phaser/src/physics/arcade/ArcadePhysics.js

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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
var DistanceBetween = require('../../math/distance/DistanceBetween');
var DistanceSquared = require('../../math/distance/DistanceSquared');
var Factory = require('./Factory');
var GetFastValue = require('../../utils/object/GetFastValue');
var Merge = require('../../utils/object/Merge');
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var OverlapCirc = require('./components/OverlapCirc');
var OverlapRect = require('./components/OverlapRect');
var PluginCache = require('../../plugins/PluginCache');
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var SceneEvents = require('../../scene/events');
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var Vector2 = require('../../math/Vector2');
var World = require('./World');
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/**
* @classdesc
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* The Arcade Physics Plugin belongs to a Scene and sets up and manages the Scene's physics simulation.
* It also holds some useful methods for moving and rotating Arcade Physics Bodies.
*
* You can access it from within a Scene using `this.physics`.
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*
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* Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable
* for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.
* The separation that stops two objects penetrating may create a new penetration against a different object. If you
* require a high level of stability please consider using an alternative physics system, such as Matter.js.
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*
* @class ArcadePhysics
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* @memberof Phaser.Physics.Arcade
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* @constructor
* @since 3.0.0
*
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* @param {Phaser.Scene} scene - The Scene that this Plugin belongs to.
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*/
var ArcadePhysics = new Class({
initialize:
function ArcadePhysics (scene)
{
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/**
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* The Scene that this Plugin belongs to.
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*
* @name Phaser.Physics.Arcade.ArcadePhysics#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
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/**
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* The Scene's Systems.
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*
* @name Phaser.Physics.Arcade.ArcadePhysics#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
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/**
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* A configuration object. Union of the `physics.arcade.*` properties of the GameConfig and SceneConfig objects.
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*
* @name Phaser.Physics.Arcade.ArcadePhysics#config
* @type {Phaser.Types.Physics.Arcade.ArcadeWorldConfig}
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* @since 3.0.0
*/
this.config = this.getConfig();
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/**
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* The physics simulation.
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*
* @name Phaser.Physics.Arcade.ArcadePhysics#world
* @type {Phaser.Physics.Arcade.World}
* @since 3.0.0
*/
this.world;
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/**
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* An object holding the Arcade Physics factory methods.
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*
* @name Phaser.Physics.Arcade.ArcadePhysics#add
* @type {Phaser.Physics.Arcade.Factory}
* @since 3.0.0
*/
this.add;
/**
* Holds the internal collision filter category.
*
* @name Phaser.Physics.Arcade.World#_category
* @private
* @type {number}
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* @since 3.70.0
*/
this._category = 0x0001;
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
scene.sys.events.on(SceneEvents.START, this.start, this);
},
/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#boot
* @private
* @since 3.5.1
*/
boot: function ()
{
this.world = new World(this.scene, this.config);
this.add = new Factory(this.world);
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, this);
},
/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#start
* @private
* @since 3.5.0
*/
start: function ()
{
if (!this.world)
{
this.world = new World(this.scene, this.config);
this.add = new Factory(this.world);
}
var eventEmitter = this.systems.events;
if (!GetFastValue(this.config, 'customUpdate', false))
{
eventEmitter.on(SceneEvents.UPDATE, this.world.update, this.world);
}
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eventEmitter.on(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world);
eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
},
/**
* Causes `World.update` to be automatically called each time the Scene
* emits and `UPDATE` event. This is the default setting, so only needs
* calling if you have specifically disabled it.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#enableUpdate
* @since 3.50.0
*/
enableUpdate: function ()
{
this.systems.events.on(SceneEvents.UPDATE, this.world.update, this.world);
},
/**
* Causes `World.update` to **not** be automatically called each time the Scene
* emits and `UPDATE` event.
*
* If you wish to run the World update at your own rate, or from your own
* component, then you should call this method to disable the built-in link,
* and then call `World.update(delta, time)` accordingly.
