phaser/src/physics/ninja/Body.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
* the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
*
* @class Phaser.Physics.Ninja.Body
* @classdesc Ninja Physics Body Constructor
* @constructor
* @param {Phaser.Physics.Ninja} system - The physics system this Body belongs to.
* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
* @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
* @param {number} [radius=16] - If this body is using a Circle shape this controls the radius.
*/
Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius) {
if (typeof type === 'undefined') { type = 1; }
if (typeof id === 'undefined') { id = 1; }
if (typeof radius === 'undefined') { radius = 16; }
/**
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = sprite.game;
/**
* @property {number} type - The type of physics system this body belongs to.
*/
this.type = Phaser.Physics.NINJA;
/**
* @property {Phaser.Physics.Ninja} system - The parent physics system.
*/
this.system = system;
/**
* @property {Phaser.Physics.Ninja.AABB} aabb - The AABB object this body is using for collision.
*/
this.aabb = null;
/**
* @property {Phaser.Physics.Ninja.Tile} tile - The Tile object this body is using for collision.
*/
this.tile = null;
/**
* @property {Phaser.Physics.Ninja.Circle} circle - The Circle object this body is using for collision.
*/
this.circle = null;
/**
* @property {object} shape - A local reference to the body shape.
*/
this.shape = null;
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// Setting drag to 0 and friction to 0 means you get a normalised speed (px psec)
/**
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* @property {number} drag - The drag applied to this object as it moves.
* @default
*/
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this.drag = 1;
/**
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* @property {number} friction - The friction applied to this object as it moves.
* @default
*/
this.friction = 0.05;
/**
* @property {number} gravityScale - How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
* @default
*/
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this.gravityScale = 1;
/**
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* @property {number} bounce - The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
* @default
*/
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this.bounce = 0.3;
/**
* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
*/
this.velocity = new Phaser.Point();
/**
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
* @default
*/
this.facing = Phaser.NONE;
/**
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* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. Not fully implemented.
* @default
*/
this.immovable = false;
/**
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
*/
this.collideWorldBounds = true;
/**
* This object is populated with boolean values when the Body collides with another.
* touching.up = true means the collision happened to the top of this Body for example.
* @property {object} touching - An object containing touching results.
*/
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* This object is populated with previous touching values from the bodies previous collision.
* @property {object} wasTouching - An object containing previous touching results.
*/
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* @property {number} maxSpeed - The maximum speed this body can travel at (taking drag and friction into account)
* @default
*/
this.maxSpeed = 8;
var sx = sprite.x;
var sy = sprite.y;
if (sprite.anchor.x === 0)
{
sx += (sprite.width * 0.5);
}
if (sprite.anchor.y === 0)
{
sy += (sprite.height * 0.5);
}
if (type === 1)
{
this.aabb = new Phaser.Physics.Ninja.AABB(this, sx, sy, sprite.width, sprite.height);
this.shape = this.aabb;
}
else if (type === 2)
{
this.circle = new Phaser.Physics.Ninja.Circle(this, sx, sy, radius);
this.shape = this.circle;
}
else if (type === 3)
{
this.tile = new Phaser.Physics.Ninja.Tile(this, sx, sy, sprite.width, sprite.height, id);
this.shape = this.tile;
}
};
Phaser.Physics.Ninja.Body.prototype = {
/**
* Internal method.
*
* @method Phaser.Physics.Ninja.Body#preUpdate
* @protected
*/
preUpdate: function () {
// Store and reset collision flags
this.wasTouching.none = this.touching.none;
this.wasTouching.up = this.touching.up;
this.wasTouching.down = this.touching.down;
this.wasTouching.left = this.touching.left;
this.wasTouching.right = this.touching.right;
this.touching.none = true;
this.touching.up = false;
this.touching.down = false;
this.touching.left = false;
this.touching.right = false;
this.shape.integrate();
if (this.collideWorldBounds)
{
this.shape.collideWorldBounds();
}
},
/**
* Internal method.
*
* @method Phaser.Physics.Ninja.Body#postUpdate
* @protected
*/
postUpdate: function () {
if (this.sprite.type === Phaser.TILESPRITE)
{
// TileSprites don't use their anchor property, so we need to adjust the coordinates
this.sprite.x = this.shape.pos.x - this.shape.xw;
this.sprite.y = this.shape.pos.y - this.shape.yw;
}
else
{
this.sprite.x = this.shape.pos.x;
this.sprite.y = this.shape.pos.y;
}
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if (this.velocity.x < 0)
{
this.facing = Phaser.LEFT;
}
else if (this.velocity.x > 0)
{
this.facing = Phaser.RIGHT;
}
if (this.velocity.y < 0)
{
this.facing = Phaser.UP;
}
else if (this.velocity.y > 0)
{
this.facing = Phaser.DOWN;
}
},
/**
* Stops all movement of this body.
