phaser/src/physics/impact/World.js

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// Phaser.Physics.Impact.World
var Body = require('./Body');
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var Class = require('../../utils/Class');
var COLLIDES = require('./COLLIDES');
var CollisionMap = require('./CollisionMap');
var GetFastValue = require('../../utils/object/GetFastValue');
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var Set = require('../../structs/Set');
var Solver = require('./Solver');
var TYPE = require('./TYPE');
var World = new Class({
initialize:
function World (scene, config)
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{
this.scene = scene;
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this.events = scene.sys.events;
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this.bodies = new Set();
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this.gravity = GetFastValue(config, 'gravity', 0);
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// Spatial hash cell dimensions
this.cellSize = GetFastValue(config, 'cellSize', 64);
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this.collisionMap = new CollisionMap();
this.timeScale = GetFastValue(config, 'timeScale', 1);
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// Impacts maximum time step is 20 fps.
this.maxStep = GetFastValue(config, 'maxStep', 0.05);
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this.enabled = true;
this.drawDebug = GetFastValue(config, 'debug', false);
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this.debugGraphic;
var _maxVelocity = GetFastValue(config, 'maxVelocity', 100);
this.defaults = {
debugShowBody: GetFastValue(config, 'debugShowBody', true),
debugShowVelocity: GetFastValue(config, 'debugShowVelocity', true),
bodyDebugColor: GetFastValue(config, 'debugBodyColor', 0xff00ff),
velocityDebugColor: GetFastValue(config, 'debugVelocityColor', 0x00ff00),
maxVelocityX: GetFastValue(config, 'maxVelocityX', _maxVelocity),
maxVelocityY: GetFastValue(config, 'maxVelocityY', _maxVelocity),
minBounceVelocity: GetFastValue(config, 'minBounceVelocity', 40),
gravityFactor: GetFastValue(config, 'gravityFactor', 1),
bounciness: GetFastValue(config, 'bounciness', 0)
};
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/**
* @property {object} walls - An object containing the 4 wall bodies that bound the physics world.
*/
this.walls = { left: null, right: null, top: null, bottom: null };
this.delta = 0;
this._lastId = 0;
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if (GetFastValue(config, 'setBounds', false))
{
var boundsConfig = config['setBounds'];
if (typeof boundsConfig === 'boolean')
{
this.setBounds();
}
else
{
var x = GetFastValue(boundsConfig, 'x', 0);
var y = GetFastValue(boundsConfig, 'y', 0);
var width = GetFastValue(boundsConfig, 'width', scene.sys.game.config.width);
var height = GetFastValue(boundsConfig, 'height', scene.sys.game.config.height);
var thickness = GetFastValue(boundsConfig, 'thickness', 64);
var left = GetFastValue(boundsConfig, 'left', true);
var right = GetFastValue(boundsConfig, 'right', true);
var top = GetFastValue(boundsConfig, 'top', true);
var bottom = GetFastValue(boundsConfig, 'bottom', true);
this.setBounds(x, y, width, height, thickness, left, right, top, bottom);
}
}
if (this.drawDebug)
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{
this.createDebugGraphic();
}
},
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setCollisionMap: function (tilesize, data)
{
this.collisionMap = new CollisionMap(tilesize, data);
return this.collisionMap;
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},
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/**
* Sets the bounds of the Physics world to match the given world pixel dimensions.
* You can optionally set which 'walls' to create: left, right, top or bottom.
* If none of the walls are given it will default to use the walls settings it had previously.
* I.e. if you previously told it to not have the left or right walls, and you then adjust the world size
* the newly created bounds will also not have the left and right walls.
* Explicitly state them in the parameters to override this.
*
* @method Phaser.Physics.P2#setBounds
* @param {number} x - The x coordinate of the top-left corner of the bounds.
* @param {number} y - The y coordinate of the top-left corner of the bounds.
* @param {number} width - The width of the bounds.
* @param {number} height - The height of the bounds.
* @param {boolean} [left=true] - If true will create the left bounds wall.
* @param {boolean} [right=true] - If true will create the right bounds wall.
* @param {boolean} [top=true] - If true will create the top bounds wall.
* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
*/
setBounds: function (x, y, width, height, thickness, left, right, top, bottom)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.scene.sys.game.config.width; }
if (height === undefined) { height = this.scene.sys.game.config.height; }
if (thickness === undefined) { thickness = 64; }
if (left === undefined) { left = true; }
if (right === undefined) { right = true; }
if (top === undefined) { top = true; }
if (bottom === undefined) { bottom = true; }
this.updateWall(left, 'left', x - thickness, y, thickness, height);
this.updateWall(right, 'right', x + width, y, thickness, height);
this.updateWall(top, 'top', x, y - thickness, width, thickness);
this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
return this;
},
// position = 'left', 'right', 'top' or 'bottom'
updateWall: function (add, position, x, y, width, height)
{
var wall = this.walls[position];
if (add)
{
if (wall)
{
wall.resetSize(x, y, width, height);
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}
else
{
this.walls[position] = this.create(x, y, width, height);
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this.walls[position].name = position;
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this.walls[position].gravityFactor = 0;
this.walls[position].collides = COLLIDES.FIXED;
}
}
else
{
if (wall)
{
this.bodies.remove(wall);
}
this.walls[position] = null;
}
},
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createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
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graphic.setZ(Number.MAX_SAFE_INTEGER);
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this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
},
getNextID: function ()
{
return this._lastId++;
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},
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create: function (x, y, sizeX, sizeY)
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{
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var body = new Body(this, x, y, sizeX, sizeY);
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this.bodies.set(body);
return body;
},
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remove: function (object)
{
this.bodies.delete(object);
},
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pause: function ()
{
this.enabled = false;
return this;
},
resume: function ()
{
this.enabled = true;
return this;
},
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postUpdate: function ()
{
// NOOP
},
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update: function (time, delta)
{
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if (!this.enabled || this.bodies.size === 0)
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{
return;
}
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// Impact uses a divided delta value that is clamped to the maxStep (20fps) maximum
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var clampedDelta = Math.min(delta / 1000, this.maxStep) * this.timeScale;
this.delta = clampedDelta;
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// Update all active bodies
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var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
var hash = {};
var size = this.cellSize;
for (i = 0; i < len; i++)
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{
body = bodies[i];
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if (body.enabled)
{
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body.update(clampedDelta);
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}
}
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// Run collision against them all now they're in the new positions from the update
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for (i = 0; i < len; i++)
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{
body = bodies[i];
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if (!body.skipHash())
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{
this.checkHash(body, hash, size);
}
}
if (this.drawDebug)
{
var graphics = this.debugGraphic;
graphics.clear();
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
}
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},
// Check the body against the spatial hash
checkHash: function (body, hash, size)
{
var checked = {};
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var xmin = Math.floor(body.pos.x / size);
var ymin = Math.floor(body.pos.y / size);
var xmax = Math.floor((body.pos.x + body.size.x) / size) + 1;
var ymax = Math.floor((body.pos.y + body.size.y) / size) + 1;
for (var x = xmin; x < xmax; x++)
{
for (var y = ymin; y < ymax; y++)
{
if (!hash[x])
{
hash[x] = {};
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hash[x][y] = [ body ];
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}
else if (!hash[x][y])
{
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hash[x][y] = [ body ];
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}
else
{
var cell = hash[x][y];
for (var c = 0; c < cell.length; c++)
{
if (body.touches(cell[c]) && !checked[cell[c].id])
{
checked[cell[c].id] = true;
this.checkBodies(body, cell[c]);
}
}
cell.push(body);
}
}
}
},
checkBodies: function (bodyA, bodyB)
{
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// 2 fixed bodies won't do anything
if (bodyA.collides === COLLIDES.FIXED && bodyB.collides === COLLIDES.FIXED)
{
return;
}
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// bitwise checks
if (bodyA.checkAgainst & bodyB.type)
{
bodyA.check(bodyB);
}
if (bodyB.checkAgainst & bodyA.type)
{
bodyB.check(bodyA);
}
if (bodyA.collides && bodyB.collides && bodyA.collides + bodyB.collides > COLLIDES.ACTIVE)
{
Solver(this, bodyA, bodyB);
}
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},
//////////////
// Helpers //
//////////////
setCollidesNever: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].collides = COLLIDES.NEVER;
}
return this;
},
setLite: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].collides = COLLIDES.LITE;
}
return this;
},
setPassive: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].collides = COLLIDES.PASSIVE;
}
return this;
},
setActive: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].collides = COLLIDES.ACTIVE;
}
return this;
},
setFixed: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].collides = COLLIDES.FIXED;
}
return this;
},
setTypeNone: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].type = TYPE.NONE;
}
return this;
},
setTypeA: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].type = TYPE.A;
}
return this;
},
setTypeB: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].type = TYPE.B;
}
return this;
},
setAvsB: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].type = TYPE.A;
bodies[i].checkAgainst = TYPE.B;
}
return this;
},
setBvsA: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].type = TYPE.B;
bodies[i].checkAgainst = TYPE.A;
}
return this;
},
setCheckAgainstNone: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].checkAgainst = TYPE.NONE;
}
return this;
},
setCheckAgainstA: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].checkAgainst = TYPE.A;
}
return this;
},
setCheckAgainstB: function (bodies)
{
for (var i = 0; i < bodies.length; i++)
{
bodies[i].checkAgainst = TYPE.B;
}
return this;
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},
shutdown: function ()
{
},
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destroy: function ()
{
this.scene = null;
this.events = null;
this.bodies.clear();
this.bodies = null;
this.collisionMap = null;
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}
});
module.exports = World;