2018-01-21 18:53:27 +00:00
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var AnimationComponent = require('../../gameobjects/components/Animation');
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var Bodies = require('./lib/factory/Bodies');
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var Class = require('../../utils/Class');
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var Components = require('./components');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var HasValue = require('../../utils/object/HasValue');
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var Extend = require('../../utils/object/Extend');
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var Body = require('./lib/body/Body');
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var Vertices = require('./lib/geometry/Vertices');
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var MatterTileBody = new Class({
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Mixins: [
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Components.Bounce,
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Components.Collision,
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Components.Friction,
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Components.Gravity,
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Components.Mass,
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Components.Sensor,
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Components.Sleep,
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Components.Static
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],
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initialize:
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function MatterTileBody (world, tile, options)
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{
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this.tile = tile;
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this.world = world;
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// A tile is only allowed one matter body
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if (tile.physics.matterBody)
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{
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tile.physics.matterBody.destroy();
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}
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tile.physics.matterBody = this;
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// Set the body either from an existing body (if provided), the shapes in the tileset
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// collision layer (if it exists) or a rectangle matching the tile.
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var body = GetFastValue(options, 'body', null);
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var addToWorld = GetFastValue(options, 'addToWorld', true);
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if (!body)
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{
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2018-01-25 19:49:28 +00:00
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var collisionGroup = tile.getCollisionGroup();
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2018-01-21 18:53:27 +00:00
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var collisionObjects = GetFastValue(collisionGroup, 'objects', []);
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if (collisionObjects.length > 0)
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{
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this.setFromTileCollision(options);
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}
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else
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{
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this.setFromTileRectangle(options);
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}
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}
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else
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{
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this.setBody(body, addToWorld);
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}
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},
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setFromTileRectangle: function (options)
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{
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if (options === undefined) { options = {}; }
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if (!HasValue(options, "isStatic")) { options.isStatic = true; }
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if (!HasValue(options, "addToWorld")) { options.addToWorld = true; }
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2018-01-25 19:49:28 +00:00
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var bounds = this.tile.getBounds();
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var cx = bounds.x + (bounds.w / 2);
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var cy = bounds.y + (bounds.y / 2);
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var body = Bodies.rectangle(cx, cy, bounds.w, bounds.h, options);
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2018-01-21 18:53:27 +00:00
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this.setBody(body, options.addToWorld);
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return this;
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},
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setFromTileCollision: function (options)
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{
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if (options === undefined) { options = {}; }
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if (!HasValue(options, "isStatic")) { options.isStatic = true; }
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if (!HasValue(options, "addToWorld")) { options.addToWorld = true; }
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2018-01-25 19:49:28 +00:00
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var tileX = this.tile.getLeft();
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var tileY = this.tile.getTop();
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var collisionGroup = this.tile.getCollisionGroup();
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2018-01-21 18:53:27 +00:00
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var collisionObjects = GetFastValue(collisionGroup, 'objects', []);
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var parts = [];
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for (var i = 0; i < collisionObjects.length; i++)
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{
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var object = collisionObjects[i];
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2018-01-25 19:49:28 +00:00
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var ox = tileX + object.x;
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var oy = tileY + object.y;
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2018-01-21 18:53:27 +00:00
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var ow = object.width;
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var oh = object.height;
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var body = null;
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if (object.rectangle)
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{
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body = Bodies.rectangle(ox + ow / 2, oy + oh / 2, ow, oh, options);
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}
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else if (object.ellipse)
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{
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body = Bodies.circle(ox + ow / 2, oy + oh / 2, ow / 2, options);
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}
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else if (object.polygon || object.polyline)
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{
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// Polygons and polylines are both treated as closed polygons. Concave shapes are
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// supported if poly-decomp library is included, but it's best to manually create
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// convex polygons.
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var originalPoints = object.polygon ? object.polygon : object.polyline;
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var points = originalPoints.map(function (p) {
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return { x: p[0], y: p[1] };
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});
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var vertices = Vertices.create(points);
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// Translate from object position to center of mass
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var center = Vertices.centre(vertices);
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body = Bodies.fromVertices(ox + center.x, oy + center.y, vertices, options);
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}
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if (body)
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{
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parts.push(body);
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}
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}
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if (parts.length === 1)
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{
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this.setBody(parts[0], options.addToWorld);
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}
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else if (parts.length > 1)
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{
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options.parts = parts;
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this.setBody(Body.create(options), options.addToWorld);
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}
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return this;
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},
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setBody: function (body, addToWorld)
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{
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if (addToWorld === undefined) { addToWorld = true; }
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if (this.body)
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{
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this.removeBody();
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}
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this.body = body;
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this.body.gameObject = this;
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if (addToWorld)
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{
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this.world.add(this.body);
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}
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return this;
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},
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removeBody: function ()
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{
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if (this.body)
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{
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this.world.remove(this.body);
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this.body.gameObject = undefined;
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this.body = undefined;
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}
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},
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destroy: function ()
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{
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this.removeBody();
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tile.physics.matterBody = undefined;
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}
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});
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module.exports = MatterTileBody;
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