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@@ -1,101 +0,0 @@
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-
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- * Shape2D.js
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- ************************************************************************
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- * Copyright (c) 2021 Pedro Tonini Rosenberg Schneider.
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- *
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- * This file is part of Pandora.
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- *
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- * Pandora is free software: you can redistribute it and/or modify
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- * it under the terms of the GNU General Public License as published by
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- * the Free Software Foundation, either version 3 of the License, or
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- * (at your option) any later version.
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- *
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- * Pandora is distributed in the hope that it will be useful,
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- * but WITHOUT ANY WARRANTY; without even the implied warranty of
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- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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- * GNU General Public License for more details.
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- *
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- * You should have received a copy of the GNU General Public License
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- * along with Pandora. If not, see <https:
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- *************************************************************************/
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-
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-
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- * The {@code Shape2D} class represents a GameObject that inherits from
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- * Object2D and extends its functionality to automatically draw a Shape on the
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- * buffer, according to the data passed by a Shape component.
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- *
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- * ! All GameObjects need to be inside the tree to do anything (can be added as a child
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- * ! of another GameObject on the tree or as a root).
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- *
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- * @author Pedro Schneider
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- *
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- * @class
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- */
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-class Shape2D extends Object2D
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-{
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-
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- * Initializes a Shape2D GameObject with the specified parameters.
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- *
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- * @param {String} name name for this Shape2D;
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- * @param {SHAPES} shapeType type of the shape for this Shape2D.
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- * @param {Shape} shape dta for the shape of this Shape2D.
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- *
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- * @constructor
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- */
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- constructor(name, shapeType = null, shape = null)
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- {
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- super(name);
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-
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- this.shapeType = shapeType;
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- this.shape = shape;
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-
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- this.shapeMode = CORNER;
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- this.fillColor = color(255);
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- this.noFill = false;
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- this.strokeWeight = 1;
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- this.strokeColor = color(0);
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- this.noStroke = false;
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- }
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-
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-
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- * Applies this Object2D's transform before calling this GameObject's _draw() callback
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- * and recursively calls the same callback on all of it's children. Also draws a shape
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- * on the buffer based on the data passed to this GameObject.
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- *
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- * @param {number} delta number in seconds ellapsed since the last frame.
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- * @param {p5.Graphics} db secondary buffer to draw to.
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- *
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- * @override
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- */
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- draw(delta, db)
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- {
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- db.push();
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- db.translate(this.position.x, this.position.y);
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- db.rotate(this.rotationDegrees);
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- db.scale(this.scale.x, this.scale.y);
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-
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- db.fill(this.fillColor);
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- db.strokeWeight(this.strokeWeight)
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- db.stroke(this.strokeColor);
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-
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- if (this.noFill) db.noFill();
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- if (this.noStroke) db.noStroke();
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- switch (this.shapeType)
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- {
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- case SHAPES.RECT:
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- db.rectMode(this.shapeMode);
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- db.rect(0, 0, this.shape.w, this.shape.h);
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- break;
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- case SHAPES.ELLIPSE:
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- db.ellipseMode(this.shapeMode);
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- db.ellipse(0, 0, this.shape.rx, this.shape.ry);
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- }
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-
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- this._draw(delta, db);
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-
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- for (let i = 0; i < this.children.length; i++)
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- this.children[i].draw(delta, db);
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-
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- db.pop()
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- }
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-}
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