Removed all helper methods (moved to Components) and tidied up debug

This commit is contained in:
Richard Davey 2017-08-15 23:36:28 +01:00
parent 2d693a3af0
commit 13a240789f

View file

@ -1,10 +1,10 @@
// Phaser.Physics.Impact.Body
var Class = require('../../utils/Class');
var GetVelocity = require('./GetVelocity');
var UpdateMotion = require('./UpdateMotion');
var COLLIDES = require('./COLLIDES');
var GetVelocity = require('./GetVelocity');
var TYPE = require('./TYPE');
var UpdateMotion = require('./UpdateMotion');
/**
* An Impact.js compatible physics body.
@ -18,13 +18,16 @@ var Body = new Class({
function Body (world, x, y, sx, sy)
{
if (sx === undefined) { sx = 16; }
if (sy === undefined) { sy = 16; }
if (sy === undefined) { sy = sx; }
this.world = world;
this.gameObject = null;
this.enabled = true;
this.parent;
this.name = '';
this.size = { x: sx, y: sy };
@ -34,8 +37,10 @@ var Body = new Class({
this.accel = { x: 0, y: 0 };
this.friction = { x: 0, y: 0 };
this.maxVel = { x: 100, y: 100 };
this.gravityFactor = 1;
this.standing = false;
this.gravityFactor = 1;
this.bounciness = 0;
this.minBounceVelocity = 40;
@ -66,12 +71,6 @@ var Body = new Class({
this.vel.x = GetVelocity(delta, this.vel.x, this.accel.x, this.friction.x, this.maxVel.x);
this.vel.y = GetVelocity(delta, this.vel.y, this.accel.y, this.friction.y, this.maxVel.y);
if (window.dumpit)
{
console.log('');
console.log('UPDATE: pos', this.pos.x, this.pos.y, 'vel', this.vel.x, this.vel.y);
}
var mx = this.vel.x * delta;
var my = this.vel.y * delta;
@ -82,9 +81,9 @@ var Body = new Class({
UpdateMotion(this, res);
}
if (window.dumpit)
if (this.gameObject)
{
console.log('END res', res.pos.x, res.pos.y);
this.gameObject.setPosition(this.pos.x, this.pos.y);
}
},
@ -108,140 +107,9 @@ var Body = new Class({
);
},
setBounce: function (value)
setGameObject: function (gameObject)
{
this.bounciness = value;
return this;
},
setVelocityX: function (x)
{
this.vel.x = x;
return this;
},
setVelocityY: function (y)
{
this.vel.y = y;
return this;
},
setVelocity: function (x, y)
{
this.vel.x = x;
this.vel.y = y;
return this;
},
setMaxVelocity: function (x, y)
{
if (y === undefined) { y = x; }
this.maxVel.x = x;
this.maxVel.y = y;
return this;
},
setAccelerationX: function (x)
{
this.accel.x = x;
return this;
},
setAccelerationY: function (y)
{
this.accel.y = y;
return this;
},
setAcceleration: function (x, y)
{
this.accel.x = x;
this.accel.y = y;
return this;
},
setTypeNone: function ()
{
this.type = TYPE.NONE;
return this;
},
setTypeA: function ()
{
this.type = TYPE.A;
return this;
},
setTypeB: function ()
{
this.type = TYPE.B;
return this;
},
setCheckAgainstNone: function ()
{
this.checkAgainst = TYPE.NONE;
return this;
},
setCheckAgainstA: function ()
{
this.checkAgainst = TYPE.A;
return this;
},
setCheckAgainstB: function ()
{
this.checkAgainst = TYPE.B;
return this;
},
setCollidesNever: function ()
{
this.collides = COLLIDES.NEVER;
return this;
},
setLite: function ()
{
this.collides = COLLIDES.LITE;
return this;
},
setPassive: function ()
{
this.collides = COLLIDES.PASSIVE;
return this;
},
setActive: function ()
{
this.collides = COLLIDES.ACTIVE;
return this;
},
setFixed: function ()
{
this.collides = COLLIDES.FIXED;
this.gameObject = gameObject;
return this;
},