mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Added jsdocs.
This commit is contained in:
parent
a71998d682
commit
5db058021f
9 changed files with 487 additions and 44 deletions
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@ -1,5 +1,3 @@
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// Phaser.Physics.Impact.Body
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var Class = require('../../utils/Class');
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var COLLIDES = require('./COLLIDES');
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var GetVelocity = require('./GetVelocity');
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@ -7,10 +5,21 @@ var TYPE = require('./TYPE');
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var UpdateMotion = require('./UpdateMotion');
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/**
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* @classdesc
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* An Impact.js compatible physics body.
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* This re-creates the properties you'd get on an Entity and the math needed to update them.
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*
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* @class Body
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* @memberOf Phaser.Physics.Impact
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.World} world - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} [sx=16] - [description]
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* @param {number} [sy=16] - [description]
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*/
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var Body = new Class({
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initialize:
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@ -20,51 +29,284 @@ var Body = new Class({
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if (sx === undefined) { sx = 16; }
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if (sy === undefined) { sy = sx; }
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#world
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* @type {Phaser.Physics.Impact.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#gameObject
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* @type {Phaser.GameObjects.GameObject}
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* @default null
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* @since 3.0.0
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*/
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this.gameObject = null;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#enabled
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.enabled = true;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#parent
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* @type {null}
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* @since 3.0.0
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*/
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this.parent;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#id
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* @type {integer}
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* @since 3.0.0
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*/
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this.id = world.getNextID();
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#name
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* @type {string}
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* @default ''
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* @since 3.0.0
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*/
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this.name = '';
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#size
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.size = { x: sx, y: sy };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#offset
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.offset = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#pos
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.pos = { x: x, y: y };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#last
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.last = { x: x, y: y };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#vel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.vel = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#accel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.accel = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#friction
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.friction = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#maxVel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.maxVel = { x: world.defaults.maxVelocityX, y: world.defaults.maxVelocityY };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#standing
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.standing = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#gravityFactor
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* @type {number}
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* @since 3.0.0
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*/
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this.gravityFactor = world.defaults.gravityFactor;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#bounciness
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* @type {number}
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* @since 3.0.0
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*/
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this.bounciness = world.defaults.bounciness;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#minBounceVelocity
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* @type {number}
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* @since 3.0.0
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*/
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this.minBounceVelocity = world.defaults.minBounceVelocity;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#accelGround
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.accelGround = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#accelAir
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.accelAir = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#jumpSpeed
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.jumpSpeed = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#type
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* @type {Phaser.Physics.Impact.TYPE}
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* @since 3.0.0
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*/
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this.type = TYPE.NONE;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#checkAgainst
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* @type {Phaser.Physics.Impact.TYPE}
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* @since 3.0.0
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*/
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this.checkAgainst = TYPE.NONE;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#collides
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* @type {Phaser.Physics.Impact.COLLIDES}
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* @since 3.0.0
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*/
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this.collides = COLLIDES.NEVER;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#debugShowBody
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* @type {boolean}
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* @since 3.0.0
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*/
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this.debugShowBody = world.defaults.debugShowBody;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#debugShowVelocity
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* @type {boolean}
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* @since 3.0.0
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*/
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this.debugShowVelocity = world.defaults.debugShowVelocity;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#debugBodyColor
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* @type {integer}
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* @since 3.0.0
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*/
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this.debugBodyColor = world.defaults.bodyDebugColor;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#updateCallback
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* @type {function}
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* @since 3.0.0
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*/
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this.updateCallback;
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// min 44 deg, max 136 deg
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/**
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* min 44 deg, max 136 deg
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*
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* @name Phaser.Physics.Impact.Body#slopeStanding
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* @type {{ min: number, max: number }}
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* @since 3.0.0
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*/
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this.slopeStanding = { min: 0.767944870877505, max: 2.3736477827122884 };
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#reset
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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*/
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reset: function (x, y)
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{
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this.pos = { x: x, y: y };
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this.collides = COLLIDES.NEVER;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#update
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* @since 3.0.0
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*
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* @param {number} delta - [description]
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*/
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update: function (delta)
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{
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var pos = this.pos;
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}
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#drawDebug
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Graphics} graphic - [description]
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*/
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drawDebug: function (graphic)
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{
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var pos = this.pos;
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}
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#willDrawDebug
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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willDrawDebug: function ()
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{
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return (this.debugShowBody || this.debugShowVelocity);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#skipHash
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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skipHash: function ()
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{
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return (!this.enabled || (this.type === 0 && this.checkAgainst === 0 && this.collides === 0));
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#touches
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} other - [description]
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*
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* @return {boolean} [description]
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*/
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touches: function (other)
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{
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return !(
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@ -165,6 +449,19 @@ var Body = new Class({
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);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#resetSize
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} width - [description]
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* @param {number} height - [description]
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*
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* @return {Phaser.Physics.Impact.Body} This Body object.
