phaser/src/physics/arcade/PhysicsGroup.js

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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}
*/
var ArcadeSprite = require('./ArcadeSprite');
var Class = require('../../utils/Class');
var CONST = require('./const');
var GetFastValue = require('../../utils/object/GetFastValue');
var Group = require('../../gameobjects/group/Group');
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var IsPlainObject = require('../../utils/object/IsPlainObject');
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/**
* @typedef {object} PhysicsGroupConfig
* @extends GroupConfig
*
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* @property {boolean} [collideWorldBounds=false] - Sets {@link Phaser.Physics.Arcade.Body#collideWorldBounds}.
* @property {number} [accelerationX=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.x}.
* @property {number} [accelerationY=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.y}.
* @property {boolean} [allowDrag=true] - Sets {@link Phaser.Physics.Arcade.Body#allowDrag}.
* @property {boolean} [allowGravity=true] - Sets {@link Phaser.Physics.Arcade.Body#allowGravity}.
* @property {boolean} [allowRotation=true] - Sets {@link Phaser.Physics.Arcade.Body#allowRotation}.
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* @property {number} [bounceX=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.x}.
* @property {number} [bounceY=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.y}.
* @property {number} [dragX=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.x}.
* @property {number} [dragY=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.y}.
* @property {boolean} [enable=true] - Sets {@link Phaser.Physics.Arcade.Body#enable enable}.
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* @property {number} [gravityX=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.x}.
* @property {number} [gravityY=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.y}.
* @property {number} [frictionX=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.x}.
* @property {number} [frictionY=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.y}.
* @property {number} [velocityX=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.x}.
* @property {number} [velocityY=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.y}.
* @property {number} [angularVelocity=0] - Sets {@link Phaser.Physics.Arcade.Body#angularVelocity}.
* @property {number} [angularAcceleration=0] - Sets {@link Phaser.Physics.Arcade.Body#angularAcceleration}.
* @property {number} [angularDrag=0] - Sets {@link Phaser.Physics.Arcade.Body#angularDrag}.
* @property {number} [mass=0] - Sets {@link Phaser.Physics.Arcade.Body#mass}.
* @property {boolean} [immovable=false] - Sets {@link Phaser.Physics.Arcade.Body#immovable}.
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*/
/**
* @typedef {object} PhysicsGroupDefaults
*
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* @property {boolean} setCollideWorldBounds - As {@link Phaser.Physics.Arcade.Body#setCollideWorldBounds}.
* @property {number} setAccelerationX - As {@link Phaser.Physics.Arcade.Body#setAccelerationX}.
* @property {number} setAccelerationY - As {@link Phaser.Physics.Arcade.Body#setAccelerationY}.
* @property {boolean} setAllowDrag - As {@link Phaser.Physics.Arcade.Body#setAllowDrag}.
* @property {boolean} setAllowGravity - As {@link Phaser.Physics.Arcade.Body#setAllowGravity}.
* @property {boolean} setAllowRotation - As {@link Phaser.Physics.Arcade.Body#setAllowRotation}.
* @property {number} setBounceX - As {@link Phaser.Physics.Arcade.Body#setBounceX}.
* @property {number} setBounceY - As {@link Phaser.Physics.Arcade.Body#setBounceY}.
* @property {number} setDragX - As {@link Phaser.Physics.Arcade.Body#setDragX}.
* @property {number} setDragY - As {@link Phaser.Physics.Arcade.Body#setDragY}.
* @property {boolean} setEnable - As {@link Phaser.Physics.Arcade.Body#setEnable}.
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* @property {number} setGravityX - As {@link Phaser.Physics.Arcade.Body#setGravityX}.
* @property {number} setGravityY - As {@link Phaser.Physics.Arcade.Body#setGravityY}.
* @property {number} setFrictionX - As {@link Phaser.Physics.Arcade.Body#setFrictionX}.
