2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2019-01-15 16:20:22 +00:00
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* @copyright 2019 Photon Storm Ltd.
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2018-02-12 16:01:20 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2019-03-26 16:51:15 +00:00
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var BaseBody = require('./BaseBody');
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2017-11-09 15:31:48 +00:00
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var Class = require('../../utils/Class');
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var CONST = require('./const');
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var Vector2 = require('../../math/Vector2');
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2018-02-09 03:44:23 +00:00
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/**
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* @classdesc
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2018-06-13 16:41:50 +00:00
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* A Static Arcade Physics Body.
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*
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* A Static Body never moves, and isn't automatically synchronized with its parent Game Object.
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* That means if you make any change to the parent's origin, position, or scale after creating or adding the body, you'll need to update the Body manually.
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*
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* A Static Body can collide with other Bodies, but is never moved by collisions.
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*
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* Its dynamic counterpart is {@link Phaser.Physics.Arcade.Body}.
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2018-02-09 03:44:23 +00:00
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*
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* @class StaticBody
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2019-03-26 16:51:15 +00:00
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* @extends Phaser.Physics.Arcade.BaseBody
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2018-10-10 09:49:13 +00:00
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* @memberof Phaser.Physics.Arcade
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2018-02-09 03:44:23 +00:00
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* @constructor
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* @since 3.0.0
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*
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2018-10-19 11:32:43 +00:00
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* @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Static Body belongs to.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Static Body belongs to.
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2018-02-09 03:44:23 +00:00
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*/
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2017-11-09 15:31:48 +00:00
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var StaticBody = new Class({
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2019-03-26 16:51:15 +00:00
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Extends: BaseBody,
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2017-11-09 15:31:48 +00:00
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initialize:
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2019-03-27 00:20:49 +00:00
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function StaticBody (world, gameObject, x, y, width, height)
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2017-11-09 15:31:48 +00:00
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{
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2019-03-27 00:20:49 +00:00
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BaseBody.call(this, world, gameObject, CONST.STATIC_BODY, x, y, width, height);
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2017-11-09 15:31:48 +00:00
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2018-02-09 03:44:23 +00:00
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/**
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2018-10-19 11:32:43 +00:00
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* A constant zero velocity used by the Arcade Physics simulation for calculations.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.StaticBody#velocity
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2018-02-09 04:08:01 +00:00
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* @type {Phaser.Math.Vector2}
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2018-10-09 12:40:00 +00:00
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* @readonly
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2018-02-09 03:44:23 +00:00
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* @since 3.0.0
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*/
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2018-02-15 01:51:36 +00:00
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this.velocity = Vector2.ZERO;
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2017-11-09 15:31:48 +00:00
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this.allowGravity = false;
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2018-02-09 03:44:23 +00:00
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/**
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2018-09-28 10:04:19 +00:00
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* Gravitational force applied specifically to this Body. Values are in pixels per second squared. Always zero for a Static Body.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.StaticBody#gravity
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2018-02-09 04:08:01 +00:00
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* @type {Phaser.Math.Vector2}
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2018-10-09 12:40:00 +00:00
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* @readonly
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2018-02-09 03:44:23 +00:00
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* @since 3.0.0
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*/
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2018-02-15 01:51:36 +00:00
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this.gravity = Vector2.ZERO;
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2017-11-09 15:31:48 +00:00
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2018-02-09 03:44:23 +00:00
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/**
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2018-09-28 10:04:19 +00:00
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* Rebound, or restitution, following a collision, relative to 1. Always zero for a Static Body.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.StaticBody#bounce
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2018-02-09 04:08:01 +00:00
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* @type {Phaser.Math.Vector2}
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2018-10-09 12:40:00 +00:00
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* @readonly
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2018-02-09 03:44:23 +00:00
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* @since 3.0.0
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*/
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2018-02-15 01:51:36 +00:00
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this.bounce = Vector2.ZERO;
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2017-11-09 15:31:48 +00:00
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this.immovable = true;
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2018-02-09 03:44:23 +00:00
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/**
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2018-11-07 17:43:43 +00:00
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* Whether this StaticBody has ever overlapped with another while both were not moving.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.StaticBody#embedded
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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2017-11-09 15:31:48 +00:00
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this.embedded = false;
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2018-02-15 01:51:36 +00:00
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},
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/**
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* Updates this Static Body so that its position and dimensions are updated
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* based on the current Game Object it is bound to.
