phaser/v3/merge/physics/arcade/Body.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
*
* @class Phaser.Physics.Arcade.Body
* @constructor
* @param {Phaser.GameObject} sprite - The Sprite object this physics body belongs to.
*/
Phaser.Physics.Arcade.Body = function (gameObject)
{
var transform = gameObject.transform;
/**
* @property {Phaser.GameObject} gameObject - Reference to the parent Game Object.
*/
this.gameObject = gameObject;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.state = gameObject.state;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = gameObject.state.game;
/**
* @property {number} type - The type of physics system this body belongs to.
*/
this.type = Phaser.Physics.ARCADE;
/**
* @property {boolean} enabled - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
* @default
*/
this.enabled = true;
/**
* If `true` this Body is using circular collision detection. If `false` it is using rectangular.
* Use `Body.setCircle` to control the collision shape this Body uses.
* @property {boolean} isCircle
* @default
* @readOnly
*/
this.isCircle = false;
/**
* The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.
* If you wish to change the radius then call `setCircle` again with the new value.
* If you wish to stop the Body using a circle then call `setCircle` with a radius of zero (or undefined).
* @property {number} radius
* @default
* @readOnly
*/
this.radius = 0;
/**
* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
*/
this.offset = { x: 0, y: 0 };
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/**
* @property {Phaser.Point} position - The position of the physics body.
* @readonly
*/
this.position = { x: transform.x, y: transform.y };
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/**
* @property {Phaser.Point} prev - The previous position of the physics body.
* @readonly
*/
this.prev = { x: transform.x, y: transform.y };
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/**
* @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
* @default
*/
this.allowRotation = true;
/**
* The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body
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* itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.
* @property {number} rotation
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*/
this.rotation = transform.angle;
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/**
* @property {number} preRotation - The previous rotation of the physics body.
* @readonly
*/
this.preRotation = transform.angle;
/**
* @property {number} width - The calculated width of the physics body.
* @readonly
*/
this.width = gameObject.frame.width;
/**
* @property {number} height - The calculated height of the physics body.
* @readonly
*/
this.height = gameObject.frame.height;
/**
* @property {number} sourceWidth - The un-scaled original size.
* @readonly
*/
this.sourceWidth = gameObject.frame.width;
/**
* @property {number} sourceHeight - The un-scaled original size.
* @readonly
*/
this.sourceHeight = gameObject.frame.height;
/**
* @property {number} halfWidth - The calculated width / 2 of the physics body.
* @readonly
*/
this.halfWidth = Math.abs(this.width / 2);
/**
* @property {number} halfHeight - The calculated height / 2 of the physics body.
* @readonly
*/
this.halfHeight = Math.abs(this.height / 2);
/**
* @property {Phaser.Point} center - The center coordinate of the Physics Body.
* @readonly
*/
this.center = new Phaser.Point(transform.x + this.halfWidth, transform.y + this.halfHeight);
/**
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* @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second.
*/
this.velocity = new Phaser.Point();
/**
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* @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position.
* @readonly
*/
this.newVelocity = new Phaser.Point();
/**
* @property {Phaser.Point} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.
*/
this.deltaMax = new Phaser.Point();
/**
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* @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
*/
this.acceleration = new Phaser.Point();
/**
* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
*/
this.drag = new Phaser.Point();
/**
* @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local.
* @default
*/
this.allowGravity = true;
/**
* @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.
*/
this.gravity = new Phaser.Point();
/**
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* @property {Phaser.Point} bounce - The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
*/
this.bounce = new Phaser.Point();
/**
* The elasticity of the Body when colliding with the World bounds.
* By default this property is `null`, in which case `Body.bounce` is used instead. Set this property
* to a Phaser.Point object in order to enable a World bounds specific bounce value.
* @property {Phaser.Point} worldBounce
*/
this.worldBounce = null;
/**
* A Signal that is dispatched when this Body collides with the world bounds.
* Due to the potentially high volume of signals this could create it is disabled by default.
