phaser/src/physics/arcade/Body.js

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Phaser.Physics.Arcade.Body = function (sprite) {
this.sprite = sprite;
this.game = sprite.game;
this.hitArea = new Phaser.Rectangle(sprite.x, sprite.y, sprite.currentFrame.sourceSizeW, sprite.currentFrame.sourceSizeH);
this.offset = new Phaser.Point;
this.width = this.hitArea.width;
this.height = this.hitArea.height;
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.immovable = false;
this.touching = 0;
this.wasTouching = 0;
this.allowCollisions = 1;
this._x = sprite.x;
this._y = sprite.y;
this._ox = sprite.x;
this._oy = sprite.y;
};
Phaser.Physics.Arcade.Body.prototype = {
sprite: null,
game: null,
hitArea: null,
update: function (x, y, scaleX, scaleY) {
if (scaleX != this._sx || scaleY != this._sy)
{
this.hitArea.width = this.width * scaleX;
this.hitArea.height = this.height * scaleY;
this._sx = scaleX;
this._sy = scaleY;
}
this.hitArea.centerX = x;
this.hitArea.centerY = y;
},
updateMotion: function () {
this._ox = this._x;
this._oy = this._y;
this.game.physics.updateMotion(this);
// delta force - _x and _y now contain the new positions, so work out the deltas
// separation and stuff happens here
},
postUpdate: function () {
sprite.x = this._x;
sprite.y = this._y;
},
setSize: function (width, height) {
this.width = width;
this.height = height;
this.hitArea.width = this.width * scaleX;
this.hitArea.height = this.height * scaleY;
},
hullWidth: function () {
if (this.deltaX > 0)
{
return this.hitArea.width + this.deltaX;
}
else
{
return this.hitArea.width - this.deltaX;
}
},
hullHeight: function () {
if (this.deltaY > 0)
{
return this.hitArea.height + this.deltaY;
}
else
{
return this.hitArea.height - this.deltaY;
}
},
hullX: function () {
if (this._x < this._ox)
{
return this._x;
}
else
{
return this._ox;
}
},
hullY: function () {
if (this._y < this._oy)
{
return this._y;
}
else
{
return this._oy;
}
},
deltaXAbs: function () {
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
},
deltaYAbs: function () {
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
},
deltaX: function () {
return this._x - this._ox;
},
deltaY: function () {
return this._y - this._oy;
}
};