* @property {number} setFrictionY - As {@link Phaser.Physics.Arcade.Body#setFrictionY}.
* @property {number} setVelocityX - As {@link Phaser.Physics.Arcade.Body#setVelocityX}.
* @property {number} setVelocityY - As {@link Phaser.Physics.Arcade.Body#setVelocityY}.
* @property {number} setAngularVelocity - As {@link Phaser.Physics.Arcade.Body#setAngularVelocity}.
* @property {number} setAngularAcceleration - As {@link Phaser.Physics.Arcade.Body#setAngularAcceleration}.
* @property {number} setAngularDrag - As {@link Phaser.Physics.Arcade.Body#setAngularDrag}.
* @property {number} setMass - As {@link Phaser.Physics.Arcade.Body#setMass}.
* @property {boolean} setImmovable - As {@link Phaser.Physics.Arcade.Body#setImmovable}.
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*/
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/**
* @classdesc
* An Arcade Physics Group object.
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*
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* All Game Objects created by this Group will automatically be given dynamic Arcade Physics bodies.
*
* Its static counterpart is {@link Phaser.Physics.Arcade.StaticGroup}.
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*
* @class Group
* @extends Phaser.GameObjects.Group
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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 physics simulation.
* @param {Phaser.Scene} scene - The scene this group belongs to.
* @param {(Phaser.GameObjects.GameObject[]|PhysicsGroupConfig|GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
* @param {PhysicsGroupConfig|GroupCreateConfig} [config] - Settings for this group.
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*/
var PhysicsGroup = new Class({
Extends: Group,
initialize:
function PhysicsGroup (world, scene, children, config)
{
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if (!children && !config)
{
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config = {
createCallback: this.createCallbackHandler,
removeCallback: this.removeCallbackHandler
};
}
else if (IsPlainObject(children))
{
// children is a plain object, so swizzle them:
config = children;
children = null;
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config.createCallback = this.createCallbackHandler;
config.removeCallback = this.removeCallbackHandler;
}
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else if (Array.isArray(children) && IsPlainObject(children[0]))
{
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// children is an array of plain objects
config = children;
children = null;
config.forEach(function (singleConfig)
{
singleConfig.createCallback = this.createCallbackHandler;
singleConfig.removeCallback = this.removeCallbackHandler;
});
}
else
{
// config is not defined and children is not a plain object nor an array of plain objects
config = {
createCallback: this.createCallbackHandler,
removeCallback: this.removeCallbackHandler
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};
}
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/**
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* The physics simulation.
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*
* @name Phaser.Physics.Arcade.Group#world
* @type {Phaser.Physics.Arcade.World}
* @since 3.0.0
*/
this.world = world;
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/**
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* The class to create new Group members from.
*
* This should be either `Phaser.Physics.Arcade.Image`, `Phaser.Physics.Arcade.Sprite`, or a class extending one of those.
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*
* @name Phaser.Physics.Arcade.Group#classType
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* @type {GroupClassTypeConstructor}
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* @default ArcadeSprite
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* @since 3.0.0
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*/
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config.classType = GetFastValue(config, 'classType', ArcadeSprite);
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/**
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* The physics type of the Group's members.
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*
* @name Phaser.Physics.Arcade.Group#physicsType
* @type {integer}
* @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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* Default physics properties applied to Game Objects added to the Group or created by the Group. Derived from the `config` argument.
