phaser/Phaser/physics/arcade/Body.ts

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/// <reference path="../../_definitions.ts" />
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/**
* Phaser - ArcadePhysics - Body
*/
module Phaser.Physics {
export class Body {
constructor(sprite: Phaser.Sprite, type: number) {
this.sprite = sprite;
this.game = sprite.game;
this.type = type;
// Fixture properties
// Will extend into its own class at a later date - can move the fixture defs there and add shape support, but this will do for 1.0 release
this.bounds = new Phaser.Rectangle;
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this._width = sprite.width;
this._height = sprite.height;
// Body properties
//this.gravity = Vec2Utils.clone(ArcadePhysics.gravity);
//this.bounce = Vec2Utils.clone(ArcadePhysics.bounce);
this.velocity = new Phaser.Vec2;
this.acceleration = new Phaser.Vec2;
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//this.drag = Vec2Utils.clone(ArcadePhysics.drag);
this.maxVelocity = new Phaser.Vec2(10000, 10000);
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this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.touching = Phaser.Types.NONE;
this.wasTouching = Phaser.Types.NONE;
this.allowCollisions = Phaser.Types.ANY;
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this.position = new Phaser.Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight);
this.oldPosition = new Phaser.Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight);
this.offset = new Phaser.Vec2;
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}
/**
* Reference to Phaser.Game
*/
public game: Phaser.Game;
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/**
* Reference to the parent Sprite
*/
public sprite: Phaser.Sprite;
/**
* The type of Body (disabled, dynamic, static or kinematic)
* Disabled = skips all physics operations / tests (default)
* Dynamic = gives and receives impacts
* Static = gives but doesn't receive impacts, cannot be moved by physics
* Kinematic = gives impacts, but never receives, can be moved by physics
* @type {number}
*/
public type: number;
public gravity: Phaser.Vec2;
public bounce: Phaser.Vec2;
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public velocity: Phaser.Vec2;
public acceleration: Phaser.Vec2;
public drag: Phaser.Vec2;
public maxVelocity: Phaser.Vec2;
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public angularVelocity: number = 0;
public angularAcceleration: number = 0;
public angularDrag: number = 0;
public maxAngular: number = 10000;
/**
* Orientation of the object.
* @type {number}
*/
public facing: number;
public touching: number;
public allowCollisions: number;
public wasTouching: number;
public mass: number = 1;
public position: Phaser.Vec2;
public oldPosition: Phaser.Vec2;
public offset: Phaser.Vec2;
public bounds: Phaser.Rectangle;
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private _width: number = 0;
private _height: number = 0;
public get x(): number {
return this.sprite.x + this.offset.x;
}
public get y(): number {
return this.sprite.y + this.offset.y;
}
public set width(value: number) {
this._width = value;
}
public set height(value: number) {
this._height = value;
}
public get width(): number {
return this._width * this.sprite.transform.scale.x;
}
public get height(): number {
return this._height * this.sprite.transform.scale.y;
}
public preUpdate() {
this.oldPosition.copyFrom(this.position);
this.bounds.x = this.x;
this.bounds.y = this.y;
this.bounds.width = this.width;
this.bounds.height = this.height;
}
// Shall we do this? Or just update the values directly in the separate functions? But then the bounds will be out of sync - as long as
// the bounds are updated and used in calculations then we can do one final sprite movement here I guess?
public postUpdate() {
// if this is all it does maybe move elsewhere? Sprite postUpdate?
if (this.type !== Phaser.Types.BODY_DISABLED)
{
//this.game.world.physics.updateMotion(this);
this.wasTouching = this.touching;
this.touching = Phaser.Types.NONE;
}
this.position.setTo(this.x, this.y);
}
public get hullWidth(): number {
if (this.deltaX > 0)
{
return this.bounds.width + this.deltaX;
}
else
{
return this.bounds.width - this.deltaX;
}
}
public get hullHeight(): number {
if (this.deltaY > 0)
{
return this.bounds.height + this.deltaY;
}
else
{
return this.bounds.height - this.deltaY;
}
}
public get hullX(): number {
if (this.position.x < this.oldPosition.x)
{
return this.position.x;
}
else
{
return this.oldPosition.x;
}
}
public get hullY(): number {
if (this.position.y < this.oldPosition.y)
{
return this.position.y;
}
else
{
return this.oldPosition.y;
}
}
public get deltaXAbs(): number {
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
}
public get deltaYAbs(): number {
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
}
public get deltaX(): number {
return this.position.x - this.oldPosition.x;
}
public get deltaY(): number {
return this.position.y - this.oldPosition.y;
}
}
}