planck-js
Version:
2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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text/typescript
import * as Stage from "stage-js";
import type { EdgeShape } from "../";
import { ComputedStyle } from "./ComputedStyle";
import { Memo } from "../Memo";
const math_atan2 = Math.atan2;
const math_sqrt = Math.sqrt;
const math_min = Math.min;
export class EdgeShapeComponent extends Stage.Sprite {
style: ComputedStyle;
shape: EdgeShape;
textureOffset = { x: 0, y: 0, a: 0 };
constructor(shape: EdgeShape, style: ComputedStyle) {
super();
this.style = style;
this.shape = shape;
const textureOffset = this.textureOffset;
const texture = Stage.canvas();
texture.setMemoizer(() => {
let key = "";
const v1 = shape.m_vertex1;
const v2 = shape.m_vertex2;
key += v1?.x + "," + v1?.y + ";";
key += v2?.x + "," + v2?.y + ";";
key += style.lineWidth + ";";
key += style.stroke + ";";
key += style.fill + ";";
return key;
});
texture.setDrawer(function () {
const lineWidth = style.lineWidth;
const stroke = style.stroke;
const fill = style.fill;
const ctx = this.getContext();
const ratio = this.getDevicePixelRatio();
const lw = lineWidth / ratio;
const v1 = shape.m_vertex1;
const v2 = shape.m_vertex2;
const dx = v2.x - v1.x;
const dy = v2.y - v1.y;
const length = math_sqrt(dx * dx + dy * dy);
this.setSize(length + lw, lw, ratio);
this.setPadding(-lw / 2);
const minX = math_min(v1.x, v2.x);
const minY = math_min(v1.y, v2.y);
textureOffset.x = minX;
textureOffset.y = minY;
textureOffset.a = math_atan2(dy, dx);
ctx.scale(ratio, ratio);
ctx.beginPath();
ctx.moveTo(lw / 2, lw / 2);
ctx.lineTo(lw / 2 + length, lw / 2);
ctx.lineCap = "round";
ctx.lineWidth = lw;
ctx.strokeStyle = stroke ?? "";
ctx.stroke();
});
this.texture(texture);
this.tick(this.handleTick);
}
__memo = Memo.init();
handleTick = () => {
const x = this.textureOffset.x;
const y = this.textureOffset.y;
const a = this.textureOffset.a;
if (!this.__memo.update(x, y, a)) {
return true;
}
this.offset(x, y);
this.rotate(a);
};
}