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*
* @name Phaser.Physics.Arcade.Group#defaults
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* @type {PhysicsGroupDefaults}
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* @since 3.0.0
*/
this.defaults = {
setCollideWorldBounds: GetFastValue(config, 'collideWorldBounds', false),
setAccelerationX: GetFastValue(config, 'accelerationX', 0),
setAccelerationY: GetFastValue(config, 'accelerationY', 0),
setAllowDrag: GetFastValue(config, 'allowDrag', true),
setAllowGravity: GetFastValue(config, 'allowGravity', true),
setAllowRotation: GetFastValue(config, 'allowRotation', true),
setBounceX: GetFastValue(config, 'bounceX', 0),
setBounceY: GetFastValue(config, 'bounceY', 0),
setDragX: GetFastValue(config, 'dragX', 0),
setDragY: GetFastValue(config, 'dragY', 0),
setEnable: GetFastValue(config, 'enable', true),
setGravityX: GetFastValue(config, 'gravityX', 0),
setGravityY: GetFastValue(config, 'gravityY', 0),
setFrictionX: GetFastValue(config, 'frictionX', 0),
setFrictionY: GetFastValue(config, 'frictionY', 0),
setVelocityX: GetFastValue(config, 'velocityX', 0),
setVelocityY: GetFastValue(config, 'velocityY', 0),
setAngularVelocity: GetFastValue(config, 'angularVelocity', 0),
setAngularAcceleration: GetFastValue(config, 'angularAcceleration', 0),
setAngularDrag: GetFastValue(config, 'angularDrag', 0),
setMass: GetFastValue(config, 'mass', 1),
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setImmovable: GetFastValue(config, 'immovable', false)
};
Group.call(this, scene, children, config);
},
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/**
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* Enables a Game Object's Body and assigns `defaults`. Called when a Group member is added or created.
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*
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* @method Phaser.Physics.Arcade.Group#createCallbackHandler
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* @since 3.0.0
*
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* @param {Phaser.GameObjects.GameObject} child - The Game Object being added.
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*/
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createCallbackHandler: function (child)
{
if (!child.body)
{
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this.world.enableBody(child, CONST.DYNAMIC_BODY);
}
var body = child.body;
for (var key in this.defaults)
{
body[key](this.defaults[key]);
}
},
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/**
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* Disables a Game Object's Body. Called when a Group member is removed.
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*
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* @method Phaser.Physics.Arcade.Group#removeCallbackHandler
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* @since 3.0.0
*
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* @param {Phaser.GameObjects.GameObject} child - The Game Object being removed.
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*/
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removeCallbackHandler: function (child)
{
if (child.body)
{
this.world.disableBody(child);
}
},
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/**
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* Sets the velocity of each Group member.
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*
* @method Phaser.Physics.Arcade.Group#setVelocity
* @since 3.0.0
*
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* @param {number} x - The horizontal velocity.
* @param {number} y - The vertical velocity.
* @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (x, y), the second (x + step, y + step), and so on.
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*
* @return {Phaser.Physics.Arcade.Group} This Physics Group object.
*/
setVelocity: function (x, y, step)
{
if (step === undefined) { step = 0; }
var items = this.getChildren();
for (var i = 0; i < items.length; i++)
{
items[i].body.velocity.set(x + (i * step), y + (i * step));
}
return this;
},
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/**
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* Sets the horizontal velocity of each Group member.
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*
* @method Phaser.Physics.Arcade.Group#setVelocityX
* @since 3.0.0
*
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* @param {number} value - The velocity value.
* @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (x), the second (x + step), and so on.
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*
* @return {Phaser.Physics.Arcade.Group} This Physics Group object.
*/
setVelocityX: function (value, step)
{
if (step === undefined) { step = 0; }
var items = this.getChildren();
for (var i = 0; i < items.length; i++)
{
items[i].body.velocity.x = value + (i * step);
}
return this;
},
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/**
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* Sets the vertical velocity of each Group member.
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*
* @method Phaser.Physics.Arcade.Group#setVelocityY
* @since 3.0.0
*
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* @param {number} value - The velocity value.
* @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (y), the second (y + step), and so on.
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*
* @return {Phaser.Physics.Arcade.Group} This Physics Group object.
*/
setVelocityY: function (value, step)
{
if (step === undefined) { step = 0; }
var items = this.getChildren();
for (var i = 0; i < items.length; i++)
{
items[i].body.velocity.y = value + (i * step);
}
return this;
}
});
module.exports = PhysicsGroup;