phaser/src/physics/p2/FixtureList.js

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/**
* @author Georgios Kaleadis https://github.com/georgiee
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Allow to access a list of created fixture (coming from Body#addPhaserPolygon)
* which itself parse the input from PhysicsEditor with the custom phaser exporter.
* You can access fixtures of a Body by a group index or even by providing a fixture Key.
* You can set the fixture key and also the group index for a fixture in PhysicsEditor.
* This gives you the power to create a complex body built of many fixtures and modify them
* during runtime (to remove parts, set masks, categories & sensor properties)
*
* @class Phaser.Physics.P2.FixtureList
* @classdesc Collection for generated P2 fixtures
* @constructor
* @param {Array} list - A list of fixtures (from Phaser.Physics.P2.Body#addPhaserPolygon)
*/
Phaser.Physics.P2.FixtureList = function(list) {
if (!(list instanceof Array)) {
list = [list];
}
this.rawList = list;
this.init();
this.parse(this.rawList);
}
Phaser.Physics.P2.FixtureList.prototype = {
init: function() {
/**
* @property {object} namedFixtures - Collect all fixtures with a key
* @private
*/
this.namedFixtures = {};
/**
* @property {Array} groupedFixtures - Collect all given fixtures per group index.
* Notice: Every fixture with a key also belongs to a group
* @private
*/
this.groupedFixtures = [];
/**
* @property {Array} allFixtures - This is a list of everything in this collection
* @private
*/
this.allFixtures = [];
},
/**
* @method Phaser.Physics.P2#setCategory
* @param {Number} bit - The bit to set as the collision group
* @param {String} fixtureKey - Only apply to the fixture with the given key
*/
setCategory: function(bit, fixtureKey) {
var setter = function(fixture){
fixture.collisionGroup = bit;
};
fixtures = this.getFixtures(fixtureKey)
fixtures.forEach(setter);
},
/**
* @method Phaser.Physics.P2#setMask
* @param {Number} bit - The bit to set as the collision mask
* @param {String} fixtureKey - Only apply to the fixture with the given key
*/
setMask: function(bit, fixtureKey) {
var setter = function(fixture) {
fixture.collisionMask = bit;
};
fixtures = this.getFixtures(fixtureKey)
fixtures.forEach(setter);
},
/**
* @method Phaser.Physics.P2#setSensor
* @param {Boolean} value - sensor true or false
* @param {String} fixtureKey - Only apply to the fixture with the given key
*/
setSensor: function(value, fixtureKey) {
var setter = function(fixture) {
fixture.sensor = value;
};
fixtures = this.getFixtures(fixtureKey)
fixtures.forEach(setter);
},
/**
* @method Phaser.Physics.P2#setMaterial
* @param {Object} material - The contact material for a fixture
* @param {String} fixtureKey - Only apply to the fixture with the given key
*/
setMaterial: function(material, fixtureKey) {
var setter = function(fixture) {
fixture.material = material;
};
fixtures = this.getFixtures(fixtureKey)
fixtures.forEach(setter);
},
/**
* Accessor to get either a list of specified fixtures by key or the whole fixture list
*
* @method Phaser.Physics.P2#getFixtures
* @param {Array} keys - A list of fixture keys
*/
getFixtures: function(keys) {
var fixtures = []
if (keys) {
if(!(keys instanceof Array)){
keys = [keys]
}
var self = this
keys.forEach(function(key){
if(self.namedFixtures[key]){
fixtures.push(self.namedFixtures[key])
}
})
return this.flatten(fixtures);
} else {
return this.allFixtures;
}
},
/**
* Accessor to get either a single fixture by its key
*
* @method Phaser.Physics.P2#getFixtureByKey
* @param {String} key - The key of the fixture
*/
getFixtureByKey: function(key) {
return this.namedFixtures[key];
},
/**
* Accessor to get a group of fixtures by its group index
*
* @method Phaser.Physics.P2#getGroup
* @param {Number} groupID - The group index
*/
getGroup: function(groupID) {
return this.groupedFixtures[groupID];
},
/**
* Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon
*
* @method Phaser.Physics.P2#getGroup
* @param {Number} groupID - The group index
*/
parse: function() {
var key, value, _ref, _results;
_ref = this.rawList;
_results = [];
for (key in _ref) {
value = _ref[key];
if (!isNaN(key - 0)) {
this.groupedFixtures[key] = this.groupedFixtures[key] || [];
this.groupedFixtures[key] = this.groupedFixtures[key].concat(value);
} else {
this.namedFixtures[key] = this.flatten(value);
}
_results.push(this.allFixtures = this.flatten(this.groupedFixtures));
}
_results;
},
/**
* A helper to flatten arrays
* This is very useful in this class as the fixtures a nested from time to time
* Due to the way P2 creates and splits polygons
*
* @method Phaser.Physics.P2#flatten
* @param {Array} array - The array to flatten.
* Notice: This will happen recursive not shallow.
*/
flatten: function(array) {
var result, self;
result = [];
self = arguments.callee;
array.forEach(function(item) {
return Array.prototype.push.apply(result, (Array.isArray(item) ? self(item) : [item]));
});
return result;
}
}