phaser/v3/src/physics/matter-js/MatterImage.js

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var Bodies = require('./lib/factory/Bodies');
var Class = require('../../utils/Class');
var Components = require('./components');
var GameObject = require('../../gameobjects/GameObject');
var GetFastValue = require('../../utils/object/GetFastValue');
var Image = require('../../gameobjects/image/Image');
var Vector2 = require('../../math/Vector2');
var MatterImage = new Class({
Extends: Image,
Mixins: [
Components.Bounce,
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Components.Collision,
Components.Force,
Components.Friction,
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Components.Gravity,
Components.Mass,
Components.Sensor,
Components.Sleep,
Components.Static,
Components.Transform,
Components.Velocity
],
initialize:
// x/y is the center of the Image / Body, just like other default Game Objects
function MatterImage (world, x, y, texture, frame, options)
{
GameObject.call(this, world.scene, 'Image');
this.setTexture(texture, frame);
this.setSizeToFrame();
this.setOrigin();
this._tempVec2 = new Vector2();
var isCircle = GetFastValue(options, 'isCircle', false);
if (isCircle)
{
var radius = GetFastValue(options, 'radius', Math.max(this.width, this.height) / 2);
this.body = Bodies.circle(x, y, radius, options);
}
else
{
this.body = Bodies.rectangle(x, y, this.width, this.height, options);
}
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this.body.gameObject = this;
this.world = world;
world.add(this.body);
this.setPosition(x, y);
}
});
module.exports = MatterImage;