*
* Note that `World.postUpdate` is always automatically called when the Scene
* emits a `POST_UPDATE` event, regardless of this setting.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#disableUpdate
* @since 3.50.0
*/
disableUpdate: function ()
{
this.systems.events.off(SceneEvents.UPDATE, this.world.update, this.world);
},
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/**
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* Creates the physics configuration for the current Scene.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#getConfig
* @since 3.0.0
*
* @return {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} The physics configuration.
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*/
getConfig: function ()
{
var gameConfig = this.systems.game.config.physics;
var sceneConfig = this.systems.settings.physics;
var config = Merge(
GetFastValue(sceneConfig, 'arcade', {}),
GetFastValue(gameConfig, 'arcade', {})
);
return config;
},
/**
* Returns the next available collision category.
*
* You can have a maximum of 32 categories.
*
* By default all bodies collide with all other bodies.
*
* Use the `Body.setCollisionCategory()` and
* `Body.setCollidesWith()` methods to change this.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#nextCategory
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* @since 3.70.0
*
* @return {number} The next collision category.
*/
nextCategory: function ()
{
this._category = this._category << 1;
return this._category;
},
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/**
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* Tests if Game Objects overlap. See {@link Phaser.Physics.Arcade.World#overlap}
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#overlap
* @since 3.0.0
*
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {*} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if at least one Game Object overlaps another.
*
* @see Phaser.Physics.Arcade.World#overlap
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*/
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
{
if (overlapCallback === undefined) { overlapCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = overlapCallback; }
return this.world.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true);
},
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/**
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* Performs a collision check and separation between the two physics enabled objects given, which can be single
* Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups.
*
* If you don't require separation then use {@link #overlap} instead.
*
* If two Groups or arrays are passed, each member of one will be tested against each member of the other.
*
* If **only** one Group is passed (as `object1`), each member of the Group will be collided against the other members.
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*
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* If **only** one Array is passed, the array is iterated and every element in it is tested against the others.
*
* Two callbacks can be provided. The `collideCallback` is invoked if a collision occurs and the two colliding
* objects are passed to it.
*
* Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable
* for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.
* The separation that stops two objects penetrating may create a new penetration against a different object. If you
* require a high level of stability please consider using an alternative physics system, such as Matter.js.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#collide
* @since 3.0.0
*
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {*} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if any overlapping Game Objects were separated, otherwise false.
*
* @see Phaser.Physics.Arcade.World#collide
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*/
collide: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
return this.world.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false);
},
/**
* This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.
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*
* You should generally use the `collide` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
* tile filtering and culling for you, as well as handle the interesting face collision automatically.
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*
* This method is offered for those who would like to check for collision with specific Tiles in a layer, without
* having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions
* on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
* you should filter them before passing them to this method.
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*
* Important: Use of this method skips the `interesting faces` system that Tilemap Layers use. This means if you have
* say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the
* tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on
* dynamic maps, this method can prove very useful.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#collideTiles
* @fires Phaser.Physics.Arcade.Events#TILE_COLLIDE
* @since 3.17.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
{
return this.world.collideTiles(sprite, tiles, collideCallback, processCallback, callbackContext);
},
/**
* This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.
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*
* You should generally use the `overlap` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
* tile filtering and culling for you, as well as handle the interesting face collision automatically.
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*
* This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without
* having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap
* tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
* you should filter them before passing them to this method.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapTiles
* @fires Phaser.Physics.Arcade.Events#TILE_OVERLAP
* @since 3.17.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
{
return this.world.overlapTiles(sprite, tiles, collideCallback, processCallback, callbackContext);
},
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/**
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* Pauses the simulation.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#pause
* @since 3.0.0
*
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* @return {Phaser.Physics.Arcade.World} The simulation.
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*/
pause: function ()
{
return this.world.pause();
},
/**
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* Resumes the simulation (if paused).
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#resume
* @since 3.0.0
*
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* @return {Phaser.Physics.Arcade.World} The simulation.
