2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2023-01-02 17:36:27 +00:00
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* @copyright 2013-2023 Photon Storm Ltd.
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2019-05-10 15:15:04 +00:00
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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2018-02-12 16:01:20 +00:00
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*/
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2018-01-17 03:41:58 +00:00
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var Class = require('../../utils/Class');
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2018-03-28 13:15:32 +00:00
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var DegToRad = require('../../math/DegToRad');
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var DistanceBetween = require('../../math/distance/DistanceBetween');
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2018-08-13 19:59:58 +00:00
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var DistanceSquared = require('../../math/distance/DistanceSquared');
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2018-01-17 03:41:58 +00:00
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var Factory = require('./Factory');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Merge = require('../../utils/object/Merge');
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2019-11-20 20:17:32 +00:00
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var OverlapCirc = require('./components/OverlapCirc');
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2019-03-28 14:10:03 +00:00
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var OverlapRect = require('./components/OverlapRect');
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2018-05-15 11:51:50 +00:00
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var PluginCache = require('../../plugins/PluginCache');
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2019-01-18 13:41:43 +00:00
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var SceneEvents = require('../../scene/events');
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2018-03-28 13:15:32 +00:00
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var Vector2 = require('../../math/Vector2');
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2018-01-17 03:41:58 +00:00
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var World = require('./World');
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2018-02-09 03:44:23 +00:00
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/**
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* @classdesc
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2018-06-13 16:41:50 +00:00
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* The Arcade Physics Plugin belongs to a Scene and sets up and manages the Scene's physics simulation.
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* It also holds some useful methods for moving and rotating Arcade Physics Bodies.
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*
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* You can access it from within a Scene using `this.physics`.
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2019-11-05 00:11:38 +00:00
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*
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2019-03-08 19:54:46 +00:00
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* Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable
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* for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.
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* The separation that stops two objects penetrating may create a new penetration against a different object. If you
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* require a high level of stability please consider using an alternative physics system, such as Matter.js.
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2018-02-09 03:44:23 +00:00
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*
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* @class ArcadePhysics
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2018-10-10 09:49:13 +00:00
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* @memberof Phaser.Physics.Arcade
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2018-02-09 03:44:23 +00:00
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* @constructor
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* @since 3.0.0
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*
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2018-06-13 16:41:50 +00:00
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* @param {Phaser.Scene} scene - The Scene that this Plugin belongs to.
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2018-02-09 03:44:23 +00:00
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*/
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2018-01-17 03:41:58 +00:00
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var ArcadePhysics = new Class({
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initialize:
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function ArcadePhysics (scene)
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{
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* The Scene that this Plugin belongs to.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.ArcadePhysics#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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2018-01-17 03:41:58 +00:00
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this.scene = scene;
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* The Scene's Systems.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.ArcadePhysics#systems
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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2018-01-17 03:41:58 +00:00
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this.systems = scene.sys;
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* A configuration object. Union of the `physics.arcade.*` properties of the GameConfig and SceneConfig objects.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.ArcadePhysics#config
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2020-09-01 16:42:38 +00:00
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* @type {Phaser.Types.Physics.Arcade.ArcadeWorldConfig}
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2018-02-09 03:44:23 +00:00
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* @since 3.0.0
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*/
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2018-01-17 03:41:58 +00:00
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this.config = this.getConfig();
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* The physics simulation.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.ArcadePhysics#world
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* @type {Phaser.Physics.Arcade.World}
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* @since 3.0.0
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*/
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2018-01-17 03:41:58 +00:00
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this.world;
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* An object holding the Arcade Physics factory methods.
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2018-02-09 03:44:23 +00:00
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*
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* @name Phaser.Physics.Arcade.ArcadePhysics#add
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* @type {Phaser.Physics.Arcade.Factory}
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* @since 3.0.0
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*/
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2018-01-17 03:41:58 +00:00
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this.add;
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2018-04-13 16:12:17 +00:00
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2023-10-04 15:27:37 +00:00
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/**
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* Holds the internal collision filter category.
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*
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* @name Phaser.Physics.Arcade.World#_category
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* @private
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* @type {number}
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* @since 3.61.0
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*/
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this._category = 0x0001;
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2019-01-18 13:41:43 +00:00
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
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scene.sys.events.on(SceneEvents.START, this.start, this);
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2018-04-13 16:12:17 +00:00
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},
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2018-04-17 01:34:07 +00:00
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/**
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* This method is called automatically, only once, when the Scene is first created.