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*
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* @method Phaser.Physics.Arcade.StaticBody#updateFromGameObject
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2018-02-15 14:31:15 +00:00
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* @since 3.1.0
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2018-02-15 01:51:36 +00:00
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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updateFromGameObject: function ()
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{
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var gameObject = this.gameObject;
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2019-03-27 00:20:49 +00:00
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if (gameObject)
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{
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this.world.staticTree.remove(this);
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2018-02-15 01:51:36 +00:00
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2019-03-27 00:20:49 +00:00
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gameObject.getTopLeft(this.position);
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2018-02-15 01:51:36 +00:00
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2019-03-27 00:20:49 +00:00
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this.width = gameObject.displayWidth;
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this.height = gameObject.displayHeight;
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this.halfWidth = Math.abs(this.width / 2);
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this.halfHeight = Math.abs(this.height / 2);
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this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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this.world.staticTree.insert(this);
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}
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2018-02-15 01:51:36 +00:00
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return this;
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2017-11-09 15:31:48 +00:00
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},
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2018-04-05 07:48:35 +00:00
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/**
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2018-09-24 22:20:43 +00:00
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* Sets the offset of the body.
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2018-04-05 07:48:35 +00:00
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*
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* @method Phaser.Physics.Arcade.StaticBody#setOffset
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* @since 3.4.0
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*
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2018-09-24 22:20:43 +00:00
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* @param {number} x - The horizontal offset of the Body from the Game Object's center.
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* @param {number} y - The vertical offset of the Body from the Game Object's center.
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2018-04-05 07:48:35 +00:00
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setOffset: function (x, y)
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{
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if (y === undefined) { y = x; }
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this.world.staticTree.remove(this);
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2018-04-11 04:16:08 +00:00
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this.position.x -= this.offset.x;
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this.position.y -= this.offset.y;
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2018-04-05 07:48:35 +00:00
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this.offset.set(x, y);
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2018-04-11 04:16:08 +00:00
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this.position.x += this.offset.x;
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this.position.y += this.offset.y;
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2018-04-05 07:48:35 +00:00
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this.updateCenter();
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this.world.staticTree.insert(this);
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return this;
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},
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2018-02-09 03:44:23 +00:00
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/**
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2018-07-25 01:05:51 +00:00
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* Sets the size of the body.
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2018-07-31 08:39:22 +00:00
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* Resets the width and height to match current frame, if no width and height provided and a frame is found.
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.StaticBody#setSize
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* @since 3.0.0
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*
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2018-07-31 08:39:22 +00:00
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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.
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* @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 {number} [offsetX] - The horizontal offset of the Body from the Game Object's center.
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* @param {number} [offsetY] - The vertical offset of the Body from the Game Object's center.
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2018-02-09 03:44:23 +00:00
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*
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2018-02-09 04:08:01 +00:00
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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2018-02-09 03:44:23 +00:00
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*/
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2017-11-09 15:31:48 +00:00
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setSize: function (width, height, offsetX, offsetY)
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{
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if (offsetX === undefined) { offsetX = this.offset.x; }
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if (offsetY === undefined) { offsetY = this.offset.y; }
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2018-07-31 08:39:22 +00:00
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var gameObject = this.gameObject;
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2019-03-27 00:20:49 +00:00
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if (gameObject)
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2018-07-31 08:39:22 +00:00
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{
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2019-03-27 00:20:49 +00:00
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if (!width && gameObject.frame)
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{
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width = gameObject.frame.realWidth;
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}
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if (!height && gameObject.frame)
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{
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height = gameObject.frame.realHeight;
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}
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2018-07-31 08:39:22 +00:00
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}
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2017-11-09 15:31:48 +00:00
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this.world.staticTree.remove(this);
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2018-02-15 01:51:36 +00:00
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this.width = width;
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this.height = height;
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this.halfWidth = Math.floor(width / 2);
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this.halfHeight = Math.floor(height / 2);
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2017-11-09 15:31:48 +00:00
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this.offset.set(offsetX, offsetY);
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this.updateCenter();
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this.isCircle = false;
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this.radius = 0;
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this.world.staticTree.insert(this);
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return this;
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},
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2018-02-09 03:44:23 +00:00
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/**
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2018-09-28 10:04:19 +00:00
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* Sets this Static Body to have a circular body and sets its sizes and position.
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.StaticBody#setCircle
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* @since 3.0.0
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*
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2018-09-28 10:04:19 +00:00
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* @param {number} radius - The radius of the StaticBody, in pixels.
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* @param {number} [offsetX] - The horizontal offset of the StaticBody from its Game Object, in pixels.
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* @param {number} [offsetY] - The vertical offset of the StaticBody from its Game Object, in pixels.
