planck-js
Version:
2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
116 lines (91 loc) • 2.71 kB
text/typescript
import * as Stage from "stage-js";
import type { PolygonShape } from "../";
import { ComputedStyle } from "./ComputedStyle";
import { Memo } from "../Memo";
const math_max = Math.max;
const math_min = Math.min;
export class PolygonShapeComponent extends Stage.Sprite {
style: ComputedStyle;
shape: PolygonShape;
textureOffset = { x: 0, y: 0, a: 0 };
constructor(shape: PolygonShape, style: ComputedStyle) {
super();
this.style = style;
this.shape = shape;
const textureOffset = this.textureOffset;
const texture = Stage.canvas();
texture.setMemoizer(() => {
let key = "";
const vertices = shape.m_vertices;
for (let i = 0; i < vertices.length; ++i) {
const v = vertices[i];
key += v.x + "," + v.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 vertices = shape.m_vertices;
if (!vertices.length) {
return;
}
let minX = Infinity;
let minY = Infinity;
let maxX = -Infinity;
let maxY = -Infinity;
for (let i = 0; i < vertices.length; ++i) {
const v = vertices[i];
minX = math_min(minX, v.x);
maxX = math_max(maxX, v.x);
minY = math_min(minY, v.y);
maxY = math_max(maxY, v.y);
}
textureOffset.x = minX;
textureOffset.y = minY;
this.setSize(maxX - minX + lw, maxY - minY + lw, ratio);
this.setPadding(-lw / 2);
ctx.scale(ratio, ratio);
ctx.beginPath();
for (let i = 0; i < vertices.length; ++i) {
const v = vertices[i];
const x = v.x - minX + lw / 2;
const y = v.y - minY + lw / 2;
if (i == 0) ctx.moveTo(x, y);
else ctx.lineTo(x, y);
}
if (vertices.length > 2) {
if (fill) {
ctx.fillStyle = fill;
ctx.fill();
}
ctx.closePath();
}
ctx.lineCap = "round";
ctx.lineJoin = "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);
};
}