MatterGameObject is a new function, available via the Matter Factory in this.matter.add.gameObject, that will inject a Matter JS Body into any Game Object, such as a Text object.

This commit is contained in:
Richard Davey 2018-03-21 03:16:36 +00:00
parent 5cae6d38b3
commit 2f86100f87
2 changed files with 77 additions and 45 deletions

View file

@ -583,9 +583,20 @@ var Factory = new Class({
return sprite;
},
/**
* [description]
*
* @method Phaser.Physics.Matter.Factory#gameObject
* @since 3.3.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to inject the Matter Body in to.
* @param {object} options - [description]
*
* @return {Phaser.GameObjects.GameObject} The Game Object that had the Matter Body injected into it.
*/
gameObject: function (gameObject, options)
{
return new MatterGameObject(this.world, gameObject, options);
return MatterGameObject(this.world, gameObject, options);
}
});

View file

@ -11,34 +11,48 @@ var GetFastValue = require('../../utils/object/GetFastValue');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* A Matter Physics Body applied to a Game Object.
* [description]
*
* @class MatterGameObject
* @memberOf Phaser.Physics.Matter
* @constructor
* @function hasGetterOrSetter
* @private
*
* @param {object} def - The object to check.
*
* @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');
}
/**
* [description]
*
* @function Phaser.Physics.Matter.MatterGameObject
* @since 3.3.0
*
* @extends Phaser.Physics.Matter.Components.Bounce
* @extends Phaser.Physics.Matter.Components.Collision
* @extends Phaser.Physics.Matter.Components.Force
* @extends Phaser.Physics.Matter.Components.Friction
* @extends Phaser.Physics.Matter.Components.Gravity
* @extends Phaser.Physics.Matter.Components.Mass
* @extends Phaser.Physics.Matter.Components.Sensor
* @extends Phaser.Physics.Matter.Components.SetBody
* @extends Phaser.Physics.Matter.Components.Sleep
* @extends Phaser.Physics.Matter.Components.Static
* @extends Phaser.Physics.Matter.Components.Transform
* @extends Phaser.Physics.Matter.Components.Velocity
*
* @param {Phaser.Physics.Matter.World} world - [description]
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
* @param {object} options - [description]
*
* @return {Phaser.GameObjects.GameObject} [description]
*/
var MatterGameObject = new Class({
var MatterGameObject = function (world, gameObject, options)
{
if (options === undefined) { options = {}; }
Mixins: [
var x = gameObject.x;
var y = gameObject.y;
// Temp body pos to avoid body null checks
gameObject.body = {
position: {
x: x,
y: y
}
};
var mixins = [
Components.Bounce,
Components.Collision,
Components.Force,
@ -51,37 +65,44 @@ var MatterGameObject = new Class({
Components.Static,
Components.Transform,
Components.Velocity
],
];
initialize:
// First let's inject all of the components into the Game Object
mixins.forEach(function (mixin) {
function MatterGameObject (world, gameObject, options)
{
this.gameObject = gameObject;
this.world = world;
this._tempVec2 = new Vector2(gameObject.x, gameObject.y);
var shape = GetFastValue(options, 'shape', null);
if (!shape)
for (var key in mixin)
{
this.body = Bodies.rectangle(gameObject.x, gameObject.y, gameObject.width, gameObject.height, options);
this.body.gameObject = this.gameObject;
if (GetFastValue(options, 'addToWorld', true))
if (hasGetterOrSetter(mixin[key]))
{
world.add(this.body);
Object.defineProperty(gameObject, key, {
get: mixin[key].get,
set: mixin[key].set
});
}
else
{
Object.defineProperty(gameObject, key, {
value: mixin[key]
});
}
}
else
{
this.setBody(shape, options);
}
});
gameObject.world = world;
gameObject._tempVec2 = new Vector2(x, y);
var shape = GetFastValue(options, 'shape', null);
if (!shape)
{
shape = 'rectangle';
}
});
gameObject.setBody(shape, options);
return gameObject;
};
module.exports = MatterGameObject;