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://opensource.org/licenses/MIT|MIT License}
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*/
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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/**
* @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.
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* @param {(Phaser.GameObjects.GameObject[]|Phaser.Types.Physics.Arcade.PhysicsGroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
* @param {Phaser.Types.Physics.Arcade.PhysicsGroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig} [config] - Settings for this group.
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*/
var PhysicsGroup = new Class({
Extends: Group,
initialize:
function PhysicsGroup (world, scene, children, config)
{
if (IsPlainObject(children))
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{
// children is a plain object, so swizzle them:
config = children;
children = null;
}
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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[0];
}
else if (config === undefined || children === undefined)
{
config = {};
}
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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.
*
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* 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 {Function}
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* @default ArcadeSprite
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* @since 3.0.0
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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 {Phaser.Types.Physics.Arcade.PhysicsGroupDefaults}
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* @since 3.0.0
*/
this.defaults = {
setCollideWorldBounds: GetFastValue(config, 'collideWorldBounds', false),
setBoundsRectangle: GetFastValue(config, 'customBoundsRectangle', null),
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)
};
if (Array.isArray(children))
{
config = null;
}
Group.call(this, scene, children, config);
this.internalCreateCallback = this.createCallbackHandler;
this.internalRemoveCallback = this.removeCallbackHandler;
/**
* A textual representation of this Game Object.
* Used internally by Phaser but is available for your own custom classes to populate.
*
* @name Phaser.Physics.Arcade.Group#type
* @type {string}
* @default 'PhysicsGroup'
* @since 3.21.0
*/
this.type = 'PhysicsGroup';
},
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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;