2017-11-21 02:04:05 +00:00
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// Phaser.Physics.Matter.World
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2017-11-20 16:54:26 +00:00
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2017-11-21 16:54:54 +00:00
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var Bodies = require('./lib/factory/Bodies');
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2017-11-20 16:54:26 +00:00
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var Class = require('../../utils/Class');
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2017-11-27 03:45:46 +00:00
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var Composite = require('./lib/body/Composite');
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2017-11-21 16:54:54 +00:00
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var Engine = require('./lib/core/Engine');
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2017-11-22 02:25:30 +00:00
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var EventDispatcher = require('../../events/EventDispatcher');
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2017-11-21 16:54:54 +00:00
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var GetFastValue = require('../../utils/object/GetFastValue');
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2017-11-22 02:25:30 +00:00
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var GetValue = require('../../utils/object/GetValue');
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var MatterBody = require('./lib/body/Body');
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var MatterEvents = require('./lib/core/Events');
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2017-11-21 16:54:54 +00:00
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var MatterWorld = require('./lib/body/World');
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2017-11-22 02:25:30 +00:00
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var PhysicsEvent = require('./events/');
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2017-11-20 16:54:26 +00:00
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var World = new Class({
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initialize:
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function World (scene, config)
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{
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this.scene = scene;
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2017-11-21 16:54:54 +00:00
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this.engine = Engine.create(config);
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this.localWorld = this.engine.world;
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2017-11-22 02:25:30 +00:00
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this.events = new EventDispatcher();
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2017-11-20 16:54:26 +00:00
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2017-11-21 16:54:54 +00:00
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var gravity = GetValue(config, 'gravity', null);
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if (gravity)
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{
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this.setGravity(gravity.x, gravity.y, gravity.scale);
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}
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/**
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* @property {object} walls - An object containing the 4 wall bodies that bound the physics world.
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*/
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this.walls = { left: null, right: null, top: null, bottom: null };
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if (GetFastValue(config, 'setBounds', false))
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{
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var boundsConfig = config['setBounds'];
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if (typeof boundsConfig === 'boolean')
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{
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this.setBounds();
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}
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else
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{
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var x = GetFastValue(boundsConfig, 'x', 0);
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var y = GetFastValue(boundsConfig, 'y', 0);
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var width = GetFastValue(boundsConfig, 'width', scene.sys.game.config.width);
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var height = GetFastValue(boundsConfig, 'height', scene.sys.game.config.height);
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var thickness = GetFastValue(boundsConfig, 'thickness', 64);
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var left = GetFastValue(boundsConfig, 'left', true);
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var right = GetFastValue(boundsConfig, 'right', true);
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var top = GetFastValue(boundsConfig, 'top', true);
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var bottom = GetFastValue(boundsConfig, 'bottom', true);
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this.setBounds(x, y, width, height, thickness, left, right, top, bottom);
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}
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}
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2017-11-22 02:25:30 +00:00
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2017-11-27 03:45:46 +00:00
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this.isPaused = GetValue(config, 'isPaused', false);
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this.drawDebug = GetValue(config, 'debug', false);
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this.debugGraphic;
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this.defaults = {
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debugShowBody: GetValue(config, 'debugShowBody', true),
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debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true),
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debugShowVelocity: GetValue(config, 'debugShowVelocity', true),
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bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff),
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staticBodyDebugColor: GetValue(config, 'debugBodyColor', 0x0000ff),
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velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00)
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};
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if (this.drawDebug)
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{
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this.createDebugGraphic();
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}
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2017-11-22 02:25:30 +00:00
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this.setEventsProxy();
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},
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setEventsProxy: function ()
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{
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var localEvents = this.events;
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2017-11-23 01:45:38 +00:00
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MatterEvents.on(this.engine, 'beforeUpdate', function (event) {
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localEvents.dispatch(new PhysicsEvent.BEFORE_UPDATE(event));
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});
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MatterEvents.on(this.engine, 'afterUpdate', function (event) {
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localEvents.dispatch(new PhysicsEvent.AFTER_UPDATE(event));
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});
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2017-11-22 02:25:30 +00:00
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MatterEvents.on(this.engine, 'collisionStart', function (event) {
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localEvents.dispatch(new PhysicsEvent.COLLISION_START(event.pairs));
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});
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MatterEvents.on(this.engine, 'collisionActive', function (event) {
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localEvents.dispatch(new PhysicsEvent.COLLISION_ACTIVE(event));
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});
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MatterEvents.on(this.engine, 'collisionEnd', function (event) {
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localEvents.dispatch(new PhysicsEvent.COLLISION_END(event));
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});
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2017-11-21 16:54:54 +00:00
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},
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2017-11-21 02:04:05 +00:00
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2017-11-21 16:54:54 +00:00
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/**
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* Sets the bounds of the Physics world to match the given world pixel dimensions.
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* You can optionally set which 'walls' to create: left, right, top or bottom.
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* If none of the walls are given it will default to use the walls settings it had previously.
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* I.e. if you previously told it to not have the left or right walls, and you then adjust the world size
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* the newly created bounds will also not have the left and right walls.
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* Explicitly state them in the parameters to override this.
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*
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* @method Phaser.Physics.P2#setBounds
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* @param {number} x - The x coordinate of the top-left corner of the bounds.
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* @param {number} y - The y coordinate of the top-left corner of the bounds.
