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https://github.com/tiennm99/fbird.git
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443 lines
15 KiB
JavaScript
Vendored
443 lines
15 KiB
JavaScript
Vendored
/**
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* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2008-2010 Ricardo Quesada
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* Copyright (c) 2011-2012 cocos2d-x.org
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* Copyright (c) 2013-2014 Chukong Technologies Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/** A CCSprite subclass that is bound to a physics body.
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It works with:
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- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
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- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
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- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
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Features and Limitations:
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- Scale and Skew properties are ignored.
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- Position and rotation are going to updated from the physics body
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- If you update the rotation or position manually, the physics body will be updated
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- You can't eble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
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*/
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(function () {
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var box2dAPI = {
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_ignoreBodyRotation: false,
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_body: null,
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_PTMRatio: 32,
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_rotation: 1,
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/**
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* Create a PhysicsSprite with filename and rect
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* Constructor of cc.PhysicsSprite for Box2d
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* @param {String|cc.Texture2D|cc.SpriteFrame} fileName
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* @param {cc.Rect} rect
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* @example
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*
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* 1.Create a sprite with image path and rect
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* var physicsSprite1 = new cc.PhysicsSprite("res/HelloHTML5World.png");
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* var physicsSprite2 = new cc.PhysicsSprite("res/HelloHTML5World.png",cc.rect(0,0,480,320));
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*
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* 2.Create a sprite with a sprite frame name. Must add "#" before fame name.
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* var physicsSprite = new cc.PhysicsSprite('#grossini_dance_01.png');
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*
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* 3.Create a sprite with a sprite frame
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* var spriteFrame = cc.spriteFrameCache.getSpriteFrame("grossini_dance_01.png");
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* var physicsSprite = new cc.PhysicsSprite(spriteFrame);
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*
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* 4.Creates a sprite with an existing texture contained in a CCTexture2D object
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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* var texture = cc.textureCache.addImage("HelloHTML5World.png");
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* var physicsSprite1 = new cc.PhysicsSprite(texture);
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* var physicsSprite2 = new cc.PhysicsSprite(texture, cc.rect(0,0,480,320));
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*
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*/
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ctor: function (fileName, rect) {
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cc.Sprite.prototype.ctor.call(this);
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if (fileName === undefined) {
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cc.PhysicsSprite.prototype.init.call(this);
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} else if (cc.isString(fileName)) {
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if (fileName[0] === "#") {
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//init with a sprite frame name
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var frameName = fileName.substr(1, fileName.length - 1);
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var spriteFrame = cc.spriteFrameCache.getSpriteFrame(frameName);
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this.initWithSpriteFrame(spriteFrame);
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} else {
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//init with filename and rect
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this.init(fileName, rect);
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}
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} else if (cc.isObject(fileName)) {
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if (fileName instanceof cc.Texture2D) {
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//init with texture and rect
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this.initWithTexture(fileName, rect);
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} else if (fileName instanceof cc.SpriteFrame) {
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//init with a sprite frame
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this.initWithSpriteFrame(fileName);
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}
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}
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//this._transformCmd = new cc.PhysicsSpriteTransformCmdCanvas(this);
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//cc.rendererCanvas.pushRenderCommand(this._transformCmd);
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},
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//visit: function(){
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// cc.Sprite.prototype.visit.call(this);
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// cc.rendererCanvas.pushRenderCommand(this._transformCmd);
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//},
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/**
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* set body
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* @param {Box2D.Dynamics.b2Body} body
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*/
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setBody: function (body) {
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this._body = body;
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},
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/**
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* get body
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* @return {Box2D.Dynamics.b2Body}
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*/
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getBody: function () {
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return this._body;
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},
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/**
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* set PTM ratio
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* @param {Number} r
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*/
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setPTMRatio: function (r) {
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this._PTMRatio = r;
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},
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/**
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* get PTM ration
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* @return {Number}
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*/
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getPTMRatio: function () {
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return this._PTMRatio;
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},
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/**
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* get position
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* @return {cc.Point}
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*/
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getPosition: function () {
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var pos = this._body.GetPosition();
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var locPTMRatio = this._PTMRatio;
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return cc.p(pos.x * locPTMRatio, pos.y * locPTMRatio);
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},
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/**
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* set position
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* @param {cc.Point} p
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*/
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setPosition: function (p) {
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var angle = this._body.GetAngle();
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var locPTMRatio = this._PTMRatio;
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this._body.setTransform(Box2D.b2Vec2(p.x / locPTMRatio, p.y / locPTMRatio), angle);
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this.setNodeDirty();
