phaser/v3/src/physics/impact/Body.js

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// Phaser.Physics.Impact.Body
var Class = require('../../utils/Class');
var GetVelocity = require('./GetVelocity');
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var UpdateMotion = require('./UpdateMotion');
var COLLIDES = require('./COLLIDES');
var TYPE = require('./TYPE');
/**
* An Impact.js compatible physics body.
* This re-creates the properties you'd get on an Entity and the math needed to update them.
*
* @class
*/
var Body = new Class({
initialize:
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function Body (world, x, y, sx, sy)
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{
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if (sx === undefined) { sx = 16; }
if (sy === undefined) { sy = 16; }
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this.world = world;
this.enabled = true;
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this.size = { x: sx, y: sy };
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this.pos = { x: x, y: y };
this.last = { x: x, y: y };
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this.vel = { x: 0, y: 0 };
this.accel = { x: 0, y: 0 };
this.friction = { x: 0, y: 0 };
this.maxVel = { x: 100, y: 100 };
this.gravityFactor = 1;
this.standing = false;
this.bounciness = 0;
this.minBounceVelocity = 40;
this.accelGround = 0;
this.accelAir = 0;
this.jumpSpeed = 0;
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this.type = TYPE.NONE;
this.checkAgainst = TYPE.NONE;
this.collides = COLLIDES.NEVER;
// min 44 deg, max 136 deg
this.slopeStanding = { min: 0.767944870877505, max: 2.3736477827122884 };
},
reset: function ()
{
// TODO
},
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update: function (delta)
{
this.last.x = this.pos.x;
this.last.y = this.pos.y;
this.vel.y += this.world.gravity * delta * this.gravityFactor;
this.vel.x = GetVelocity(delta, this.vel.x, this.accel.x, this.friction.x, this.maxVel.x);
this.vel.y = GetVelocity(delta, this.vel.y, this.accel.y, this.friction.y, this.maxVel.y);
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if (window.dumpit)
{
console.log('');
console.log('UPDATE: pos', this.pos.x, this.pos.y, 'vel', this.vel.x, this.vel.y);
}
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var mx = this.vel.x * delta;
var my = this.vel.y * delta;
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var res = this.world.collisionMap.trace(this.pos.x, this.pos.y, mx, my, this.size.x, this.size.y);
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if (this.handleMovementTrace(res))
{
UpdateMotion(this, res);
}
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if (window.dumpit)
{
console.log('END res', res.pos.x, res.pos.y);
}
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},
handleMovementTrace: function (res)
{
return true;
},
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skipHash: function ()
{
return (!this.enabled || (this.type === 0 && this.checkAgainst === 0 && this.collides === 0));
},
touches: function (other)
{
return !(
this.pos.x >= other.pos.x + other.size.x ||
this.pos.x + this.size.x <= other.pos.x ||
this.pos.y >= other.pos.y + other.size.y ||
this.pos.y + this.size.y <= other.pos.y
);
},
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setBounce: function (value)
{
this.bounciness = value;
return this;
},
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setVelocityX: function (x)
{
this.vel.x = x;
return this;
},
setVelocityY: function (y)
{
this.vel.y = y;
return this;
},
setVelocity: function (x, y)
{
this.vel.x = x;
this.vel.y = y;
return this;
},
setMaxVelocity: function (x, y)
{
if (y === undefined) { y = x; }
this.maxVel.x = x;
this.maxVel.y = y;
return this;
},
setAccelerationX: function (x)
{
this.accel.x = x;
return this;
},
setAccelerationY: function (y)
{
this.accel.y = y;
return this;
},
setAcceleration: function (x, y)
{
this.accel.x = x;
this.accel.y = y;
return this;
},
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setTypeNone: function ()
{
this.type = TYPE.NONE;
return this;
},
setTypeA: function ()
{
this.type = TYPE.A;
return this;
},
setTypeB: function ()
{
this.type = TYPE.B;
return this;
},
setCheckAgainstNone: function ()
{
this.checkAgainst = TYPE.NONE;
return this;
},
setCheckAgainstA: function ()
{
this.checkAgainst = TYPE.A;
return this;
},
setCheckAgainstB: function ()
{
this.checkAgainst = TYPE.B;
return this;
},
setCollidesNever: function ()
{
this.collides = COLLIDES.NEVER;
return this;
},
setLite: function ()
{
this.collides = COLLIDES.LITE;
return this;
},
setPassive: function ()
{
this.collides = COLLIDES.PASSIVE;
return this;
},
setActive: function ()
{
this.collides = COLLIDES.ACTIVE;
return this;
},
setFixed: function ()
{
this.collides = COLLIDES.FIXED;
return this;
},
check: function (other)
{
// Overridden by user code
},
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collideWith: function (other, axis)
{
// Overridden by user code
}
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});
module.exports = Body;