phaser/src/physics/arcade/Factory.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var ArcadeImage = require('./ArcadeImage');
var ArcadeSprite = require('./ArcadeSprite');
var Class = require('../../utils/Class');
var CONST = require('./const');
var PhysicsGroup = require('./PhysicsGroup');
var StaticPhysicsGroup = require('./StaticPhysicsGroup');
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/**
* @classdesc
* The Arcade Physics Factory allows you to easily create Arcade Physics enabled Game Objects.
* Objects that are created by this Factory are automatically added to the physics world.
*
* @class Factory
* @memberOf Phaser.Physics.Arcade
* @constructor
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.World} world - The Arcade Physics World instance.
*/
var Factory = new Class({
initialize:
function Factory (world)
{
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/**
* A reference to the Arcade Physics World.
*
* @name Phaser.Physics.Arcade.Factory#world
* @type {Phaser.Physics.Arcade.World}
* @since 3.0.0
*/
this.world = world;
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/**
* A reference to the Scene this Arcade Physics instance belongs to.
*
* @name Phaser.Physics.Arcade.Factory#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = world.scene;
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/**
* A reference to the Scene.Systems this Arcade Physics instance belongs to.
*
* @name Phaser.Physics.Arcade.Factory#sys
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.sys = world.scene.sys;
},
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/**
* Create a new Arcade Physics Collider object.
*
* @method Phaser.Physics.Arcade.Factory#collider
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} object1 - The first object to check for collision.
* @param {Phaser.Physics.Arcade.Body} object2 - The second object to check for collision.
* @param {function} collideCallback - The callback to invoke when the two objects collide.
* @param {function} processCallback - The callback to invoke when the two objects collide. Must return a boolean.
* @param {object} callbackContext - The scope in which to call the callbacks.
*
* @return {Phaser.Physics.Arcade.Collider} The Collider that was created.
*/
collider: function (object1, object2, collideCallback, processCallback, callbackContext)
{
return this.world.addCollider(object1, object2, collideCallback, processCallback, callbackContext);
},
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/**
* Create a new Arcade Physics Collider Overlap object.
*
* @method Phaser.Physics.Arcade.Factory#overlap
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} object1 - The first object to check for overlap.
* @param {Phaser.Physics.Arcade.Body} object2 - The second object to check for overlap.
* @param {function} collideCallback - The callback to invoke when the two objects collide.
* @param {function} processCallback - The callback to invoke when the two objects collide. Must return a boolean.
* @param {object} callbackContext - The scope in which to call the callbacks.
*
* @return {Phaser.Physics.Arcade.Collider} The Collider that was created.
*/
overlap: function (object1, object2, collideCallback, processCallback, callbackContext)
{
return this.world.addOverlap(object1, object2, collideCallback, processCallback, callbackContext);
},
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/**
* Adds an Arcade Physics Body to the given Game Object.
*
* @method Phaser.Physics.Arcade.Factory#existing
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
* @param {boolean} [isStatic=false] - Set to true to create a Static body, otherwise it will create a Dynamic body.
*
* @return {Phaser.GameObjects.GameObject} The Game Object.
*/
existing: function (gameObject, isStatic)
{
var type = (isStatic) ? CONST.STATIC_BODY : CONST.DYNAMIC_BODY;
this.world.enableBody(gameObject, type);
return gameObject;
},
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/**
* Creates a new Arcade Image object with a Static body.
*
* @method Phaser.Physics.Arcade.Factory#staticImage
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.Physics.Arcade.Image} The Image object that was created.
*/
staticImage: function (x, y, key, frame)
{
var image = new ArcadeImage(this.scene, x, y, key, frame);
this.sys.displayList.add(image);
this.world.enableBody(image, CONST.STATIC_BODY);
return image;
},
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/**
* Creates a new Arcade Image object with a Dynamic body.
*
* @method Phaser.Physics.Arcade.Factory#image
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.Physics.Arcade.Image} The Image object that was created.
*/
image: function (x, y, key, frame)
{
var image = new ArcadeImage(this.scene, x, y, key, frame);
this.sys.displayList.add(image);
this.world.enableBody(image, CONST.DYNAMIC_BODY);
return image;
},
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/**
* Creates a new Arcade Sprite object with a Static body.
*
* @method Phaser.Physics.Arcade.Factory#staticSprite
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.Physics.Arcade.Sprite} The Sprite object that was created.
*/
staticSprite: function (x, y, key, frame)
{
var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
this.sys.displayList.add(sprite);
this.sys.updateList.add(sprite);
this.world.enableBody(sprite, CONST.STATIC_BODY);
return sprite;
},
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/**
* Creates a new Arcade Sprite object with a Dynamic body.
*
* @method Phaser.Physics.Arcade.Factory#sprite
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.Physics.Arcade.Sprite} The Sprite object that was created.
*/
sprite: function (x, y, key, frame)
{
var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
this.sys.displayList.add(sprite);
this.sys.updateList.add(sprite);
this.world.enableBody(sprite, CONST.DYNAMIC_BODY);
return sprite;
},
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/**
* Creates a Static Physics Group object.
* All Game Objects created by this Group will automatically be static Arcade Physics objects.
*
* @method Phaser.Physics.Arcade.Factory#staticGroup
* @since 3.0.0
*
* @param {array} [children] - [description]
* @param {object} [config] - [description]
*
* @return {Phaser.Physics.Arcade.StaticGroup} The Static Group object that was created.
*/
staticGroup: function (children, config)
{
return this.sys.updateList.add(new StaticPhysicsGroup(this.world, this.world.scene, children, config));
},
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/**
* Creates a Physics Group object.
* All Game Objects created by this Group will automatically be dynamic Arcade Physics objects.
*
* @method Phaser.Physics.Arcade.Factory#group
* @since 3.0.0
*
* @param {array} [children] - [description]
* @param {object} [config] - [description]
*
* @return {Phaser.Physics.Arcade.Group} The Group object that was created.
*/
group: function (children, config)
{
return this.sys.updateList.add(new PhysicsGroup(this.world, this.world.scene, children, config));
}
});
module.exports = Factory;