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* Do not invoke it directly.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#boot
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* @private
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* @since 3.5.1
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*/
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boot: function ()
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{
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this.world = new World(this.scene, this.config);
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this.add = new Factory(this.world);
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2018-04-17 11:25:45 +00:00
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2019-01-18 13:41:43 +00:00
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, this);
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2018-04-17 01:34:07 +00:00
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},
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2018-04-13 16:12:17 +00:00
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/**
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* This method is called automatically by the Scene when it is starting up.
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* It is responsible for creating local systems, properties and listening for Scene events.
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* Do not invoke it directly.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#start
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* @private
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2018-04-15 11:44:47 +00:00
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* @since 3.5.0
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2018-04-13 16:12:17 +00:00
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*/
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start: function ()
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{
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2018-04-17 01:34:07 +00:00
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if (!this.world)
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{
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this.world = new World(this.scene, this.config);
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this.add = new Factory(this.world);
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}
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2018-04-13 16:12:17 +00:00
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var eventEmitter = this.systems.events;
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2020-09-01 16:42:38 +00:00
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if (!GetFastValue(this.config, 'customUpdate', false))
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{
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eventEmitter.on(SceneEvents.UPDATE, this.world.update, this.world);
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}
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2019-01-18 13:41:43 +00:00
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eventEmitter.on(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world);
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eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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2018-01-17 03:41:58 +00:00
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},
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2020-09-01 16:42:38 +00:00
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/**
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* Causes `World.update` to be automatically called each time the Scene
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* emits and `UPDATE` event. This is the default setting, so only needs
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* calling if you have specifically disabled it.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#enableUpdate
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* @since 3.50.0
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*/
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enableUpdate: function ()
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{
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this.systems.events.on(SceneEvents.UPDATE, this.world.update, this.world);
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},
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/**
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* Causes `World.update` to **not** be automatically called each time the Scene
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* emits and `UPDATE` event.
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*
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* If you wish to run the World update at your own rate, or from your own
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* component, then you should call this method to disable the built-in link,
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* and then call `World.update(delta, time)` accordingly.
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*
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* Note that `World.postUpdate` is always automatically called when the Scene
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* emits a `POST_UPDATE` event, regardless of this setting.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#disableUpdate
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* @since 3.50.0
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*/
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disableUpdate: function ()
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{
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this.systems.events.off(SceneEvents.UPDATE, this.world.update, this.world);
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},
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* Creates the physics configuration for the current Scene.
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#getConfig
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* @since 3.0.0
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*
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2020-09-01 16:42:38 +00:00
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* @return {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} The physics configuration.
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2018-02-09 03:44:23 +00:00
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*/
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2018-01-17 03:41:58 +00:00
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getConfig: function ()
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{
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var gameConfig = this.systems.game.config.physics;
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var sceneConfig = this.systems.settings.physics;
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var config = Merge(
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GetFastValue(sceneConfig, 'arcade', {}),
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GetFastValue(gameConfig, 'arcade', {})
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);
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return config;
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},
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2023-10-04 15:27:37 +00:00
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/**
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* Returns the next available collision category.
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*
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* You can have a maximum of 32 categories.
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*
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* By default all bodies collide with all other bodies.
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*
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* Use the `Body.setCollisionCategory()` and
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* `Body.setCollidesWith()` methods to change this.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#nextCategory
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* @since 3.61.0
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*
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* @return {number} The next collision category.
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*/
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nextCategory: function ()
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{
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this._category = this._category << 1;
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return this._category;
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},
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2018-02-09 03:44:23 +00:00
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/**
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2018-06-13 16:41:50 +00:00
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* Tests if Game Objects overlap. See {@link Phaser.Physics.Arcade.World#overlap}
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#overlap
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* @since 3.0.0
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*
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2019-05-09 11:33:37 +00:00
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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2022-05-25 20:01:12 +00:00
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
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2022-05-10 17:07:17 +00:00
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`.
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2018-03-21 13:15:25 +00:00
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* @param {*} [callbackContext] - The context in which to run the callbacks.
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2018-02-09 03:44:23 +00:00
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*
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2018-06-13 16:41:50 +00:00
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* @return {boolean} True if at least one Game Object overlaps another.
