phaser/src/physics/matter-js/World.js

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// Phaser.Physics.Matter.World
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var Bodies = require('./lib/factory/Bodies');
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var Class = require('../../utils/Class');
var Composite = require('./lib/body/Composite');
var Engine = require('./lib/core/Engine');
var EventEmitter = require('eventemitter3');
var GetFastValue = require('../../utils/object/GetFastValue');
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var GetValue = require('../../utils/object/GetValue');
var MatterBody = require('./lib/body/Body');
var MatterEvents = require('./lib/core/Events');
var MatterWorld = require('./lib/body/World');
var MatterTileBody = require('./MatterTileBody');
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var World = new Class({
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Extends: EventEmitter,
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initialize:
function World (scene, config)
{
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EventEmitter.call(this);
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this.scene = scene;
this.engine = Engine.create(config);
this.localWorld = this.engine.world;
var gravity = GetValue(config, 'gravity', null);
if (gravity)
{
this.setGravity(gravity.x, gravity.y, gravity.scale);
}
/**
* @property {object} walls - An object containing the 4 wall bodies that bound the physics world.
*/
this.walls = { left: null, right: null, top: null, bottom: null };
if (GetFastValue(config, 'setBounds', false))
{
var boundsConfig = config['setBounds'];
if (typeof boundsConfig === 'boolean')
{
this.setBounds();
}
else
{
var x = GetFastValue(boundsConfig, 'x', 0);
var y = GetFastValue(boundsConfig, 'y', 0);
var width = GetFastValue(boundsConfig, 'width', scene.sys.game.config.width);
var height = GetFastValue(boundsConfig, 'height', scene.sys.game.config.height);
var thickness = GetFastValue(boundsConfig, 'thickness', 64);
var left = GetFastValue(boundsConfig, 'left', true);
var right = GetFastValue(boundsConfig, 'right', true);
var top = GetFastValue(boundsConfig, 'top', true);
var bottom = GetFastValue(boundsConfig, 'bottom', true);
this.setBounds(x, y, width, height, thickness, left, right, top, bottom);
}
}
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this.isPaused = GetValue(config, 'isPaused', false);
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)
};
if (this.drawDebug)
{
this.createDebugGraphic();
}
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this.setEventsProxy();
},
setEventsProxy: function ()
{
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var _this = this;
var engine = this.engine;
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MatterEvents.on(engine, 'beforeUpdate', function (event) {
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_this.emit('beforeupdate', event);
});
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MatterEvents.on(engine, 'afterUpdate', function (event) {
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_this.emit('afterupdate', event);
});
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MatterEvents.on(engine, 'collisionStart', function (event) {
var pairs = event.pairs;
var bodyA;
var bodyB;
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if (pairs.length > 0)
{
bodyA = pairs[0].bodyA;
bodyB = pairs[0].bodyB;
}
_this.emit('collisionstart', event, bodyA, bodyB);
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});
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MatterEvents.on(engine, 'collisionActive', function (event) {
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var pairs = event.pairs;
var bodyA;
var bodyB;
if (pairs.length > 0)
{
bodyA = pairs[0].bodyA;
bodyB = pairs[0].bodyB;
}
_this.emit('collisionactive', event, bodyA, bodyB);
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});
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MatterEvents.on(engine, 'collisionEnd', function (event) {
var pairs = event.pairs;
var bodyA;
var bodyB;
if (pairs.length > 0)
{
bodyA = pairs[0].bodyA;
bodyB = pairs[0].bodyB;
}
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_this.emit('collisionend', event, bodyA, bodyB);
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});
},
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/**
* Sets the bounds of the Physics world to match the given world pixel dimensions.
* You can optionally set which 'walls' to create: left, right, top or bottom.
* If none of the walls are given it will default to use the walls settings it had previously.
* I.e. if you previously told it to not have the left or right walls, and you then adjust the world size
* the newly created bounds will also not have the left and right walls.
* Explicitly state them in the parameters to override this.
*
* @method Phaser.Physics.P2#setBounds
* @param {number} x - The x coordinate of the top-left corner of the bounds.
* @param {number} y - The y coordinate of the top-left corner of the bounds.
* @param {number} width - The width of the bounds.
* @param {number} height - The height of the bounds.
* @param {boolean} [left=true] - If true will create the left bounds wall.
* @param {boolean} [right=true] - If true will create the right bounds wall.
* @param {boolean} [top=true] - If true will create the top bounds wall.
* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
*/
setBounds: function (x, y, width, height, thickness, left, right, top, bottom)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.scene.sys.game.config.width; }
if (height === undefined) { height = this.scene.sys.game.config.height; }
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if (thickness === undefined) { thickness = 128; }
if (left === undefined) { left = true; }
if (right === undefined) { right = true; }
if (top === undefined) { top = true; }
if (bottom === undefined) { bottom = true; }
this.updateWall(left, 'left', x - thickness, y, thickness, height);
this.updateWall(right, 'right', x + width, y, thickness, height);
this.updateWall(top, 'top', x, y - thickness, width, thickness);
this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
return this;
},
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// position = 'left', 'right', 'top' or 'bottom'
updateWall: function (add, position, x, y, width, height)
{
var wall = this.walls[position];
if (add)
{
if (wall)
{
MatterWorld.remove(this.localWorld, wall);
}
// adjust center
x += (width / 2);
y += (height / 2);
this.walls[position] = this.create(x, y, width, height, { isStatic: true, friction: 0, frictionStatic: 0 });
}
else
{
if (wall)
{
MatterWorld.remove(this.localWorld, wall);
}
this.walls[position] = null;
}
},
createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
graphic.setZ(Number.MAX_VALUE);
this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
},
disableGravity: function ()
{
this.localWorld.gravity.x = 0;
this.localWorld.gravity.y = 0;
this.localWorld.gravity.scale = 0;
return this;
},
setGravity: function (x, y, scale)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 1; }
this.localWorld.gravity.x = x;
this.localWorld.gravity.y = y;
if (scale !== undefined)
{
this.localWorld.gravity.scale = scale;
}
return this;
},
create: function (x, y, width, height, options)
{
var body = Bodies.rectangle(x, y, width, height, options);
MatterWorld.add(this.localWorld, body);
return body;
},
// object can be single or an array, and can be a body, composite or constraint
add: function (object)
{
MatterWorld.add(this.localWorld, object);
return this;
},
remove: function (object, deep)
{
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var body = (object.body) ? object.body : object;
Composite.removeBody(this.localWorld, body, deep);
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return this;
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},
/**
* Adds MatterTileBody instances for all the colliding tiles within the given tilemap layer. Set
* the appropriate tiles in your layer to collide before calling this method!
*
* @method Phaser.Physics.Matter.World#convertTilemapLayer
* @since 3.0.0
*
* @param {Phaser.GameObjects.StaticTilemapLayer|Phaser.GameObjects.DynamicTilemapLayer} tiles -
* An array of tiles.
* @param {object} [options] - Options to be passed to the MatterTileBody constructor. See
* Phaser.Physics.Matter.TileBody.
* @return {this}
*/
convertTilemapLayer: function (tilemapLayer, options)
{
var layerData = tilemapLayer.layer;
var tiles = tilemapLayer.getTilesWithin(0, 0, layerData.width, layerData.height, {
isColliding: true
});
this.convertTiles(tiles, options);
return this;
},
/**
* Adds MatterTileBody instances for the given tiles. This adds bodies regardless of whether the
* tiles are set to collide or not.
*
* @method Phaser.Physics.Matter.World#convertTiles
* @since 3.0.0
*
* @param {Phaser.GameObjects.Tile[]} tiles - An array of tiles.
* @param {object} [options] - Options to be passed to the MatterTileBody constructor. See
* Phaser.Physics.Matter.TileBody.
* @return {this}
*/
convertTiles: function (tiles, options)
{
if (tiles.length === 0)
{
return this;
}
for (var i = 0; i < tiles.length; i++)
{
new MatterTileBody(this, tiles[i], options);
}
return this;
},
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nextGroup: function (isNonColliding)
{
return MatterBody.nextGroup(isNonColliding);
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},
nextCategory: function ()
{
return MatterBody.nextCategory();
},
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update: function (time, delta)
{
if (this.isPaused)
{
return;
}
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var correction = 1;
Engine.update(this.engine, delta, correction);
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},
postUpdate: function ()
{
if (!this.drawDebug)
{
return;
}
var graphics = this.debugGraphic;
var bodies = Composite.allBodies(this.localWorld);
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graphics.clear();
graphics.lineStyle(1, this.defaults.bodyDebugColor);
for (var i = 0; i < bodies.length; i++)
{
if (!bodies[i].render.visible)
{
return;
}
// Handle drawing both single bodies and compound bodies. If compound, draw both the
// convex hull (first part) and the rest of the bodies.
for (var j = 0; j < bodies[i].parts.length; j++)
{
var body = bodies[i].parts[j];
var vertices = body.vertices;
graphics.moveTo(vertices[0].x, vertices[0].y);
for (var k = 1; k < vertices.length; k++)
{
graphics.lineTo(vertices[k].x, vertices[k].y);
}
graphics.lineTo(vertices[0].x, vertices[0].y);
graphics.strokePath();
}
}
},
fromPath: function (path, points)
{
if (points === undefined) { points = []; }
var pathPattern = /L?\s*([\-\d\.e]+)[\s,]*([\-\d\.e]+)*/ig;
path.replace(pathPattern, function(match, x, y)
{
points.push({ x: parseFloat(x), y: parseFloat(y) });
});
return points;
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},
shutdown: function ()
{
MatterWorld.clear(this.localWorld, false);
Engine.clear(this.engine);
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},
destroy: function ()
{
this.shutdown();
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}
});
module.exports = World;