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/ * *
* @ author Richard Davey < rich @ photonstorm . com >
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* @ copyright 2019 Photon Storm Ltd .
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* @ license { @ link https : //github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* /
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var ArrayAdd = require ( '../../utils/array/Add' ) ;
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var CircleContains = require ( '../../geom/circle/Contains' ) ;
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var CheckOverlapY = require ( './CheckOverlapY' ) ;
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var Class = require ( '../../utils/Class' ) ;
var CONST = require ( './const' ) ;
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var Events = require ( './events' ) ;
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var FuzzyEqual = require ( '../../math/fuzzy/Equal' ) ;
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var FuzzyGreaterThan = require ( '../../math/fuzzy/GreaterThan' ) ;
var FuzzyLessThan = require ( '../../math/fuzzy/LessThan' ) ;
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var RadToDeg = require ( '../../math/RadToDeg' ) ;
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var Rectangle = require ( '../../geom/rectangle/Rectangle' ) ;
var RectangleContains = require ( '../../geom/rectangle/Contains' ) ;
var Vector2 = require ( '../../math/Vector2' ) ;
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/ * *
* @ classdesc
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* A Dynamic Arcade Body .
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*
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* Its static counterpart is { @ link Phaser . Physics . Arcade . StaticBody } .
*
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* @ class Body
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* @ memberof Phaser . Physics . Arcade
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* @ constructor
* @ since 3.0 . 0
*
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* @ param { Phaser . Physics . Arcade . World } world - The Arcade Physics simulation this Body belongs to .
* @ param { Phaser . GameObjects . GameObject } gameObject - The Game Object this Body belongs to .
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* /
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var Body = new Class ( {
initialize :
function Body ( world , gameObject )
{
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var width = ( gameObject . width ) ? gameObject . width : 64 ;
var height = ( gameObject . height ) ? gameObject . height : 64 ;
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/ * *
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* The Arcade Physics simulation this Body belongs to .
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*
* @ name Phaser . Physics . Arcade . Body # world
* @ type { Phaser . Physics . Arcade . World }
* @ since 3.0 . 0
* /
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this . world = world ;
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/ * *
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* The Game Object this Body belongs to .
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*
* @ name Phaser . Physics . Arcade . Body # gameObject
* @ type { Phaser . GameObjects . GameObject }
* @ since 3.0 . 0
* /
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this . gameObject = gameObject ;
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/ * *
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* Transformations applied to this Body .
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*
* @ name Phaser . Physics . Arcade . Body # transform
* @ type { object }
* @ since 3.4 . 0
* /
this . transform = {
x : gameObject . x ,
y : gameObject . y ,
rotation : gameObject . angle ,
scaleX : gameObject . scaleX ,
scaleY : gameObject . scaleY ,
displayOriginX : gameObject . displayOriginX ,
displayOriginY : gameObject . displayOriginY
} ;
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/ * *
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* Whether the Body ' s boundary is drawn to the debug display .
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*
* @ name Phaser . Physics . Arcade . Body # debugShowBody
* @ type { boolean }
* @ since 3.0 . 0
* /
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this . debugShowBody = world . defaults . debugShowBody ;
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/ * *
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* Whether the Body ' s velocity is drawn to the debug display .
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*
* @ name Phaser . Physics . Arcade . Body # debugShowVelocity
* @ type { boolean }
* @ since 3.0 . 0
* /
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this . debugShowVelocity = world . defaults . debugShowVelocity ;
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/ * *
* Whether the Body ' s blocked faces are drawn to the debug display .
*
* @ name Phaser . Physics . Arcade . Body # debugShowVelocity
* @ type { boolean }
* @ since 3.17 . 0
* /
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this . debugShowBlocked = world . defaults . debugShowBlocked ;
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/ * *
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* The color of this Body on the debug display .
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*
* @ name Phaser . Physics . Arcade . Body # debugBodyColor
* @ type { integer }
* @ since 3.0 . 0
* /
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this . debugBodyColor = world . defaults . bodyDebugColor ;
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/ * *
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* Whether this Body is updated by the physics simulation .
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*
* @ name Phaser . Physics . Arcade . Body # enable
* @ type { boolean }
* @ default true
* @ since 3.0 . 0
* /
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this . enable = true ;
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/ * *
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* Whether this Body ' s boundary is circular ( true ) or rectangular ( false ) .
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*
* @ name Phaser . Physics . Arcade . Body # isCircle
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # setCircle
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* /
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this . isCircle = false ;
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/ * *
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* If this Body is circular , this is the unscaled radius of the Body ' s boundary , as set by setCircle ( ) , in source pixels .
* The true radius is equal to ` halfWidth ` .
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*
* @ name Phaser . Physics . Arcade . Body # radius
* @ type { number }
* @ default 0
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # setCircle
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* /
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this . radius = 0 ;
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/ * *
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* The offset of this Body 's position from its Game Object' s position , in source pixels .
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*
* @ name Phaser . Physics . Arcade . Body # offset
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # setOffset
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* /
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this . offset = new Vector2 ( ) ;
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/ * *
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* The position of this Body within the simulation .
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*
* @ name Phaser . Physics . Arcade . Body # position
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . position = new Vector2 ( gameObject . x , gameObject . y ) ;
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/ * *
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* The position of this Body during the previous step .
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*
* @ name Phaser . Physics . Arcade . Body # prev
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . prev = new Vector2 ( gameObject . x , gameObject . y ) ;
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/ * *
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* Whether this Body ' s ` rotation ` is affected by its angular acceleration and angular velocity .
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*
* @ name Phaser . Physics . Arcade . Body # allowRotation
* @ type { boolean }
* @ default true
* @ since 3.0 . 0
* /
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this . allowRotation = true ;
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/ * *
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* This body ' s rotation , in degrees , based on its angular acceleration and angular velocity .
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* The Body ' s rotation controls the ` angle ` of its Game Object .
* It doesn 't rotate the Body' s boundary , which is always an axis - aligned rectangle or a circle .
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*
* @ name Phaser . Physics . Arcade . Body # rotation
* @ type { number }
* @ since 3.0 . 0
* /
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this . rotation = gameObject . angle ;
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/ * *
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* The Body ' s rotation , in degrees , during the previous step .
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*
* @ name Phaser . Physics . Arcade . Body # preRotation
* @ type { number }
* @ since 3.0 . 0
* /
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this . preRotation = gameObject . angle ;
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/ * *
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* The width of the Body ' s boundary , in pixels .
* If the Body is circular , this is also the Body ' s diameter .
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*
* @ name Phaser . Physics . Arcade . Body # width
* @ type { number }
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* @ default 64
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* @ since 3.0 . 0
* /
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this . width = width ;
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/ * *
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* The height of the Body ' s boundary , in pixels .
* If the Body is circular , this is also the Body ' s diameter .
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*
* @ name Phaser . Physics . Arcade . Body # height
* @ type { number }
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* @ default 64
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* @ since 3.0 . 0
* /
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this . height = height ;
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/ * *
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* The unscaled width of the Body , in source pixels , as set by setSize ( ) .
* The default is the width of the Body 's Game Object' s texture frame .
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*
* @ name Phaser . Physics . Arcade . Body # sourceWidth
* @ type { number }
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # setSize
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* /
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this . sourceWidth = width ;
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/ * *
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* The unscaled height of the Body , in source pixels , as set by setSize ( ) .
* The default is the height of the Body 's Game Object' s texture frame .
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*
* @ name Phaser . Physics . Arcade . Body # sourceHeight
* @ type { number }
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # setSize
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* /
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this . sourceHeight = height ;
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if ( gameObject . frame )
{
this . sourceWidth = gameObject . frame . realWidth ;
this . sourceHeight = gameObject . frame . realHeight ;
}
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/ * *
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* Half the Body ' s width , in pixels .
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*
* @ name Phaser . Physics . Arcade . Body # halfWidth
* @ type { number }
* @ since 3.0 . 0
* /
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this . halfWidth = Math . abs ( width / 2 ) ;
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/ * *
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* Half the Body ' s height , in pixels .
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*
* @ name Phaser . Physics . Arcade . Body # halfHeight
* @ type { number }
* @ since 3.0 . 0
* /
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this . halfHeight = Math . abs ( height / 2 ) ;
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/ * *
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* The center of the Body ' s boundary .
* The midpoint of its ` position ` ( top - left corner ) and its bottom - right corner .
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*
* @ name Phaser . Physics . Arcade . Body # center
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . center = new Vector2 ( gameObject . x + this . halfWidth , gameObject . y + this . halfHeight ) ;
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/ * *
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* The Body ' s velocity , in pixels per second .
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*
* @ name Phaser . Physics . Arcade . Body # velocity
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . velocity = new Vector2 ( ) ;
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/ * *
* The minimum velocity a body can move before it won ' t rebound and is considered for sleep .
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* The default is 15 but you may wish to change this based on game type .
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*
* @ name Phaser . Physics . Arcade . Body # minVelocity
* @ type { Phaser . Math . Vector2 }
* @ since 3.17 . 0
* /
this . minVelocity = new Vector2 ( 15 , 15 ) ;
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this . prevVelocity = new Vector2 ( ) ;
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/ * *
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* Is the Body asleep ? .
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*
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* @ name Phaser . Physics . Arcade . Body # sleeping
* @ type { boolean }
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* @ readonly
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* @ since 3.17 . 0
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* /
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this . sleeping = false ;
this . _sleep = 0 ;
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this . sleepIterations = 60 * world . positionIterations ;
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// 0 = none, 1 = soft block, 2 = hard block
this . forcePosition = 0 ;
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this . snapTo = null ;
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/ * *
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* The Body ' s absolute maximum change in position , in pixels per step .
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*
* @ name Phaser . Physics . Arcade . Body # deltaMax
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . deltaMax = new Vector2 ( ) ;
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/ * *
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* The Body ' s change in velocity , in pixels per second squared .