* To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()`
* and it will be called when a collision happens, passing five arguments:
* `onWorldBounds(sprite, up, down, left, right)`
* where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans
* indicating on which side of the world the Body collided.
* @property {Phaser.Signal} onWorldBounds
*/
this.onWorldBounds = null;
/**
* A Signal that is dispatched when this Body collides with another Body.
*
* You still need to call `game.physics.arcade.collide` in your `update` method in order
* for this signal to be dispatched.
*
* Usually you'd pass a callback to the `collide` method, but this signal provides for
* a different level of notification.
*
* Due to the potentially high volume of signals this could create it is disabled by default.
*
* To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()`
* and it will be called when a collision happens, passing two arguments: the sprites which collided.
* The first sprite in the argument is always the owner of this Body.
*
* If two Bodies with this Signal set collide, both will dispatch the Signal.
* @property {Phaser.Signal} onCollide
*/
this.onCollide = null;
/**
* A Signal that is dispatched when this Body overlaps with another Body.
*
* You still need to call `game.physics.arcade.overlap` in your `update` method in order
* for this signal to be dispatched.
*
* Usually you'd pass a callback to the `overlap` method, but this signal provides for
* a different level of notification.
*
* Due to the potentially high volume of signals this could create it is disabled by default.
*
* To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()`
* and it will be called when a collision happens, passing two arguments: the sprites which collided.
* The first sprite in the argument is always the owner of this Body.
*
* If two Bodies with this Signal set collide, both will dispatch the Signal.
* @property {Phaser.Signal} onOverlap
*/
this.onOverlap = null;
/**
* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
* @default
*/
this.maxVelocity = new Phaser.Point(10000, 10000);
/**
* @property {Phaser.Point} friction - The amount of movement that will occur if another object 'rides' this one.
*/
this.friction = new Phaser.Point(1, 0);
/**
* @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.
* @default
*/
this.angularVelocity = 0;
/**
* @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.
* @default
*/
this.angularAcceleration = 0;
/**
* @property {number} angularDrag - The drag applied during the rotation of the Body. Measured in degrees per second squared.
* @default
*/
this.angularDrag = 0;
/**
* @property {number} maxAngular - The maximum angular velocity in degrees per second that the Body can reach.
* @default
*/
this.maxAngular = 1000;
/**
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* @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.
* @default
*/
this.mass = 1;
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/**
* @property {number} angle - The angle of the Body's velocity in radians.
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* @readonly
*/
this.angle = 0;
/**
* @property {number} speed - The speed of the Body as calculated by its velocity.
* @readonly
*/
this.speed = 0;
/**
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
* @default
*/
this.facing = Phaser.NONE;
/**
* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
* @default
*/
this.immovable = false;
/**
* If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
* actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
* If you want the physics system to move the body around, then set moves to true.
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* @property {boolean} moves - Set to true to allow the Physics system to move this Body, otherwise false to move it manually.
* @default
*/
this.moves = true;
/**
* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
* @default
*/
this.customSeparateX = false;
/**
* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
* @default
*/
this.customSeparateY = false;
/**
* When this body collides with another, the amount of overlap is stored here.
* @property {number} overlapX - The amount of horizontal overlap during the collision.
*/
this.overlapX = 0;
/**
* When this body collides with another, the amount of overlap is stored here.
* @property {number} overlapY - The amount of vertical overlap during the collision.
*/
this.overlapY = 0;
/**
* If `Body.isCircle` is true, and this body collides with another circular body, the amount of overlap is stored here.
* @property {number} overlapR - The amount of overlap during the collision.
*/
this.overlapR = 0;
/**
* 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.
* @property {boolean} embedded - Body embed value.
*/
this.embedded = false;
/**
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
*/
this.collideWorldBounds = false;
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/**
* Set the checkCollision properties to control which directions collision is processed for this Body.
* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
* If you need to disable a Body entirely, use `body.enable = false`, this will also disable motion.
* If you need to disable just collision and/or overlap checks, but retain motion, set `checkCollision.none = true`.
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* @property {object} checkCollision - An object containing allowed collision.
*/
this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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/**
* This object is populated with boolean values when the Body collides with another.
