2013-09-03 14:35:40 +00:00
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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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2013-09-04 00:10:01 +00:00
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this.x = sprite.x;
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this.y = sprite.y;
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2013-09-23 00:06:09 +00:00
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this.preX = sprite.x;
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this.preY = sprite.y;
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2013-09-04 00:10:01 +00:00
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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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2013-09-03 16:07:05 +00:00
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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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2013-09-04 15:12:58 +00:00
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this.quadTreeIDs = [];
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this.quadTreeIndex = -1;
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2013-09-04 12:54:55 +00:00
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// Allow collision
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2013-09-04 15:12:58 +00:00
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this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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2013-09-04 12:54:55 +00:00
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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2013-09-23 21:23:17 +00:00
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this.facing = Phaser.NONE;
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2013-09-04 00:10:01 +00:00
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2013-09-03 16:28:12 +00:00
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this.immovable = false;
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2013-09-04 00:10:01 +00:00
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this.moves = true;
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this.rotation = 0;
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2013-09-06 14:00:05 +00:00
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this.allowRotation = true;
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2013-09-04 00:10:01 +00:00
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this.allowGravity = true;
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2013-09-03 16:07:05 +00:00
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2013-09-13 02:07:39 +00:00
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// These two flags allow you to disable the custom separation that takes place
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// Used in combination with your own collision processHandler you can create whatever
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// type of collision response you need.
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this.customSeparateX = false;
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this.customSeparateY = false;
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// When this body collides with another the amount of overlap is stored in here
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// These values are useful if you want to provide your own custom separation logic.
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this.overlapX = 0;
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this.overlapY = 0;
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2013-09-23 02:26:08 +00:00
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// 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
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this.embedded = false;
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2013-09-04 02:48:15 +00:00
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this.collideWorldBounds = false;
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2013-09-03 14:35:40 +00:00
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};
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Phaser.Physics.Arcade.Body.prototype = {
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2013-09-04 00:10:01 +00:00
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updateBounds: function (centerX, centerY, scaleX, scaleY) {
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2013-09-03 16:07:05 +00:00
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if (scaleX != this._sx || scaleY != this._sy)
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{
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2013-09-04 00:10:01 +00:00
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this.width = this.sourceWidth * scaleX;
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this.height = this.sourceHeight * scaleY;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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2013-09-03 16:07:05 +00:00
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this._sx = scaleX;
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this._sy = scaleY;
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}
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},
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2013-09-23 00:06:09 +00:00
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preUpdate: function () {
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2013-09-03 16:07:05 +00:00
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2013-09-04 12:54:55 +00:00
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// Store and reset collision flags
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this.wasTouching.none = this.touching.none;
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this.wasTouching.up = this.touching.up;
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this.wasTouching.down = this.touching.down;
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this.wasTouching.left = this.touching.left;
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this.wasTouching.right = this.touching.right;
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this.touching.none = true;
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this.touching.up = false;
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this.touching.down = false;
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this.touching.left = false;
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this.touching.right = false;
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2013-09-23 02:26:08 +00:00
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this.embedded = false;
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2013-09-23 00:06:09 +00:00
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this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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2013-09-06 14:00:05 +00:00
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this.rotation = this.sprite.angle;
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2013-09-23 00:06:09 +00:00
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this.x = this.preX;
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this.y = this.preY;
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2013-09-05 20:07:44 +00:00
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if (this.moves)
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{
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this.game.physics.updateMotion(this);
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}
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2013-09-03 16:07:05 +00:00
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2013-09-06 14:00:05 +00:00
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds();
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}
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2013-09-04 15:12:58 +00:00
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if (this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
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2013-09-04 02:48:15 +00:00
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{
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2013-09-04 12:54:55 +00:00
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this.quadTreeIDs = [];
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this.quadTreeIndex = -1;
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2013-09-04 02:48:15 +00:00
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this.game.physics.quadTree.insert(this);
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}
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2013-09-23 00:06:09 +00:00
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},
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postUpdate: function () {
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2013-09-23 21:23:17 +00:00
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// Calculate forward-facing edge
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if (this.deltaX() == 0 && this.deltaY() == 0)
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{
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// Can't work it out from the Body, how about from x position?