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*
* @ name Phaser . Physics . Arcade . Body # acceleration
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . acceleration = new Vector2 ( ) ;
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/ * *
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* Whether this Body ' s velocity is affected by its ` drag ` .
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*
* @ name Phaser . Physics . Arcade . Body # allowDrag
* @ type { boolean }
* @ default true
* @ since 3.0 . 0
* /
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this . allowDrag = true ;
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/ * *
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* Absolute loss of velocity due to movement , in pixels per second squared .
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* The x and y components are applied separately .
*
* When ` useDamping ` is true , this is 1 minus the damping factor .
* A value of 1 means the Body loses no velocity .
* A value of 0.95 means the Body loses 5 % of its velocity per step .
* A value of 0.5 means the Body loses 50 % of its velocity per step .
*
* Drag is applied only when ` acceleration ` is zero .
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*
* @ name Phaser . Physics . Arcade . Body # drag
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* @ type { ( Phaser . Math . Vector2 | number ) }
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* @ since 3.0 . 0
* /
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this . drag = new Vector2 ( ) ;
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/ * *
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* Whether this Body ' s position is affected by gravity ( local or world ) .
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*
* @ name Phaser . Physics . Arcade . Body # allowGravity
* @ type { boolean }
* @ default true
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # gravity
* @ see Phaser . Physics . Arcade . World # gravity
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* /
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this . allowGravity = true ;
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/ * *
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* Acceleration due to gravity ( specific to this Body ) , in pixels per second squared .
* Total gravity is the sum of this vector and the simulation ' s ` gravity ` .
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*
* @ name Phaser . Physics . Arcade . Body # gravity
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . World # gravity
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* /
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this . gravity = new Vector2 ( ) ;
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/ * *
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* Rebound following a collision , relative to 1.
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*
* @ name Phaser . Physics . Arcade . Body # bounce
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . bounce = new Vector2 ( ) ;
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/ * *
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* Rebound following a collision with the world boundary , relative to 1.
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* If null , ` bounce ` is used instead .
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*
* @ name Phaser . Physics . Arcade . Body # worldBounce
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* @ type { ? Phaser . Math . Vector2 }
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* @ default null
* @ since 3.0 . 0
* /
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this . worldBounce = null ;
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// If true this Body will dispatch events
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/ * *
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* Whether the simulation emits a ` worldbounds ` event when this Body collides with the world boundary ( and ` collideWorldBounds ` is also true ) .
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*
* @ name Phaser . Physics . Arcade . Body # onWorldBounds
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Events # WORLD _BOUNDS
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* /
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this . onWorldBounds = false ;
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/ * *
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* Whether the simulation emits a ` collide ` event when this Body collides with another .
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*
* @ name Phaser . Physics . Arcade . Body # onCollide
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Events # COLLIDE
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* /
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this . onCollide = false ;
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/ * *
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* Whether the simulation emits an ` overlap ` event when this Body overlaps with another .
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*
* @ name Phaser . Physics . Arcade . Body # onOverlap
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Events # OVERLAP
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* /
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this . onOverlap = false ;
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/ * *
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* The Body ' s absolute maximum velocity , in pixels per second .
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* The horizontal and vertical components are applied separately .
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*
* @ name Phaser . Physics . Arcade . Body # maxVelocity
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . maxVelocity = new Vector2 ( 10000 , 10000 ) ;
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/ * *
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* The maximum speed this Body is allowed to reach .
*
* If not negative it limits the scalar value of speed .
*
* Any negative value means no maximum is being applied .
*
* @ name Phaser . Physics . Arcade . Body # maxSpeed
* @ type { number }
* @ since 3.16 . 0
* /
this . maxSpeed = - 1 ;
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/ * *
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* If this Body is ` immovable ` and in motion , ` friction ` is the proportion of this Body ' s motion received by the riding Body on each axis , relative to 1.
* The default value ( 1 , 0 ) moves the riding Body horizontally in equal proportion to this Body and vertically not at all .
* The horizontal component ( x ) is applied only when two colliding Bodies are separated vertically .
* The vertical component ( y ) is applied only when two colliding Bodies are separated horizontally .
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*
* @ name Phaser . Physics . Arcade . Body # friction
* @ type { Phaser . Math . Vector2 }
* @ since 3.0 . 0
* /
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this . friction = new Vector2 ( 1 , 0 ) ;
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/ * *
* If this Body is using ` drag ` for deceleration this property controls how the drag is applied .
* If set to ` true ` drag will use a damping effect rather than a linear approach . If you are
* creating a game where the Body moves freely at any angle ( i . e . like the way the ship moves in
* the game Asteroids ) then you will get a far smoother and more visually correct deceleration
* by using damping , avoiding the axis - drift that is prone with linear deceleration .
*
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* If you enable this property then you should use far smaller ` drag ` values than with linear , as
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* they are used as a multiplier on the velocity . Values such as 0.95 will give a nice slow
* deceleration , where - as smaller values , such as 0.5 will stop an object almost immediately .
*
* @ name Phaser . Physics . Arcade . Body # useDamping
* @ type { boolean }
* @ default false
* @ since 3.10 . 0
* /
this . useDamping = false ;
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/ * *
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* The rate of change of this Body ' s ` rotation ` , in degrees per second .
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*
* @ name Phaser . Physics . Arcade . Body # angularVelocity
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . angularVelocity = 0 ;
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/ * *
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* The Body ' s angular acceleration ( change in angular velocity ) , in degrees per second squared .
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*
* @ name Phaser . Physics . Arcade . Body # angularAcceleration
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . angularAcceleration = 0 ;
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/ * *
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* Loss of angular velocity due to angular movement , in degrees per second .
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*
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* Angular drag is applied only when angular acceleration is zero .
*
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* @ name Phaser . Physics . Arcade . Body # angularDrag
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . angularDrag = 0 ;
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/ * *
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* The Body ' s maximum angular velocity , in degrees per second .
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*
* @ name Phaser . Physics . Arcade . Body # maxAngular
* @ type { number }
* @ default 1000
* @ since 3.0 . 0
* /
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this . maxAngular = 1000 ;
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/ * *
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* The Body ' s inertia , relative to a default unit ( 1 ) .
* With ` bounce ` , this affects the exchange of momentum ( velocities ) during collisions .
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*
* @ name Phaser . Physics . Arcade . Body # mass
* @ type { number }
* @ default 1
* @ since 3.0 . 0
* /
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this . mass = 1 ;
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/ * *
* The number of times the velocity is allowed to flip - flop before being reset to zero .
*
* @ name Phaser . Physics . Arcade . Body # relaxCount
* @ type { integer }
* @ default 10
* @ since 3.7 . 0
* /
this . relaxCount = 10 ;
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/ * *
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* The calculated angle of this Body ' s velocity vector , in degrees , during the last step .
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*
* @ name Phaser . Physics . Arcade . Body # angle
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . angle = 0 ;
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/ * *
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* The calculated magnitude of the Body ' s velocity , in pixels per second , during the last step .
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*
* @ name Phaser . Physics . Arcade . Body # speed
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . speed = 0 ;
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/ * *
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* The direction of the Body ' s velocity , as calculated during the last step .
* If the Body is moving on both axes ( diagonally ) , this describes motion on the vertical axis only .
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*
* @ name Phaser . Physics . Arcade . Body # facing
* @ type { integer }
* @ since 3.0 . 0
* /
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this . facing = CONST . FACING _NONE ;
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/ * *
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* Whether this Body can be moved by collisions with another Body .
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*
* @ name Phaser . Physics . Arcade . Body # immovable
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
* /
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this . immovable = false ;
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/ * *
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* Whether the Body ' s position and rotation are affected by its velocity , acceleration , drag , and gravity .
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*
* @ name Phaser . Physics . Arcade . Body # moves
* @ type { boolean }
* @ default true
* @ since 3.0 . 0
* /
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this . moves = true ;
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/ * *
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* A flag disabling the default horizontal separation of colliding bodies .
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* Pass your own ` collideCallback ` to the collider .
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*
* @ name Phaser . Physics . Arcade . Body # customSeparateX
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
* /
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this . customSeparateX = false ;
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/ * *
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* A flag disabling the default vertical separation of colliding bodies .
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* Pass your own ` collideCallback ` to the collider .
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*
* @ name Phaser . Physics . Arcade . Body # customSeparateY
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
* /
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this . customSeparateY = false ;
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/ * *
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* The amount of horizontal overlap ( before separation ) , if this Body is colliding with another .
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*
* @ name Phaser . Physics . Arcade . Body # overlapX
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . overlapX = 0 ;
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/ * *
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* The amount of vertical overlap ( before separation ) , if this Body is colliding with another .
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*
* @ name Phaser . Physics . Arcade . Body # overlapY
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . overlapY = 0 ;
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/ * *
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* The amount of overlap ( before separation ) , if this Body is circular and colliding with another circular body .
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*
* @ name Phaser . Physics . Arcade . Body # overlapR
* @ type { number }
* @ default 0
* @ since 3.0 . 0
* /
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this . overlapR = 0 ;
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/ * *
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* Whether this Body is overlapped with another and both are not moving .
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*
* @ name Phaser . Physics . Arcade . Body # embedded
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
* /
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this . embedded = false ;
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/ * *
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* Whether this Body interacts with the world boundary .
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*
* @ name Phaser . Physics . Arcade . Body # collideWorldBounds
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
* /
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this . collideWorldBounds = false ;
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/ * *
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* Whether this Body is checked for collisions and for which directions .
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* You can set ` checkCollision.none = true ` to disable collision checks .
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*
* @ name Phaser . Physics . Arcade . Body # checkCollision
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* @ type { Phaser . Physics . Arcade . Types . ArcadeBodyCollision }
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* @ since 3.0 . 0
* /
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this . checkCollision = { none : false , up : true , down : true , left : true , right : true } ;
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/ * *
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* Whether this Body is colliding with another and in which direction .