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2018-02-09 03:44:23 +00:00
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*
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2018-02-09 04:08:01 +00:00
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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2018-02-09 03:44:23 +00:00
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*/
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2017-11-09 15:31:48 +00:00
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setCircle: function (radius, offsetX, offsetY)
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{
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if (offsetX === undefined) { offsetX = this.offset.x; }
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if (offsetY === undefined) { offsetY = this.offset.y; }
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if (radius > 0)
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{
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this.world.staticTree.remove(this);
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this.isCircle = true;
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2018-02-15 01:51:36 +00:00
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this.radius = radius;
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2017-11-09 15:31:48 +00:00
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2018-02-15 01:51:36 +00:00
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this.width = radius * 2;
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this.height = radius * 2;
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2017-11-09 15:31:48 +00:00
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this.offset.set(offsetX, offsetY);
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this.updateCenter();
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this.world.staticTree.insert(this);
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}
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else
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{
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this.isCircle = false;
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}
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return this;
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},
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2018-02-09 03:44:23 +00:00
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/**
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2018-12-12 12:39:47 +00:00
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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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2018-06-13 16:41:50 +00:00
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* Similar to `updateFromGameObject`, but doesn't modify the Body's dimensions.
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.StaticBody#reset
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* @since 3.0.0
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*
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2018-12-12 12:39:47 +00:00
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* @param {number} [x] - The x coordinate to reset the body to. If not given will use the parent Game Object's coordinate.
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* @param {number} [y] - The y coordinate to reset the body to. If not given will use the parent Game Object's coordinate.
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2018-02-09 03:44:23 +00:00
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*/
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2017-11-09 16:32:31 +00:00
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reset: function (x, y)
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{
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2018-02-15 01:51:36 +00:00
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var gameObject = this.gameObject;
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2017-11-09 15:31:48 +00:00
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2019-03-27 00:20:49 +00:00
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if (x === undefined && gameObject) { x = gameObject.x; }
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if (y === undefined && gameObject) { y = gameObject.y; }
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2017-11-09 16:32:31 +00:00
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this.world.staticTree.remove(this);
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2019-03-27 00:20:49 +00:00
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if (gameObject)
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{
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gameObject.setPosition(x, y);
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2018-12-12 12:39:47 +00:00
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2019-03-27 00:20:49 +00:00
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gameObject.getTopLeft(this.position);
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}
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2017-11-09 15:31:48 +00:00
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this.updateCenter();
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this.world.staticTree.insert(this);
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},
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2018-02-09 03:44:23 +00:00
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/**
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2018-09-28 10:04:19 +00:00
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* NOOP function. A Static Body cannot be stopped.
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.StaticBody#stop
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* @since 3.0.0
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*
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2018-02-09 04:08:01 +00:00
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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2018-02-09 03:44:23 +00:00
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*/
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2017-11-09 15:31:48 +00:00
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stop: function ()
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{
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return this;
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},
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2018-02-09 03:44:23 +00:00
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/**
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2019-03-26 16:51:15 +00:00
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* NOOP
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2018-02-09 03:44:23 +00:00
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*
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2019-03-26 16:51:15 +00:00
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* @method Phaser.Physics.Arcade.StaticBody#postUpdate
