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<h1 class="page-title">Source: physics/arcade/Body.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">Phaser.Physics.Arcade.Body = function (sprite) {
this.sprite = sprite;
this.game = sprite.game;
this.offset = new Phaser.Point;
this.x = sprite.x;
this.y = sprite.y;
this.preX = sprite.x;
this.preY = sprite.y;
this.preRotation = sprite.angle;
this.screenX = sprite.x;
this.screenY = sprite.y;
// un-scaled original size
this.sourceWidth = sprite.currentFrame.sourceSizeW;
this.sourceHeight = sprite.currentFrame.sourceSizeH;
// calculated (scaled) size
this.width = sprite.currentFrame.sourceSizeW;
this.height = sprite.currentFrame.sourceSizeH;
this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
// Scale value cache
this._sx = sprite.scale.x;
this._sy = sprite.scale.y;
this.velocity = new Phaser.Point;
this.acceleration = new Phaser.Point;
this.drag = new Phaser.Point;
this.gravity = new Phaser.Point;
this.bounce = new Phaser.Point;
this.maxVelocity = new Phaser.Point(10000, 10000);
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 1000;
this.mass = 1;
this.skipQuadTree = false;
this.quadTreeIDs = [];
this.quadTreeIndex = -1;
// Allow collision
this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
this.touching = { none: true, up: false, down: false, left: false, right: false };
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() &lt; 0)
{
this.facing = Phaser.LEFT;
}
else if (this.deltaX() > 0)
{
this.facing = Phaser.RIGHT;
}
if (this.deltaY() &lt; 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 &lt; 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 &lt; 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 &lt;= 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 &lt;= this.x)
{
this.width = 0;
}
else
{
this.width = this.x + value;
}
}
});
</pre>
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