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*
* @ name Phaser . Physics . Arcade . Body # touching
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* @ type { Phaser . Physics . Arcade . Types . ArcadeBodyCollision }
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* @ since 3.0 . 0
* /
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this . touching = { none : true , up : false , down : false , left : false , right : false } ;
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/ * *
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* Whether this Body was colliding with another during the last step , and in which direction .
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*
* @ name Phaser . Physics . Arcade . Body # wasTouching
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* @ type { Phaser . Physics . Arcade . Types . ArcadeBodyCollision }
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* @ since 3.0 . 0
* /
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this . wasTouching = { none : true , up : false , down : false , left : false , right : false } ;
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/ * *
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* Whether this Body is blocked from moving in a given direction .
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*
* @ name Phaser . Physics . Arcade . Body # blocked
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* @ type { Phaser . Physics . Arcade . Types . ArcadeBodyCollision }
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* @ since 3.0 . 0
* /
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this . blocked = { none : true , up : false , down : false , left : false , right : false } ;
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/ * *
* Whether this Body is colliding with a tile or the world boundary .
*
* @ name Phaser . Physics . Arcade . Body # worldBlocked
* @ type { Phaser . Physics . Arcade . Types . ArcadeBodyCollision }
* @ since 3.17 . 0
* /
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this . worldBlocked = { none : true , up : false , down : false , left : false , right : false } ;
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/ * *
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*
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*
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* @ name Phaser . Physics . Arcade . Body # hardBlocked
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* @ type { Phaser . Physics . Arcade . Types . ArcadeBodyCollision }
* @ since 3.17 . 0
* /
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this . hardBlocked = { none : true , up : false , down : false , left : false , right : false } ;
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this . blockers = { up : [ ] , down : [ ] , left : [ ] , right : [ ] } ;
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/ * *
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* Whether to automatically synchronize this Body 's dimensions to the dimensions of its Game Object' s visual bounds .
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*
* @ name Phaser . Physics . Arcade . Body # syncBounds
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
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* @ see Phaser . GameObjects . Components . GetBounds # getBounds
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* /
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this . syncBounds = false ;
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/ * *
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* Whether this Body is being moved by the ` moveTo ` or ` moveFrom ` methods .
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*
* @ name Phaser . Physics . Arcade . Body # isMoving
* @ type { boolean }
* @ default false
* @ since 3.0 . 0
* /
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this . isMoving = false ;
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/ * *
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* Whether this Body ' s movement by ` moveTo ` or ` moveFrom ` will be stopped by collisions with other bodies .
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*
* @ name Phaser . Physics . Arcade . Body # stopVelocityOnCollide
* @ type { boolean }
* @ default true
* @ since 3.0 . 0
* /
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this . stopVelocityOnCollide = true ;
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// read-only
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/ * *
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* The Body ' s physics type ( dynamic or static ) .
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*
* @ name Phaser . Physics . Arcade . Body # physicsType
* @ type { integer }
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* @ readonly
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* @ default Phaser . Physics . Arcade . DYNAMIC _BODY
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* @ since 3.0 . 0
* /
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this . physicsType = CONST . DYNAMIC _BODY ;
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/ * *
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* Cached horizontal scale of the Body ' s Game Object .
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*
* @ name Phaser . Physics . Arcade . Body # _sx
* @ type { number }
* @ private
* @ since 3.0 . 0
* /
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this . _sx = gameObject . scaleX ;
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/ * *
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* Cached vertical scale of the Body ' s Game Object .
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*
* @ name Phaser . Physics . Arcade . Body # _sy
* @ type { number }
* @ private
* @ since 3.0 . 0
* /
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this . _sy = gameObject . scaleY ;
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/ * *
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* The calculated change in the Body ' s horizontal position during the last step .
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*
* @ name Phaser . Physics . Arcade . Body # _dx
* @ type { number }
* @ private
* @ default 0
* @ since 3.0 . 0
* /
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this . _dx = 0 ;
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/ * *
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* The calculated change in the Body ' s vertical position during the last step .
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*
* @ name Phaser . Physics . Arcade . Body # _dy
* @ type { number }
* @ private
* @ default 0
* @ since 3.0 . 0
* /
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this . _dy = 0 ;
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/ * *
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* Stores the Game Object ' s bounds .
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*
* @ name Phaser . Physics . Arcade . Body # _bounds
* @ type { Phaser . Geom . Rectangle }
* @ private
* @ since 3.0 . 0
* /
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this . _bounds = new Rectangle ( ) ;
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/ * *
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* The amount of gravity that was applied to the body in the current frame .
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*
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* @ name Phaser . Physics . Arcade . Body # _gx
* @ type { number }
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* @ private
* @ default 0
* @ since 3.17 . 0
* /
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this . _gx = 0 ;
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/ * *
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* The amount of gravity that was applied to the body in the current frame .
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*
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* @ name Phaser . Physics . Arcade . Body # _gy
* @ type { number }
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* @ private
* @ default 0
* @ since 3.17 . 0
* /
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this . _gy = 0 ;
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this . _sleepX = 0 ;
this . _sleepY = 0 ;
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} ,
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/ * *
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* Updates the Body ' s ` transform ` , ` width ` , ` height ` , and ` center ` from its Game Object .
* The Body 's `position` isn' t changed .
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*
* @ method Phaser . Physics . Arcade . Body # updateBounds
* @ since 3.0 . 0
* /
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updateBounds : function ( )
{
var sprite = this . gameObject ;
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// Container?
var transform = this . transform ;
if ( sprite . parentContainer )
{
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var matrix = sprite . getWorldTransformMatrix ( this . world . _tempMatrix , this . world . _tempMatrix2 ) ;
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transform . x = matrix . tx ;
transform . y = matrix . ty ;
transform . rotation = RadToDeg ( matrix . rotation ) ;
transform . scaleX = matrix . scaleX ;
transform . scaleY = matrix . scaleY ;
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transform . displayOriginX = sprite . displayOriginX ;
transform . displayOriginY = sprite . displayOriginY ;
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}
else
{
transform . x = sprite . x ;
transform . y = sprite . y ;
transform . rotation = sprite . angle ;
transform . scaleX = sprite . scaleX ;
transform . scaleY = sprite . scaleY ;
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transform . displayOriginX = sprite . displayOriginX ;
transform . displayOriginY = sprite . displayOriginY ;
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}
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var recalc = false ;
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if ( this . syncBounds )
{
var b = sprite . getBounds ( this . _bounds ) ;
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this . width = b . width ;
this . height = b . height ;
recalc = true ;
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}
else
{
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var asx = Math . abs ( transform . scaleX ) ;
var asy = Math . abs ( transform . scaleY ) ;
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if ( this . _sx !== asx || this . _sy !== asy )
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{
this . width = this . sourceWidth * asx ;
this . height = this . sourceHeight * asy ;
this . _sx = asx ;
this . _sy = asy ;
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recalc = true ;
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}
}
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if ( recalc )
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{
this . halfWidth = Math . floor ( this . width / 2 ) ;
this . halfHeight = Math . floor ( this . height / 2 ) ;
this . updateCenter ( ) ;
}
} ,
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/ * *
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* Updates the Body ' s ` center ` from its ` position ` , ` width ` , and ` height ` .
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*
* @ method Phaser . Physics . Arcade . Body # updateCenter
* @ since 3.0 . 0
* /
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updateCenter : function ( )
{
this . center . set ( this . position . x + this . halfWidth , this . position . y + this . halfHeight ) ;
} ,
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/ * *
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* Prepares the Body for a physics step by resetting all the states and syncing the position
* with the parent Game Object .
*
* This method is only ever called once per game step .
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*
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* @ method Phaser . Physics . Arcade . Body # preUpdate
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* @ since 3.17 . 0
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* /
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preUpdate : function ( )
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{
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var touching = this . touching ;
var blocked = this . blocked ;
var worldBlocked = this . worldBlocked ;
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var hardBlocked = this . hardBlocked ;
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touching . none = true ;
touching . up = false ;
touching . down = false ;
touching . left = false ;
touching . right = false ;
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blocked . none = true ;
blocked . up = false ;
blocked . down = false ;
blocked . left = false ;
blocked . right = false ;
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worldBlocked . none = true ;
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worldBlocked . left = false ;
worldBlocked . right = false ;
worldBlocked . up = false ;
worldBlocked . down = false ;
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hardBlocked . none = true ;
hardBlocked . left = false ;
hardBlocked . right = false ;
hardBlocked . up = false ;
hardBlocked . down = false ;
// Remove?
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this . overlapR = 0 ;
this . overlapX = 0 ;
this . overlapY = 0 ;
this . embedded = false ;
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this . forcePosition = 0 ;
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// Updates the transform values
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this . updateBounds ( ) ;
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var parent = this . transform ;
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this . x = parent . x + parent . scaleX * ( this . offset . x - parent . displayOriginX ) ;
this . y = parent . y + parent . scaleY * ( this . offset . y - parent . displayOriginY ) ;
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this . rotation = parent . rotation ;
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if ( this . collideWorldBounds )
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{
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this . checkWorldBounds ( ) ;
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}
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this . updateCenter ( ) ;
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// Reset deltas (world bounds checks have no effect on this)
this . prev . x = this . x ;
this . prev . y = this . y ;
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this . preRotation = this . rotation ;
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} ,
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/ * *
* Performs a single physics step and updates the body velocity , angle , speed and other
* properties .
*
* This method can be called multiple times per game step .
*
* The results are synced back to the Game Object in ` postUpdate ` .
*
* @ method Phaser . Physics . Arcade . Body # update
* @ fires Phaser . Physics . Arcade . Events # WORLD _BOUNDS
* @ since 3.0 . 0
*
* @ param { number } delta - The delta time , in seconds , elapsed since the last frame .