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},
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/**
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* get rotation
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* @return {Number}
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*/
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getRotation: function () {
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return (this._ignoreBodyRotation ? cc.radiansToDegrees(this._rotationRadians) : cc.radiansToDegrees(this._body.GetAngle()));
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},
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/**
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* set rotation
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* @param {Number} r
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*/
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setRotation: function (r) {
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if (this._ignoreBodyRotation) {
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this._rotation = r;
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} else {
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var locBody = this._body;
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var p = locBody.GetPosition();
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locBody.SetTransform(p, cc.degreesToRadians(r));
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}
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this.setNodeDirty();
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},
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_syncPosition: function () {
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var locPosition = this._position,
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pos = this._body.GetPosition(),
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x = pos.x * this._PTMRatio,
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y = pos.y * this._PTMRatio;
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if (locPosition.x !== pos.x || locPosition.y !== pos.y) {
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cc.Sprite.prototype.setPosition.call(this, x, y);
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}
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},
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_syncRotation: function () {
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this._rotationRadians = this._body.GetAngle();
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var a = cc.radiansToDegrees(this._rotationRadians);
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if (this._rotationX !== a) {
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cc.Sprite.prototype.setRotation.call(this, a);
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}
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},
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/**
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* set whether to ingore body's rotation
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* @param {Boolean} b
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*/
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setIgnoreBodyRotation: function (b) {
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this._ignoreBodyRotation = b;
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}
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};
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var chipmunkAPI = {
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_ignoreBodyRotation: false,
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_body: null, //physics body
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_rotation: 1,
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/**
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* Create a PhysicsSprite with filename and rect
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* Constructor of cc.PhysicsSprite for chipmunk
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* @param {String|cc.Texture2D|cc.SpriteFrame} fileName
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* @param {cc.Rect} rect
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* @example
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*
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* 1.Create a sprite with image path and rect
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* var physicsSprite1 = new cc.PhysicsSprite("res/HelloHTML5World.png");
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* var physicsSprite2 = new cc.PhysicsSprite("res/HelloHTML5World.png",cc.rect(0,0,480,320));
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*
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* 2.Create a sprite with a sprite frame name. Must add "#" before frame name.
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* var physicsSprite = new cc.PhysicsSprite('#grossini_dance_01.png');
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*
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* 3.Create a sprite with a sprite frame
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* var spriteFrame = cc.spriteFrameCache.getSpriteFrame("grossini_dance_01.png");
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* var physicsSprite = new cc.PhysicsSprite(spriteFrame);
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*
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* 4.Creates a sprite with an exsiting texture contained in a CCTexture2D object
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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* var texture = cc.textureCache.addImage("HelloHTML5World.png");
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* var physicsSprite1 = new cc.PhysicsSprite(texture);
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* var physicsSprite2 = new cc.PhysicsSprite(texture, cc.rect(0,0,480,320));
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*
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*/
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ctor: function (fileName, rect) {
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cc.Sprite.prototype.ctor.call(this);
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if (fileName === undefined) {
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cc.PhysicsSprite.prototype.init.call(this);
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} else if (cc.isString(fileName)) {
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if (fileName[0] === "#") {
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//init with a sprite frame name
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var frameName = fileName.substr(1, fileName.length - 1);
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var spriteFrame = cc.spriteFrameCache.getSpriteFrame(frameName);
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this.initWithSpriteFrame(spriteFrame);
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} else {
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//init with filename and rect
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this.init(fileName, rect);
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}
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} else if (cc.isObject(fileName)) {
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if (fileName instanceof cc.Texture2D) {
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//init with texture and rect
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this.initWithTexture(fileName, rect);
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} else if (fileName instanceof cc.SpriteFrame) {
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//init with a sprite frame
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this.initWithSpriteFrame(fileName);
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}
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}
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cc.renderer.pushRenderCommand(this._renderCmd);
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},
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visit: function () {
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cc.renderer.pushRenderCommand(this._renderCmd);
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cc.Sprite.prototype.visit.call(this);
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},
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/**
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* set body
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* @param {cp.Body} body
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*/
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setBody: function (body) {
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this._body = body;
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},
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/**
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* get body
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* @returns {cp.Body}
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*/
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getBody: function () {
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return this._body;
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},
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/**
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* get position
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* @return {cc.Point}
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*/
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getPosition: function () {
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var locBody = this._body;
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return {x: locBody.p.x, y: locBody.p.y};
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},
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/**
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* get position x
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* @return {Number}
