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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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< a href = "Phaser.Utils.html" > Utils< / a >
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< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
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< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
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< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
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< a href = "PIXI.BitmapText.html" > BitmapText< / a >
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< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
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< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
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< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
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< a href = "PIXI.Ellipse.html" > Ellipse< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
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< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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class="caret">< / b > < / a >
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< a href = "global.html#clone" > clone< / a >
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< a href = "global.html#createFixedLayer" > createFixedLayer< / a >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/physics/Physics.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @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 Manager is responsible for looking after all of the running physics systems.
* Phaser supports 3 physics systems: Arcade Physics, P2 and Ninja Physics (with Box2D and Chipmunk in development)
* Game Objects can belong to only 1 physics system, but you can have multiple systems active in a single game.
*
* For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
* faster (due to being much simpler) Arcade Physics system.
*
* @class Phaser.Physics
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
*/
Phaser.Physics = function (game, config) {
config = config || {};
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {object} config - The physics configuration object as passed to the game on creation.
*/
this.config = config;
/**
* @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system.
*/
this.arcade = null;
/**
* @property {Phaser.Physics.P2} p2 - The P2.JS Physics system.
*/
this.p2 = null;
/**
* @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics System.
*/
this.ninja = null;
/**
* @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system (to be done).
*/
this.box2d = null;
/**
* @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done).
*/
this.chipmunk = null;
this.parseConfig();
};
/**
* @const
* @type {number}
*/
Phaser.Physics.ARCADE = 0;
/**
* @const
* @type {number}
*/
Phaser.Physics.P2JS = 1;
/**
* @const
* @type {number}
*/
Phaser.Physics.NINJA = 2;
/**
* @const
* @type {number}
*/
Phaser.Physics.BOX2D = 3;
/**
* @const
* @type {number}
*/
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Phaser.Physics.CHIPMUNK = 4;
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Phaser.Physics.prototype = {
/**
* Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.
*
* @method Phaser.Physics#parseConfig
*/
parseConfig: function () {
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if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) & & Phaser.Physics.hasOwnProperty('Arcade'))
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{
// If Arcade isn't specified, we create it automatically if we can
this.arcade = new Phaser.Physics.Arcade(this.game);
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this.game.time.deltaCap = 0.2;
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}
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if (this.config.hasOwnProperty('ninja') & & this.config['ninja'] === true & & Phaser.Physics.hasOwnProperty('Ninja'))
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{
this.ninja = new Phaser.Physics.Ninja(this.game);
}
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if (this.config.hasOwnProperty('p2') & & this.config['p2'] === true & & Phaser.Physics.hasOwnProperty('P2'))
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{
this.p2 = new Phaser.Physics.P2(this.game, this.config);
}
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if (this.config.hasOwnProperty('box2d') & & this.config['box2d'] === true & & Phaser.Physics.hasOwnProperty('BOX2D'))
{
this.box2d = new Phaser.Physics.BOX2D(this.game, this.config);
}
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},
/**
* This will create an instance of the requested physics simulation.
* Phaser.Physics.Arcade is running by default, but all others need activating directly.
* You can start the following physics systems:
* Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
* Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.
*
* @method Phaser.Physics#startSystem
* @param {number} The physics system to start.
*/
startSystem: function (system) {
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if (system === Phaser.Physics.ARCADE)
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{
this.arcade = new Phaser.Physics.Arcade(this.game);
}
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else if (system === Phaser.Physics.P2JS)
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{
this.p2 = new Phaser.Physics.P2(this.game, this.config);
}
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if (system === Phaser.Physics.NINJA)
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{
this.ninja = new Phaser.Physics.Ninja(this.game);
}
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else if (system === Phaser.Physics.BOX2D & & this.box2d === null)
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{
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this.box2d = new Phaser.Physics.Box2D(this.game, this.config);
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}
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else if (system === Phaser.Physics.CHIPMUNK & & this.chipmunk === null)
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{
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throw new Error('The Chipmunk physics system has not been implemented yet.');
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}
},
/**
* This will create a default physics body on the given game object or array of objects.
* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
* It can be for any of the physics systems that have been started:
*
* Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
* Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
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* Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5
* Phaser.Physics.CHIPMUNK is still in development.
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*
* If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
* individual physics systems `enable` methods instead of using this generic one.
*
* @method Phaser.Physics#enable
* @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
* @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.
* @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false.
*/
enable: function (object, system, debug) {
if (typeof system === 'undefined') { system = Phaser.Physics.ARCADE; }
if (typeof debug === 'undefined') { debug = false; }
if (system === Phaser.Physics.ARCADE)
{
this.arcade.enable(object);
}
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else if (system === Phaser.Physics.P2JS & & this.p2)
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{
this.p2.enable(object, debug);
}
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else if (system === Phaser.Physics.NINJA & & this.ninja)
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{
this.ninja.enableAABB(object);
}
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else if (system === Phaser.Physics.BOX2D & & this.box2d)
{
this.box2d.enable(object);
}
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},
/**
* preUpdate checks.
*
* @method Phaser.Physics#preUpdate
* @protected
*/
preUpdate: function () {
// ArcadePhysics / Ninja don't have a core to preUpdate
if (this.p2)
{
this.p2.preUpdate();
}
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if (this.box2d)
{
this.box2d.preUpdate();
}
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},
/**
* Updates all running physics systems.
*
* @method Phaser.Physics#update
* @protected
*/
update: function () {
// ArcadePhysics / Ninja don't have a core to update
if (this.p2)
{
this.p2.update();
}
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if (this.box2d)
{
this.box2d.update();
}
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},
/**
* Updates the physics bounds to match the world dimensions.
*
* @method Phaser.Physics#setBoundsToWorld
* @protected
*/
setBoundsToWorld: function () {
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if (this.arcade)
{
this.arcade.setBoundsToWorld();
}
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if (this.ninja)
{
this.ninja.setBoundsToWorld();
}
if (this.p2)
{
this.p2.setBoundsToWorld();
}
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if (this.box2d)
{
this.box2d.setBoundsToWorld();
}
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},
/**
* Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.
*
* @method Phaser.Physics#clear
* @protected
*/
clear: function () {
if (this.p2)
{
this.p2.clear();
}
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if (this.box2d)
{
this.box2d.clear();
}
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},
/**
* Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.
*
* @method Phaser.Physics#destroy
*/
destroy: function () {
if (this.p2)
{
this.p2.destroy();
}
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if (this.box2d)
{
this.box2d.destroy();
}
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this.arcade = null;
this.ninja = null;
this.p2 = null;
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this.box2d = null;
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}
};
Phaser.Physics.prototype.constructor = Phaser.Physics;
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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