halfWidth - radius, y - halfHeight); this.arcTo(path, x + halfWidth - radius, y - halfHeight + radius, radius, Math.PI * 1.5, Math.PI * 2, segments); // Right edge and bottom-right corner path.push(x + halfWidth, y + halfHeight - radius); this.arcTo(path, x + halfWidth - radius, y + halfHeight - radius, radius, 0, Math.PI * 0.5, segments); // Bottom edge and bottom-left corner path.push(x - halfWidth + radius, y + halfHeight); this.arcTo(path, x - halfWidth + radius, y + halfHeight - radius, radius, Math.PI * 0.5, Math.PI, segments); // Left edge (connects back to first point) path.push(x - halfWidth, y - halfHeight + radius); this.pathIndexes = Earcut(path); this.pathData = path; return this; }, /** * Internal method placing points around the circumference of a circle for the rounded corners. * * @method Phaser.GameObjects.Rectangle#arcTo * @private * @since 3.89.0 * * @param {number[]} path - The array to push the points into. * @param {number} centerX - The center x coordinate of the circle. * @param {number} centerY - The center y coordinate of the circle. * @param {number} radius - The radius of the circle. * @param {number} startAngle - The starting angle of the arc. * @param {number} endAngle - The ending angle of the arc. * @param {number} segments - The number of segments to create. * * @return {this} This Game Object instance. */ arcTo: function (path, centerX, centerY, radius, startAngle, endAngle, segments) { var angleInc = (endAngle - startAngle) / segments; for (var i = 0; i <= segments; i++) { var angle = startAngle + (angleInc * i); path.push( centerX + Math.cos(angle) * radius, centerY + Math.sin(angle) * radius ); } } }); module.exports = Rectangle;