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*/
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getPositionX: function () {
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return this._body.p.x;
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},
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/**
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* get position y
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* @return {Number}
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*/
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getPositionY: function () {
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return this._body.p.y;
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},
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/**
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* set position
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* @param {cc.Point|Number}newPosOrxValue
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* @param {Number}yValue
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*/
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setPosition: function (newPosOrxValue, yValue) {
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if (yValue === undefined) {
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this._body.p.x = newPosOrxValue.x;
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this._body.p.y = newPosOrxValue.y;
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} else {
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this._body.p.x = newPosOrxValue;
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this._body.p.y = yValue;
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}
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},
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/**
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* set position x
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* @param {Number} xValue
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*/
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setPositionX: function (xValue) {
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this._body.p.x = xValue;
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},
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/**
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* set position y
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* @param {Number} yValue
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*/
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setPositionY: function (yValue) {
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this._body.p.y = yValue;
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},
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_syncPosition: function () {
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var locPosition = this._position, locBody = this._body;
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if (locPosition.x !== locBody.p.x || locPosition.y !== locBody.p.y) {
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cc.Sprite.prototype.setPosition.call(this, locBody.p.x, locBody.p.y);
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}
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},
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/**
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* get rotation
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* @return {Number}
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*/
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getRotation: function () {
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return this._ignoreBodyRotation ? this._rotationX : -cc.radiansToDegrees(this._body.a);
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},
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/**
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* set rotation
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* @param {Number} r
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*/
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setRotation: function (r) {
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if (this._ignoreBodyRotation) {
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cc.Sprite.prototype.setRotation.call(this, r);
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} else {
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this._body.a = -cc.degreesToRadians(r);
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}
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},
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_syncRotation: function () {
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var a = -cc.radiansToDegrees(this._body.a);
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if (this._rotationX !== a) {
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cc.Sprite.prototype.setRotation.call(this, a);
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}
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},
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/**
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* get the affine transform matrix of node to parent coordinate frame
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* @return {cc.AffineTransform}
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*/
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getNodeToParentTransform: function () {
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return this._renderCmd.getNodeToParentTransform();
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},
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/**
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* whether dirty
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* @return {Boolean}
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*/
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isDirty: function () {
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return !this._body.isSleeping();
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},
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setDirty: function () {
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},
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/**
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* set whether to ignore rotation of body
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* @param {Boolean} b
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*/
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setIgnoreBodyRotation: function (b) {
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this._ignoreBodyRotation = b;
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},
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_createRenderCmd: function () {
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if (cc._renderType === cc.game.RENDER_TYPE_CANVAS)
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return new cc.PhysicsSprite.CanvasRenderCmd(this);
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else
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return new cc.PhysicsSprite.WebGLRenderCmd(this);
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}
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};
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/**
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* @class
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*/
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cc.PhysicsSprite = cc.Sprite.extend(chipmunkAPI);
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cc.PhysicsSprite._className = "PhysicsSprite";
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var _p = cc.PhysicsSprite.prototype;
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// Extended properties
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/** @expose */
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_p.body;
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cc.defineGetterSetter(_p, "body", _p.getBody, _p.setBody);
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/** @expose */
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_p.dirty;
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cc.defineGetterSetter(_p, "dirty", _p.isDirty, _p.setDirty);
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/**
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* Create a PhysicsSprite with filename and rect
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* @deprecated since v3.0, please use new cc.PhysicsSprite(fileName, rect) instead
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* @param {String|cc.Texture2D|cc.SpriteFrame} fileName
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* @param {cc.Rect} rect
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* @return {cc.PhysicsSprite}
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*/
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cc.PhysicsSprite.create = function (fileName, rect) {
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return new cc.PhysicsSprite(fileName, rect);
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};
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/**
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* @deprecated since v3.0, please use new cc.PhysicsSprite(spriteFrameName) instead
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* @type {Function}
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*/
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cc.PhysicsSprite.createWithSpriteFrameName = cc.PhysicsSprite.create;
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/**
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* @deprecated since v3.0, please use new cc.PhysicsSprite(spriteFrame) instead
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* @type {Function}
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*/
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cc.PhysicsSprite.createWithSpriteFrame = cc.PhysicsSprite.create;
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})();
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