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*
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* @see Phaser.Physics.Arcade.World#overlap
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2018-02-09 03:44:23 +00:00
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*/
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2018-01-17 03:41:58 +00:00
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overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
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{
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if (overlapCallback === undefined) { overlapCallback = null; }
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if (processCallback === undefined) { processCallback = null; }
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if (callbackContext === undefined) { callbackContext = overlapCallback; }
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return this.world.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true);
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},
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2018-02-09 03:44:23 +00:00
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/**
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2019-03-08 19:54:46 +00:00
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* Performs a collision check and separation between the two physics enabled objects given, which can be single
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* Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups.
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*
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* If you don't require separation then use {@link #overlap} instead.
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*
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* If two Groups or arrays are passed, each member of one will be tested against each member of the other.
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*
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* If **only** one Group is passed (as `object1`), each member of the Group will be collided against the other members.
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2019-11-05 00:11:38 +00:00
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*
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2019-03-08 19:54:46 +00:00
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* If **only** one Array is passed, the array is iterated and every element in it is tested against the others.
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*
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* Two callbacks can be provided. The `collideCallback` is invoked if a collision occurs and the two colliding
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* objects are passed to it.
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*
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* Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable
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* for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.
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* The separation that stops two objects penetrating may create a new penetration against a different object. If you
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* require a high level of stability please consider using an alternative physics system, such as Matter.js.
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2018-02-09 03:44:23 +00:00
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#collide
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* @since 3.0.0
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*
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2019-05-09 11:33:37 +00:00
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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2022-05-10 17:07:17 +00:00
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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2018-03-21 13:15:25 +00:00
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* @param {*} [callbackContext] - The context in which to run the callbacks.
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2018-02-09 03:44:23 +00:00
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*
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2018-06-13 16:41:50 +00:00
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* @return {boolean} True if any overlapping Game Objects were separated, otherwise false.
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*
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* @see Phaser.Physics.Arcade.World#collide
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2018-02-09 03:44:23 +00:00
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*/
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2018-01-17 03:41:58 +00:00
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collide: function (object1, object2, collideCallback, processCallback, callbackContext)
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{
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if (collideCallback === undefined) { collideCallback = null; }
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if (processCallback === undefined) { processCallback = null; }
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if (callbackContext === undefined) { callbackContext = collideCallback; }
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return this.world.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false);
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},
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2019-03-07 13:36:15 +00:00
|
|
|
/**
|
|
|
|
* This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-07 13:36:15 +00:00
|
|
|
* You should generally use the `collide` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
|
|
|
|
* tile filtering and culling for you, as well as handle the interesting face collision automatically.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-07 13:36:15 +00:00
|
|
|
* This method is offered for those who would like to check for collision with specific Tiles in a layer, without
|
|
|
|
* having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions
|
|
|
|
* on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
|
|
|
|
* you should filter them before passing them to this method.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-07 13:36:15 +00:00
|
|
|
* Important: Use of this method skips the `interesting faces` system that Tilemap Layers use. This means if you have
|
|
|
|
* say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the
|
|
|
|
* tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on
|
|
|
|
* dynamic maps, this method can prove very useful.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#collideTiles
|
|
|
|
* @fires Phaser.Physics.Arcade.Events#TILE_COLLIDE
|
|
|
|
* @since 3.17.0
|
|
|
|
*
|
|
|
|
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
|
|
|
|
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
|
2022-05-10 17:07:17 +00:00
|
|
|
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
|
|
|
|
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
|
2019-03-07 13:36:15 +00:00
|
|
|
* @param {any} [callbackContext] - The context in which to run the callbacks.
|
|
|
|
*
|
|
|
|
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
|
|
|
|
*/
|
|
|
|
collideTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
|
|
|
|
{
|
|
|
|
return this.world.collideTiles(sprite, tiles, collideCallback, processCallback, callbackContext);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-07 13:36:15 +00:00
|
|
|
* You should generally use the `overlap` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
|
|
|
|
* tile filtering and culling for you, as well as handle the interesting face collision automatically.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-07 13:36:15 +00:00
|
|
|
* This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without
|
|
|
|
* having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap
|
|
|
|
* tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
|
|
|
|
* you should filter them before passing them to this method.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapTiles
|
|
|
|
* @fires Phaser.Physics.Arcade.Events#TILE_OVERLAP
|
|
|
|
* @since 3.17.0
|
|
|
|
*
|
|
|
|
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
|
|
|
|
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
|
2022-05-10 17:07:17 +00:00
|
|
|
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
|
|
|
|
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
|
2019-03-07 13:36:15 +00:00
|
|
|
* @param {any} [callbackContext] - The context in which to run the callbacks.