* touching.up = true means the collision happened to the top of this Body for example.
* @property {object} touching - An object containing touching results.
*/
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* This object is populated with previous touching values from the bodies previous collision.
* @property {object} wasTouching - An object containing previous touching results.
*/
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
* For example if blocked.up is true then the Body cannot move up.
* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
*/
this.blocked = { up: false, down: false, left: false, right: false };
/**
* If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
* Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.
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* @property {Phaser.Point} tilePadding - Extra padding to be added to this sprite's dimensions when checking for tile collision.
*/
this.tilePadding = new Phaser.Point();
/**
* @property {boolean} dirty - Is this Body in a preUpdate (true) or postUpdate (false) state?
*/
this.dirty = false;
/**
* @property {boolean} skipQuadTree - If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.
*/
this.skipQuadTree = false;
/**
* If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.
* If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.
* Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,
* or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.
* @property {boolean} syncBounds
* @default
*/
this.syncBounds = false;
/**
* @property {boolean} isMoving - Set by the `moveTo` and `moveFrom` methods.
*/
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this.isMoving = false;
/**
* @property {boolean} stopVelocityOnCollide - Set by the `moveTo` and `moveFrom` methods.
*/
this.stopVelocityOnCollide = true;
/**
* @property {integer} moveTimer - Internal time used by the `moveTo` and `moveFrom` methods.
* @private
*/
this.moveTimer = 0;
/**
* @property {integer} moveDistance - Internal distance value, used by the `moveTo` and `moveFrom` methods.
* @private
*/
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this.moveDistance = 0;
/**
* @property {integer} moveDuration - Internal duration value, used by the `moveTo` and `moveFrom` methods.
* @private
*/
this.moveDuration = 0;
/**
* @property {Phaser.Line} moveTarget - Set by the `moveTo` method, and updated each frame.
* @private
*/
this.moveTarget = null;
/**
* @property {Phaser.Point} moveEnd - Set by the `moveTo` method, and updated each frame.
* @private
*/
this.moveEnd = null;
/**
* @property {Phaser.Signal} onMoveComplete - Listen for the completion of `moveTo` or `moveFrom` events.
*/
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this.onMoveComplete = new Phaser.Signal();
/**
* @property {function} movementCallback - Optional callback. If set, invoked during the running of `moveTo` or `moveFrom` events.
*/
this.movementCallback = null;
/**
* @property {object} movementCallbackContext - Context in which to call the movementCallback.
*/
this.movementCallbackContext = null;
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/**
* @property {boolean} _reset - Internal cache var.
* @private
*/
this._reset = true;
/**
* @property {number} _sx - Internal cache var.
* @private
*/
this._sx = transform.scaleX;
/**
* @property {number} _sy - Internal cache var.
* @private
*/
this._sy = transform.scaleY;
/**
* @property {number} _dx - Internal cache var.
* @private
*/
this._dx = 0;
/**
* @property {number} _dy - Internal cache var.
