shadow-function
Version:
ioing lib - shadow Function, worker Function
443 lines (404 loc) • 15.4 kB
JavaScript
/**
* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2008-2010 Ricardo Quesada
* Copyright (c) 2011-2012 cocos2d-x.org
* Copyright (c) 2013-2014 Chukong Technologies Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/** A CCSprite subclass that is bound to a physics body.
It works with:
- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
Features and Limitations:
- Scale and Skew properties are ignored.
- Position and rotation are going to updated from the physics body
- If you update the rotation or position manually, the physics body will be updated
- You can't eble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
*/
(function () {
var box2dAPI = {
_ignoreBodyRotation: false,
_body: null,
_PTMRatio: 32,
_rotation: 1,
/**
* Create a PhysicsSprite with filename and rect
* Constructor of cc.PhysicsSprite for Box2d
* @param {String|cc.Texture2D|cc.SpriteFrame} fileName
* @param {cc.Rect} rect
* @example
*
* 1.Create a sprite with image path and rect
* var physicsSprite1 = new cc.PhysicsSprite("res/HelloHTML5World.png");
* var physicsSprite2 = new cc.PhysicsSprite("res/HelloHTML5World.png",cc.rect(0,0,480,320));
*
* 2.Create a sprite with a sprite frame name. Must add "#" before fame name.
* var physicsSprite = new cc.PhysicsSprite('#grossini_dance_01.png');
*
* 3.Create a sprite with a sprite frame
* var spriteFrame = cc.spriteFrameCache.getSpriteFrame("grossini_dance_01.png");
* var physicsSprite = new cc.PhysicsSprite(spriteFrame);
*
* 4.Creates a sprite with an existing texture contained in a CCTexture2D object
* After creation, the rect will be the size of the texture, and the offset will be (0,0).
* var texture = cc.textureCache.addImage("HelloHTML5World.png");
* var physicsSprite1 = new cc.PhysicsSprite(texture);
* var physicsSprite2 = new cc.PhysicsSprite(texture, cc.rect(0,0,480,320));
*
*/
ctor: function (fileName, rect) {
cc.Sprite.prototype.ctor.call(this);
if (fileName === undefined) {
cc.PhysicsSprite.prototype.init.call(this);
} else if (cc.isString(fileName)) {
if (fileName[0] === "#") {
//init with a sprite frame name
var frameName = fileName.substr(1, fileName.length - 1);
var spriteFrame = cc.spriteFrameCache.getSpriteFrame(frameName);
this.initWithSpriteFrame(spriteFrame);
} else {
//init with filename and rect
this.init(fileName, rect);
}
} else if (cc.isObject(fileName)) {
if (fileName instanceof cc.Texture2D) {
//init with texture and rect
this.initWithTexture(fileName, rect);
} else if (fileName instanceof cc.SpriteFrame) {
//init with a sprite frame
this.initWithSpriteFrame(fileName);
}
}
//this._transformCmd = new cc.PhysicsSpriteTransformCmdCanvas(this);
//cc.rendererCanvas.pushRenderCommand(this._transformCmd);
},
//visit: function(){
// cc.Sprite.prototype.visit.call(this);
// cc.rendererCanvas.pushRenderCommand(this._transformCmd);
//},
/**
* set body
* @param {Box2D.Dynamics.b2Body} body
*/
setBody: function (body) {
this._body = body;
},
/**
* get body
* @return {Box2D.Dynamics.b2Body}
*/
getBody: function () {
return this._body;
},
/**
* set PTM ratio
* @param {Number} r
*/
setPTMRatio: function (r) {
this._PTMRatio = r;
},
/**
* get PTM ration
* @return {Number}
*/
getPTMRatio: function () {
return this._PTMRatio;
},
/**
* get position
* @return {cc.Point}
*/
getPosition: function () {
var pos = this._body.GetPosition();
var locPTMRatio = this._PTMRatio;