|
|
|
|
*
|
|
|
|
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
|
|
|
|
*/
|
|
|
|
overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
|
|
|
|
{
|
|
|
|
return this.world.overlapTiles(sprite, tiles, collideCallback, processCallback, callbackContext);
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-06-13 16:41:50 +00:00
|
|
|
* Pauses the simulation.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#pause
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-06-13 16:41:50 +00:00
|
|
|
* @return {Phaser.Physics.Arcade.World} The simulation.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
|
|
|
pause: function ()
|
|
|
|
{
|
|
|
|
return this.world.pause();
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2018-06-13 16:41:50 +00:00
|
|
|
* Resumes the simulation (if paused).
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#resume
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-06-13 16:41:50 +00:00
|
|
|
* @return {Phaser.Physics.Arcade.World} The simulation.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
|
|
|
resume: function ()
|
|
|
|
{
|
|
|
|
return this.world.resume();
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2018-04-24 00:48:15 +00:00
|
|
|
* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)
|
2018-03-18 23:29:46 +00:00
|
|
|
*
|
2018-02-09 03:44:23 +00:00
|
|
|
* You must give a maximum speed value, beyond which the game object won't go any faster.
|
2018-03-18 23:29:46 +00:00
|
|
|
*
|
2018-02-09 03:44:23 +00:00
|
|
|
* Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course.
|
|
|
|
* Note: The game object doesn't stop moving once it reaches the destination coordinates.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#accelerateTo
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
|
|
|
|
* @param {number} x - The x coordinate to accelerate towards.
|
|
|
|
* @param {number} y - The y coordinate to accelerate towards.
|
2018-04-24 00:48:15 +00:00
|
|
|
* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
|
2018-02-09 03:44:23 +00:00
|
|
|
* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
|
|
|
|
* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
|
|
|
|
*
|
|
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
|
|
*/
|
|
|
|
accelerateTo: function (gameObject, x, y, speed, xSpeedMax, ySpeedMax)
|
|
|
|
{
|
|
|
|
if (speed === undefined) { speed = 60; }
|
|
|
|
|
|
|
|
var angle = Math.atan2(y - gameObject.y, x - gameObject.x);
|
|
|
|
|
|
|
|
gameObject.body.acceleration.setToPolar(angle, speed);
|
|
|
|
|
|
|
|
if (xSpeedMax !== undefined && ySpeedMax !== undefined)
|
|
|
|
{
|
|
|
|
gameObject.body.maxVelocity.set(xSpeedMax, ySpeedMax);
|
|
|
|
}
|
|
|
|
|
|
|
|
return angle;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2018-04-24 00:48:15 +00:00
|
|
|
* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)
|
2018-03-18 23:29:46 +00:00
|
|
|
*
|
2018-02-09 03:44:23 +00:00
|
|
|
* You must give a maximum speed value, beyond which the game object won't go any faster.
|
2018-03-18 23:29:46 +00:00
|
|
|
*
|
2018-02-09 03:44:23 +00:00
|
|
|
* Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course.
|
|
|
|
* Note: The game object doesn't stop moving once it reaches the destination coordinates.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#accelerateToObject
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
|
|
|
|
* @param {Phaser.GameObjects.GameObject} destination - The Game Object to move towards. Can be any object but must have visible x/y properties.
|
2018-04-24 00:48:15 +00:00
|
|
|
* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
|
2018-02-09 03:44:23 +00:00
|
|
|
* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
|
|
|
|
* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
|
|
|
|
*
|
|
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
|
|
*/
|
|
|
|
accelerateToObject: function (gameObject, destination, speed, xSpeedMax, ySpeedMax)
|
|
|
|
{
|
|
|
|
return this.accelerateTo(gameObject, destination.x, destination.y, speed, xSpeedMax, ySpeedMax);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2019-11-13 17:56:37 +00:00
|
|
|
* Finds the Body or Game Object closest to a source point or object.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-11-13 17:56:37 +00:00
|
|
|
* If a `targets` argument is passed, this method finds the closest of those.
|
|
|
|
* The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.