* @private
*/
this._dy = 0;
};
Phaser.Physics.Arcade.Body.prototype = {
/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#updateBounds
* @protected
*/
updateBounds: function ()
{
if (this.syncBounds)
{
var b = this.sprite.getBounds();
b.ceilAll();
if (b.width !== this.width || b.height !== this.height)
{
this.width = b.width;
this.height = b.height;
this._reset = true;
}
}
else
{
var asx = Math.abs(this.gameObject.transform.scaleX);
var asy = Math.abs(this.gameObject.transform.scaleY);
if (asx !== this._sx || asy !== this._sy)
{
this.width = this.sourceWidth * asx;
this.height = this.sourceHeight * asy;
this._sx = asx;
this._sy = asy;
this._reset = true;
}
}
if (this._reset)
{
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
}
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#preUpdate
* @protected
*/
preUpdate: function (frameDelta)
{
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this.dirty = true;
// 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.blocked.up = false;
this.blocked.down = false;
this.blocked.left = false;
this.blocked.right = false;
this.embedded = false;
this.updateBounds();
var transform = this.gameObject.transform;
var frame = this.gameObject.frame;
this.position.x = (transform.worldX - (transform.anchorX * frame.width)) + (transform.scaleX * this.offset.x);
this.position.x -= (transform.scaleX < 0) ? this.width : 0;
this.position.y = (transform.worldY - (transform.anchorY * frame.height)) + (transform.scaleY * this.offset.y);
this.position.y -= (transform.scaleY < 0) ? this.height : 0;
this.rotation = transform.angle;
this.preRotation = this.rotation;
if (this._reset)
{
this.prev.x = this.position.x;
this.prev.y = this.position.y;
}
if (this.moves)
{
this.state.sys.physics.updateMotion(this, frameDelta);
// this.newVelocity.set(this.velocity.x * frameDelta, this.velocity.y * frameDelta);
this.newVelocity.x = this.velocity.x * frameDelta;
this.newVelocity.y = this.velocity.y * frameDelta;
this.position.x += this.newVelocity.x;
this.position.y += this.newVelocity.y;
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if (this.position.x !== this.prev.x || this.position.y !== this.prev.y)
{
this.angle = Math.atan2(this.velocity.y, this.velocity.x);
}
this.speed = Math.sqrt((this.velocity.x * this.velocity.x) + (this.velocity.y * this.velocity.y));
// Now the State update will throw collision checks at the Body
// And finally we'll integrate the new position back to the Sprite in postUpdate
if (this.collideWorldBounds)
{
if (this.checkWorldBounds() && this.onWorldBounds)
{
this.onWorldBounds.dispatch(this.gameObject, this.blocked.up, this.blocked.down, this.blocked.left, this.blocked.right);
}
}
}
this._dx = this.deltaX();
this._dy = this.deltaY();
this._reset = false;
},
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/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#updateMovement
* @protected
*/
updateMovement: function ()
{
var percent = 0;
var collided = (this.overlapX !== 0 || this.overlapY !== 0);
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// Duration or Distance based?
if (this.moveDuration > 0)
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{
this.moveTimer += this.game.time.elapsedMS;
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percent = this.moveTimer / this.moveDuration;
}
else
{
this.moveTarget.end.set(this.position.x, this.position.y);
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percent = this.moveTarget.length / this.moveDistance;
}
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if (this.movementCallback)
{
var result = this.movementCallback.call(this.movementCallbackContext, this, this.velocity, percent);
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}
if (collided || percent >= 1 || (result !== undefined && result !== true))
{
this.stopMovement((percent >= 1) || (this.stopVelocityOnCollide && collided));
return false;
}
return true;
},
/**
* If this Body is moving as a result of a call to `moveTo` or `moveFrom` (i.e. it
* has Body.isMoving true), then calling this method will stop the movement before
* either the duration or distance counters expire.
*
* The `onMoveComplete` signal is dispatched.
*
* @method Phaser.Physics.Arcade.Body#stopMovement
* @param {boolean} [stopVelocity] - Should the Body.velocity be set to zero?
*/
stopMovement: function (stopVelocity)
{
if (this.isMoving)
{
this.isMoving = false;
if (stopVelocity)
{
this.velocity.set(0);
}
// Send the Sprite this Body belongs to
// and a boolean indicating if it stopped because of a collision or not
this.onMoveComplete.dispatch(this.sprite, (this.overlapX !== 0 || this.overlapY !== 0));
}
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},
/**
* Internal method. Called by the UpdateManager.
*
* @method Phaser.Physics.Arcade.Body#update
* @protected
*/
update: function ()
{
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// Moving?