* /
update : function ( delta )
{
this . checkBlockers ( ) ;
var velocity = this . velocity ;
var position = this . position ;
// Has it been woken up?
if ( this . sleeping && ! velocity . equals ( this . prevVelocity ) )
{
if ( ( velocity . y < 0 && ! this . isBlockedUp ( ) ) || ( velocity . y > 0 && ! this . isBlockedDown ( ) ) )
{
this . wake ( ) ;
}
}
if ( this . sleeping )
{
return ;
}
if ( this . moves )
{
this . world . updateMotion ( this , delta ) ;
// if (!this.sleeping && this.gameObject.name === 'vu1')
// {
// console.log(this.world._frame, 'UP Y', velocity.y, position.y, this.prev.y, this.blockers.length);
// }
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if ( this . collideWorldBounds && ! this . worldBlocked . none )
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{
this . checkWorldRebound ( ) ;
}
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if ( this . forcePosition < 5 )
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{
position . x += this . getMoveX ( velocity . x * delta ) ;
position . y += this . getMoveY ( velocity . y * delta ) ;
}
}
// Calculate the delta
this . _dx = position . x - this . prev . x ;
this . _dy = position . y - this . prev . y ;
this . updateCenter ( ) ;
var vx = velocity . x ;
var vy = velocity . y ;
this . angle = Math . atan2 ( vy , vx ) ;
this . speed = Math . sqrt ( vx * vx + vy * vy ) ;
// Now the update will throw collision checks at the Body
// And finally we'll integrate the new position back to the Sprite in postUpdate
} ,
/ * *
* Feeds the Body results back into the parent Game Object .
*
* This method is only ever called once per game step .
*
* @ method Phaser . Physics . Arcade . Body # postUpdate
* @ since 3.0 . 0
* /
postUpdate : function ( )
{
var dx = this . position . x - this . prev . x ;
var dy = this . position . y - this . prev . y ;
var gameObject = this . gameObject ;
if ( this . moves )
{
var mx = this . deltaMax . x ;
var my = this . deltaMax . y ;
if ( mx !== 0 && dx !== 0 )
{
if ( dx < 0 && dx < - mx )
{
dx = - mx ;
}
else if ( dx > 0 && dx > mx )
{
dx = mx ;
}
}
if ( my !== 0 && dy !== 0 )
{
if ( dy < 0 && dy < - my )
{
dy = - my ;
}
else if ( dy > 0 && dy > my )
{
dy = my ;
}
}
if ( dx < 0 )
{
this . facing = CONST . FACING _LEFT ;
}
else if ( dx > 0 )
{
this . facing = CONST . FACING _RIGHT ;
}
if ( dy < 0 )
{
this . facing = CONST . FACING _UP ;
}
else if ( dy > 0 )
{
this . facing = CONST . FACING _DOWN ;
}
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if ( this . forcePosition > 0 )
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{
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console . log ( this . world . _frame , this . gameObject . name , 'forcePosition. Type: ' , this . forcePosition ) ;
var snapX = this . x ;
var snapY = this . y ;
switch ( this . forcePosition )
{
case 1 :
snapY = this . snapTo . bottom ;
break ;
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case 2 :
snapY = this . snapTo . y - this . height ;
break ;
}
gameObject . x = snapX ;
gameObject . y = snapY ;
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dx = 0 ;
dy = 0 ;
}
else if ( ! this . sleeping )
{
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gameObject . x += dx / this . world . positionIterations ;
gameObject . y += dy / this . world . positionIterations ;
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if ( this . allowRotation )
{
gameObject . angle += this . deltaZ ( ) ;
}
}
}
this . _dx = dx ;
this . _dy = dy ;
this . checkSleep ( dx , dy ) ;
// Store collision flags
var wasTouching = this . wasTouching ;
var touching = this . touching ;
wasTouching . none = touching . none ;
wasTouching . up = touching . up ;
wasTouching . down = touching . down ;
wasTouching . left = touching . left ;
wasTouching . right = touching . right ;
this . prevVelocity . x = this . velocity . x ;
this . prevVelocity . y = this . velocity . y ;
} ,
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snapToBlocker : function ( )
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{
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if ( this . velocity . y !== 0 )
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{
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return ;
}
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var blocked = this . blocked ;
var worldBlocked = this . worldBlocked ;
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if ( ! worldBlocked . none )
{
console . log ( this . gameObject . name , 'snapped to world bounds' ) ;
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var worldBounds = this . world . bounds ;
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if ( worldBlocked . down )
{
this . bottom = worldBounds . bottom ;
this . forcePosition = 5 ;
}
else if ( worldBlocked . up )
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{
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this . y = worldBounds . y ;
this . forcePosition = 5 ;
}
}
else if ( ! blocked . none )
{
console . log ( this . gameObject . name , 'snapped to blocker bounds scanning ...' ) ;
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var body2 ;
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if ( blocked . down )
{
body2 = this . getBlocker ( this . blockers . down ) ;
if ( body2 )
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{
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console . log ( 'blocker bounds found' , body2 . y ) ;
this . bottom = body2 . y ;
this . forcePosition = 5 ;
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}
}
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else if ( blocked . up )
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{
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body2 = this . getBlocker ( this . blockers . up ) ;
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if ( body2 )
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{
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console . log ( 'blocker bounds found' , body2 . y ) ;
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this . y = body2 . bottom ;
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this . forcePosition = 5 ;
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}
}
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}
} ,
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sleep : function ( forceY )
{
if ( ! this . sleeping )
{
this . sleeping = true ;
console . log ( this . gameObject . name , 'put to sleep on frame' , this . world . _frame , 'force?' , forceY , 'at' , this . y ) ;
this . velocity . set ( 0 ) ;
this . prevVelocity . set ( 0 ) ;
this . speed = 0 ;
if ( forceY )
{
this . snapToBlocker ( ) ;
}
}
} ,
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getBlocker : function ( blockers )
{
for ( var i = 0 ; i < blockers . length ; i ++ )
{
var collisionInfo = blockers [ i ] ;
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// console.log('CI', collisionInfo.body1.gameObject.name, collisionInfo.body2.gameObject.name);
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if ( collisionInfo . body1 === this )
{
return collisionInfo . body2 ;
}
else if ( collisionInfo . body2 === this )
{
return collisionInfo . body1 ;
}
}
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return null ;
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} ,
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wake : function ( )
{
if ( this . sleeping )
{
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console . log ( '%c' + this . gameObject . name + 'has woken ' , 'background-color: lime' ) ;
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this . sleeping = false ;
this . _sleep = 0 ;
}
} ,
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checkBlockers : function ( )
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{
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// Iterate through the list of previous frame blockers and see if they are still there
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for ( var face in this . blockers )
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{
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var currentBlockers = [ ] ;
var prevBlockers = this . blockers [ face ] ;
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for ( var i = 0 ; i < prevBlockers . length ; i ++ )
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{
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var data = prevBlockers [ i ] ;
if ( CheckOverlapY ( this , data ) )
{
currentBlockers . push ( data ) ;
}
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}
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this . blockers [ face ] = currentBlockers ;
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}
} ,
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// Is this body moving OR can it be made to move?
// Return 'false' if it's immovable, otherwise 'true'
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movingY : function ( )
{
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if ( this . physicsType === CONST . STATIC _BODY || this . immovable )
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{
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// Static bodies don't move
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return false ;
}
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else if ( ! this . isWorldBlockedUp ( ) && ! this . isWorldBlockedDown ( ) )
{
// Non-blocked bodies, that aren't static, can always move
return true ;
}
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var velocityY = this . velocity . y ;
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if ( ( velocityY < 0 && this . isWorldBlockedUp ( ) ) || ( velocityY > 0 && this . isWorldBlockedDown ( ) ) )
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{
return false ;
}
var actualVelocityY = Math . abs ( velocityY ) - Math . abs ( this . _gy ) ;
return ( actualVelocityY > this . minVelocity . y ) ;
} ,
// Return true if body can be repositioned after this call, otherwise return false to stop positioning in the update
2019-03-20 04:06:53 +00:00
checkWorldRebound : function ( )
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{
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var blocked = this . blocked ;
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var velocity = this . velocity ;
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var worldBlocked = this . worldBlocked ;
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var worldCollision = this . world . checkCollision ;
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var bx = ( this . worldBounce ) ? this . worldBounce . x : this . bounce . x ;
var by = ( this . worldBounce ) ? this . worldBounce . y : this . bounce . y ;
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if ( ! this . collideWorldBounds || worldBlocked . none || velocity . equals ( 0 ) || ( bx === 0 && by === 0 ) )
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{
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// Nothing to do
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// console.log('CWB abort', this.collideWorldBounds, worldBlocked.none, velocity.equals(0));
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return true ;
}
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if ( this . sleeping )
{
return false ;
}
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// Reverse the velocity for the world bounce?