|
|
|
|
*
|
|
|
|
* If no `targets` argument is passed, this method finds the closest Dynamic Body.
|
|
|
|
*
|
|
|
|
* If two or more targets are the exact same distance from the source point, only the first target
|
2019-03-07 14:13:45 +00:00
|
|
|
* is returned.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#closest
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2022-06-25 21:00:02 +00:00
|
|
|
* @generic {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject} Target
|
|
|
|
* @param {Phaser.Types.Math.Vector2Like} source - Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
|
|
|
|
* @param {Target[]} [targets] - The targets.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
2022-06-25 21:00:02 +00:00
|
|
|
* @return {Target|null} The target closest to the given source point.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2019-11-13 17:56:37 +00:00
|
|
|
closest: function (source, targets)
|
2018-02-09 03:44:23 +00:00
|
|
|
{
|
2019-11-13 17:56:37 +00:00
|
|
|
if (!targets)
|
|
|
|
{
|
|
|
|
targets = this.world.bodies.entries;
|
|
|
|
}
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
var min = Number.MAX_VALUE;
|
|
|
|
var closest = null;
|
|
|
|
var x = source.x;
|
|
|
|
var y = source.y;
|
2019-11-13 17:56:37 +00:00
|
|
|
var len = targets.length;
|
2018-02-09 03:44:23 +00:00
|
|
|
|
2019-11-13 17:56:37 +00:00
|
|
|
for (var i = 0; i < len; i++)
|
2018-02-09 03:44:23 +00:00
|
|
|
{
|
2019-11-13 17:56:37 +00:00
|
|
|
var target = targets[i];
|
|
|
|
var body = target.body || target;
|
|
|
|
|
|
|
|
if (source === target || source === body || source === body.gameObject || source === body.center)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
var distance = DistanceSquared(x, y, body.center.x, body.center.y);
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
if (distance < min)
|
|
|
|
{
|
|
|
|
closest = target;
|
|
|
|
min = distance;
|
|
|
|
}
|
2019-11-13 17:56:37 +00:00
|
|
|
}
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
return closest;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2019-11-13 17:56:37 +00:00
|
|
|
* Finds the Body or Game Object farthest from a source point or object.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-11-13 17:56:37 +00:00
|
|
|
* If a `targets` argument is passed, this method finds the farthest of those.
|
|
|
|
* The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.
|
|
|
|
*
|
|
|
|
* If no `targets` argument is passed, this method finds the farthest Dynamic Body.
|
|
|
|
*
|
|
|
|
* If two or more targets are the exact same distance from the source point, only the first target
|
2019-03-07 14:13:45 +00:00
|
|
|
* is returned.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#furthest
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2019-03-07 14:13:45 +00:00
|
|
|
* @param {any} source - Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
|
2019-11-13 17:56:37 +00:00
|
|
|
* @param {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[]|Phaser.GameObjects.GameObject[])} [targets] - The targets.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
2019-11-13 17:56:37 +00:00
|
|
|
* @return {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject)} The target farthest from the given source point.
|
2018-02-09 03:44:23 +00:00
|
|
|
*/
|
2019-11-13 17:56:37 +00:00
|
|
|
furthest: function (source, targets)
|
2018-02-09 03:44:23 +00:00
|
|
|
{
|
2019-11-13 17:56:37 +00:00
|
|
|
if (!targets)
|
|
|
|
{
|
|
|
|
targets = this.world.bodies.entries;
|
|
|
|
}
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
var max = -1;
|
|
|
|
var farthest = null;
|
|
|
|
var x = source.x;
|
|
|
|
var y = source.y;
|
2019-11-13 17:56:37 +00:00
|
|
|
var len = targets.length;
|
2018-02-09 03:44:23 +00:00
|
|
|
|
2019-11-13 17:56:37 +00:00
|
|
|
for (var i = 0; i < len; i++)
|
2018-02-09 03:44:23 +00:00
|
|
|
{
|
2019-11-13 17:56:37 +00:00
|
|
|
var target = targets[i];
|
|
|
|
var body = target.body || target;
|
|
|
|
|
|
|
|
if (source === target || source === body || source === body.gameObject || source === body.center)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
var distance = DistanceSquared(x, y, body.center.x, body.center.y);
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
if (distance > max)
|
|
|
|
{
|
|
|
|
farthest = target;
|
|
|
|
max = distance;
|
|
|
|
}
|
2019-03-07 14:13:45 +00:00
|
|
|
|
2019-11-13 17:56:37 +00:00
|
|
|
}
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
return farthest;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Move the given display object towards the x/y coordinates at a steady velocity.