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*/
resume: function ()
{
return this.world.resume();
},
/**
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* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)
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*
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* You must give a maximum speed value, beyond which the game object won't go any faster.
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*
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* Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course.
* Note: The game object doesn't stop moving once it reaches the destination coordinates.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#accelerateTo
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
* @param {number} x - The x coordinate to accelerate towards.
* @param {number} y - The y coordinate to accelerate towards.
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* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
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* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
*
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
accelerateTo: function (gameObject, x, y, speed, xSpeedMax, ySpeedMax)
{
if (speed === undefined) { speed = 60; }
var angle = Math.atan2(y - gameObject.y, x - gameObject.x);
gameObject.body.acceleration.setToPolar(angle, speed);
if (xSpeedMax !== undefined && ySpeedMax !== undefined)
{
gameObject.body.maxVelocity.set(xSpeedMax, ySpeedMax);
}
return angle;
},
/**
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* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)
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*
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* You must give a maximum speed value, beyond which the game object won't go any faster.
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*
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* Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course.
* Note: The game object doesn't stop moving once it reaches the destination coordinates.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#accelerateToObject
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
* @param {Phaser.GameObjects.GameObject} destination - The Game Object to move towards. Can be any object but must have visible x/y properties.
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* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
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* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
*
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
accelerateToObject: function (gameObject, destination, speed, xSpeedMax, ySpeedMax)
{
return this.accelerateTo(gameObject, destination.x, destination.y, speed, xSpeedMax, ySpeedMax);
},
/**
* Finds the Body or Game Object closest to a source point or object.
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*
* If a `targets` argument is passed, this method finds the closest of those.
* The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.
*
* If no `targets` argument is passed, this method finds the closest Dynamic Body.
*
* If two or more targets are the exact same distance from the source point, only the first target
* is returned.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#closest
* @since 3.0.0
*
* @generic {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject} Target
* @param {Phaser.Types.Math.Vector2Like} source - Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
* @param {Target[]} [targets] - The targets.
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*
* @return {Target|null} The target closest to the given source point.
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*/
closest: function (source, targets)
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{
if (!targets)
{
targets = this.world.bodies.entries;
}
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var min = Number.MAX_VALUE;
var closest = null;
var x = source.x;
var y = source.y;
var len = targets.length;
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for (var i = 0; i < len; i++)
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{
var target = targets[i];
var body = target.body || target;
if (source === target || source === body || source === body.gameObject || source === body.center)
{
continue;
}
var distance = DistanceSquared(x, y, body.center.x, body.center.y);
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if (distance < min)
{
closest = target;
min = distance;
}
}
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return closest;
},
/**
* Finds the Body or Game Object farthest from a source point or object.
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*
* If a `targets` argument is passed, this method finds the farthest of those.
* The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies.
*
* If no `targets` argument is passed, this method finds the farthest Dynamic Body.
*
* If two or more targets are the exact same distance from the source point, only the first target
* is returned.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#furthest
* @since 3.0.0
*
* @param {any} source - Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
* @param {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[]|Phaser.GameObjects.GameObject[])} [targets] - The targets.
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*
* @return {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject)} The target farthest from the given source point.
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*/
furthest: function (source, targets)
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{
if (!targets)
{
targets = this.world.bodies.entries;
}
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var max = -1;
var farthest = null;
var x = source.x;
var y = source.y;
var len = targets.length;
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for (var i = 0; i < len; i++)
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{
var target = targets[i];
var body = target.body || target;
if (source === target || source === body || source === body.gameObject || source === body.center)
{
continue;
}
var distance = DistanceSquared(x, y, body.center.x, body.center.y);
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if (distance > max)
{
farthest = target;
max = distance;
}
}
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return farthest;
},
/**
* Move the given display object towards the x/y coordinates at a steady velocity.
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
* @method Phaser.Physics.Arcade.ArcadePhysics#moveTo
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
* @param {number} x - The x coordinate to move towards.
