#

API Docs for: 1.6.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/extras/Rope.js

    /* @author Mat Groves http://matgroves.com/ @Doormat23
     */

    /**
     *
     * @class Rope
     * @constructor
     * @param texture {Texture} The texture to use
     * @param points {Array}
     *
     */
    PIXI.Rope = function(texture, points)
    {
        PIXI.Strip.call( this, texture );
        this.points = points;

        this.verticies = new PIXI.Float32Array(points.length * 4);
        this.uvs = new PIXI.Float32Array(points.length * 4);
        this.colors = new PIXI.Float32Array(points.length * 2);
        this.indices = new PIXI.Uint16Array(points.length * 2);

        this.refresh();
    };

    // constructor
    PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
    PIXI.Rope.prototype.constructor = PIXI.Rope;

    /*
     * Refreshes
     *
     * @method refresh
     */
    PIXI.Rope.prototype.refresh = function()
    {
        var points = this.points;
        if(points.length < 1) return;

        var uvs = this.uvs;

        var lastPoint = points[0];
        var indices = this.indices;
        var colors = this.colors;

        this.count-=0.2;

        uvs[0] = 0;
        uvs[1] = 0;
        uvs[2] = 0;
        uvs[3] = 1;

        colors[0] = 1;
        colors[1] = 1;

        indices[0] = 0;
        indices[1] = 1;

        var total = points.length,
            point, index, amount;

        for (var i = 1; i < total; i++)
        {
            point = points[i];
            index = i * 4;
            // time to do some smart drawing!
            amount = i / (total-1);

            if(i%2)
            {
                uvs[index] = amount;
                uvs[index+1] = 0;

                uvs[index+2] = amount;
                uvs[index+3] = 1;
            }
            else
            {
                uvs[index] = amount;
                uvs[index+1] = 0;

                uvs[index+2] = amount;
                uvs[index+3] = 1;
            }

            index = i * 2;
            colors[index] = 1;
            colors[index+1] = 1;

            index = i * 2;
            indices[index] = index;
            indices[index + 1] = index + 1;

            lastPoint = point;
        }
    };

    /*
     * Updates the object transform for rendering
     *
     * @method updateTransform
     * @private
     */
    PIXI.Rope.prototype.updateTransform = function()
    {

        var points = this.points;
        if(points.length < 1)return;

        var lastPoint = points[0];
        var nextPoint;
        var perp = {x:0, y:0};

        this.count-=0.2;

        var verticies = this.verticies;
        var total = points.length,
            point, index, ratio, perpLength, num;

        for (var i = 0; i < total; i++)
        {
            point = points[i];
            index = i * 4;

            if(i < points.length-1)
            {
                nextPoint = points[i+1];
            }
            else
            {
                nextPoint = point;
            }

            perp.y = -(nextPoint.x - lastPoint.x);
            perp.x = nextPoint.y - lastPoint.y;

            ratio = (1 - (i / (total-1))) * 10;

            if(ratio > 1) ratio = 1;

            perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
            num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
            perp.x /= perpLength;
            perp.y /= perpLength;

            perp.x *= num;
            perp.y *= num;

            verticies[index] = point.x + perp.x;
            verticies[index+1] = point.y + perp.y;
            verticies[index+2] = point.x - perp.x;
            verticies[index+3] = point.y - perp.y;

            lastPoint = point;
        }

        PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
    };
    /*
     * Sets the texture that the Rope will use
     *
     * @method setTexture
     * @param texture {Texture} the texture that will be used
     */
    PIXI.Rope.prototype.setTexture = function(texture)
    {
        // stop current texture
        this.texture = texture;
        //this.updateFrame = true;
    };