phaser/v3/src/physics/arcade/World.js

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// Phaser.Physics.Arcade.World
var Body = require('./Body');
var Class = require('../../utils/Class');
var Collider = require('./Collider');
var CONST = require('./const');
var GetValue = require('../../utils/object/GetValue');
var Rectangle = require('../../geom/rectangle/Rectangle');
var RTree = require('../../structs/RTree');
var Set = require('../../structs/Set');
var StaticBody = require('./StaticBody');
var Vector2 = require('../../math/Vector2');
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var World = new Class({
initialize:
function World (scene, config)
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{
this.scene = scene;
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this.events = scene.sys.events;
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// Dynamic Bodies
this.bodies = new Set();
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// Static Bodies
this.staticBodies = new Set();
this.colliders = [];
this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
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this.bounds = new Rectangle(
GetValue(config, 'x', 0),
GetValue(config, 'y', 0),
GetValue(config, 'width', scene.sys.game.config.width),
GetValue(config, 'height', scene.sys.game.config.height)
);
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this.checkCollision = {
up: GetValue(config, 'checkCollision.up', true),
down: GetValue(config, 'checkCollision.down', true),
left: GetValue(config, 'checkCollision.left', true),
right: GetValue(config, 'checkCollision.right', true)
};
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this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4);
this.forceX = GetValue(config, 'forceX', false);
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this.isPaused = GetValue(config, 'isPaused', false);
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this._total = 0;
this.drawDebug = GetValue(config, 'debug', false);
this.debugGraphic;
this.defaults = {
debugShowBody: GetValue(config, 'debugShowBody', true),
debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true),
debugShowVelocity: GetValue(config, 'debugShowVelocity', true),
bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff),
staticBodyDebugColor: GetValue(config, 'debugBodyColor', 0x0000ff),
velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00)
};
this.maxEntries = GetValue(config, 'maxEntries', 16);
this.tree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]);
this.staticTree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]);
this.treeMinMax = { minX: 0, minY: 0, maxX: 0, maxY: 0 };
if (this.drawDebug)
{
this.createDebugGraphic();
}
},
enable: function (object, type)
{
if (type === undefined) { type = CONST.DYNAMIC_BODY; }
var i = 1;
if (Array.isArray(object))
{
i = object.length;
while (i--)
{
if (object[i].hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.enable(object[i].children.entries, type);
}
else
{
this.enableBody(object[i], type);
}
}
}
else if (object.hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.enable(object.children.entries, type);
}
else
{
this.enableBody(object, type);
}
},
enableBody: function (object, type)
{
if (object.body === null)
{
if (type === CONST.DYNAMIC_BODY)
{
object.body = new Body(this, object);
this.bodies.set(object.body);
}
else if (type === CONST.STATIC_BODY)
{
object.body = new StaticBody(this, object);
this.staticBodies.set(object.body);
this.staticTree.insert(object.body);
}
}
return object;
},
disable: function (object)
{
var i = 1;
if (Array.isArray(object))
{
i = object.length;
while (i--)
{
if (object[i].hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.disable(object[i].children.entries);
}
else
{
this.disableBody(object[i]);
}
}
}
else if (object.hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.disable(object.children.entries);
}
else
{
this.disableBody(object);
}
},
disableBody: function (object)
{
if (object.body)
{
if (object.body.physicsType === CONST.DYNAMIC_BODY)
{
this.bodies.delete(object.body);
}
else if (object.body.physicsType === CONST.STATIC_BODY)
{
this.staticBodies.delete(object.body);
this.staticTree.remove(object.body);
}
object.body.destroy();
object.body = null;
}
return object;
},
createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
graphic.setZ(Number.MAX_SAFE_INTEGER);
this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
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},
setBounds: function (x, y, width, height)
{
this.bounds.setTo(x, y, width, height);
return this;
},
pause: function ()
{
this.isPaused = true;
return this;
},
resume: function ()
{
this.isPaused = false;
return this;
},
addCollider: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext);
this.colliders.push(collider);
return collider;
},
addOverlap: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext);
this.colliders.push(collider);
return collider;
},
update: function (time, delta)
{
if (this.isPaused || this.bodies.size === 0)
{
return;
}
// this.delta = Math.min(delta / 1000, this.maxStep) * this.timeScale;
delta /= 1000;
this.delta = delta;
// Update all active bodies
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.update(delta);
}
}
// Populate our dynamic collision tree
this.tree.clear();
this.tree.load(bodies);
// Process any colliders
for (i = 0; i < this.colliders.length; i++)
{
this.colliders[i].update();
}
},
postUpdate: function ()
{
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.postUpdate();
}
}
if (this.drawDebug)
{
var graphics = this.debugGraphic;
graphics.clear();
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
bodies = this.staticBodies.entries;
len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
}
},
updateMotion: require('./inc/UpdateMotion'),
computeVelocity: require('./inc/ComputeVelocity'),
separate: require('./inc/Separate'),
separateCircle: require('./inc/SeparateCircle'),
intersects: require('./inc/Intersects'),
circleBodyIntersects: require('./inc/CircleBodyIntersects'),
overlap: require('./inc/Overlap'),
collide: require('./inc/Collide'),
collideObjects: require('./inc/CollideObjects'),
collideHandler: require('./inc/CollideHandler'),
collideSpriteVsSprite: require('./inc/CollideSpriteVsSprite'),
collideSpriteVsGroup: require('./inc/CollideSpriteVsGroup'),
// Utils
accelerateTo: require('./utils/AccelerateTo'),
accelerateToObject: require('./utils/AccelerateToObject'),
closest: require('./utils/Closest'),
furthest: require('./utils/Furthest'),
moveTo: require('./utils/MoveTo'),
moveToObject: require('./utils/MoveToObject'),
velocityFromAngle: require('./utils/VelocityFromAngle'),
velocityFromRotation: require('./utils/VelocityFromRotation'),
// TODO
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (group1.length === 0 || group2.length === 0)
{
return;
}
},
shutdown: function ()
{
},
destroy: function ()
{
}
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});
module.exports = World;