if (this.isMoving)
{
this.updateMovement();
}
this.dirty = false;
if (this.deltaX() < 0)
{
this.facing = Phaser.LEFT;
}
else if (this.deltaX() > 0)
{
this.facing = Phaser.RIGHT;
}
if (this.deltaY() < 0)
{
this.facing = Phaser.UP;
}
else if (this.deltaY() > 0)
{
this.facing = Phaser.DOWN;
}
if (this.moves)
{
this._dx = this.deltaX();
this._dy = this.deltaY();
if (this.deltaMax.x !== 0 && this._dx !== 0)
{
if (this._dx < 0 && this._dx < -this.deltaMax.x)
{
this._dx = -this.deltaMax.x;
}
else if (this._dx > 0 && this._dx > this.deltaMax.x)
{
this._dx = this.deltaMax.x;
}
}
if (this.deltaMax.y !== 0 && this._dy !== 0)
{
if (this._dy < 0 && this._dy < -this.deltaMax.y)
{
this._dy = -this.deltaMax.y;
}
else if (this._dy > 0 && this._dy > this.deltaMax.y)
{
this._dy = this.deltaMax.y;
}
}
this.gameObject.transform.x += this._dx;
this.gameObject.transform.y += this._dy;
this._reset = true;
}
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
if (this.allowRotation)
{
this.gameObject.transform.angle += this.deltaZ();
}
this.prev.x = this.position.x;
this.prev.y = this.position.y;
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#checkWorldBounds
* @protected
* @return {boolean} True if the Body collided with the world bounds, otherwise false.
*/
checkWorldBounds: function ()
{
var pos = this.position;
var bounds = this.state.sys.physics.bounds;
var check = this.state.sys.physics.checkCollision;
var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x;
var by = (this.worldBounce) ? -this.worldBounce.y : -this.bounce.y;
if (this.isCircle)
{
var bodyBounds = {
x: this.center.x - this.radius,
y: this.center.y - this.radius,
right: this.center.x + this.radius,
bottom: this.center.y + this.radius
};
if (bodyBounds.x < bounds.x && check.left)
{
pos.x = bounds.x - this.halfWidth + this.radius;
this.velocity.x *= bx;
this.blocked.left = true;
}
else if (bodyBounds.right > bounds.right && check.right)
{
pos.x = bounds.right - this.halfWidth - this.radius;
this.velocity.x *= bx;
this.blocked.right = true;
}
if (bodyBounds.y < bounds.y && check.up)
{
pos.y = bounds.y - this.halfHeight + this.radius;
this.velocity.y *= by;
this.blocked.up = true;
}
else if (bodyBounds.bottom > bounds.bottom && check.down)
{
pos.y = bounds.bottom - this.halfHeight - this.radius;
this.velocity.y *= by;
this.blocked.down = true;
}
}
else
{
if (pos.x < bounds.x && check.left)
{
pos.x = bounds.x;
this.velocity.x *= bx;
this.blocked.left = true;
}
else if (this.right > bounds.right && check.right)
{
pos.x = bounds.right - this.width;
this.velocity.x *= bx;
this.blocked.right = true;
}
if (pos.y < bounds.y && check.up)
{
pos.y = bounds.y;
this.velocity.y *= by;
this.blocked.up = true;
}
else if (this.bottom > bounds.bottom && check.down)
{
pos.y = bounds.bottom - this.height;
this.velocity.y *= by;
this.blocked.down = true;
}
}
return (this.blocked.up || this.blocked.down || this.blocked.left || this.blocked.right);
},
/**
* Note: This method is experimental, and may be changed or removed in a future release.
*
* This method moves the Body in the given direction, for the duration specified.
* It works by setting the velocity on the Body, and an internal timer, and then
* monitoring the duration each frame. When the duration is up the movement is
* stopped and the `Body.onMoveComplete` signal is dispatched.
*
* Movement also stops if the Body collides or overlaps with any other Body.
*
* You can control if the velocity should be reset to zero on collision, by using
* the property `Body.stopVelocityOnCollide`.
*
* Stop the movement at any time by calling `Body.stopMovement`.
*
* You can optionally set a speed in pixels per second. If not specified it
* will use the current `Body.speed` value. If this is zero, the function will return false.
*
* Please note that due to browser timings you should allow for a variance in
* when the duration will actually expire. Depending on system it may be as much as
* +- 50ms. Also this method doesn't take into consideration any other forces acting
* on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
* movement.
*
* @method Phaser.Physics.Arcade.Body#moveFrom
* @param {integer} duration - The duration of the movement, in ms.
