104 lines
2.7 KiB
Dart

part of skysprites;
abstract class Constraint {
void preUpdate(Node node, double dt) {
}
void constrain(Node node, double dt);
}
double _dampenRotation(double src, double dst, double dampening) {
if (dampening == null)
return dst;
double delta = dst - src;
while (delta > 180.0) delta -= 360;
while (delta < -180) delta += 360;
delta *= dampening;
return src + delta;
}
class ConstraintRotationToMovement extends Constraint {
ConstraintRotationToMovement({this.baseRotation: 0.0, this.dampening});
final double dampening;
final double baseRotation;
Point _lastPosition;
void preUpdate(Node node, double dt) {
_lastPosition = node.position;
}
void constrain(Node node, double dt) {
if (_lastPosition == null) return;
if (_lastPosition == node.position) return;
// Get the target angle
Offset offset = node.position - _lastPosition;
double target = degrees(GameMath.atan2(offset.dy, offset.dx)) + baseRotation;
node.rotation = _dampenRotation(node.rotation, target, dampening);
}
}
class ConstraintRotationToNode extends Constraint {
ConstraintRotationToNode(this.targetNode, {this.baseRotation: 0.0, this.dampening});
final Node targetNode;
final double baseRotation;
final double dampening;
void constrain(Node node, double dt) {
Offset offset;
if (targetNode.spriteBox != node.spriteBox) {
// The target node is in another sprite box or has been removed
return;
}
if (targetNode.parent == node.parent) {
offset = targetNode.position - node.position;
} else {
offset = node.convertPointToBoxSpace(Point.origin)
- targetNode.convertPointToBoxSpace(Point.origin);
}
double target = degrees(GameMath.atan2(offset.dy, offset.dx)) + baseRotation;
node.rotation = _dampenRotation(node.rotation, target, dampening);
}
}
class ConstraintPositionToNode extends Constraint {
ConstraintPositionToNode(this.targetNode, {this.dampening, this.offset: Offset.zero});
final Node targetNode;
final Offset offset;
final double dampening;
void constrain(Node node, double dt) {
Point targetPosition;
if (targetNode.spriteBox != node.spriteBox || node.parent == null) {
// The target node is in another sprite box or has been removed
return;
}
if (targetNode.parent == node.parent) {
targetPosition = targetNode.position;
} else {
targetPosition = node.parent.convertPointFromNode(Point.origin, targetNode);
}
if (offset != null)
targetPosition += offset;
if (dampening == null)
node.position = targetPosition;
else
node.position = GameMath.filterPoint(node.position, targetPosition, dampening);
}
}