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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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<a href="SignalBinding.html">SignalBinding</a>
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</ul>
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</li>
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</ul>
|
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</div>
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</div>
|
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<div class="row-fluid">
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<div class="span12">
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|
||
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<div id="main">
|
||
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|
||
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|
||
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|
||
|
<h1 class="page-title">Source: physics/Physics.js</h1>
|
||
|
|
||
|
<section>
|
||
|
<article>
|
||
|
<pre class="sunlight-highlight-javascript linenums">/**
|
||
|
* @author Richard Davey <rich@photonstorm.com>
|
||
|
* @copyright 2014 Photon Storm Ltd.
|
||
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* The Physics Manager is responsible for looking after all of the running physics systems.
|
||
|
* Phaser supports 3 physics systems: Arcade Physics, P2 and Ninja Physics (with Box2D and Chipmunk in development)
|
||
|
* Game Objects can belong to only 1 physics system, but you can have multiple systems active in a single game.
|
||
|
*
|
||
|
* For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
|
||
|
* faster (due to being much simpler) Arcade Physics system.
|
||
|
*
|
||
|
* @class Phaser.Physics
|
||
|
*
|
||
|
* @constructor
|
||
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
||
|
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
|
||
|
*/
|
||
|
Phaser.Physics = function (game, config) {
|
||
|
|
||
|
config = config || {};
|
||
|
|
||
|
/**
|
||
|
* @property {Phaser.Game} game - Local reference to game.
|
||
|
*/
|
||
|
this.game = game;
|
||
|
|
||
|
/**
|
||
|
* @property {object} config - The physics configuration object as passed to the game on creation.
|
||
|
*/
|
||
|
this.config = config;
|
||
|
|
||
|
/**
|
||
|
* @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system.
|
||
|
*/
|
||
|
this.arcade = null;
|
||
|
|
||
|
/**
|
||
|
* @property {Phaser.Physics.P2} p2 - The P2.JS Physics system.
|
||
|
*/
|
||
|
this.p2 = null;
|
||
|
|
||
|
/**
|
||
|
* @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics System.
|
||
|
*/
|
||
|
this.ninja = null;
|
||
|
|
||
|
/**
|
||
|
* @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system (to be done).
|
||
|
*/
|
||
|
this.box2d = null;
|
||
|
|
||
|
/**
|
||
|
* @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done).
|
||
|
*/
|
||
|
this.chipmunk = null;
|
||
|
|
||
|
this.parseConfig();
|
||
|
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* @const
|
||
|
* @type {number}
|
||
|
*/
|
||
|
Phaser.Physics.ARCADE = 0;
|
||
|
|
||
|
/**
|
||
|
* @const
|
||
|
* @type {number}
|
||
|
*/
|
||
|
Phaser.Physics.P2JS = 1;
|
||
|
|
||
|
/**
|
||
|
* @const
|
||
|
* @type {number}
|
||
|
*/
|
||
|
Phaser.Physics.NINJA = 2;
|
||
|
|
||
|
/**
|
||
|
* @const
|
||
|
* @type {number}
|
||
|
*/
|
||
|
Phaser.Physics.BOX2D = 3;
|
||
|
|
||
|
/**
|
||
|
* @const
|
||
|
* @type {number}
|
||
|
*/
|
||
|
Phaser.Physics.CHIPMUNK = 5;
|
||
|
|
||
|
Phaser.Physics.prototype = {
|
||
|
|
||
|
/**
|
||
|
* Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.
|
||
|
*
|
||
|
* @method Phaser.Physics#parseConfig
|
||
|
*/
|
||
|
parseConfig: function () {
|
||
|
|
||
|
if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade'))
|
||
|
{
|
||
|
// If Arcade isn't specified, we create it automatically if we can
|
||
|
this.arcade = new Phaser.Physics.Arcade(this.game);
|
||
|
}
|
||
|
|
||
|
if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja'))
|
||
|
{
|
||
|
this.ninja = new Phaser.Physics.Ninja(this.game);
|
||
|
}
|
||
|
|
||
|
if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2'))
|
||
|
{
|
||
|
this.p2 = new Phaser.Physics.P2(this.game, this.config);
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* This will create an instance of the requested physics simulation.
|
||
|
* Phaser.Physics.Arcade is running by default, but all others need activating directly.
|
||
|
* You can start the following physics systems:
|
||
|
* Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
|
||
|
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
|
||
|
* Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.
|
||
|
*
|
||
|
* @method Phaser.Physics#startSystem
|
||
|
* @param {number} The physics system to start.