* @param {number} y - The y coordinate to move towards.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
*
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveTo: function (gameObject, x, y, speed, maxTime)
{
if (speed === undefined) { speed = 60; }
if (maxTime === undefined) { maxTime = 0; }
var angle = Math.atan2(y - gameObject.y, x - gameObject.x);
if (maxTime > 0)
{
// We know how many pixels we need to move, but how fast?
speed = DistanceBetween(gameObject.x, gameObject.y, x, y) / (maxTime / 1000);
}
gameObject.body.velocity.setToPolar(angle, speed);
return angle;
},
/**
* Move the given display object towards the destination object at a steady velocity.
* If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
* @method Phaser.Physics.Arcade.ArcadePhysics#moveToObject
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
* @param {object} destination - Any object with public `x` and `y` properties, such as a Game Object or Geometry object.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
*
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveToObject: function (gameObject, destination, speed, maxTime)
{
return this.moveTo(gameObject, destination.x, destination.y, speed, maxTime);
},
/**
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* Given the angle (in degrees) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
* One way to use this is: velocityFromAngle(angle, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromAngle
* @since 3.0.0
*
* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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* @param {number} [speed=60] - The speed it will move, in pixels per second squared.
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* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
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*
* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
*/
velocityFromAngle: function (angle, speed, vec2)
{
if (speed === undefined) { speed = 60; }
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if (vec2 === undefined) { vec2 = new Vector2(); }
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return vec2.setToPolar(DegToRad(angle), speed);
},
/**
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* Given the rotation (in radians) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
* One way to use this is: velocityFromRotation(rotation, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromRotation
* @since 3.0.0
*
* @param {number} rotation - The angle in radians.
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* @param {number} [speed=60] - The speed it will move, in pixels per second squared
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* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
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*
* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
*/
velocityFromRotation: function (rotation, speed, vec2)
{
if (speed === undefined) { speed = 60; }
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if (vec2 === undefined) { vec2 = new Vector2(); }
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return vec2.setToPolar(rotation, speed);
},
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/**
* This method will search the given rectangular area and return an array of all physics bodies that
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
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*
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
* contained within it.
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*
* If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast,
* otherwise the search is O(N) for Dynamic Bodies.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapRect
* @since 3.17.0
*
* @param {number} x - The top-left x coordinate of the area to search within.
* @param {number} y - The top-left y coordinate of the area to search within.
* @param {number} width - The width of the area to search within.
* @param {number} height - The height of the area to search within.
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* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
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*
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
*/
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overlapRect: function (x, y, width, height, includeDynamic, includeStatic)
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{
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return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic);
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},
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/**
* This method will search the given circular area and return an array of all physics bodies that
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
*
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
* contained within it.
*
* If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,
* otherwise the search is O(N) for Dynamic Bodies.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapCirc
* @since 3.21.0
*
* @param {number} x - The x coordinate of the center of the area to search within.
* @param {number} y - The y coordinate of the center of the area to search within.
* @param {number} radius - The radius of the area to search within.
* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
*
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
*/
overlapCirc: function (x, y, radius, includeDynamic, includeStatic)
{
return OverlapCirc(this.world, x, y, radius, includeDynamic, includeStatic);
},
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/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#shutdown
* @since 3.0.0
*/
shutdown: function ()
{
if (!this.world)
{
// Already destroyed
return;
}
var eventEmitter = this.systems.events;
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eventEmitter.off(SceneEvents.UPDATE, this.world.update, this.world);
eventEmitter.off(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world);
eventEmitter.off(SceneEvents.SHUTDOWN, this.shutdown, this);
this.add.destroy();
this.world.destroy();
this.add = null;
this.world = null;
this._category = 1;
},
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/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
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*
* @method Phaser.Physics.Arcade.ArcadePhysics#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
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this.scene.sys.events.off(SceneEvents.START, this.start, this);
this.scene = null;
this.systems = null;
}
});
PluginCache.register('ArcadePhysics', ArcadePhysics, 'arcadePhysics');
module.exports = ArcadePhysics;