*
* @method Phaser.Physics.Ninja.Body#setZeroVelocity
*/
setZeroVelocity: function () {
this.shape.oldpos.x = this.shape.pos.x;
this.shape.oldpos.y = this.shape.pos.y;
},
/**
* Moves the Body forwards based on its current angle and the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#moveTo
* @param {number} speed - The speed at which it should move forwards.
* @param {number} angle - The angle in which it should move, given in degrees.
*/
moveTo: function (speed, angle) {
var magnitude = speed * this.game.time.physicsElapsed;
var angle = this.game.math.degToRad(angle);
this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle));
this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle));
},
/**
* Moves the Body backwards based on its current angle and the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#moveBackward
* @param {number} speed - The speed at which it should move backwards.
* @param {number} angle - The angle in which it should move, given in degrees.
*/
moveFrom: function (speed, angle) {
var magnitude = -speed * this.game.time.physicsElapsed;
var angle = this.game.math.degToRad(angle);
this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle));
this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle));
},
/**
* If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#moveLeft
* @param {number} speed - The speed at which it should move to the left, in pixels per second.
*/
moveLeft: function (speed) {
var fx = -speed * this.game.time.physicsElapsed;
this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx));
},
/**
* If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#moveRight
* @param {number} speed - The speed at which it should move to the right, in pixels per second.
*/
moveRight: function (speed) {
var fx = speed * this.game.time.physicsElapsed;
this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx));
},
/**
* If this Body is dynamic then this will move it up by setting its y velocity to the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#moveUp
* @param {number} speed - The speed at which it should move up, in pixels per second.
*/
moveUp: function (speed) {
var fx = -speed * this.game.time.physicsElapsed;
this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx));
},
/**
* If this Body is dynamic then this will move it down by setting its y velocity to the given speed.
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
*
* @method Phaser.Physics.Body#moveDown
* @param {number} speed - The speed at which it should move down, in pixels per second.
*/
moveDown: function (speed) {
var fx = speed * this.game.time.physicsElapsed;
this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx));
},
/**
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* Resets all Body values and repositions on the Sprite.
*
* @method Phaser.Physics.Ninja.Body#reset
*/
reset: function () {
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this.velocity.set(0);
this.shape.pos.x = this.sprite.x;
this.shape.pos.y = this.sprite.y;
this.shape.oldpos.copyFrom(this.shape.pos);
}
};
/**
* @name Phaser.Physics.Ninja.Body#x
* @property {number} x - The x position.
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "x", {
get: function () {
return this.shape.pos.x;
},
set: function (value) {
this.shape.pos.x = value;
}
});
/**
* @name Phaser.Physics.Ninja.Body#y
* @property {number} y - The y position.
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "y", {
get: function () {
return this.shape.pos.y;
},
set: function (value) {
this.shape.pos.y = value;
}
});
/**
* @name Phaser.Physics.Ninja.Body#width
* @property {number} width - The width of this Body
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "width", {
get: function () {
return this.shape.width;
}
});
/**
* @name Phaser.Physics.Ninja.Body#height
* @property {number} height - The height of this Body
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "height", {
get: function () {
return this.shape.height;
}
});
/**
* @name Phaser.Physics.Ninja.Body#bottom
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "bottom", {
get: function () {
return this.shape.pos.y + this.shape.height;
}
});
/**
* @name Phaser.Physics.Ninja.Body#right
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "right", {
get: function () {
return this.shape.pos.x + this.shape.width;
}
});
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/**
* @name Phaser.Physics.Ninja.Body#speed
* @property {number} speed - The speed of this Body
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "speed", {
get: function () {
return Math.sqrt(this.shape.velocity.x * this.shape.velocity.x + this.shape.velocity.y * this.shape.velocity.y);
}
});
/**
* @name Phaser.Physics.Ninja.Body#angle
* @property {number} angle - The angle of this Body
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "angle", {
get: function () {
return Math.atan2(this.shape.velocity.y, this.shape.velocity.x);
}
});