* @param {integer} [speed] - The speed of the movement, in pixels per second. If not provided `Body.speed` is used.
* @param {integer} [direction] - The angle of movement. If not provided `Body.angle` is used.
* @return {boolean} True if the movement successfully started, otherwise false.
*/
moveFrom: function (duration, speed, direction) {
if (speed === undefined) { speed = this.speed; }
if (speed === 0)
{
return false;
}
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var angle;
if (direction === undefined)
{
angle = this.angle;
direction = this.game.math.radToDeg(angle);
}
else
{
angle = this.game.math.degToRad(direction);
}
this.moveTimer = 0;
this.moveDuration = duration;
// Avoid sin/cos
if (direction === 0 || direction === 180)
{
this.velocity.set(Math.cos(angle) * speed, 0);
}
else if (direction === 90 || direction === 270)
{
this.velocity.set(0, Math.sin(angle) * speed);
}
else
{
this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed);
}
this.isMoving = true;
return true;
},
/**
* Note: This method is experimental, and may be changed or removed in a future release.
*
* This method moves the Body in the given direction, for the duration specified.
* It works by setting the velocity on the Body, and an internal distance counter.
* The distance is monitored each frame. When the distance equals the distance
* specified in this call, the movement is stopped, and the `Body.onMoveComplete`
* signal is dispatched.
*
* Movement also stops if the Body collides or overlaps with any other Body.
*
* You can control if the velocity should be reset to zero on collision, by using
* the property `Body.stopVelocityOnCollide`.
*
* Stop the movement at any time by calling `Body.stopMovement`.
*
* Please note that due to browser timings you should allow for a variance in
* when the distance will actually expire.
*
* Note: This method doesn't take into consideration any other forces acting
* on the Body, such as Gravity, drag or maxVelocity, all of which may impact the
* movement.
*
* @method Phaser.Physics.Arcade.Body#moveTo
* @param {integer} duration - The duration of the movement, in ms.
* @param {integer} distance - The distance, in pixels, the Body will move.
* @param {integer} [direction] - The angle of movement. If not provided `Body.angle` is used.
* @return {boolean} True if the movement successfully started, otherwise false.
*/
moveTo: function (duration, distance, direction) {
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var speed = distance / (duration / 1000);
if (speed === 0)
{
return false;
}
var angle;
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if (direction === undefined)
{
angle = this.angle;
direction = this.game.math.radToDeg(angle);
}
else
{
angle = this.game.math.degToRad(direction);
}
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distance = Math.abs(distance);
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this.moveDuration = 0;
this.moveDistance = distance;
if (this.moveTarget === null)
{
this.moveTarget = new Phaser.Line();
this.moveEnd = new Phaser.Point();
}
this.moveTarget.fromAngle(this.x, this.y, angle, distance);
this.moveEnd.set(this.moveTarget.end.x, this.moveTarget.end.y);
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this.moveTarget.setTo(this.x, this.y, this.x, this.y);
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// Avoid sin/cos
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if (direction === 0 || direction === 180)
{
this.velocity.set(Math.cos(angle) * speed, 0);
}
else if (direction === 90 || direction === 270)
{
this.velocity.set(0, Math.sin(angle) * speed);
}
else
{
this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed);
}
this.isMoving = true;
return true;
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},
/**
* You can modify the size of the physics Body to be any dimension you need.
* This allows you to make it smaller, or larger, than the parent Sprite.
* You can also control the x and y offset of the Body. This is the position of the
* Body relative to the top-left of the Sprite _texture_.
*
* For example: If you have a Sprite with a texture that is 80x100 in size,
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
*
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* `setSize(32 / Math.abs(this.scale.x), 32 / Math.abs(this.scale.y), 24, 34)`
*
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* Where the first two parameters are the new Body size (32x32 pixels) relative to the Sprite's scale.
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
* is the vertical offset.