|
|
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
|
|
|
|
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
|
|
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
|
|
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#moveTo
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
|
|
|
|
* @param {number} x - The x coordinate to move towards.
|
|
|
|
* @param {number} y - The y coordinate to move towards.
|
|
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
|
|
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
|
|
|
|
*
|
|
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
|
|
*/
|
|
|
|
moveTo: function (gameObject, x, y, speed, maxTime)
|
|
|
|
{
|
|
|
|
if (speed === undefined) { speed = 60; }
|
|
|
|
if (maxTime === undefined) { maxTime = 0; }
|
|
|
|
|
|
|
|
var angle = Math.atan2(y - gameObject.y, x - gameObject.x);
|
|
|
|
|
|
|
|
if (maxTime > 0)
|
|
|
|
{
|
|
|
|
// We know how many pixels we need to move, but how fast?
|
|
|
|
speed = DistanceBetween(gameObject.x, gameObject.y, x, y) / (maxTime / 1000);
|
|
|
|
}
|
|
|
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|
|
|
|
gameObject.body.velocity.setToPolar(angle, speed);
|
|
|
|
|
|
|
|
return angle;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Move the given display object towards the destination object at a steady velocity.
|
|
|
|
* If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.
|
|
|
|
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
|
|
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
|
|
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#moveToObject
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
|
|
|
|
* @param {object} destination - Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
|
|
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
|
|
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
|
|
|
|
*
|
|
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
|
|
*/
|
|
|
|
moveToObject: function (gameObject, destination, speed, maxTime)
|
|
|
|
{
|
|
|
|
return this.moveTo(gameObject, destination.x, destination.y, speed, maxTime);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2018-04-24 00:48:15 +00:00
|
|
|
* Given the angle (in degrees) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
|
|
|
|
* One way to use this is: velocityFromAngle(angle, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromAngle
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
2018-04-24 00:48:15 +00:00
|
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second squared.
|
2018-03-28 13:11:46 +00:00
|
|
|
* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
|
|
|
|
*/
|
|
|
|
velocityFromAngle: function (angle, speed, vec2)
|
|
|
|
{
|
|
|
|
if (speed === undefined) { speed = 60; }
|
2018-03-28 13:11:46 +00:00
|
|
|
if (vec2 === undefined) { vec2 = new Vector2(); }
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
return vec2.setToPolar(DegToRad(angle), speed);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
2018-04-24 00:48:15 +00:00
|
|
|
* Given the rotation (in radians) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
|
|
|
|
* One way to use this is: velocityFromRotation(rotation, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromRotation
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {number} rotation - The angle in radians.
|
2018-04-24 00:48:15 +00:00
|
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second squared
|
2018-03-28 13:11:46 +00:00
|
|
|
* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
|
|
|
|
*/
|
|
|
|
velocityFromRotation: function (rotation, speed, vec2)
|
|
|
|
{
|
|
|
|
if (speed === undefined) { speed = 60; }
|
2018-03-28 13:11:46 +00:00
|
|
|
if (vec2 === undefined) { vec2 = new Vector2(); }
|
2018-02-09 03:44:23 +00:00
|
|
|
|
|
|
|
return vec2.setToPolar(rotation, speed);
|
|
|
|
},
|
2018-01-17 03:41:58 +00:00
|
|
|
|
2019-03-07 15:16:31 +00:00
|
|
|
/**
|
|
|
|
* This method will search the given rectangular area and return an array of all physics bodies that
|
2019-03-28 14:10:03 +00:00
|
|
|
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-28 14:10:03 +00:00
|
|
|
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
|
|
|
|
* contained within it.
|
2019-11-05 00:11:38 +00:00
|
|
|
*
|
2019-03-28 14:10:03 +00:00
|
|
|
* If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast,
|
|
|
|
* otherwise the search is O(N) for Dynamic Bodies.
|
2019-03-07 15:16:31 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapRect
|
|
|
|
* @since 3.17.0
|
|
|
|
*
|
|
|
|
* @param {number} x - The top-left x coordinate of the area to search within.
|
|
|
|
* @param {number} y - The top-left y coordinate of the area to search within.
