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841 lines
19 KiB
HTML
841 lines
19 KiB
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<meta charset="utf-8">
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<title>Phaser Source: physics/arcade/Body.js</title>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: physics/arcade/Body.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">Phaser.Physics.Arcade.Body = function (sprite) {
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this.sprite = sprite;
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this.game = sprite.game;
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this.offset = new Phaser.Point;
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this.x = sprite.x;
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this.y = sprite.y;
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this.preX = sprite.x;
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this.preY = sprite.y;
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this.preRotation = sprite.angle;
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this.screenX = sprite.x;
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this.screenY = sprite.y;
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// un-scaled original size
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this.sourceWidth = sprite.currentFrame.sourceSizeW;
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this.sourceHeight = sprite.currentFrame.sourceSizeH;
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// calculated (scaled) size
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this.width = sprite.currentFrame.sourceSizeW;
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this.height = sprite.currentFrame.sourceSizeH;
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this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
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this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
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// Scale value cache
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this._sx = sprite.scale.x;
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this._sy = sprite.scale.y;
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this.velocity = new Phaser.Point;
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this.acceleration = new Phaser.Point;
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this.drag = new Phaser.Point;
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this.gravity = new Phaser.Point;
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this.bounce = new Phaser.Point;
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this.maxVelocity = new Phaser.Point(10000, 10000);
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.angularDrag = 0;
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this.maxAngular = 1000;
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this.mass = 1;
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this.skipQuadTree = false;
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this.quadTreeIDs = [];
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this.quadTreeIndex = -1;
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// Allow collision
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this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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||
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
|
||
|
this.facing = Phaser.NONE;
|
||
|
|
||
|
this.immovable = false;
|
||
|
this.moves = true;
|
||
|
this.rotation = 0;
|
||
|
this.allowRotation = true;
|
||
|
this.allowGravity = true;
|
||
|
|
||
|
// These two flags allow you to disable the custom separation that takes place
|
||
|
// Used in combination with your own collision processHandler you can create whatever
|
||
|
// type of collision response you need.
|
||
|
this.customSeparateX = false;
|
||
|
this.customSeparateY = false;
|
||
|
|
||
|
// When this body collides with another the amount of overlap is stored in here
|
||
|
// These values are useful if you want to provide your own custom separation logic.
|
||
|
this.overlapX = 0;
|
||
|
this.overlapY = 0;
|
||
|
|
||
|
this.hullX = new Phaser.Rectangle();
|
||
|
this.hullY = new Phaser.Rectangle();
|
||
|
|
||
|
// If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true
|
||
|
this.embedded = false;
|
||
|
|
||
|
this.collideWorldBounds = false;
|
||
|
|
||
|
};
|
||
|
|
||
|
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._sx = scaleX;
|
||
|
this._sy = scaleY;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
preUpdate: 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.embedded = false;
|
||
|
|
||
|
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||
|
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||
|
|
||
|
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||
|
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||
|
|
||
|
this.preRotation = this.sprite.angle;
|
||
|
|
||
|
this.x = this.preX;
|
||
|
this.y = this.preY;
|
||
|
this.rotation = this.preRotation;
|
||
|
|
||
|
if (this.moves)
|
||
|
{
|
||
|
this.game.physics.updateMotion(this);
|
||
|
|
||
|
if (this.collideWorldBounds)
|
||
|
{
|
||
|
this.checkWorldBounds();
|
||
|
}
|
||
|
|
||
|
this.updateHulls();
|
||
|
}
|
||
|
|
||
|
if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
|
||
|
{
|
||
|
this.quadTreeIDs = [];
|
||
|
this.quadTreeIndex = -1;
|
||
|
this.game.physics.quadTree.insert(this);
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
postUpdate: function () {
|
||
|
|
||
|
// Calculate forward-facing edge
|
||
|
if (this.deltaX() == 0 && this.deltaY() == 0)
|
||
|
{
|
||
|
// Can't work it out from the Body, how about from x position?