|
||
|
*/
|
||
|
startSystem: function (system) {
|
||
|
|
||
|
if (system === Phaser.Physics.ARCADE && this.arcade === null)
|
||
|
{
|
||
|
this.arcade = new Phaser.Physics.Arcade(this.game);
|
||
|
}
|
||
|
else if (system === Phaser.Physics.P2JS && this.p2 === null)
|
||
|
{
|
||
|
this.p2 = new Phaser.Physics.P2(this.game, this.config);
|
||
|
}
|
||
|
if (system === Phaser.Physics.NINJA && this.ninja === null)
|
||
|
{
|
||
|
this.ninja = new Phaser.Physics.Ninja(this.game);
|
||
|
}
|
||
|
else if (system === Phaser.Physics.BOX2D && this.box2d === null)
|
||
|
{
|
||
|
// Coming soon
|
||
|
}
|
||
|
else if (system === Phaser.Physics.CHIPMUNK && this.chipmunk === null)
|
||
|
{
|
||
|
// Coming soon
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* This will create a default physics body on the given game object or array of objects.
|
||
|
* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
|
||
|
* It can be for any of the physics systems that have been started:
|
||
|
*
|
||
|
* Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
|
||
|
* Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
|
||
|
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
|
||
|
* Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.
|
||
|
*
|
||
|
* If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
|
||
|
* individual physics systems `enable` methods instead of using this generic one.
|
||
|
*
|
||
|
* @method Phaser.Physics#enable
|
||
|
* @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
|
||
|
* @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.
|
||
|
* @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false.
|
||
|
*/
|
||
|
enable: function (object, system, debug) {
|
||
|
|
||
|
if (typeof system === 'undefined') { system = Phaser.Physics.ARCADE; }
|
||
|
if (typeof debug === 'undefined') { debug = false; }
|
||
|
|
||
|
if (system === Phaser.Physics.ARCADE)
|
||
|
{
|
||
|
this.arcade.enable(object);
|
||
|
}
|
||
|
else if (system === Phaser.Physics.P2JS && this.p2)
|
||
|
{
|
||
|
this.p2.enable(object, debug);
|
||
|
}
|
||
|
else if (system === Phaser.Physics.NINJA && this.ninja)
|
||
|
{
|
||
|
this.ninja.enableAABB(object);
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* preUpdate checks.
|
||
|
*
|
||
|
* @method Phaser.Physics#preUpdate
|
||
|
* @protected
|
||
|
*/
|
||
|
preUpdate: function () {
|
||
|
|
||
|
// ArcadePhysics / Ninja don't have a core to preUpdate
|
||
|
|
||
|
if (this.p2)
|
||
|
{
|
||
|
this.p2.preUpdate();
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Updates all running physics systems.
|
||
|
*
|
||
|
* @method Phaser.Physics#update
|
||
|
* @protected
|
||
|
*/
|
||
|
update: function () {
|
||
|
|
||
|
// ArcadePhysics / Ninja don't have a core to update
|
||
|
|
||
|
if (this.p2)
|
||
|
{
|
||
|
this.p2.update();
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Updates the physics bounds to match the world dimensions.
|
||
|
*
|
||
|
* @method Phaser.Physics#setBoundsToWorld
|
||
|
* @protected
|
||
|
*/
|
||
|
setBoundsToWorld: function () {
|
||
|
|
||
|
if (this.ninja)
|
||
|
{
|
||
|
this.ninja.setBoundsToWorld();
|
||
|
}
|
||
|
|
||
|
if (this.p2)
|
||
|
{
|
||
|
this.p2.setBoundsToWorld();
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.
|
||
|
*
|
||
|
* @method Phaser.Physics#clear
|
||
|
* @protected
|
||
|
*/
|
||
|
clear: function () {
|
||
|
|
||
|
if (this.p2)
|
||
|
{
|
||
|
this.p2.clear();
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.
|
||
|
*
|
||
|
* @method Phaser.Physics#destroy
|
||
|
*/
|
||
|
destroy: function () {
|
||
|
|
||
|
if (this.p2)
|
||
|
{
|
||
|
this.p2.destroy();
|
||
|
}
|
||
|
|
||
|
this.arcade = null;
|
||
|
this.ninja = null;
|
||
|
this.p2 = null;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
Phaser.Physics.prototype.constructor = Phaser.Physics;
|
||
|
</pre>
|
||
|
</article>
|
||
|
</section>
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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|
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|
||
|
<footer>
|
||
|
|
||
|
|
||
|
<span class="copyright">
|
||
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||
|
</span>
|
||
|
<br />
|
||
|
|
||
|
<span class="jsdoc-message">
|
||
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||
|
on Fri Mar 14 2014 06:34:18 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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