phaser/src/physics/matter-js/MatterPhysics.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 Class = require('../../utils/Class');
var Factory = require('./Factory');
var GetFastValue = require('../../utils/object/GetFastValue');
var GetValue = require('../../utils/object/GetValue');
var MatterAttractors = require('./lib/plugins/MatterAttractors');
var MatterLib = require('./lib/core/Matter');
var MatterWrap = require('./lib/plugins/MatterWrap');
var Merge = require('../../utils/object/Merge');
var Plugin = require('./lib/core/Plugin');
var PluginCache = require('../../plugins/PluginCache');
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var SceneEvents = require('../../scene/events');
var World = require('./World');
var Vertices = require('./lib/geometry/Vertices');
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/**
* @classdesc
* [description]
*
* @class MatterPhysics
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* @memberof Phaser.Physics.Matter
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* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
var MatterPhysics = new Class({
initialize:
function MatterPhysics (scene)
{
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/**
* [description]
*
* @name Phaser.Physics.Matter.MatterPhysics#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
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/**
* [description]
*
* @name Phaser.Physics.Matter.MatterPhysics#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
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/**
* [description]
*
* @name Phaser.Physics.Matter.MatterPhysics#config
* @type {object}
* @since 3.0.0
*/
this.config = this.getConfig();
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/**
* [description]
*
* @name Phaser.Physics.Matter.MatterPhysics#world
* @type {Phaser.Physics.Matter.World}
* @since 3.0.0
*/
this.world;
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/**
* [description]
*
* @name Phaser.Physics.Matter.MatterPhysics#add
* @type {Phaser.Physics.Matter.Factory}
* @since 3.0.0
*/
this.add;
/**
* A reference to the `Matter.Vertices` module which contains methods for creating and manipulating sets of vertices.
* A set of vertices is an array of `Matter.Vector` with additional indexing properties inserted by `Vertices.create`.
* A `Matter.Body` maintains a set of vertices to represent the shape of the object (its convex hull).
*
* @name Phaser.Physics.Matter.MatterPhysics#verts
* @type {MatterJS.Vertices}
* @since 3.14.0
*/
this.verts = Vertices;
// Matter plugins
if (GetValue(this.config, 'plugins.attractors', false))
{
Plugin.register(MatterAttractors);
Plugin.use(MatterLib, MatterAttractors);
}
if (GetValue(this.config, 'plugins.wrap', false))
{
Plugin.register(MatterWrap);
Plugin.use(MatterLib, MatterWrap);
}
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
scene.sys.events.on(SceneEvents.START, this.start, this);
},
/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
*
* @method Phaser.Physics.Matter.MatterPhysics#boot
* @private
* @since 3.5.1
*/
boot: function ()
{
this.world = new World(this.scene, this.config);
this.add = new Factory(this.world);
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, this);
},
/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
*
* @method Phaser.Physics.Matter.MatterPhysics#start
* @private
* @since 3.5.0
*/
start: function ()
{
if (!this.world)
{
this.world = new World(this.scene, this.config);
this.add = new Factory(this.world);
}
var eventEmitter = this.systems.events;
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eventEmitter.on(SceneEvents.UPDATE, this.world.update, this.world);
eventEmitter.on(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world);
eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.MatterPhysics#getConfig
* @since 3.0.0
*
* @return {object} [description]
*/
getConfig: function ()
{
var gameConfig = this.systems.game.config.physics;
var sceneConfig = this.systems.settings.physics;
var config = Merge(
GetFastValue(sceneConfig, 'matter', {}),
GetFastValue(gameConfig, 'matter', {})
);
return config;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.MatterPhysics#enableAttractorPlugin
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.MatterPhysics} This Matter Physics instance.
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*/
enableAttractorPlugin: function ()
{
Plugin.register(MatterAttractors);
Plugin.use(MatterLib, MatterAttractors);
return this;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.MatterPhysics#enableWrapPlugin
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.MatterPhysics} This Matter Physics instance.
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*/
enableWrapPlugin: function ()
{
Plugin.register(MatterWrap);
Plugin.use(MatterLib, MatterWrap);
return this;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.MatterPhysics#pause
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.World} The Matter World object.
*/
pause: function ()
{
return this.world.pause();
},
/**
* [description]
*
* @method Phaser.Physics.Matter.MatterPhysics#resume
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.World} The Matter World object.
*/
resume: function ()
{
return this.world.resume();
},
/**
* Sets the Matter Engine to run at fixed timestep of 60Hz and enables `autoUpdate`.
* If you have set a custom `getDelta` function then this will override it.
*
* @method Phaser.Physics.Matter.MatterPhysics#set60Hz
* @since 3.4.0
*
* @return {Phaser.Physics.Matter.MatterPhysics} This Matter Physics instance.
*/
set60Hz: function ()
{
this.world.getDelta = this.world.update60Hz;
this.world.autoUpdate = true;
return this;
},
/**
* Sets the Matter Engine to run at fixed timestep of 30Hz and enables `autoUpdate`.
* If you have set a custom `getDelta` function then this will override it.
*
* @method Phaser.Physics.Matter.MatterPhysics#set30Hz
* @since 3.4.0
*
* @return {Phaser.Physics.Matter.MatterPhysics} This Matter Physics instance.
*/
set30Hz: function ()
{
this.world.getDelta = this.world.update30Hz;
this.world.autoUpdate = true;
return this;
},
/**
* Manually advances the physics simulation by one iteration.
*
* You can optionally pass in the `delta` and `correction` values to be used by Engine.update.
* If undefined they use the Matter defaults of 60Hz and no correction.
*
* Calling `step` directly bypasses any checks of `enabled` or `autoUpdate`.
*
* It also ignores any custom `getDelta` functions, as you should be passing the delta
* value in to this call.
*
* You can adjust the number of iterations that Engine.update performs internally.
* Use the Scene Matter Physics config object to set the following properties:
*
* positionIterations (defaults to 6)
* velocityIterations (defaults to 4)
* constraintIterations (defaults to 2)
*
* Adjusting these values can help performance in certain situations, depending on the physics requirements
* of your game.
*
* @method Phaser.Physics.Matter.MatterPhysics#step
* @since 3.4.0
*
* @param {number} [delta=16.666] - [description]
* @param {number} [correction=1] - [description]
*/
step: function (delta, correction)
{
this.world.step(delta, correction);
},
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/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
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*
* @method Phaser.Physics.Matter.MatterPhysics#shutdown
* @private
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* @since 3.0.0
*/
shutdown: function ()
{
var eventEmitter = this.systems.events;
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eventEmitter.off(SceneEvents.UPDATE, this.world.update, this.world);
eventEmitter.off(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world);
eventEmitter.off(SceneEvents.SHUTDOWN, this.shutdown, this);
this.add.destroy();
this.world.destroy();
this.add = null;
this.world = null;
},
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/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
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*
* @method Phaser.Physics.Matter.MatterPhysics#destroy
* @private
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* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
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this.scene.sys.events.off(SceneEvents.START, this.start, this);
this.scene = null;
this.systems = null;
}
});
PluginCache.register('MatterPhysics', MatterPhysics, 'matterPhysics');
module.exports = MatterPhysics;