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if (
( by !== 0 ) &&
(
( worldCollision . down && worldBlocked . down && ! blocked . up && velocity . y > 0 ) ||
( worldCollision . up && worldBlocked . up && ! blocked . down && velocity . y < 0 )
)
)
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{
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var gravityY = this . _gy ;
var newVelocityY = velocity . y * by ;
if ( gravityY > 0 )
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{
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// Gravity is pulling them down
if ( newVelocityY > 0 && ( newVelocityY < gravityY || FuzzyLessThan ( newVelocityY , gravityY , this . minVelocity . y ) ) )
{
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console . log ( 'frame' , this . world . _frame , this . gameObject . name , 'rebound up too small, sending to sleep' , newVelocityY , gravityY ) ;
this . sleep ( true ) ;
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console . log ( 'zero y' , this . y , 'gy' , this . gameObject . y , worldBlocked . down ) ;
return false ;
}
else
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{
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velocity . y *= - by ;
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console . log ( this . gameObject . name , 'rebounded up' , newVelocityY , gravityY , 'frame' , this . world . _frame ) ;
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if ( this . forcePosition === 5 )
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{
this . forcePosition = 0 ;
}
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if ( this . onWorldBounds )
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{
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this . world . emit ( Events . WORLD _BOUNDS , this , worldBlocked . up , worldBlocked . down , worldBlocked . left , worldBlocked . right ) ;
}
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return true ;
}
}
else if ( gravityY < 0 )
{
// Gravity is pulling them up
if ( newVelocityY < 0 && ( newVelocityY > gravityY || FuzzyGreaterThan ( newVelocityY , gravityY , this . minVelocity . y ) ) )
{
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console . log ( this . gameObject . name , 'rebound down too small, sending to sleep' , newVelocityY , gravityY ) ;
this . sleep ( true ) ;
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return false ;
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}
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else
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{
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velocity . y *= - by ;
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console . log ( this . gameObject . name , 'rebounded down' , newVelocityY , gravityY , 'frame' , this . world . _frame ) ;
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if ( this . forcePosition === 5 )
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{
this . forcePosition = 0 ;
}
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if ( this . onWorldBounds )
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{
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this . world . emit ( Events . WORLD _BOUNDS , this , worldBlocked . up , worldBlocked . down , worldBlocked . left , worldBlocked . right ) ;
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}
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return true ;
}
}
else
{
// Gravity is zero, so rebound must have been from velocity alone
if ( FuzzyEqual ( newVelocityY , 0 , this . minVelocity . y ) )
{
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console . log ( this . gameObject . name , 'rebound zero g too small, sending to sleep' , newVelocityY , gravityY , 'y pos' , this . bottom ) ;
this . sleep ( true ) ;
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return false ;
}
else
{
velocity . y *= - by ;
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console . log ( this . gameObject . name , 'rebounded zero-g' , newVelocityY , velocity . y ) ;
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if ( this . forcePosition === 5 )
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{
this . forcePosition = 0 ;
}
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if ( this . onWorldBounds )
{
this . world . emit ( Events . WORLD _BOUNDS , this , worldBlocked . up , worldBlocked . down , worldBlocked . left , worldBlocked . right ) ;
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}
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return true ;
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}
}
}
} ,
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// return true if gravity is pulling up and body blocked up,
// or gravity is pulling down and body blocked down
isGravityBlockedY : function ( )
{
var gy = this . _gy ;
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return ( gy === 0 || ( gy < 0 && this . isBlockedUp ( ) ) || ( gy > 0 && this . isBlockedDown ( ) ) ) ;
2019-03-20 01:28:00 +00:00
} ,
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// Check for sleeping state (called during postUpdate AFTER positioning)
2019-03-20 01:28:00 +00:00
checkSleep : function ( dx , dy )
{
// Can't sleep if not blocked in the opposite direction somehow
dx = Math . abs ( dx ) ;
dy = Math . abs ( dy ) ;
if ( ! this . sleeping && this . isGravityBlockedY ( ) )
{
// Falling asleep?
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if ( dy < 1 && FuzzyEqual ( this . y , this . _sleepY , 0.01 ) )
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{
if ( this . _sleep < this . sleepIterations )
{
this . _sleep ++ ;
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// console.log(this.gameObject.name, 'sleep y', this.y);
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if ( this . _sleep >= this . sleepIterations )
{
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console . log ( this . world . _frame , 'checkSleep sending ...' ) ;
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this . sleep ( true ) ;
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console . log ( this . world . _frame , 'slept by checkSleep' ) ;
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var gameObject = this . gameObject ;
gameObject . x = this . x ;
gameObject . y = this . y ;
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}
}
}
}
else if ( this . sleeping && ! this . isGravityBlockedY ( ) )
{
// Waking up?
if ( this . _sleep > 0 )
{
// Do it progressively, not instantly, to ensure it isn't just a step fluctuation
this . _sleep -= ( this . sleepIterations * 0.1 ) ;
if ( this . _sleep <= 0 )
{
console . log ( 'body woken from postUpdate' , dy ) ;
this . wake ( ) ;
}
}
}
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this . _sleepX = this . x ;
this . _sleepY = this . y ;
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} ,
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/ * *
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* Checks for collisions between this Body and the world boundary and separates them .
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*
* @ method Phaser . Physics . Arcade . Body # checkWorldBounds
* @ since 3.0 . 0
*
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* @ return { boolean } True if this Body is touching over intersecting with the world boundary .
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* /
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checkWorldBounds : function ( )
{
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var velocity = this . velocity ;
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var worldBounds = this . world . bounds ;
var worldCollision = this . world . checkCollision ;
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if ( worldCollision . up && this . y <= ( worldBounds . y + 1 ) && velocity . y <= 0 )
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{
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this . setWorldBlockedUp ( true ) ;
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}
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else if ( worldCollision . down && this . bottom >= ( worldBounds . bottom - 1 ) && velocity . y >= 0 )
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{
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// console.log(this.world._frame, 'via check world bounds');
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this . setWorldBlockedDown ( true ) ;
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}
} ,
2019-03-11 17:28:43 +00:00
2018-02-09 03:44:23 +00:00
/ * *
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* Sets the offset of the Body 's position from its Game Object' s position .
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*
* @ method Phaser . Physics . Arcade . Body # setOffset
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal offset , in source pixels .
* @ param { number } [ y = x ] - The vertical offset , in source pixels .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setOffset : function ( x , y )
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{
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if ( y === undefined ) { y = x ; }
this . offset . set ( x , y ) ;
return this ;
} ,
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/ * *
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* Sizes and positions this Body ' s boundary , as a rectangle .
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* Modifies the Body ` offset ` if ` center ` is true ( the default ) .
* Resets the width and height to match current frame , if no width and height provided and a frame is found .
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*
* @ method Phaser . Physics . Arcade . Body # setSize
* @ since 3.0 . 0
*
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* @ param { integer } [ width ] - The width of the Body in pixels . Cannot be zero . If not given , and the parent Game Object has a frame , it will use the frame width .
* @ param { integer } [ height ] - The height of the Body in pixels . Cannot be zero . If not given , and the parent Game Object has a frame , it will use the frame height .
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* @ param { boolean } [ center = true ] - Modify the Body 's `offset`, placing the Body' s center on its Game Object ' s center . Only works if the Game Object has the ` getCenter ` method .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setSize : function ( width , height , center )
{
if ( center === undefined ) { center = true ; }
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var gameObject = this . gameObject ;
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if ( ! width && gameObject . frame )
{
width = gameObject . frame . realWidth ;
}
if ( ! height && gameObject . frame )
{
height = gameObject . frame . realHeight ;
}
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this . sourceWidth = width ;
this . sourceHeight = height ;
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this . width = this . sourceWidth * this . _sx ;
this . height = this . sourceHeight * this . _sy ;
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this . halfWidth = Math . floor ( this . width / 2 ) ;
this . halfHeight = Math . floor ( this . height / 2 ) ;
this . updateCenter ( ) ;
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if ( center && gameObject . getCenter )
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{
var ox = gameObject . displayWidth / 2 ;
var oy = gameObject . displayHeight / 2 ;
this . offset . set ( ox - this . halfWidth , oy - this . halfHeight ) ;
}
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this . isCircle = false ;
this . radius = 0 ;
return this ;
} ,
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/ * *
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* Sizes and positions this Body ' s boundary , as a circle .
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*
* @ method Phaser . Physics . Arcade . Body # setCircle
* @ since 3.0 . 0
*
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* @ param { number } radius - The radius of the Body , in source pixels .
* @ param { number } [ offsetX ] - The horizontal offset of the Body from its Game Object , in source pixels .
* @ param { number } [ offsetY ] - The vertical offset of the Body from its Game Object , in source pixels .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setCircle : function ( radius , offsetX , offsetY )
{
if ( offsetX === undefined ) { offsetX = this . offset . x ; }
if ( offsetY === undefined ) { offsetY = this . offset . y ; }
if ( radius > 0 )
{
this . isCircle = true ;
this . radius = radius ;
this . sourceWidth = radius * 2 ;
this . sourceHeight = radius * 2 ;
this . width = this . sourceWidth * this . _sx ;
this . height = this . sourceHeight * this . _sy ;
this . halfWidth = Math . floor ( this . width / 2 ) ;
this . halfHeight = Math . floor ( this . height / 2 ) ;
this . offset . set ( offsetX , offsetY ) ;
this . updateCenter ( ) ;
}
else
{
this . isCircle = false ;
}
return this ;
} ,
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/ * *
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* Resets this Body to the given coordinates . Also positions its parent Game Object to the same coordinates .
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* If the Body had any velocity or acceleration it is lost as a result of calling this .
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*
* @ method Phaser . Physics . Arcade . Body # reset
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal position to place the Game Object and Body .
* @ param { number } y - The vertical position to place the Game Object and Body .
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* /
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reset : function ( x , y )
{
this . stop ( ) ;
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var gameObject = this . gameObject ;
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gameObject . setPosition ( x , y ) ;
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gameObject . getTopLeft ( this . position ) ;
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this . prev . copy ( this . position ) ;
this . rotation = gameObject . angle ;
this . preRotation = gameObject . angle ;
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this . updateBounds ( ) ;
this . updateCenter ( ) ;
} ,
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zeroX : function ( )
{
this . velocity . x = 0 ;
this . prev . x = this . position . x ;
this . _dx = 0 ;
return this ;
} ,
zeroY : function ( )
{
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console . log ( 'zeroY' ) ;
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this . velocity . y = 0 ;
this . prev . y = this . position . y ;
this . _dy = 0 ;
return this ;
} ,
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/ * *
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* Sets acceleration , velocity , and speed to zero .
