/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var ArrayAdd = require('../../utils/array/Add'); var CircleContains = require('../../geom/circle/Contains'); var CheckOverlap = require('./CheckOverlap'); var Class = require('../../utils/Class'); var CONST = require('./const'); var Events = require('./events'); var FuzzyEqual = require('../../math/fuzzy/Equal'); var FuzzyGreaterThan = require('../../math/fuzzy/GreaterThan'); var FuzzyLessThan = require('../../math/fuzzy/LessThan'); var RadToDeg = require('../../math/RadToDeg'); var Rectangle = require('../../geom/rectangle/Rectangle'); var RectangleContains = require('../../geom/rectangle/Contains'); var Vector2 = require('../../math/Vector2'); /** * @classdesc * A Dynamic Arcade Body. * * Its static counterpart is {@link Phaser.Physics.Arcade.StaticBody}. * * @class Body * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Body belongs to. * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Body belongs to. */ var Body = new Class({ initialize: function Body (world, gameObject) { var width = (gameObject.width) ? gameObject.width : 64; var height = (gameObject.height) ? gameObject.height : 64; /** * The Arcade Physics simulation this Body belongs to. * * @name Phaser.Physics.Arcade.Body#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * The Game Object this Body belongs to. * * @name Phaser.Physics.Arcade.Body#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.gameObject = gameObject; /** * Transformations applied to this Body. * * @name Phaser.Physics.Arcade.Body#transform * @type {object} * @since 3.4.0 */ this.transform = { x: gameObject.x, y: gameObject.y, rotation: gameObject.angle, scaleX: gameObject.scaleX, scaleY: gameObject.scaleY, displayOriginX: gameObject.displayOriginX, displayOriginY: gameObject.displayOriginY }; /** * Whether the Body's boundary is drawn to the debug display. * * @name Phaser.Physics.Arcade.Body#debugShowBody * @type {boolean} * @since 3.0.0 */ this.debugShowBody = world.defaults.debugShowBody; /** * Whether the Body's velocity is drawn to the debug display. * * @name Phaser.Physics.Arcade.Body#debugShowVelocity * @type {boolean} * @since 3.0.0 */ this.debugShowVelocity = world.defaults.debugShowVelocity; /** * Whether the Body's blocked faces are drawn to the debug display. * * @name Phaser.Physics.Arcade.Body#debugShowVelocity * @type {boolean} * @since 3.17.0 */ this.debugShowBlocked = world.defaults.debugShowBlocked; /** * The color of this Body on the debug display. * * @name Phaser.Physics.Arcade.Body#debugBodyColor * @type {integer} * @since 3.0.0 */ this.debugBodyColor = world.defaults.bodyDebugColor; /** * Whether this Body is updated by the physics simulation. * * @name Phaser.Physics.Arcade.Body#enable * @type {boolean} * @default true * @since 3.0.0 */ this.enable = true; /** * Whether this Body's boundary is circular (true) or rectangular (false). * * @name Phaser.Physics.Arcade.Body#isCircle * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setCircle */ this.isCircle = false; /** * If this Body is circular, this is the unscaled radius of the Body's boundary, as set by setCircle(), in source pixels. * The true radius is equal to `halfWidth`. * * @name Phaser.Physics.Arcade.Body#radius * @type {number} * @default 0 * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setCircle */ this.radius = 0; /** * The offset of this Body's position from its Game Object's position, in source pixels. * * @name Phaser.Physics.Arcade.Body#offset * @type {Phaser.Math.Vector2} * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setOffset */ this.offset = new Vector2(); /** * The position of this Body within the simulation. * * @name Phaser.Physics.Arcade.Body#position * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.position = new Vector2(gameObject.x, gameObject.y); /** * The position of this Body during the previous step. * * @name Phaser.Physics.Arcade.Body#prev * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.prev = new Vector2(gameObject.x, gameObject.y); /** * Whether this Body's `rotation` is affected by its angular acceleration and angular velocity. * * @name Phaser.Physics.Arcade.Body#allowRotation * @type {boolean} * @default true * @since 3.0.0 */ this.allowRotation = true; /** * This body's rotation, in degrees, based on its angular acceleration and angular velocity. * The Body's rotation controls the `angle` of its Game Object. * It doesn't rotate the Body's boundary, which is always an axis-aligned rectangle or a circle. * * @name Phaser.Physics.Arcade.Body#rotation * @type {number} * @since 3.0.0 */ this.rotation = gameObject.angle; /** * The Body's rotation, in degrees, during the previous step. * * @name Phaser.Physics.Arcade.Body#preRotation * @type {number} * @since 3.0.0 */ this.preRotation = gameObject.angle; /** * The width of the Body's boundary, in pixels. * If the Body is circular, this is also the Body's diameter. * * @name Phaser.Physics.Arcade.Body#width * @type {number} * @default 64 * @since 3.0.0 */ this.width = width; /** * The height of the Body's boundary, in pixels. * If the Body is circular, this is also the Body's diameter. * * @name Phaser.Physics.Arcade.Body#height * @type {number} * @default 64 * @since 3.0.0 */ this.height = height; /** * The unscaled width of the Body, in source pixels, as set by setSize(). * The default is the width of the Body's Game Object's texture frame. * * @name Phaser.Physics.Arcade.Body#sourceWidth * @type {number} * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setSize */ this.sourceWidth = width; /** * The unscaled height of the Body, in source pixels, as set by setSize(). * The default is the height of the Body's Game Object's texture frame. * * @name Phaser.Physics.Arcade.Body#sourceHeight * @type {number} * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setSize */ this.sourceHeight = height; if (gameObject.frame) { this.sourceWidth = gameObject.frame.realWidth; this.sourceHeight = gameObject.frame.realHeight; } /** * Half