Created
December 15, 2016 05:23
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Phaser plugin that draws a shockwave as an expanding line
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const size = 48; | |
const maxFrames = 6; | |
const blastRadius = 23; | |
export default class Shockwave extends Phaser.Plugin { | |
constructor(game, parent) { | |
super(game, parent); | |
this.firing = false; | |
this.x = this.y = 0; | |
this.radius = 0; | |
this.radiusDelta = 2; | |
this.currentFrame = 0; | |
this.frames = []; | |
this.images = []; | |
for (let i = 0; i < maxFrames; i++) { | |
const bmd = game.make.bitmapData(size, size); | |
const image = game.add.image(0, 0, bmd); | |
image.anchor.setTo(0.5); | |
image.visible = false; | |
this.frames.push(bmd); | |
this.images.push(image); | |
} | |
setTimeout(() => { | |
const { player } = game; | |
this.fire(player.x, player.y); | |
}, 3000); | |
} | |
fire(x, y) { | |
if (this.firing) { | |
return; | |
} | |
this.firing = true; | |
this.x = x; | |
this.y = y; | |
this.radius = 0; | |
this.frames.forEach(frame => frame.cls()); | |
this.images.forEach(image => { | |
image.x = x; | |
image.y = y; | |
}); | |
} | |
update() { | |
if (!this.firing) { | |
return; | |
} | |
if (this.radius > blastRadius) { | |
this.firing = false; | |
this.images.forEach(image => image.visible = false); | |
} | |
} | |
render() { | |
if (!this.firing) { | |
return; | |
} | |
let currentImage = this.images[this.currentFrame]; | |
currentImage.visible = false; | |
const frame = this.frames[this.currentFrame]; | |
frame.cls(); | |
if (this.radius < blastRadius) { | |
// const colorComponent = Math.floor((blastRadius - this.radius)).toString(16); | |
const { ctx } = frame; | |
ctx.strokeStyle = '#ffffff'; | |
ctx.lineWidth = 1; | |
ctx.beginPath(); | |
// consider bmp.circle | |
ctx.arc(size / 2, size / 2, this.radius, 0, Math.PI * 2); | |
ctx.stroke(); | |
} | |
for (let i = 1; i < 5; i++) { | |
let ghostFrameIndex = this.currentFrame - i; | |
if (ghostFrameIndex < 0) { | |
ghostFrameIndex = this.frames.length + ghostFrameIndex; | |
} | |
const ghostFrame = this.frames[ghostFrameIndex]; | |
frame.copy(ghostFrame, 0, 0, size, size, 0, 0, size, size, 0, 0, 0, 1, 1, 0.45 / i); | |
} | |
frame.render(); | |
this.currentFrame += 1; | |
if (this.currentFrame >= this.frames.length) { | |
this.currentFrame = 0; | |
} | |
currentImage = this.images[this.currentFrame]; | |
currentImage.visible = true; | |
this.radius += this.radiusDelta; | |
this.radiusDelta = Math.max(0.1, this.radiusDelta - 0.1); | |
} | |
} |
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