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*
* @ method Phaser . Physics . Arcade . Body # stop
* @ since 3.0 . 0
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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stop : function ( )
{
this . velocity . set ( 0 ) ;
this . acceleration . set ( 0 ) ;
this . speed = 0 ;
this . angularVelocity = 0 ;
this . angularAcceleration = 0 ;
return this ;
} ,
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/ * *
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* Copies the coordinates of this Body ' s edges into an object .
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*
* @ method Phaser . Physics . Arcade . Body # getBounds
* @ since 3.0 . 0
*
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* @ param { Phaser . Physics . Arcade . Types . ArcadeBodyBounds } obj - An object to copy the values into .
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*
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* @ return { Phaser . Physics . Arcade . Types . ArcadeBodyBounds } - An object with { x , y , right , bottom } .
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* /
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getBounds : function ( obj )
{
obj . x = this . x ;
obj . y = this . y ;
obj . right = this . right ;
obj . bottom = this . bottom ;
return obj ;
} ,
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/ * *
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* Tests if the coordinates are within this Body ' s boundary .
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*
* @ method Phaser . Physics . Arcade . Body # hitTest
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal coordinate .
* @ param { number } y - The vertical coordinate .
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*
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* @ return { boolean } True if ( x , y ) is within this Body .
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* /
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hitTest : function ( x , y )
{
return ( this . isCircle ) ? CircleContains ( this , x , y ) : RectangleContains ( this , x , y ) ;
} ,
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/ * *
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* Whether this Body is touching a tile or the world boundary while moving down .
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*
* @ method Phaser . Physics . Arcade . Body # onFloor
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # blocked
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*
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* @ return { boolean } True if touching .
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* /
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onFloor : function ( )
{
return this . blocked . down ;
} ,
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/ * *
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* Whether this Body is touching a tile or the world boundary while moving up .
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*
* @ method Phaser . Physics . Arcade . Body # onCeiling
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # blocked
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*
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* @ return { boolean } True if touching .
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* /
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onCeiling : function ( )
{
return this . blocked . up ;
} ,
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/ * *
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* Whether this Body is touching a tile or the world boundary while moving left or right .
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*
* @ method Phaser . Physics . Arcade . Body # onWall
* @ since 3.0 . 0
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* @ see Phaser . Physics . Arcade . Body # blocked
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*
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* @ return { boolean } True if touching .
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* /
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onWall : function ( )
{
return ( this . blocked . left || this . blocked . right ) ;
} ,
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/ * *
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* The absolute ( non - negative ) change in this Body ' s horizontal position from the previous step .
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*
* @ method Phaser . Physics . Arcade . Body # deltaAbsX
* @ since 3.0 . 0
*
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* @ return { number } The delta value .
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* /
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deltaAbsX : function ( )
{
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return Math . abs ( this . _dx ) ;
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} ,
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/ * *
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* The absolute ( non - negative ) change in this Body ' s vertical position from the previous step .
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*
* @ method Phaser . Physics . Arcade . Body # deltaAbsY
* @ since 3.0 . 0
*
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* @ return { number } The delta value .
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* /
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deltaAbsY : function ( )
{
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return Math . abs ( this . _dy ) ;
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} ,
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/ * *
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* The change in this Body ' s horizontal position from the previous step .
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* This value is set during the Body ' s update phase .
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*
* @ method Phaser . Physics . Arcade . Body # deltaX
* @ since 3.0 . 0
*
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* @ return { number } The delta value .
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* /
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deltaX : function ( )
{
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return this . _dx ;
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} ,
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/ * *
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* The change in this Body ' s vertical position from the previous step .
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* This value is set during the Body ' s update phase .
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*
* @ method Phaser . Physics . Arcade . Body # deltaY
* @ since 3.0 . 0
*
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* @ return { number } The delta value .
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* /
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deltaY : function ( )
{
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return this . _dy ;
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} ,
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/ * *
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* The change in this Body ' s rotation from the previous step , in degrees .
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*
* @ method Phaser . Physics . Arcade . Body # deltaZ
* @ since 3.0 . 0
*
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* @ return { number } The delta value .
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* /
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deltaZ : function ( )
{
return this . rotation - this . preRotation ;
} ,
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/ * *
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* Disables this Body and marks it for deletion by the simulation .
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*
* @ method Phaser . Physics . Arcade . Body # destroy
* @ since 3.0 . 0
* /
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destroy : function ( )
{
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this . enable = false ;
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if ( this . world )
{
this . world . pendingDestroy . set ( this ) ;
}
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} ,
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/ * *
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* Draws this Body ' s boundary and velocity , if enabled .
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*
* @ method Phaser . Physics . Arcade . Body # drawDebug
* @ since 3.0 . 0
*
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* @ param { Phaser . GameObjects . Graphics } graphic - The Graphics object to draw on .
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* /
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drawDebug : function ( graphic )
{
var pos = this . position ;
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var x = pos . x + this . halfWidth ;
var y = pos . y + this . halfHeight ;
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var worldBlockedColor = this . world . defaults . worldBlockedDebugColor ;
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var blockedColor = this . world . defaults . blockedDebugColor ;
var sleepColor = this . world . defaults . sleepDebugColor ;
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// var thickness = graphic.defaultStrokeWidth;
var thickness = 2 ;
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var halfThickness = thickness / 2 ;
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// Top Left
var x1 = pos . x ;
var y1 = pos . y ;
// Top Right
var x2 = this . right ;
var y2 = y1 ;
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// Bottom Left
var x3 = x1 ;
var y3 = this . bottom ;
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// Bottom Right
var x4 = x2 ;
var y4 = y3 ;
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var blocked = this . blocked ;
var worldBlocked = this . worldBlocked ;
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var hardBlocked = this . hardBlocked ;
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var color ;
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if ( this . debugShowBody )
{
// Top
color = ( this . sleeping ) ? sleepColor : this . debugBodyColor ;
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if ( blocked . up || worldBlocked . up || hardBlocked . up )
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{
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color = ( worldBlocked . up || hardBlocked . up ) ? worldBlockedColor : blockedColor ;
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}
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graphic . lineStyle ( thickness , color ) . lineBetween ( x1 , y1 + halfThickness , x2 , y2 + halfThickness ) ;
// Bottom
color = ( this . sleeping ) ? sleepColor : this . debugBodyColor ;
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if ( blocked . down || worldBlocked . down || hardBlocked . down )
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{
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color = ( worldBlocked . down || hardBlocked . down ) ? worldBlockedColor : blockedColor ;
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}
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graphic . lineStyle ( thickness , color ) . lineBetween ( x3 , y3 - halfThickness , x4 , y4 - halfThickness ) ;
// Left
color = ( this . sleeping ) ? sleepColor : this . debugBodyColor ;
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if ( blocked . left || worldBlocked . left )
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{
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color = ( worldBlocked . left ) ? worldBlockedColor : blockedColor ;
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}
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graphic . lineStyle ( thickness , color ) . lineBetween ( x1 + halfThickness , y1 , x3 + halfThickness , y3 ) ;
// Right
color = ( this . sleeping ) ? sleepColor : this . debugBodyColor ;
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if ( blocked . right || worldBlocked . right )
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{
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color = ( worldBlocked . right ) ? worldBlockedColor : blockedColor ;
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}
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graphic . lineStyle ( thickness , color ) . lineBetween ( x2 - halfThickness , y2 , x4 - halfThickness , y4 ) ;
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}
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// if (this.isCircle)
// {
// graphic.strokeCircle(x, y, this.width / 2);
// }
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if ( this . debugShowVelocity )
{
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graphic . lineStyle ( graphic . defaultStrokeWidth , this . world . defaults . velocityDebugColor , 1 ) ;
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graphic . lineBetween ( x , y , x + this . velocity . x / 2 , y + this . velocity . y / 2 ) ;
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}
} ,
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/ * *
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* Whether this Body will be drawn to the debug display .
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*
* @ method Phaser . Physics . Arcade . Body # willDrawDebug
* @ since 3.0 . 0
*
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* @ return { boolean } True if either ` debugShowBody ` or ` debugShowVelocity ` are enabled .
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* /
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willDrawDebug : function ( )
{
return ( this . debugShowBody || this . debugShowVelocity ) ;
} ,
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/ * *
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* Sets whether this Body collides with the world boundary .
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*
* @ method Phaser . Physics . Arcade . Body # setCollideWorldBounds
* @ since 3.0 . 0
*
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* @ param { boolean } [ value = true ] - True ( collisions ) or false ( no collisions ) .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setCollideWorldBounds : function ( value )
{
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if ( value === undefined ) { value = true ; }
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this . collideWorldBounds = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s velocity .
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*
* @ method Phaser . Physics . Arcade . Body # setVelocity
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal velocity , in pixels per second .
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* @ param { number } [ y = x ] - The vertical velocity , in pixels per second .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setVelocity : function ( x , y )
{
this . velocity . set ( x , y ) ;
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this . speed = Math . sqrt ( x * x + y * y ) ;
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return this ;
} ,
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/ * *
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* Sets the Body ' s horizontal velocity .
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*
* @ method Phaser . Physics . Arcade . Body # setVelocityX
* @ since 3.0 . 0
*
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* @ param { number } value - The velocity , in pixels per second .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setVelocityX : function ( value )
{
this . velocity . x = value ;
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var vx = value ;
var vy = this . velocity . y ;
this . speed = Math . sqrt ( vx * vx + vy * vy ) ;
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return this ;
} ,
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/ * *
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* Sets the Body ' s vertical velocity .
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*
* @ method Phaser . Physics . Arcade . Body # setVelocityY
* @ since 3.0 . 0
*
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* @ param { number } value - The velocity , in pixels per second .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setVelocityY : function ( value )
{
this . velocity . y = value ;
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var vx = this . velocity . x ;
var vy = value ;
this . speed = Math . sqrt ( vx * vx + vy * vy ) ;
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return this ;
} ,
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/ * *
* Sets the Body ' s maximum velocity .