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if (this.sprite.deltaX() == 0 && this.sprite.deltaY() == 0)
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{
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// still as a statue
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}
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}
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if (this.deltaX() < 0)
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{
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this.facing = Phaser.LEFT;
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}
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else if (this.deltaX() > 0)
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{
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this.facing = Phaser.RIGHT;
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}
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if (this.deltaY() < 0)
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{
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this.facing = Phaser.UP;
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}
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else if (this.deltaY() > 0)
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{
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this.facing = Phaser.DOWN;
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}
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2013-09-20 12:55:33 +00:00
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if (this.deltaX() != 0)
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{
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2013-09-23 00:06:09 +00:00
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this.sprite.x += this.deltaX();
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2013-09-20 12:55:33 +00:00
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}
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if (this.deltaY() != 0)
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{
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2013-09-23 00:06:09 +00:00
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this.sprite.y += this.deltaY();
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2013-09-20 12:55:33 +00:00
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}
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2013-09-23 02:26:08 +00:00
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if (this.allowRotation)
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{
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this.sprite.angle = this.rotation;
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}
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2013-09-12 14:39:52 +00:00
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},
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2013-09-04 02:48:15 +00:00
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checkWorldBounds: function () {
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2013-09-08 00:24:59 +00:00
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if (this.x < this.game.world.bounds.x)
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2013-09-04 02:48:15 +00:00
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{
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this.x = this.game.world.bounds.x;
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2013-09-08 00:24:59 +00:00
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this.velocity.x *= -this.bounce.x;
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2013-09-04 02:48:15 +00:00
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}
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2013-09-08 00:24:59 +00:00
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else if (this.right > this.game.world.bounds.right)
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2013-09-04 02:48:15 +00:00
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{
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this.x = this.game.world.bounds.right - this.width;
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2013-09-08 00:24:59 +00:00
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this.velocity.x *= -this.bounce.x;
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2013-09-04 02:48:15 +00:00
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}
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2013-09-08 00:24:59 +00:00
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if (this.y < this.game.world.bounds.y)
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2013-09-04 02:48:15 +00:00
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{
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this.y = this.game.world.bounds.y;
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2013-09-08 00:24:59 +00:00
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this.velocity.y *= -this.bounce.y;
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2013-09-04 02:48:15 +00:00
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}
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2013-09-08 00:24:59 +00:00
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else if (this.bottom > this.game.world.bounds.bottom)
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2013-09-04 02:48:15 +00:00
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{
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this.y = this.game.world.bounds.bottom - this.height;
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2013-09-08 00:24:59 +00:00
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this.velocity.y *= -this.bounce.y;
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2013-09-04 02:48:15 +00:00
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}
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2013-09-03 16:07:05 +00:00
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},
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2013-09-04 00:10:01 +00:00
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setSize: function (width, height, offsetX, offsetY) {
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offsetX = offsetX || this.offset.x;
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offsetY = offsetY || this.offset.y;
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2013-09-03 14:35:40 +00:00
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2013-09-04 00:10:01 +00:00
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this.sourceWidth = width;
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this.sourceHeight = height;
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this.width = this.sourceWidth * this._sx;
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this.height = this.sourceHeight * this._sy;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this.offset.setTo(offsetX, offsetY);
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2013-09-03 14:35:40 +00:00
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},
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2013-09-10 00:26:50 +00:00
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reset: function () {
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2013-09-13 02:52:05 +00:00
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this.velocity.setTo(0, 0);
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this.acceleration.setTo(0, 0);
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2013-09-10 00:26:50 +00:00
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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2013-09-13 02:52:05 +00:00
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2013-09-23 02:26:08 +00:00
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this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.rotation = this.sprite.angle;
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2013-09-10 00:26:50 +00:00
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},
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2013-09-24 14:28:29 +00:00
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// Basically Math.abs
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2013-09-03 18:34:38 +00:00
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deltaAbsX: function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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2013-09-03 16:07:05 +00:00
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},
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2013-09-03 18:34:38 +00:00
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deltaAbsY: function () {
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return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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2013-09-03 16:07:05 +00:00
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},
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deltaX: function () {
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2013-09-23 00:06:09 +00:00
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return this.x - this.preX;
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2013-09-03 16:07:05 +00:00
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},
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deltaY: function () {
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2013-09-23 00:06:09 +00:00
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return this.y - this.preY;
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2013-09-03 16:07:05 +00:00
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}
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2013-09-08 00:24:59 +00:00
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};
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Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
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/**
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* 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.
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* @method bottom
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* @return {Number}
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**/
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get: function () {
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return this.y + this.height;
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},
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/**
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* 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.
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* @method bottom
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* @param {Number} value
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**/
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set: function (value) {
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2013-09-11 12:21:07 +00:00
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if (value <= this.y)
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{
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2013-09-08 00:24:59 +00:00
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this.height = 0;
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2013-09-11 12:21:07 +00:00
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}
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else
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{
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2013-09-08 00:24:59 +00:00
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this.height = (this.y - value);
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}
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2013-09-11 12:21:07 +00:00
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}
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2013-09-08 00:24:59 +00:00
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});
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Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
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/**
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* 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.
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* However it does affect the width property.
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* @method right
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* @return {Number}
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**/
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get: function () {
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return this.x + this.width;
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},
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/**
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* 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.
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* However it does affect the width property.
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* @method right
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* @param {Number} value
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**/
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set: function (value) {
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2013-09-11 12:21:07 +00:00
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if (value <= this.x)
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{
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2013-09-08 00:24:59 +00:00
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this.width = 0;
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2013-09-11 12:21:07 +00:00
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}
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else
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{
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2013-09-08 00:24:59 +00:00
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this.width = this.x + value;
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}
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2013-09-11 12:21:07 +00:00
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}
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2013-09-08 00:24:59 +00:00
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});
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