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*/
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resetSize: function (x, y, width, height)
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{
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this.pos.x = x;
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#toJSON
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* @since 3.0.0
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*
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* @return {object} [description]
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*/
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toJSON: function ()
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{
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var output = {
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return output;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#fromJSON
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* @todo
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* @since 3.0.0
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*
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* @param {object} config - [description]
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*/
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fromJSON: function (config)
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{
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// TODO
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},
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// Can be overridden by user code
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/**
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* Can be overridden by user code
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*
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* @method Phaser.Physics.Impact.Body#check
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* @since 3.0.0
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*
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* @param {[type]} other - [description]
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*/
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check: function (other)
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{
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},
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// Can be overridden by user code
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/**
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* Can be overridden by user code
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*
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* @method Phaser.Physics.Impact.Body#collideWith
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} other - [description]
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* @param {[type]} axis - [description]
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*/
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collideWith: function (other, axis)
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{
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if (this.parent && this.parent._collideCallback)
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@ -215,12 +543,27 @@ var Body = new Class({
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}
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},
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// Can be overridden by user code but must return a boolean
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/**
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* Can be overridden by user code but must return a boolean.
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*
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* @method Phaser.Physics.Impact.Body#handleMovementTrace
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* @since 3.0.0
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*
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* @param {[type]} res - [description]
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*
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* @return {boolean} [description]
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*/
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handleMovementTrace: function (res)
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{
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return true;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.enabled = false;
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|
|
|
@ -1,17 +1,60 @@
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// Collision Types - Determine if and how entities collide with each other
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// In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
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// while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
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// collisions, both entities are moved. LITE or PASSIVE entities don't collide
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// with other LITE or PASSIVE entities at all. The behaiviour for FIXED vs.
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// FIXED collisions is undefined.
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/**
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* Collision Types - Determine if and how entities collide with each other.
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*
|
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* In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
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* while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
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* collisions, both entities are moved. LITE or PASSIVE entities don't collide
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* with other LITE or PASSIVE entities at all. The behavior for FIXED vs.
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* FIXED collisions is undefined.
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*
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* @namespace Phaser.Physics.Impact.COLLIDES
|
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*/
|
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|
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module.exports = {
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/**
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* Never collides.
|
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*
|
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* @name Phaser.Physics.Impact.COLLIDES.NEVER
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* @type {integer}
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* @since 3.0.0
|
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*/
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NEVER: 0,
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/**
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* Lite collision.
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*
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* @name Phaser.Physics.Impact.COLLIDES.LITE
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* @type {integer}
|
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* @since 3.0.0
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*/
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LITE: 1,
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/**
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* Passive collision.
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*
|
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* @name Phaser.Physics.Impact.COLLIDES.PASSIVE
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* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
PASSIVE: 2,
|
||||
|
||||
/**
|
||||
* Active collision.
|
||||
*
|
||||
* @name Phaser.Physics.Impact.COLLIDES.ACTIVE
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
ACTIVE: 4,
|
||||
|
||||
/**
|
||||
* Fixed collision.
|
||||
*
|
||||
* @name Phaser.Physics.Impact.COLLIDES.FIXED
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
FIXED: 8
|
||||
|
||||
};
|
||||
|
|
|
@ -1,4 +1,14 @@
|
|||
|
||||
/**
|
||||
* [description]
|
||||
*
|
||||
* @function Phaser.Physics.Impact.SeperateX
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Physics.Impact.World} world - [description]
|
||||
* @param {Phaser.Physics.Impact.Body} left - [description]
|
||||
* @param {Phaser.Physics.Impact.Body} right - [description]
|
||||
* @param {Phaser.Physics.Impact.Body} [weak] - [description]
|
||||
*/
|
||||
var SeperateX = function (world, left, right, weak)
|
||||
{
|
||||
var nudge = left.pos.x + left.size.x - right.pos.x;
|
||||
|
|
|
@ -1,4 +1,14 @@
|
|||
|
||||
/**
|
||||
* [description]
|
||||
*
|
||||
* @function Phaser.Physics.Impact.SeperateY
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Physics.Impact.World} world - [description]
|
||||
* @param {Phaser.Physics.Impact.Body} top - [description]
|
||||
* @param {Phaser.Physics.Impact.Body} bottom - [description]
|
||||
* @param {Phaser.Physics.Impact.Body} [weak] - [description]
|
||||
*/
|
||||
var SeperateY = function (world, top, bottom, weak)
|
||||
{
|
||||
var nudge = (top.pos.y + top.size.y - bottom.pos.y);
|
||||
|
|
|
@ -1,16 +1,51 @@
|
|||
// Collision Types - Determine if and how entities collide with each other
|
||||
|
||||
// In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
|
||||
// while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
|
||||
// collisions, both entities are moved. LITE or PASSIVE entities don't collide
|
||||
// with other LITE or PASSIVE entities at all. The behavior for FIXED vs.
