mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
83 lines
1.9 KiB
TypeScript
83 lines
1.9 KiB
TypeScript
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/// <reference path="../Game.ts" />
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/**
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* Phaser - PhysicsManager
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*
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* Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding
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* all of the physics objects in the world.
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*/
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module Phaser.Physics {
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export class PhysicsManager {
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constructor(game: Game, width: number, height: number) {
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this._game = game;
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this.gravity = new Vec2(0, 0.2);
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this.drag = new Vec2(1, 1);
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this.bounce = new Vec2(0.3, 0.7);
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this.friction = new Vec2(0.05, 0.05);
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this.bounds = new Rectangle(0, 0, width, height);
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this._objects = [];
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}
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/**
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* Local private reference to Game.
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*/
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private _game: Game;
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private _objects;
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public bounds: Rectangle;
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public gravity: Vec2;
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public drag: Vec2;
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public bounce: Vec2;
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public friction: Vec2;
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private minFriction: number = 0;
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private maxFriction: number = 1;
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private minBounce: number = 0;
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private maxBounce: number = 1;
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private minGravity: number = 0;
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private maxGravity: number = 1;
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private _i: number = 0;
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private _length: number = 0;
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public add(o) {
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this._objects.push(o);
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this._length++;
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return o;
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}
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public update() {
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// iterate through the objects here, updating and colliding
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for (this._i = 0; this._i < this._length; this._i++)
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{
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this._objects[this._i].update();
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}
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}
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public render() {
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// iterate through the objects here, updating and colliding
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for (this._i = 0; this._i < this._length; this._i++)
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{
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this._objects[this._i].render(this._game.stage.context);
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}
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}
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}
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}
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