# src/pixi/extras/Rope.js - Pixi.JS

#

API Docs for: 1.0.0
Show: Inherited Protected Private Deprecated

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

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

    PIXI.Rope = function(texture, points)
    {
    	PIXI.Strip.call( this, texture );
    	this.points = points;

    	try
    	{
    		this.verticies = new Float32Array( points.length * 4);
    		this.uvs = new Float32Array( points.length * 4);
    		this.colors = new Float32Array(  points.length * 2);
    		this.indices = new Uint16Array( points.length * 2);
    	}
    	catch(error)
    	{
    		this.verticies = verticies

    		this.uvs = uvs
    		this.colors = colors
    		this.indices = indices
    	}

    	this.refresh();
    }

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

    PIXI.Rope.prototype.refresh = function()
    {
    	var points = this.points;
    	if(points.length < 1)return;

    	var uvs = this.uvs
    	var indices = this.indices;
    	var colors = this.colors;

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

    	this.count-=0.2;

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

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

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

    	var total = points.length;

    	for (var i =  1; i < total; i++)
    	{

    		var point = points[i];
    		var index = i * 4;
    		// time to do some smart drawing!
    		var 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;
    	}
    }

    PIXI.Rope.prototype.updateTransform = function()
    {

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

    	var verticies = this.verticies

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

    	this.count-=0.2;

    	verticies[0] = point.x + perp.x
    	verticies[1] = point.y + perp.y //+ 200
    	verticies[2] = point.x - perp.x
    	verticies[3] = point.y - perp.y//+200
    	// time to do some smart drawing!

    	var total = points.length;

    	for (var i =  1; i < total; i++)
    	{

    		var point = points[i];
    		var 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;

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

    		var perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
    		var 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 );
    }

    PIXI.Rope.prototype.setTexture = function(texture)
    {
    	// stop current texture
    	this.texture = texture;
    	this.updateFrame = true;
    }