*
* If you've scaled a Sprite by altering its `width`, `height`, or `scale` and you want to
* position the Body relative to the Sprite's dimensions (which will differ from its texture's
* dimensions), you should divide these arguments by the Sprite's current scale:
*
* `setSize(32 / sprite.scale.x, 32 / sprite.scale.y)`
*
* Calling `setSize` on a Body that has already had `setCircle` will reset all of the Circle
* properties, making this Body rectangular again.
*
* @method Phaser.Physics.Arcade.Body#setSize
* @param {number} width - The width of the Body.
* @param {number} height - The height of the Body.
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprite's texture.
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprite's texture.
*/
setSize: function (width, height, offsetX, offsetY) {
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { 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);
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
this.isCircle = false;
this.radius = 0;
},
/**
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
* The radius is given in pixels and is the distance from the center of the circle to the edge.
*
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
*
* To change a Body back to being rectangular again call `Body.setSize`.
*
* Note: Circular collision only happens with other Arcade Physics bodies, it does not
* work against tile maps, where rectangular collision is the only method supported.
*
* @method Phaser.Physics.Arcade.Body#setCircle
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
*/
setCircle: function (radius, offsetX, offsetY) {
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { offsetY = this.offset.y; }
if (radius > 0)
{
this.isCircle = true;
this.radius = radius;
this.sourceWidth = radius * 2;
this.sourceHeight = radius * 2;
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);
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
}
else
{
this.isCircle = false;
}
},
/**
* Resets all Body values (velocity, acceleration, rotation, etc)
*
* @method Phaser.Physics.Arcade.Body#reset
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* @param {number} x - The new x position of the Body.
* @param {number} y - The new y position of the Body.
*/
reset: function (x, y)
{
this.velocity.x = 0;
this.velocity.y = 0;
this.acceleration.x = 0;
this.acceleration.y = 0;
this.speed = 0;
this.angularVelocity = 0;
this.angularAcceleration = 0;
var transform = this.gameObject.transform;
var frame = this.gameObject.frame;
this.position.x = (transform.worldX - (transform.anchorX * frame.width)) + (transform.scaleX * this.offset.x);
this.position.x -= (transform.scaleX < 0) ? this.width : 0;
this.position.y = (transform.worldY - (transform.anchorY * frame.height)) + (transform.scaleY * this.offset.y);
this.position.y -= (transform.scaleY < 0) ? this.height : 0;
this.prev.x = this.position.x;
this.prev.y = this.position.y;
this.rotation = transform.angle;
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this.preRotation = this.rotation;
this._sx = transform.scaleX;
this._sy = transform.scaleY;
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
},
/**
* Returns the bounds of this physics body.
*
* Only used internally by the World collision methods.
*
* @method Phaser.Physics.Arcade.Body#getBounds
* @param {object} obj - The object in which to set the bounds values.
* @return {object} The object that was given to this method.
*/
getBounds: function (obj) {
if (this.isCircle)
{
obj.x = this.center.x - this.radius;
obj.y = this.center.y - this.radius;
obj.right = this.center.x + this.radius;
obj.bottom = this.center.y + this.radius;
}
else
{
obj.x = this.x;
obj.y = this.y;
obj.right = this.right;
obj.bottom = this.bottom;
}
return obj;
},
/**
* Tests if a world point lies within this Body.
*
* @method Phaser.Physics.Arcade.Body#hitTest
* @param {number} x - The world x coordinate to test.
* @param {number} y - The world y coordinate to test.
* @return {boolean} True if the given coordinates are inside this Body, otherwise false.
*/
hitTest: function (x, y) {
return (this.isCircle) ? Phaser.Circle.contains(this, x, y) : Phaser.Rectangle.contains(this, x, y);
},
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/**
* Returns true if the bottom of this Body is in contact with either the world bounds or a tile.
*
* @method Phaser.Physics.Arcade.Body#onFloor
* @return {boolean} True if in contact with either the world bounds or a tile.
*/
onFloor: function () {
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return this.blocked.down;
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},
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/**
* Returns true if the top of this Body is in contact with either the world bounds or a tile.
*
* @method Phaser.Physics.Arcade.Body#onCeiling
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* @return {boolean} True if in contact with either the world bounds or a tile.