|
||||
// FIXED collisions is undefined.
|
||||
/**
|
||||
* Collision Types - Determine if and how entities collide with each other.
|
||||
*
|
||||
* In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
|
||||
* while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
|
||||
* collisions, both entities are moved. LITE or PASSIVE entities don't collide
|
||||
* with other LITE or PASSIVE entities at all. The behavior for FIXED vs.
|
||||
* FIXED collisions is undefined.
|
||||
*
|
||||
* @namespace Phaser.Physics.Impact.TYPES
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
/**
|
||||
* Collides with nothing.
|
||||
*
|
||||
* @name Phaser.Physics.Impact.TYPES.NONE
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
NONE: 0,
|
||||
|
||||
/**
|
||||
* Type A. Collides with Type B.
|
||||
*
|
||||
* @name Phaser.Physics.Impact.TYPES.A
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
A: 1,
|
||||
|
||||
/**
|
||||
* Type B. Collides with Type A.
|
||||
*
|
||||
* @name Phaser.Physics.Impact.TYPES.B
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
B: 2,
|
||||
|
||||
/**
|
||||
* Collides with both types A and B.
|
||||
*
|
||||
* @name Phaser.Physics.Impact.TYPES.BOTH
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
BOTH: 3
|
||||
|
||||
};
|
||||
|
|
|
@ -1,25 +1,27 @@
|
|||
// Phaser.Physics.Impact
|
||||
|
||||
// An Impact.js compatible physics world, body and solver, for those who are used
|
||||
// to the Impact way of defining and controlling physics bodies. Also works with
|
||||
// the new Loader support for Weltmeister map data.
|
||||
//
|
||||
// World updated to run off the Phaser main loop.
|
||||
// Body extended to support additional setter functions.
|
||||
//
|
||||
// To create the map data you'll need Weltmeister, which comes with Impact
|
||||
// and can be purchased from http://impactjs.com
|
||||
//
|
||||
// My thanks to Dominic Szablewski for his permission to support Impact in Phaser.
|
||||
/**
|
||||
* An Impact.js compatible physics world, body and solver, for those who are used
|
||||
* to the Impact way of defining and controlling physics bodies. Also works with
|
||||
* the new Loader support for Weltmeister map data.
|
||||
*
|
||||
* World updated to run off the Phaser main loop.
|
||||
* Body extended to support additional setter functions.
|
||||
*
|
||||
* To create the map data you'll need Weltmeister, which comes with Impact
|
||||
* and can be purchased from http://impactjs.com
|
||||
*
|
||||
* My thanks to Dominic Szablewski for his permission to support Impact in Phaser.
|
||||
*
|
||||
* @namespace Phaser.Physics.Impact
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
Body: require('./Body'),
|
||||
Body: require('./ImpactBody'),
|
||||
COLLIDES: require('./COLLIDES'),
|
||||
CollisionMap: require('./CollisionMap'),
|
||||
Factory: require('./Factory'),
|
||||
Image: require('./ImpactImage'),
|
||||
ImpactBody: require('./ImpactBody'),
|
||||
ImpactPhysics: require('./ImpactPhysics'),
|
||||
Sprite: require('./ImpactSprite'),
|
||||
TYPE: require('./TYPE'),
|
||||
|
|
|
@ -6,7 +6,6 @@ module.exports = {
|
|||
|
||||
Arcade: require('./arcade'),
|
||||
Impact: require('./impact'),
|
||||
Matter: require('./matter-js'),
|
||||
PolyDecomp: require('./poly-decomp')
|
||||
Matter: require('./matter-js')
|
||||
|
||||
};
|
||||
|
|
|
@ -6,6 +6,7 @@ module.exports = {
|
|||
Image: require('./MatterImage'),
|
||||
Matter: require('./CustomMain'),
|
||||
MatterPhysics: require('./MatterPhysics'),
|
||||
PolyDecomp: require('./poly-decomp'),
|
||||
Sprite: require('./MatterSprite'),
|
||||
TileBody: require('./MatterTileBody'),
|
||||
World: require('./World')
|
||||
|
|
Loading…
Reference in a new issue