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

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Components = require('./components');
var GetFastValue = require('../../utils/object/GetFastValue');
var Vector2 = require('../../math/Vector2');
/**
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* Internal function to check if the object has a getter or setter.
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*
* @function hasGetterOrSetter
* @private
*
* @param {object} def - The object to check.
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*
* @return {boolean} True if it has a getter or setter, otherwise false.
*/
function hasGetterOrSetter (def)
{
return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
}
/**
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* A Matter Game Object is a generic object that allows you to combine any Phaser Game Object,
* including those you have extended or created yourself, with all of the Matter Components.
*
* This enables you to use component methods such as `setVelocity` or `isSensor` directly from
* this Game Object.
*
* @function Phaser.Physics.Matter.MatterGameObject
* @since 3.3.0
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*
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* @param {Phaser.Physics.Matter.World} world - The Matter world to add the body to.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that will have the Matter body applied to it.
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* @param {(Phaser.Types.Physics.Matter.MatterBodyConfig|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body.
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* @param {boolean} [addToWorld=true] - Should the newly created body be immediately added to the World?
*
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* @return {Phaser.GameObjects.GameObject} The Game Object that was created with the Matter body.
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*/
var MatterGameObject = function (world, gameObject, options, addToWorld)
{
if (options === undefined) { options = {}; }
if (addToWorld === undefined) { addToWorld = true; }
var x = gameObject.x;
var y = gameObject.y;
// Temp body pos to avoid body null checks
gameObject.body = {
temp: true,
position: {
x: x,
y: y
}
};
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var mixins = [
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Components.Bounce,
Components.Collision,
Components.Force,
Components.Friction,
Components.Gravity,
Components.Mass,
Components.Sensor,
Components.SetBody,
Components.Sleep,
Components.Static,
Components.Transform,
Components.Velocity
];
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// First let's inject all of the components into the Game Object
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mixins.forEach(function (mixin)
{
for (var key in mixin)
{
if (hasGetterOrSetter(mixin[key]))
{
Object.defineProperty(gameObject, key, {
get: mixin[key].get,
set: mixin[key].set
});
}
else
{
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Object.defineProperty(gameObject, key, {value: mixin[key]});
}
}
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});
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gameObject.world = world;
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gameObject._tempVec2 = new Vector2(x, y);
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if (options.hasOwnProperty('type') && options.type === 'body')
{
gameObject.setExistingBody(options, addToWorld);
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}
else
{
var shape = GetFastValue(options, 'shape', null);
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if (!shape)
{
shape = 'rectangle';
}
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options.addToWorld = addToWorld;
gameObject.setBody(shape, options);
}
return gameObject;
};
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module.exports = MatterGameObject;