return cc.p(pos.x * locPTMRatio, pos.y * locPTMRatio);
},
/**
* set position
* @param {cc.Point} p
*/
setPosition: function (p) {
var angle = this._body.GetAngle();
var locPTMRatio = this._PTMRatio;
this._body.setTransform(Box2D.b2Vec2(p.x / locPTMRatio, p.y / locPTMRatio), angle);
this.setNodeDirty();
},
/**
* get rotation
* @return {Number}
*/
getRotation: function () {
return (this._ignoreBodyRotation ? cc.radiansToDegrees(this._rotationRadians) : cc.radiansToDegrees(this._body.GetAngle()));
},
/**
* set rotation
* @param {Number} r
*/
setRotation: function (r) {
if (this._ignoreBodyRotation) {
this._rotation = r;
} else {
var locBody = this._body;
var p = locBody.GetPosition();
locBody.SetTransform(p, cc.degreesToRadians(r));
}
this.setNodeDirty();
},
_syncPosition: function () {
var locPosition = this._position,
pos = this._body.GetPosition(),
x = pos.x * this._PTMRatio,
y = pos.y * this._PTMRatio;
if (locPosition.x !== pos.x || locPosition.y !== pos.y) {
cc.Sprite.prototype.setPosition.call(this, x, y);
}
},
_syncRotation: function () {
this._rotationRadians = this._body.GetAngle();
var a = cc.radiansToDegrees(this._rotationRadians);
if (this._rotationX !== a) {
cc.Sprite.prototype.setRotation.call(this, a);
}
},
/**
* set whether to ingore body's rotation
* @param {Boolean} b
*/
setIgnoreBodyRotation: function (b) {
this._ignoreBodyRotation = b;
}
};
var chipmunkAPI = {
_ignoreBodyRotation: false,
_body: null, //physics body
_rotation: 1,
/**
* Create a PhysicsSprite with filename and rect
* Constructor of cc.PhysicsSprite for chipmunk
* @param {String|cc.Texture2D|cc.SpriteFrame} fileName
* @param {cc.Rect} rect
* @example
*
* 1.Create a sprite with image path and rect
* var physicsSprite1 = new cc.PhysicsSprite("res/HelloHTML5World.png");
* var physicsSprite2 = new cc.PhysicsSprite("res/HelloHTML5World.png",cc.rect(0,0,480,320));
*
* 2.Create a sprite with a sprite frame name. Must add "#" before frame name.
* var physicsSprite = new cc.PhysicsSprite('#grossini_dance_01.png');
*
* 3.Create a sprite with a sprite frame
* var spriteFrame = cc.spriteFrameCache.getSpriteFrame("grossini_dance_01.png");
* var physicsSprite = new cc.PhysicsSprite(spriteFrame);
*
* 4.Creates a sprite with an exsiting texture contained in a CCTexture2D object
* After creation, the rect will be the size of the texture, and the offset will be (0,0).
* var texture = cc.textureCache.addImage("HelloHTML5World.png");
* var physicsSprite1 = new cc.PhysicsSprite(texture);
* var physicsSprite2 = new cc.PhysicsSprite(texture, cc.rect(0,0,480,320));
*
*/
ctor: function (fileName, rect) {
cc.Sprite.prototype.ctor.call(this);
if (fileName === undefined) {
cc.PhysicsSprite.prototype.init.call(this);
} else if (cc.isString(fileName)) {
if (fileName[0] === "#") {
//init with a sprite frame name
var frameName = fileName.substr(1, fileName.length - 1);
var spriteFrame = cc.spriteFrameCache.getSpriteFrame(frameName);
this.initWithSpriteFrame(spriteFrame);
} else {
//init with filename and rect
this.init(fileName, rect);
}
} else if (cc.isObject(fileName)) {
if (fileName instanceof cc.Texture2D) {
//init with texture and rect
this.initWithTexture(fileName, rect);
} else if (fileName instanceof cc.SpriteFrame) {
//init with a sprite frame
this.initWithSpriteFrame(fileName);
}
}
cc.renderer.pushRenderCommand(this._renderCmd);
},
visit: function () {
cc.renderer.pushRenderCommand(this._renderCmd);
cc.Sprite.prototype.visit.call(this);
},
/**
* set body