*/
onCeiling: function(){
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return this.blocked.up;
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},
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/**
* Returns true if either side of this Body is in contact with either the world bounds or a tile.
*
* @method Phaser.Physics.Arcade.Body#onWall
* @return {boolean} True if in contact with either the world bounds or a tile.
*/
onWall: function () {
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return (this.blocked.left || this.blocked.right);
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},
/**
* Returns the absolute delta x value.
*
* @method Phaser.Physics.Arcade.Body#deltaAbsX
* @return {number} The absolute delta value.
*/
deltaAbsX: function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
},
/**
* Returns the absolute delta y value.
*
* @method Phaser.Physics.Arcade.Body#deltaAbsY
* @return {number} The absolute delta value.
*/
deltaAbsY: function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
},
/**
* Returns the delta x value. The difference between Body.x now and in the previous step.
*
* @method Phaser.Physics.Arcade.Body#deltaX
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
*/
deltaX: function () {
return this.position.x - this.prev.x;
},
/**
* Returns the delta y value. The difference between Body.y now and in the previous step.
*
* @method Phaser.Physics.Arcade.Body#deltaY
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
*/
deltaY: function () {
return this.position.y - this.prev.y;
},
/**
* Returns the delta z value. The difference between Body.rotation now and in the previous step.
*
* @method Phaser.Physics.Arcade.Body#deltaZ
* @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise.
*/
deltaZ: function () {
return this.rotation - this.preRotation;
},
/**
* Destroys this Body.
*
* First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.
* Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.
*
* @method Phaser.Physics.Arcade.Body#destroy
*/
destroy: function () {
if (this.sprite.parent && this.sprite.parent instanceof Phaser.Group)
{
this.sprite.parent.removeFromHash(this.sprite);
}
this.sprite.body = null;
this.sprite = null;
}
};
/**
* @name Phaser.Physics.Arcade.Body#left
* @property {number} left - The x position of the Body. The same as `Body.x`.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "left", {
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get: function () {
return this.position.x;
}
});
/**
* @name Phaser.Physics.Arcade.Body#right
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
* @readonly
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
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get: function () {
return this.position.x + this.width;
}
});
/**
* @name Phaser.Physics.Arcade.Body#top
* @property {number} top - The y position of the Body. The same as `Body.y`.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "top", {
get: function () {
return this.position.y;
}
});
/**
* @name Phaser.Physics.Arcade.Body#bottom
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
* @readonly
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
get: function () {
return this.position.y + this.height;
}
});
/**
* @name Phaser.Physics.Arcade.Body#x
* @property {number} x - The x position.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", {
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get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
}
});
/**
* @name Phaser.Physics.Arcade.Body#y
* @property {number} y - The y position.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", {
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get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
}
});
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/**
* Render Sprite Body.
*
* @method Phaser.Physics.Arcade.Body#render
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* @param {object} context - The context to render to.
* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
* @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string).
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* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
*/
Phaser.Physics.Arcade.Body.render = function (context, body, color, filled) {
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if (filled === undefined) { filled = true; }
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color = color || 'rgba(0,255,0,0.4)';
context.fillStyle = color;
context.strokeStyle = color;
if (body.isCircle)
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{
context.beginPath();
context.arc(body.center.x - body.game.camera.x, body.center.y - body.game.camera.y, body.radius, 0, 2 * Math.PI);
if (filled)
{
context.fill();
}
else
{
context.stroke();
}
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}
else
{
if (filled)
{
context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
}
else
{
context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
}
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}
};
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/**
* Render Sprite Body Physics Data as text.
*
* @method Phaser.Physics.Arcade.Body#renderBodyInfo
* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
Phaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) {
debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height);
debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body._dx.toFixed(2), 'deltaY: ' + body._dy.toFixed(2));
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debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2));
debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2));
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debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down);
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debug.line('blocked left: ' + body.blocked.left, 'right: ' + body.blocked.right, 'up: ' + body.blocked.up, 'down: ' + body.blocked.down);
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};
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Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;