|
||
|
if (this.sprite.deltaX() == 0 && this.sprite.deltaY() == 0)
|
||
|
{
|
||
|
// still as a statue
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (this.deltaX() < 0)
|
||
|
{
|
||
|
this.facing = Phaser.LEFT;
|
||
|
}
|
||
|
else if (this.deltaX() > 0)
|
||
|
{
|
||
|
this.facing = Phaser.RIGHT;
|
||
|
}
|
||
|
|
||
|
if (this.deltaY() < 0)
|
||
|
{
|
||
|
this.facing = Phaser.UP;
|
||
|
}
|
||
|
else if (this.deltaY() > 0)
|
||
|
{
|
||
|
this.facing = Phaser.DOWN;
|
||
|
}
|
||
|
|
||
|
this.sprite.x += this.deltaX();
|
||
|
this.sprite.y += this.deltaY();
|
||
|
|
||
|
if (this.allowRotation)
|
||
|
{
|
||
|
this.sprite.angle += this.deltaZ();
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
updateHulls: function () {
|
||
|
|
||
|
this.hullX.setTo(this.x, this.preY, this.width, this.height);
|
||
|
this.hullY.setTo(this.preX, this.y, this.width, this.height);
|
||
|
|
||
|
},
|
||
|
|
||
|
checkWorldBounds: function () {
|
||
|
|
||
|
if (this.x < this.game.world.bounds.x)
|
||
|
{
|
||
|
this.x = this.game.world.bounds.x;
|
||
|
this.velocity.x *= -this.bounce.x;
|
||
|
}
|
||
|
else if (this.right > this.game.world.bounds.right)
|
||
|
{
|
||
|
this.x = this.game.world.bounds.right - this.width;
|
||
|
this.velocity.x *= -this.bounce.x;
|
||
|
}
|
||
|
|
||
|
if (this.y < this.game.world.bounds.y)
|
||
|
{
|
||
|
this.y = this.game.world.bounds.y;
|
||
|
this.velocity.y *= -this.bounce.y;
|
||
|
}
|
||
|
else if (this.bottom > this.game.world.bounds.bottom)
|
||
|
{
|
||
|
this.y = this.game.world.bounds.bottom - this.height;
|
||
|
this.velocity.y *= -this.bounce.y;
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
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.offset.setTo(offsetX, offsetY);
|
||
|
|
||
|
},
|
||
|
|
||
|
reset: function () {
|
||
|
|
||
|
this.velocity.setTo(0, 0);
|
||
|
this.acceleration.setTo(0, 0);
|
||
|
|
||
|
this.angularVelocity = 0;
|
||
|
this.angularAcceleration = 0;
|
||
|
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||
|
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||
|
this.preRotation = this.sprite.angle;
|
||
|
|
||
|
this.x = this.preX;
|
||
|
this.y = this.preY;
|
||
|
this.rotation = this.preRotation;
|
||
|
|
||
|
},
|
||
|
|
||
|
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.preX;
|
||
|
},
|
||
|
|
||
|
deltaY: function () {
|
||
|
return this.y - this.preY;
|
||
|
},
|
||
|
|
||
|
deltaZ: function () {
|
||
|
return this.rotation - this.preRotation;
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
|
||
|
|
||
|
/**
|
||
|
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
||
|
* @method bottom
|
||
|
* @return {number}
|
||
|
**/
|
||
|
get: function () {
|
||
|
return this.y + this.height;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
||
|
* @method bottom
|
||
|
* @param {number} value
|
||
|
**/
|
||
|
set: function (value) {
|
||
|
|
||
|
if (value <= this.y)
|
||
|
{
|
||
|
this.height = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.height = (this.y - value);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
});
|
||
|
|
||
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
|
||
|
|
||
|
/**
|
||
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
||
|
* However it does affect the width property.
|
||
|
* @method right
|
||
|
* @return {number}
|
||
|
**/
|
||
|
get: function () {
|
||
|
return this.x + this.width;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
||
|
* However it does affect the width property.
|
||
|
* @method right
|
||
|
* @param {number} value
|
||
|
**/
|
||
|
set: function (value) {
|
||
|
|
||
|
if (value <= this.x)
|
||
|
{
|
||
|
this.width = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.width = this.x + value;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
});
|
||
|
</pre>
|
||
|
</article>
|
||
|
</section>
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
</div>
|
||
|
|
||
|
<div class="clearfix"></div>
|
||
|
<footer>
|
||
|
|
||
|
|
||
|
<span class="copyright">
|
||
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||
|
</span>
|
||
|
<br />
|
||
|
|
||
|
<span class="jsdoc-message">
|
||
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||
|
on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||
|
</span>
|
||
|
</footer>
|
||
|
</div>
|
||
|
|
||
|
|
||
|
<br clear="both">
|
||
|
</div>
|
||
|
|
||
|
</div>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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$( "#toc" ).toc( {
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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