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* @since 3.12.0
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2018-02-09 03:44:23 +00:00
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*/
|
2019-03-26 16:51:15 +00:00
|
|
|
postUpdate: function ()
|
2017-11-09 15:31:48 +00:00
|
|
|
{
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2019-03-26 16:51:15 +00:00
|
|
|
* NOOP
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
2019-03-26 16:51:15 +00:00
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#setBlockedUp
|
|
|
|
* @since 3.17.0
|
|
|
|
*/
|
|
|
|
setBlockedUp: function ()
|
|
|
|
{
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* NOOP
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
2019-03-26 16:51:15 +00:00
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#setBlockedDown
|
|
|
|
* @since 3.17.0
|
|
|
|
*/
|
|
|
|
setBlockedDown: function ()
|
|
|
|
{
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* NOOP
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
2019-03-26 16:51:15 +00:00
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#setBlockedLeft
|
|
|
|
* @since 3.17.0
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2019-03-26 16:51:15 +00:00
|
|
|
setBlockedLeft: function ()
|
2017-11-09 15:31:48 +00:00
|
|
|
{
|
|
|
|
},
|
|
|
|
|
2018-08-29 15:35:13 +00:00
|
|
|
/**
|
|
|
|
* NOOP
|
|
|
|
*
|
2019-03-26 16:51:15 +00:00
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#setBlockedRight
|
|
|
|
* @since 3.17.0
|
2018-08-29 15:35:13 +00:00
|
|
|
*/
|
2019-03-26 16:51:15 +00:00
|
|
|
setBlockedRight: function ()
|
2018-08-29 15:35:13 +00:00
|
|
|
{
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The absolute (non-negative) change in this StaticBody's horizontal position from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsX
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-09-28 10:04:19 +00:00
|
|
|
* @return {number} Always zero for a Static Body.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
deltaAbsX: function ()
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The absolute (non-negative) change in this StaticBody's vertical position from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsY
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-09-28 10:04:19 +00:00
|
|
|
* @return {number} Always zero for a Static Body.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
deltaAbsY: function ()
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The change in this StaticBody's horizontal position from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaX
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-10-19 11:32:43 +00:00
|
|
|
* @return {number} The change in this StaticBody's velocity from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
deltaX: function ()
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The change in this StaticBody's vertical position from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaY
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-10-19 11:32:43 +00:00
|
|
|
* @return {number} The change in this StaticBody's velocity from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
deltaY: function ()
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-10-19 16:45:05 +00:00
|
|
|
* The change in this StaticBody's rotation from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaZ
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-10-19 11:32:43 +00:00
|
|
|
* @return {number} The change in this StaticBody's rotation from the previous step. Always zero.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
deltaZ: function ()
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
2018-02-09 04:08:01 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The x coordinate of the StaticBody.
|
2018-02-09 04:08:01 +00:00
|
|
|
*
|
|
|
|
* @name Phaser.Physics.Arcade.StaticBody#x
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
x: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
2018-02-15 01:51:36 +00:00
|
|
|
this.world.staticTree.remove(this);
|
|
|
|
|
2017-11-09 15:31:48 +00:00
|
|
|
this.position.x = value;
|
2017-11-09 16:32:31 +00:00
|
|
|
|
|
|
|
this.world.staticTree.insert(this);
|
2017-11-09 15:31:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2018-02-09 04:08:01 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The y coordinate of the StaticBody.
|
2018-02-09 04:08:01 +00:00
|
|
|
*
|
|
|
|
* @name Phaser.Physics.Arcade.StaticBody#y
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
y: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
2018-02-15 01:51:36 +00:00
|
|
|
this.world.staticTree.remove(this);
|
|
|
|
|
2017-11-09 15:31:48 +00:00
|
|
|
this.position.y = value;
|
2017-11-09 16:32:31 +00:00
|
|
|
|
|
|
|
this.world.staticTree.insert(this);
|
2017-11-09 15:31:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2018-02-09 04:08:01 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* Returns the left-most x coordinate of the area of the StaticBody.
|
2018-02-09 04:08:01 +00:00
|
|
|
*
|
|
|
|
* @name Phaser.Physics.Arcade.StaticBody#left
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
left: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.x;
|
2019-03-26 16:51:15 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.x = value;
|
2017-11-09 15:31:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2018-02-09 04:08:01 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The right-most x coordinate of the area of the StaticBody.
|
2018-02-09 04:08:01 +00:00
|
|
|
*
|
|
|
|
* @name Phaser.Physics.Arcade.StaticBody#right
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
right: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.x + this.width;
|
2019-03-26 16:51:15 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.world.staticTree.remove(this);
|
|
|
|
|
|
|
|
this.position.x = value - this.width;
|
|
|
|
|
|
|
|
this.world.staticTree.insert(this);
|
2017-11-09 15:31:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2018-02-09 04:08:01 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The highest y coordinate of the area of the StaticBody.
|
2018-02-09 04:08:01 +00:00
|
|
|
*
|
|
|
|
* @name Phaser.Physics.Arcade.StaticBody#top
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
top: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.y;
|
2019-03-26 16:51:15 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.y = value;
|
2017-11-09 15:31:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2018-02-09 04:08:01 +00:00
|
|
|
/**
|
2018-09-28 10:04:19 +00:00
|
|
|
* The lowest y coordinate of the area of the StaticBody. (y + height)
|
2018-02-09 04:08:01 +00:00
|
|
|
*
|
|
|
|
* @name Phaser.Physics.Arcade.StaticBody#bottom
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-11-09 15:31:48 +00:00
|
|
|
bottom: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.position.y + this.height;
|
2019-03-26 16:51:15 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value)
|
|
|
|
{
|
|
|
|
this.world.staticTree.remove(this);
|
|
|
|
|
|
|
|
this.position.y = value - this.height;
|
|
|
|
|
|
|
|
this.world.staticTree.insert(this);
|
2017-11-09 15:31:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = StaticBody;
|