phaser/src/physics/arcade/Body.js

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Phaser.Physics.Arcade.Body = function (sprite) {
this.sprite = sprite;
this.game = sprite.game;
this.offset = new Phaser.Point;
// the top-left of the Body
this.x = sprite.x;
this.y = sprite.y;
// un-scaled original size
this.sourceWidth = sprite.currentFrame.sourceSizeW;
this.sourceHeight = sprite.currentFrame.sourceSizeH;
// calculated (scaled) size
this.width = sprite.currentFrame.sourceSizeW;
this.height = sprite.currentFrame.sourceSizeH;
this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
this.bounds = new Phaser.Rectangle(sprite.x, sprite.y, this.width, this.height);
// Scale value cache
this._sx = sprite.scale.x;
this._sy = sprite.scale.y;
this.velocity = new Phaser.Point;
this.acceleration = new Phaser.Point;
this.drag = new Phaser.Point;
this.gravity = new Phaser.Point;
this.bounce = new Phaser.Point;
this.maxVelocity = new Phaser.Point(10000, 10000);
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 1000;
this.mass = 1;
this.quadTreeIDs = [];
this.quadTreeIndex = -1;
// Allow collision
this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
this.touching = { none: true, up: false, down: false, left: false, right: false };
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
this.immovable = false;
this.moves = true;
this.rotation = 0;
this.allowRotation = true;
this.allowGravity = true;
this.collideWorldBounds = false;
this.lastX = sprite.x;
this.lastY = sprite.y;
};
Phaser.Physics.Arcade.Body.prototype = {
updateBounds: function (centerX, centerY, scaleX, scaleY) {
if (scaleX != this._sx || scaleY != this._sy)
{
this.width = this.sourceWidth * scaleX;
this.height = this.sourceHeight * scaleY;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.bounds.width = this.width;
this.bounds.height = this.height;
this._sx = scaleX;
this._sy = scaleY;
}
},
update: function () {
// Store and reset collision flags
this.wasTouching.none = this.touching.none;
this.wasTouching.up = this.touching.up;
this.wasTouching.down = this.touching.down;
this.wasTouching.left = this.touching.left;
this.wasTouching.right = this.touching.right;
this.touching.none = true;
this.touching.up = false;
this.touching.down = false;
this.touching.left = false;
this.touching.right = false;
this.lastX = this.x;
this.lastY = this.y;
this.x = this.sprite.x;
this.y = this.sprite.y;
this.rotation = this.sprite.angle;
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if (this.moves)
{
this.game.physics.updateMotion(this);
}
this.bounds.x = this.x;
this.bounds.y = this.y;
if (this.collideWorldBounds)
{
this.checkWorldBounds();
}
if (this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
{
this.quadTreeIDs = [];
this.quadTreeIndex = -1;
this.game.physics.quadTree.insert(this);
}
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
}
},
checkWorldBounds: function () {
if (this.bounds.x < this.game.world.bounds.x)
{
this.x = this.game.world.bounds.x;
this.velocity.x *= -1;
this.velocity.x *= this.bounce.x;
}
else if (this.bounds.right > this.game.world.bounds.right)
{
this.x = this.game.world.bounds.right - this.width;
this.velocity.x *= -1;
this.velocity.x *= this.bounce.x;
}
if (this.bounds.y < this.game.world.bounds.y)
{
this.y = this.game.world.bounds.y;
this.velocity.y *= -1;
this.velocity.y *= this.bounce.y;
}
else if (this.bounds.bottom > this.game.world.bounds.bottom)
{
this.y = this.game.world.bounds.bottom - this.height;
this.velocity.y *= -1;
this.velocity.y *= this.bounce.y;
}
},
postUpdate: function () {
/*
// The State update may (almost certainly?) will had
if (this.collideWorldBounds)
{
// Adjust sprite directly?
this.checkWorldBounds();
}
console.log('pre pu', this.x, this.y);
// if (this.moves)
// {
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
// }
console.log('post pu', this.sprite.x, this.sprite.y);
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
}
*/
},
setSize: function (width, height, offsetX, offsetY) {
offsetX = offsetX || this.offset.x;
offsetY = offsetY || this.offset.y;
this.sourceWidth = width;
this.sourceHeight = height;
this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.bounds.width = this.width;
this.bounds.height = this.height;
this.offset.setTo(offsetX, offsetY);
},
/*
hullWidth: function () {
if (this.deltaX() > 0)
{
return this.width + this.deltaX();
}
else
{
return this.width - this.deltaX();
}
},
hullHeight: function () {
if (this.deltaY() > 0)
{
return this.height + this.deltaY();
}
else
{
return this.height - this.deltaY();
}
},
hullX: function () {
if (this.x < this.lastX)
{
return this.x;
}
else
{
return this.lastX;
}
},
hullY: function () {
if (this.y < this.lastY)
{
return this.y;
}
else
{
return this.lastY;
}
},
*/
deltaAbsX: function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
},
deltaAbsY: function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
},
deltaX: function () {
return this.x - this.lastX;
},
deltaY: function () {
return this.y - this.lastY;
}
};