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* @param {number} width - The width of the bounds.
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* @param {number} height - The height of the bounds.
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* @param {boolean} [left=true] - If true will create the left bounds wall.
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* @param {boolean} [right=true] - If true will create the right bounds wall.
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* @param {boolean} [top=true] - If true will create the top bounds wall.
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* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
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*/
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setBounds: function (x, y, width, height, thickness, left, right, top, bottom)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (width === undefined) { width = this.scene.sys.game.config.width; }
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if (height === undefined) { height = this.scene.sys.game.config.height; }
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2017-11-23 14:59:15 +00:00
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if (thickness === undefined) { thickness = 128; }
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2017-11-21 16:54:54 +00:00
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if (left === undefined) { left = true; }
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if (right === undefined) { right = true; }
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if (top === undefined) { top = true; }
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if (bottom === undefined) { bottom = true; }
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this.updateWall(left, 'left', x - thickness, y, thickness, height);
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this.updateWall(right, 'right', x + width, y, thickness, height);
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this.updateWall(top, 'top', x, y - thickness, width, thickness);
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this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
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return this;
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},
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2017-11-21 02:04:05 +00:00
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2017-11-21 16:54:54 +00:00
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// position = 'left', 'right', 'top' or 'bottom'
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updateWall: function (add, position, x, y, width, height)
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{
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var wall = this.walls[position];
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if (add)
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{
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if (wall)
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{
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this.localWorld.remove(wall);
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}
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// adjust center
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x += (width / 2);
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y += (height / 2);
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2017-11-27 03:45:46 +00:00
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this.walls[position] = this.create(x, y, width, height, { isStatic: true, friction: 0, frictionStatic: 0 });
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2017-11-21 16:54:54 +00:00
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}
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else
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{
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if (wall)
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{
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this.localWorld.remove(wall);
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}
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this.walls[position] = null;
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}
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},
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2017-11-27 03:45:46 +00:00
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createDebugGraphic: function ()
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{
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var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
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graphic.setZ(Number.MAX_SAFE_INTEGER);
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this.debugGraphic = graphic;
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this.drawDebug = true;
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return graphic;
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},
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disableGravity: function ()
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{
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this.localWorld.gravity.x = 0;
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this.localWorld.gravity.y = 0;
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this.localWorld.gravity.scale = 0;
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return this;
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},
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2017-11-21 16:54:54 +00:00
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setGravity: function (x, y, scale)
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{
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this.localWorld.gravity.x = x;
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this.localWorld.gravity.y = y;
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if (scale !== undefined)
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{
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this.localWorld.gravity.scale = scale;
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}
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return this;
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},
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create: function (x, y, width, height, options)
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{
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var body = Bodies.rectangle(x, y, width, height, options);
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MatterWorld.add(this.localWorld, body);
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return body;
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},
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2017-11-27 03:45:46 +00:00
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// object can be single or an array, and can be a body, composite or constraint
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add: function (object)
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{
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2017-11-27 03:45:46 +00:00
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MatterWorld.add(this.localWorld, object);
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return this;
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},
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remove: function (object, deep)
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{
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MatterWorld.remove(this.localWorld, object, deep);
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2017-11-21 02:04:05 +00:00
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2017-11-21 16:54:54 +00:00
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return this;
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2017-11-20 16:54:26 +00:00
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},
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2017-11-22 02:25:30 +00:00
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nextGroup: function (isNonColliding)
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{
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return Body.nextGroup(isNonColliding);
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},
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nextCategory: function ()
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{
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return MatterBody.nextCategory();
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},
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2017-11-20 16:54:26 +00:00
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update: function (time, delta)
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{
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2017-11-27 03:45:46 +00:00
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if (this.isPaused)
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{
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return;
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}
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2017-11-21 02:04:05 +00:00
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var correction = 1;
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2017-11-21 16:54:54 +00:00
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Engine.update(this.engine, delta, correction);
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2017-11-21 02:04:05 +00:00
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},
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postUpdate: function ()
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{
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2017-11-27 03:45:46 +00:00
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if (this.drawDebug)
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{
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var graphics = this.debugGraphic;
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var bodies = Composite.allBodies(this.localWorld);
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graphics.clear();
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graphics.lineStyle(1, this.defaults.bodyDebugColor);
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for (var i = 0; i < bodies.length; i++)
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{
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body = bodies[i];
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var vertices = body.vertices;
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graphics.moveTo(vertices[0].x, vertices[0].y);
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for (var j = 1; j < vertices.length; j++)
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{
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graphics.lineTo(vertices[j].x, vertices[j].y);
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}
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graphics.lineTo(vertices[0].x, vertices[0].y);
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graphics.strokePath();
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// if (body.willDrawDebug())
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// {
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// body.drawDebug(graphics);
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// }
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}
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}
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},
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fromPath: function (path, points)
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{
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if (points === undefined) { points = []; }
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var pathPattern = /L?\s*([\-\d\.e]+)[\s,]*([\-\d\.e]+)*/ig;
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path.replace(pathPattern, function(match, x, y)
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{
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points.push({ x: parseFloat(x), y: parseFloat(y) });
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});
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return points;
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2017-11-20 16:54:26 +00:00
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},
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shutdown: function ()
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{
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},
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destroy: function ()
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{
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}
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});
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module.exports = World;
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