* @param {cp.Body} body
*/
setBody: function (body) {
this._body = body;
},
/**
* get body
* @returns {cp.Body}
*/
getBody: function () {
return this._body;
},
/**
* get position
* @return {cc.Point}
*/
getPosition: function () {
var locBody = this._body;
return {x: locBody.p.x, y: locBody.p.y};
},
/**
* get position x
* @return {Number}
*/
getPositionX: function () {
return this._body.p.x;
},
/**
* get position y
* @return {Number}
*/
getPositionY: function () {
return this._body.p.y;
},
/**
* set position
* @param {cc.Point|Number}newPosOrxValue
* @param {Number}yValue
*/
setPosition: function (newPosOrxValue, yValue) {
if (yValue === undefined) {
this._body.p.x = newPosOrxValue.x;
this._body.p.y = newPosOrxValue.y;
} else {
this._body.p.x = newPosOrxValue;
this._body.p.y = yValue;
}
},
/**
* set position x
* @param {Number} xValue
*/
setPositionX: function (xValue) {
this._body.p.x = xValue;
},
/**
* set position y
* @param {Number} yValue
*/
setPositionY: function (yValue) {
this._body.p.y = yValue;
},
_syncPosition: function () {
var locPosition = this._position, locBody = this._body;
if (locPosition.x !== locBody.p.x || locPosition.y !== locBody.p.y) {
cc.Sprite.prototype.setPosition.call(this, locBody.p.x, locBody.p.y);
}
},
/**
* get rotation
* @return {Number}
*/
getRotation: function () {
return this._ignoreBodyRotation ? this._rotationX : -cc.radiansToDegrees(this._body.a);
},
/**
* set rotation
* @param {Number} r
*/
setRotation: function (r) {
if (this._ignoreBodyRotation) {
cc.Sprite.prototype.setRotation.call(this, r);
} else {
this._body.a = -cc.degreesToRadians(r);
}
},
_syncRotation: function () {
var a = -cc.radiansToDegrees(this._body.a);
if (this._rotationX !== a) {
cc.Sprite.prototype.setRotation.call(this, a);
}
},
/**
* get the affine transform matrix of node to parent coordinate frame
* @return {cc.AffineTransform}
*/
getNodeToParentTransform: function () {
return this._renderCmd.getNodeToParentTransform();
},
/**
* whether dirty
* @return {Boolean}
*/
isDirty: function () {
return !this._body.isSleeping();
},
setDirty: function () {
},
/**
* set whether to ignore rotation of body
* @param {Boolean} b
*/
setIgnoreBodyRotation: function (b) {
this._ignoreBodyRotation = b;
},
_createRenderCmd: function () {
if (cc._renderType === cc.game.RENDER_TYPE_CANVAS)
return new cc.PhysicsSprite.CanvasRenderCmd(this);
else
return new cc.PhysicsSprite.WebGLRenderCmd(this);
}
};
/**
* @class
*/
cc.PhysicsSprite = cc.Sprite.extend(chipmunkAPI);
cc.PhysicsSprite._className = "PhysicsSprite";
var _p = cc.PhysicsSprite.prototype;
// Extended properties
/** @expose */
_p.body;
cc.defineGetterSetter(_p, "body", _p.getBody, _p.setBody);
/** @expose */
_p.dirty;
cc.defineGetterSetter(_p, "dirty", _p.isDirty, _p.setDirty);
/**
* Create a PhysicsSprite with filename and rect
* @deprecated since v3.0, please use new cc.PhysicsSprite(fileName, rect) instead
* @param {String|cc.Texture2D|cc.SpriteFrame} fileName
* @param {cc.Rect} rect
* @return {cc.PhysicsSprite}
*/
cc.PhysicsSprite.create = function (fileName, rect) {
return new cc.PhysicsSprite(fileName, rect);
};
/**
* @deprecated since v3.0, please use new cc.PhysicsSprite(spriteFrameName) instead
* @type {Function}
*/
cc.PhysicsSprite.createWithSpriteFrameName = cc.PhysicsSprite.create;
/**
* @deprecated since v3.0, please use new cc.PhysicsSprite(spriteFrame) instead
* @type {Function}
*/
cc.PhysicsSprite.createWithSpriteFrame = cc.PhysicsSprite.create;
})();