*
* @ method Phaser . Physics . Arcade . Body # setMaxVelocity
* @ since 3.10 . 0
*
* @ param { number } x - The horizontal velocity , in pixels per second .
* @ param { number } [ y = x ] - The vertical velocity , in pixels per second .
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
setMaxVelocity : function ( x , y )
{
this . maxVelocity . set ( x , y ) ;
return this ;
} ,
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/ * *
* Sets the maximum speed the Body can move .
*
* @ method Phaser . Physics . Arcade . Body # setMaxSpeed
* @ since 3.16 . 0
*
* @ param { number } value - The maximum speed value , in pixels per second . Set to a negative value to disable .
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
setMaxSpeed : function ( value )
{
this . maxSpeed = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s bounce .
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*
* @ method Phaser . Physics . Arcade . Body # setBounce
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal bounce , relative to 1.
* @ param { number } y - The vertical bounce , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setBounce : function ( x , y )
{
this . bounce . set ( x , y ) ;
return this ;
} ,
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/ * *
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* Sets the Body ' s horizontal bounce .
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*
* @ method Phaser . Physics . Arcade . Body # setBounceX
* @ since 3.0 . 0
*
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* @ param { number } value - The bounce , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setBounceX : function ( value )
{
this . bounce . x = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s vertical bounce .
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*
* @ method Phaser . Physics . Arcade . Body # setBounceY
* @ since 3.0 . 0
*
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* @ param { number } value - The bounce , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setBounceY : function ( value )
{
this . bounce . y = value ;
return this ;
} ,
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setTouchingUp : function ( )
{
var touching = this . touching ;
touching . up = true ;
touching . none = false ;
return this ;
} ,
setTouchingDown : function ( )
{
var touching = this . touching ;
touching . down = true ;
touching . none = false ;
return this ;
} ,
setTouchingLeft : function ( )
{
var touching = this . touching ;
touching . left = true ;
touching . none = false ;
return this ;
} ,
setTouchingRight : function ( )
{
var touching = this . touching ;
touching . right = true ;
touching . none = false ;
return this ;
} ,
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setHardBlockedUp : function ( )
{
var hardBlocked = this . hardBlocked ;
hardBlocked . none = false ;
hardBlocked . up = true ;
return this ;
} ,
setHardBlockedDown : function ( )
{
var hardBlocked = this . hardBlocked ;
hardBlocked . none = false ;
hardBlocked . down = true ;
return this ;
} ,
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setBlockedUp : function ( collisionInfo , body2 )
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{
var blocked = this . blocked ;
blocked . up = true ;
blocked . none = false ;
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if ( collisionInfo )
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{
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if ( ! body2 )
{
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ArrayAdd ( this . blockers . up , collisionInfo ) ;
}
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else if ( body2 . isWorldBlockedUp ( ) )
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{
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this . setHardBlockedUp ( ) ;
this . forcePosition = 6 ;
this . y = body2 . bottom ;
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}
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// We don't reposition this body if it's already blocked on a face
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if ( this . forcePosition === 5 || this . isWorldBlockedUp ( ) || this . isWorldBlockedDown ( ) )
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{
return this ;
}
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if ( body2 && ! collisionInfo . set )
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{
console . log ( this . gameObject . name , 'setBlockedUp' , body2 . bottom ) ;
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this . snapTo = body2 ;
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this . y = body2 . bottom ;
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this . forcePosition = 1 ;
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collisionInfo . set = true ;
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}
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}
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return this ;
} ,
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setBlockedDown : function ( collisionInfo , body2 )
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{
var blocked = this . blocked ;
blocked . down = true ;
blocked . none = false ;
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if ( collisionInfo )
{
if ( ! body2 )
{
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ArrayAdd ( this . blockers . down , collisionInfo ) ;
}
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else if ( body2 . isWorldBlockedDown ( ) )
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{
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this . setHardBlockedDown ( ) ;
this . forcePosition = 7 ;
this . bottom = body2 . y ;
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}
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// We don't reposition this body if it's already blocked on a face
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if ( this . forcePosition === 5 || this . isWorldBlockedUp ( ) || this . isWorldBlockedDown ( ) )
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{
return this ;
}
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if ( body2 && ! collisionInfo . set )
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{
console . log ( this . gameObject . name , 'setBlockedDown' , body2 . y ) ;
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this . snapTo = body2 ;
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this . bottom = body2 . y ;
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this . forcePosition = 2 ;
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collisionInfo . set = true ;
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}
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}
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return this ;
} ,
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/ *
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setBlockedLeft : function ( by )
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{
var blocked = this . blocked ;
blocked . left = true ;
blocked . none = false ;
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this . setBlocker ( by ) ;
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return this ;
} ,
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setBlockedRight : function ( by )
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{
var blocked = this . blocked ;
blocked . right = true ;
blocked . none = false ;
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this . setBlocker ( by ) ;
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return this ;
} ,
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* /
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setWorldBlockedUp : function ( forceY )
{
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var worldBounds = this . world . bounds ;
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var worldBlocked = this . worldBlocked ;
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var worldCollision = this . world . checkCollision ;
if ( ! worldCollision . up )
{
return ;
}
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worldBlocked . up = true ;
worldBlocked . none = false ;
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if ( forceY && this . y !== worldBounds . y )
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{
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this . y = worldBounds . y ;
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this . forcePosition = 5 ;
console . log ( this . world . _frame , this . gameObject . name , 'world blocked up + position' , this . y ) ;
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}
return this ;
} ,
setWorldBlockedDown : function ( forceY )
{
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var worldBounds = this . world . bounds ;
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var worldBlocked = this . worldBlocked ;
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var worldCollision = this . world . checkCollision ;
if ( ! worldCollision . down )
{
return ;
}
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worldBlocked . down = true ;
worldBlocked . none = false ;
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if ( forceY && this . bottom !== worldBounds . bottom )
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{
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this . bottom = worldBounds . bottom ;
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this . forcePosition = 5 ;
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console . log ( this . world . _frame , this . gameObject . name , 'world blocked down + position' , this . y ) ;
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}
return this ;
} ,
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/ *
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setWorldBlockedLeft : function ( )
{
var worldBlocked = this . worldBlocked ;
worldBlocked . left = true ;
worldBlocked . none = false ;
return this ;
} ,
setWorldBlockedRight : function ( )
{
var worldBlocked = this . worldBlocked ;
worldBlocked . right = true ;
worldBlocked . none = false ;
return this ;
} ,
2019-03-21 17:24:34 +00:00
* /
2019-03-15 19:22:32 +00:00
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/ *
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getMoveX : function ( amount )
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{
var blocked = this . blocked ;
if ( amount < 0 && blocked . left || amount > 0 && blocked . right )
{
// If it's already blocked, it can't go anywhere
return 0 ;
}
if ( this . checkWorldBounds )
{
var pos = this . position ;
var bounds = this . world . bounds ;
var check = this . world . checkCollision ;
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var worldBlocked = this . worldBlocked ;
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if ( amount < 0 && check . left && pos . x + amount < bounds . x )
{
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worldBlocked . left = true ;
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return amount - ( ( pos . x + amount ) - bounds . x ) ;
}
else if ( amount > 0 && check . right && this . right + amount > bounds . right )
{
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worldBlocked . right = true ;
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return amount - ( ( this . right + amount ) - bounds . right ) ;
}
}
return amount ;
} ,
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* /
2019-03-08 20:10:49 +00:00
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getMoveX : function ( amount )
{
return amount ;
} ,
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isBlocked : function ( )
{
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return ( ! this . blocked . none || ! this . worldBlocked . none || ! this . hardBlocked . none ) ;
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} ,
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isBlockedUp : function ( )
{
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return ( this . blocked . up || this . worldBlocked . up || this . hardBlocked . up ) ;
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} ,
isBlockedDown : function ( )
{
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return ( this . blocked . down || this . worldBlocked . down || this . hardBlocked . down ) ;
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} ,
2019-03-20 04:06:53 +00:00
isWorldBlockedDown : function ( )
{
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return ( this . worldBlocked . down || this . hardBlocked . down ) ;
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} ,
isWorldBlockedUp : function ( )
{
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return ( this . worldBlocked . up || this . hardBlocked . up ) ;
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} ,
2019-03-20 01:28:00 +00:00
// Is this body world blocked AND blocked on the opposite face?
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isBlockedY : function ( )
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{
var blocked = this . blocked ;
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var worldBlocked = this . worldBlocked ;
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var hardBlocked = this . hardBlocked ;
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return (
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( ( worldBlocked . down || hardBlocked . down ) && blocked . up ) ||
( ( worldBlocked . up || hardBlocked . up ) && blocked . down )
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) ;
} ,
getMoveY : function ( amount )
{
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var diff = amount ;
var bounds = this . world . bounds ;
if ( amount === 0 )
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{
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return diff ;
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}
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else
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{
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if ( this . collideWorldBounds )
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{
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var worldCollision = this . world . checkCollision ;
if ( amount < 0 && worldCollision . up && this . y + amount < bounds . y )
{
diff = amount - ( ( this . y + amount ) - bounds . y ) ;
this . setWorldBlockedUp ( true ) ;
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return diff ;
}
else if ( amount > 0 && worldCollision . down && this . bottom + amount > bounds . bottom )
{
diff = amount - ( ( this . bottom + amount ) - bounds . bottom ) ;
this . setWorldBlockedDown ( true ) ;
return diff ;
}
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}
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if ( amount < 0 && this . isBlockedUp ( ) )
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{
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bounds = this . getBlocker ( this . blockers . up ) ;
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2019-03-22 02:39:10 +00:00
if ( bounds && this . y + amount < bounds . y )
{
diff = amount - ( ( this . y + amount ) - bounds . y ) ;
}
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}
2019-03-22 02:39:10 +00:00
else if ( amount > 0 && this . isBlockedDown ( ) )
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{
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bounds = this . getBlocker ( this . blockers . down ) ;
if ( bounds && this . bottom + amount > bounds . bottom )
{
diff = amount - ( ( this . bottom + amount ) - bounds . bottom ) ;
}
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}
}
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return diff ;
2019-03-08 20:10:49 +00:00
} ,
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/ * *
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* Sets the Body ' s acceleration .
