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<h1 class="page-title">Source: src/physics/Physics.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 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.
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* Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin.
*
* Game Objects (such as Sprites) can only belong to 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;
/**
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* @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics system.
*/
this.ninja = null;
/**
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* @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system.
*/
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;
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) &amp;&amp; Phaser.Physics.hasOwnProperty('Arcade'))
{
// 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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if (this.config.hasOwnProperty('ninja') &amp;&amp; this.config['ninja'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('Ninja'))
{
this.ninja = new Phaser.Physics.Ninja(this.game);
}
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if (this.config.hasOwnProperty('p2') &amp;&amp; this.config['p2'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('P2'))
{
this.p2 = new Phaser.Physics.P2(this.game, this.config);
}
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if (this.config.hasOwnProperty('box2d') &amp;&amp; this.config['box2d'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('BOX2D'))
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{
this.box2d = new Phaser.Physics.BOX2D(this.game, this.config);
}
},
/**
* This will create an instance of the requested physics simulation.
* Phaser.Physics.Arcade is running by default, but all others need activating directly.
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*
* You can start the following physics systems:
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*
* Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
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* Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io)
*
* Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them.
* They are not bundled into the core Phaser library.
*
* If the physics world has already been created (i.e. in another state in your game) then
* calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors
* then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`.
*
* @method Phaser.Physics#startSystem
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* @param {number} system - The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D.
*/
startSystem: function (system) {
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if (system === Phaser.Physics.ARCADE)
{
this.arcade = new Phaser.Physics.Arcade(this.game);
}
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else if (system === Phaser.Physics.P2JS)
{
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if (this.p2 === null)
{
this.p2 = new Phaser.Physics.P2(this.game, this.config);
}
else
{
this.p2.reset();
}
}
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else if (system === Phaser.Physics.NINJA)
{
this.ninja = new Phaser.Physics.Ninja(this.game);
}
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else if (system === Phaser.Physics.BOX2D)
{
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if (this.box2d === null)
{
this.box2d = new Phaser.Physics.Box2D(this.game, this.config);
}
else
{
this.box2d.reset();
}
}
},
/**
* 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.
*
* 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 &amp;&amp; this.p2)
{
this.p2.enable(object, debug);
}
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else if (system === Phaser.Physics.NINJA &amp;&amp; this.ninja)
{
this.ninja.enableAABB(object);
}
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else if (system === Phaser.Physics.BOX2D &amp;&amp; this.box2d)
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{
this.box2d.enable(object);
}
},
/**
* 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();
}
},
/**
* 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();
}
},
/**
* 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();
}
if (this.ninja)
{
this.ninja.setBoundsToWorld();
}
if (this.p2)
{
this.p2.setBoundsToWorld();
}
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if (this.box2d)
{
this.box2d.setBoundsToWorld();
}
},
/**
* 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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/**
* Resets the active physics system. Called automatically on a Phaser.State swap.
*
* @method Phaser.Physics#reset
* @protected
*/
reset: function () {
if (this.p2)
{
this.p2.reset();
}
if (this.box2d)
{
this.box2d.reset();
}
},
/**
* 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();
}
this.arcade = null;
this.ninja = null;
this.p2 = null;
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this.box2d = null;
}
};
Phaser.Physics.prototype.constructor = Phaser.Physics;
</pre>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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