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How To Create VirtualJoystick with Phaser 3
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export class VirtualJoystick extends Phaser.GameObjects.Sprite { | |
constructor(scene, x, y, {texture, container, controlled}) { | |
super(scene, x, y, container); | |
scene.add.existing(this); | |
this._touchStart = false; | |
this._threshold = 45; | |
this._startPos = { x: x, y: y }; | |
this._controller = scene.add.sprite(x, y, texture); | |
this._controlled = controlled; | |
this._controlSpeed = 125; | |
this._currPointer = null; | |
this._direction = {x: 0, y: 0}; | |
this._deltaPos = {x: 0, y: 0}; | |
this.setInteractiveControl(); | |
} | |
/** | |
* @param {number} value Set speed of object to control, will be div by 50 if not physics based | |
*/ | |
set controlSpeed(value){ | |
this._controlSpeed = value; | |
} | |
/** | |
* Set x position | |
* @override | |
*/ | |
setX(value){ | |
super.setX(value); | |
this._controller.setX(value); | |
} | |
/** | |
* Set y position | |
* @override | |
*/ | |
setY(value){ | |
super.setY(value); | |
this._controller.setY(value); | |
} | |
/** | |
* Set (x, y | x) position | |
* @override | |
* @param {number} x | |
* @param {number} y | |
*/ | |
setPosition(x, y = x){ | |
super.setPosition(x, y); | |
if (this._controller){ | |
this._controller.setPosition(x, y); | |
} | |
} | |
setInteractiveControl(){ | |
this._controller.setInteractive({useHandCursor: true, draggable: true}); | |
this.scene.input.on('dragstart', (pointer) => { | |
this._touchStart = true; | |
this._currPointer = pointer; | |
}) | |
.on('drag', (pointer) => { | |
this._currPointer = pointer; | |
}) | |
.on('dragend', () => { | |
this._touchStart = false; | |
this._controller.setPosition(this._startPos.x, this._startPos.y); | |
}); | |
} | |
simulateObjectToControl(){ | |
this._controlled.x += this._direction.x * (this._controlSpeed / 50); | |
this._controlled.y += this._direction.y * (this._controlSpeed / 50); | |
} | |
update(){ | |
if (this._touchStart){ | |
this._deltaPos = { | |
x: this._currPointer.x - this._startPos.x, | |
y: this._currPointer.y - this._startPos.y | |
}; | |
this._direction = {x: this._deltaPos.x, y: this._deltaPos.y}; | |
const magnitude = Phaser.Geom.Point.GetMagnitude(this._deltaPos); | |
Phaser.Geom.Point.SetMagnitude(this._direction, 1); // Normalized | |
if (magnitude > this._threshold){ | |
Phaser.Geom.Point.SetMagnitude(this._deltaPos, this._threshold); | |
} | |
this._deltaPos.x += this._startPos.x; | |
this._deltaPos.y += this._startPos.y; | |
this._controller.setPosition(this._deltaPos.x, this._deltaPos.y); | |
this.simulateObjectToControl(); | |
} | |
} | |
} |
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