phaser/Phaser/components/sprite/Physics.ts

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2013-05-28 20:38:37 +00:00
/// <reference path="../../core/Vec2.ts" />
/// <reference path="../../core/Point.ts" />
/// <reference path="../../math/Vec2Utils.ts" />
/// <reference path="../../physics/AABB.ts" />
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/// <reference path="../../physics/Circle.ts" />
/// <reference path="../../physics/IPhysicsShape.ts" />
/// <reference path="../../physics/IPhysicsBody.ts" />
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/**
* Phaser - Components - Physics
*/
module Phaser.Components {
export class Physics implements Phaser.Physics.IPhysicsBody {
constructor(parent: Sprite) {
this.game = parent.game;
this._sprite = parent;
this.gravity = Vec2Utils.clone(this.game.world.physics.gravity);
this.drag = Vec2Utils.clone(this.game.world.physics.drag);
this.bounce = Vec2Utils.clone(this.game.world.physics.bounce);
this.friction = Vec2Utils.clone(this.game.world.physics.friction);
this.velocity = new Vec2;
this.acceleration = new Vec2;
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this.touching = Phaser.Types.NONE;
this.wasTouching = Phaser.Types.NONE;
this.allowCollisions = Phaser.Types.ANY;
this.shape = this.game.world.physics.add(new Phaser.Physics.AABB(this.game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
}
private _sprite: Sprite;
public game: Game;
public shape: Phaser.Physics.IPhysicsShape;
/**
* Whether this object will be moved by impacts with other objects or not.
* @type {boolean}
*/
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public immovable: bool = false;
/**
* Set this to false if you want to skip the automatic movement stuff
* @type {boolean}
*/
public moves: bool = true;
public gravity: Vec2;
public drag: Vec2;
public bounce: Vec2;
public friction: Vec2;
public velocity: Vec2;
public acceleration: Vec2;
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public touching: number;
public allowCollisions: number;
public wasTouching: number;
public mass: number = 1;
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public setCircle(diameter: number) {
// Here is the stuff I want to remove
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this.game.world.physics.remove(this.shape);
this.shape = this.game.world.physics.add(new Phaser.Physics.Circle(this.game, this._sprite, this._sprite.x, this._sprite.y, diameter));
this._sprite.physics.shape.physics = this;
}
/**
* Internal function for updating the position and speed of this object.
*/
public update() {
// if this is all it does maybe move elsewhere? Sprite postUpdate?
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if (this.moves && this.shape)
{
this._sprite.x = (this.shape.position.x - this.shape.bounds.halfWidth) - this.shape.offset.x;
this._sprite.y = (this.shape.position.y - this.shape.bounds.halfHeight) - this.shape.offset.y;
}
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}
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/**
* Render debug infos. (including name, bounds info, position and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._sprite.texture.context.fillStyle = color;
this._sprite.texture.context.fillText('Sprite: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
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//this._sprite.texture.context.fillText('x: ' + this._sprite.frameBounds.x.toFixed(1) + ' y: ' + this._sprite.frameBounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14);
this._sprite.texture.context.fillText('x: ' + this.shape.bounds.x.toFixed(1) + ' y: ' + this.shape.bounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14);
this._sprite.texture.context.fillText('vx: ' + this.velocity.x.toFixed(1) + ' vy: ' + this.velocity.y.toFixed(1), x, y + 28);
this._sprite.texture.context.fillText('ax: ' + this.acceleration.x.toFixed(1) + ' ay: ' + this.acceleration.y.toFixed(1), x, y + 42);
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}
}
}