|
|
|
|
* @param {number} width - The width of the area to search within.
|
|
|
|
* @param {number} height - The height of the area to search within.
|
2019-04-05 17:04:34 +00:00
|
|
|
* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
|
|
|
|
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
|
2019-03-07 15:16:31 +00:00
|
|
|
*
|
|
|
|
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
|
|
|
|
*/
|
2019-04-05 17:04:34 +00:00
|
|
|
overlapRect: function (x, y, width, height, includeDynamic, includeStatic)
|
2019-03-07 15:16:31 +00:00
|
|
|
{
|
2019-04-05 17:04:34 +00:00
|
|
|
return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic);
|
2019-03-07 15:16:31 +00:00
|
|
|
},
|
2019-11-05 00:11:38 +00:00
|
|
|
|
2019-11-20 20:17:32 +00:00
|
|
|
/**
|
|
|
|
* This method will search the given circular area and return an array of all physics bodies that
|
|
|
|
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
|
|
|
|
*
|
|
|
|
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
|
|
|
|
* contained within it.
|
|
|
|
*
|
|
|
|
* If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,
|
|
|
|
* otherwise the search is O(N) for Dynamic Bodies.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapCirc
|
|
|
|
* @since 3.21.0
|
|
|
|
*
|
|
|
|
* @param {number} x - The x coordinate of the center of the area to search within.
|
|
|
|
* @param {number} y - The y coordinate of the center of the area to search within.
|
|
|
|
* @param {number} radius - The radius of the area to search within.
|
|
|
|
* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
|
|
|
|
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
|
|
|
|
*
|
|
|
|
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
|
|
|
|
*/
|
|
|
|
overlapCirc: function (x, y, radius, includeDynamic, includeStatic)
|
|
|
|
{
|
|
|
|
return OverlapCirc(this.world, x, y, radius, includeDynamic, includeStatic);
|
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-04-13 16:12:17 +00:00
|
|
|
* The Scene that owns this plugin is shutting down.
|
|
|
|
* We need to kill and reset all internal properties as well as stop listening to Scene events.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#shutdown
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2018-01-17 03:41:58 +00:00
|
|
|
shutdown: function ()
|
|
|
|
{
|
2018-09-29 10:21:41 +00:00
|
|
|
if (!this.world)
|
|
|
|
{
|
|
|
|
// Already destroyed
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-04-13 16:12:17 +00:00
|
|
|
var eventEmitter = this.systems.events;
|
|
|
|
|
2019-01-18 13:41:43 +00:00
|
|
|
eventEmitter.off(SceneEvents.UPDATE, this.world.update, this.world);
|
|
|
|
eventEmitter.off(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world);
|
|
|
|
eventEmitter.off(SceneEvents.SHUTDOWN, this.shutdown, this);
|
2018-04-13 16:12:17 +00:00
|
|
|
|
2018-04-17 01:34:07 +00:00
|
|
|
this.add.destroy();
|
|
|
|
this.world.destroy();
|
|
|
|
|
|
|
|
this.add = null;
|
|
|
|
this.world = null;
|
2023-10-04 15:27:37 +00:00
|
|
|
this._category = 1;
|
2018-01-17 03:41:58 +00:00
|
|
|
},
|
|
|
|
|
2018-02-09 03:44:23 +00:00
|
|
|
/**
|
2018-04-13 16:12:17 +00:00
|
|
|
* The Scene that owns this plugin is being destroyed.
|
|
|
|
* We need to shutdown and then kill off all external references.
|
2018-02-09 03:44:23 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.ArcadePhysics#destroy
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2018-01-17 03:41:58 +00:00
|
|
|
destroy: function ()
|
|
|
|
{
|
2018-04-13 16:12:17 +00:00
|
|
|
this.shutdown();
|
|
|
|
|
2019-01-18 13:41:43 +00:00
|
|
|
this.scene.sys.events.off(SceneEvents.START, this.start, this);
|
2018-04-13 16:12:17 +00:00
|
|
|
|
|
|
|
this.scene = null;
|
|
|
|
this.systems = null;
|
2018-01-17 03:41:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
2018-05-15 11:51:50 +00:00
|
|
|
PluginCache.register('ArcadePhysics', ArcadePhysics, 'arcadePhysics');
|
2018-01-17 03:41:58 +00:00
|
|
|
|
|
|
|
module.exports = ArcadePhysics;
|