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*
* @ method Phaser . Physics . Arcade . Body # setAcceleration
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal component , in pixels per second squared .
* @ param { number } y - The vertical component , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2017-11-09 04:02:59 +00:00
setAcceleration : function ( x , y )
{
this . acceleration . set ( x , y ) ;
return this ;
} ,
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/ * *
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* Sets the Body ' s horizontal acceleration .
2018-02-09 03:44:23 +00:00
*
* @ method Phaser . Physics . Arcade . Body # setAccelerationX
* @ since 3.0 . 0
*
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* @ param { number } value - The acceleration , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2017-11-09 04:02:59 +00:00
setAccelerationX : function ( value )
{
this . acceleration . x = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s vertical acceleration .
2018-02-09 03:44:23 +00:00
*
* @ method Phaser . Physics . Arcade . Body # setAccelerationY
* @ since 3.0 . 0
*
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* @ param { number } value - The acceleration , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2017-11-09 04:02:59 +00:00
setAccelerationY : function ( value )
{
this . acceleration . y = value ;
return this ;
} ,
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/ * *
* Enables or disables drag .
*
* @ method Phaser . Physics . Arcade . Body # setAllowDrag
* @ since 3.9 . 0
* @ see Phaser . Physics . Arcade . Body # allowDrag
*
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* @ param { boolean } [ value = true ] - ` true ` to allow drag on this body , or ` false ` to disable it .
2018-05-15 14:59:02 +00:00
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2018-05-22 15:19:18 +00:00
setAllowDrag : function ( value )
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{
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if ( value === undefined ) { value = true ; }
this . allowDrag = value ;
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return this ;
} ,
/ * *
* Enables or disables gravity ' s effect on this Body .
*
* @ method Phaser . Physics . Arcade . Body # setAllowGravity
* @ since 3.9 . 0
* @ see Phaser . Physics . Arcade . Body # allowGravity
*
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* @ param { boolean } [ value = true ] - ` true ` to allow gravity on this body , or ` false ` to disable it .
2018-05-15 14:59:02 +00:00
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2018-05-22 15:19:18 +00:00
setAllowGravity : function ( value )
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{
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if ( value === undefined ) { value = true ; }
this . allowGravity = value ;
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return this ;
} ,
/ * *
* Enables or disables rotation .
*
* @ method Phaser . Physics . Arcade . Body # setAllowRotation
* @ since 3.9 . 0
* @ see Phaser . Physics . Arcade . Body # allowRotation
*
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* @ param { boolean } [ value = true ] - ` true ` to allow rotation on this body , or ` false ` to disable it .
2018-05-15 14:59:02 +00:00
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2018-05-22 15:19:18 +00:00
setAllowRotation : function ( value )
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{
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if ( value === undefined ) { value = true ; }
this . allowRotation = value ;
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return this ;
} ,
2018-02-09 03:44:23 +00:00
/ * *
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* Sets the Body ' s drag .
2018-02-09 03:44:23 +00:00
*
* @ method Phaser . Physics . Arcade . Body # setDrag
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal component , in pixels per second squared .
* @ param { number } y - The vertical component , in pixels per second squared .
2018-02-09 03:44:23 +00:00
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2017-11-09 04:02:59 +00:00
setDrag : function ( x , y )
{
this . drag . set ( x , y ) ;
return this ;
} ,
2018-02-09 03:44:23 +00:00
/ * *
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* Sets the Body ' s horizontal drag .
2018-02-09 03:44:23 +00:00
*
* @ method Phaser . Physics . Arcade . Body # setDragX
* @ since 3.0 . 0
*
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* @ param { number } value - The drag , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
2017-11-09 04:02:59 +00:00
setDragX : function ( value )
{
this . drag . x = value ;
return this ;
} ,
2018-02-09 03:44:23 +00:00
/ * *
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* Sets the Body ' s vertical drag .
2018-02-09 03:44:23 +00:00
*
* @ method Phaser . Physics . Arcade . Body # setDragY
* @ since 3.0 . 0
*
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* @ param { number } value - The drag , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setDragY : function ( value )
{
this . drag . y = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s gravity .
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*
* @ method Phaser . Physics . Arcade . Body # setGravity
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal component , in pixels per second squared .
* @ param { number } y - The vertical component , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setGravity : function ( x , y )
{
this . gravity . set ( x , y ) ;
return this ;
} ,
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/ * *
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* Sets the Body ' s horizontal gravity .
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*
* @ method Phaser . Physics . Arcade . Body # setGravityX
* @ since 3.0 . 0
*
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* @ param { number } value - The gravity , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setGravityX : function ( value )
{
this . gravity . x = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s vertical gravity .
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*
* @ method Phaser . Physics . Arcade . Body # setGravityY
* @ since 3.0 . 0
*
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* @ param { number } value - The gravity , in pixels per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setGravityY : function ( value )
{
this . gravity . y = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s friction .
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*
* @ method Phaser . Physics . Arcade . Body # setFriction
* @ since 3.0 . 0
*
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* @ param { number } x - The horizontal component , relative to 1.
* @ param { number } y - The vertical component , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setFriction : function ( x , y )
{
this . friction . set ( x , y ) ;
return this ;
} ,
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/ * *
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* Sets the Body ' s horizontal friction .
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*
* @ method Phaser . Physics . Arcade . Body # setFrictionX
* @ since 3.0 . 0
*
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* @ param { number } value - The friction value , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setFrictionX : function ( value )
{
this . friction . x = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s vertical friction .
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*
* @ method Phaser . Physics . Arcade . Body # setFrictionY
* @ since 3.0 . 0
*
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* @ param { number } value - The friction value , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setFrictionY : function ( value )
{
this . friction . y = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s angular velocity .
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*
* @ method Phaser . Physics . Arcade . Body # setAngularVelocity
* @ since 3.0 . 0
*
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* @ param { number } value - The velocity , in degrees per second .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setAngularVelocity : function ( value )
{
this . angularVelocity = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s angular acceleration .
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*
* @ method Phaser . Physics . Arcade . Body # setAngularAcceleration
* @ since 3.0 . 0
*
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* @ param { number } value - The acceleration , in degrees per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setAngularAcceleration : function ( value )
{
this . angularAcceleration = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s angular drag .
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*
* @ method Phaser . Physics . Arcade . Body # setAngularDrag
* @ since 3.0 . 0
*
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* @ param { number } value - The drag , in degrees per second squared .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setAngularDrag : function ( value )
{
this . angularDrag = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s mass .
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*
* @ method Phaser . Physics . Arcade . Body # setMass
* @ since 3.0 . 0
*
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* @ param { number } value - The mass value , relative to 1.
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setMass : function ( value )
{
this . mass = value ;
return this ;
} ,
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/ * *
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* Sets the Body ' s ` immovable ` property .
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*
* @ method Phaser . Physics . Arcade . Body # setImmovable
* @ since 3.0 . 0
*
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* @ param { boolean } [ value = true ] - The value to assign to ` immovable ` .
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*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
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setImmovable : function ( value )
{
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if ( value === undefined ) { value = true ; }
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this . immovable = value ;
return this ;
} ,
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/ * *
* Sets the Body ' s ` enable ` property .
*
* @ method Phaser . Physics . Arcade . Body # setEnable
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* @ since 3.15 . 0
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*
* @ param { boolean } [ value = true ] - The value to assign to ` enable ` .
*
* @ return { Phaser . Physics . Arcade . Body } This Body object .
* /
setEnable : function ( value )
{
if ( value === undefined ) { value = true ; }
this . enable = value ;
return this ;
} ,
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/ * *
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* The Body ' s horizontal position ( left edge ) .
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*
* @ name Phaser . Physics . Arcade . Body # x
* @ type { number }
* @ since 3.0 . 0
* /
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x : {
get : function ( )
{
return this . position . x ;
} ,
set : function ( value )
{
this . position . x = value ;
}
} ,
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/ * *
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* The Body ' s vertical position ( top edge ) .
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*
* @ name Phaser . Physics . Arcade . Body # y
* @ type { number }
* @ since 3.0 . 0
* /
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y : {
get : function ( )
{
return this . position . y ;
} ,
set : function ( value )
{
this . position . y = value ;
}
} ,
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/ * *
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* The left edge of the Body ' s boundary . Identical to x .
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*
* @ name Phaser . Physics . Arcade . Body # left
* @ type { number }
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* @ readonly
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* @ since 3.0 . 0
* /
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left : {
get : function ( )
{
return this . position . x ;
}
} ,
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/ * *
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* The right edge of the Body ' s boundary .
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*
* @ name Phaser . Physics . Arcade . Body # right
* @ type { number }
* @ since 3.0 . 0
* /
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right : {
get : function ( )
{
return this . position . x + this . width ;
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} ,
set : function ( value )
{
this . position . x = value - this . width ;
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}
} ,
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/ * *
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* The top edge of the Body ' s boundary . Identical to y .
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*
* @ name Phaser . Physics . Arcade . Body # top
* @ type { number }
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* @ readonly
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* @ since 3.0 . 0
* /
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top : {
get : function ( )
{
return this . position . y ;
}
} ,
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/ * *
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* The bottom edge of this Body ' s boundary .
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*
* @ name Phaser . Physics . Arcade . Body # bottom
* @ type { number }
* @ since 3.0 . 0
* /
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bottom : {
get : function ( )
{
return this . position . y + this . height ;
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} ,
set : function ( value )
{
this . position . y = value - this . height ;
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}
}
} ) ;
module . exports = Body ;