the Body's width, in pixels. * * @name Phaser.Physics.Arcade.Body#halfWidth * @type {number} * @since 3.0.0 */ this.halfWidth = Math.abs(width / 2); /** * Half the Body's height, in pixels. * * @name Phaser.Physics.Arcade.Body#halfHeight * @type {number} * @since 3.0.0 */ this.halfHeight = Math.abs(height / 2); /** * The center of the Body's boundary. * The midpoint of its `position` (top-left corner) and its bottom-right corner. * * @name Phaser.Physics.Arcade.Body#center * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.center = new Vector2(gameObject.x + this.halfWidth, gameObject.y + this.halfHeight); /** * The Body's velocity, in pixels per second. * * @name Phaser.Physics.Arcade.Body#velocity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.velocity = new Vector2(); /** * The minimum velocity a body can move before it won't rebound and is considered for sleep. * The default is 15 but you may wish to change this based on game type. * * @name Phaser.Physics.Arcade.Body#minVelocity * @type {Phaser.Math.Vector2} * @since 3.17.0 */ this.minVelocity = new Vector2(15, 15); this.prevVelocity = new Vector2(); /** * Is the Body asleep?. * * @name Phaser.Physics.Arcade.Body#sleeping * @type {boolean} * @readonly * @since 3.17.0 */ this.sleeping = false; this._sleep = 0; this.sleepIterations = 60 * world.positionIterations; // 0 = none // 1 = soft up // 2 = soft down // 3 = soft left // 4 = soft right // 5 = world bounds // 6 = hard up // 7 = hard down // 8 = hard left // 9 = hard right // 10 = riding this.forcePosition = 0; this.snapTo = null; /** * The Body's absolute maximum change in position, in pixels per step. * * @name Phaser.Physics.Arcade.Body#deltaMax * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.deltaMax = new Vector2(); /** * The Body's change in velocity, in pixels per second squared. * * @name Phaser.Physics.Arcade.Body#acceleration * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.acceleration = new Vector2(); /** * Whether this Body's velocity is affected by its `drag`. * * @name Phaser.Physics.Arcade.Body#allowDrag * @type {boolean} * @default true * @since 3.0.0 */ this.allowDrag = true; /** * Absolute loss of velocity due to movement, in pixels per second squared. * The x and y components are applied separately. * * When `useDamping` is true, this is 1 minus the damping factor. * A value of 1 means the Body loses no velocity. * A value of 0.95 means the Body loses 5% of its velocity per step. * A value of 0.5 means the Body loses 50% of its velocity per step. * * Drag is applied only when `acceleration` is zero. * * @name Phaser.Physics.Arcade.Body#drag * @type {(Phaser.Math.Vector2|number)} * @since 3.0.0 */ this.drag = new Vector2(); /** * Whether this Body's position is affected by gravity (local or world). * * @name Phaser.Physics.Arcade.Body#allowGravity * @type {boolean} * @default true * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#gravity * @see Phaser.Physics.Arcade.World#gravity */ this.allowGravity = true; /** * Acceleration due to gravity (specific to this Body), in pixels per second squared. * Total gravity is the sum of this vector and the simulation's `gravity`. * * @name Phaser.Physics.Arcade.Body#gravity * @type {Phaser.Math.Vector2} * @since 3.0.0 * @see Phaser.Physics.Arcade.World#gravity */ this.gravity = new Vector2(); /** * Rebound following a collision, relative to 1. * * @name Phaser.Physics.Arcade.Body#bounce * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.bounce = new Vector2(); /** * Rebound following a collision with the world boundary, relative to 1. * If null, `bounce` is used instead. * * @name Phaser.Physics.Arcade.Body#worldBounce * @type {?Phaser.Math.Vector2} * @default null * @since 3.0.0 */ this.worldBounce = null; // If true this Body will dispatch events /** * Whether the simulation emits a `worldbounds` event when this Body collides with the world boundary (and `collideWorldBounds` is also true). * * @name Phaser.Physics.Arcade.Body#onWorldBounds * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.Events#WORLD_BOUNDS */ this.onWorldBounds = false; /** * Whether the simulation emits a `collide` event when this Body collides with another. * * @name Phaser.Physics.Arcade.Body#onCollide * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.Events#COLLIDE */ this.onCollide = false; /** * Whether the simulation emits an `overlap` event when this Body overlaps with another. * * @name Phaser.Physics.Arcade.Body#onOverlap * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.Events#OVERLAP */ this.onOverlap = false; /** * The Body's absolute maximum velocity, in pixels per second. * The horizontal and vertical components are applied separately. * * @name Phaser.Physics.Arcade.Body#maxVelocity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.maxVelocity = new Vector2(10000, 10000); /** * The maximum speed this Body is allowed to reach. * * If not negative it limits the scalar value of speed. * * Any negative value means no maximum is being applied. * * @name Phaser.Physics.Arcade.Body#maxSpeed * @type {number} * @since 3.16.0 */ this.maxSpeed = -1; /** * If this Body is `immovable` and in motion, `friction` is the proportion of this Body's motion received by the riding Body on each axis, relative to 1. * The default value (1, 0) moves the riding Body horizontally in equal proportion to this Body and vertically not at all. * The horizontal component (x) is applied only when two colliding Bodies are separated vertically. * The vertical component (y) is applied only when two colliding Bodies are separated horizontally. * * @name Phaser.Physics.Arcade.Body#friction * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.friction = new Vector2(1, 0); /** * If this Body is using `drag` for deceleration this property controls how the drag is applied. * If set to `true` drag will use a damping effect rather than a linear approach. If you are * creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in * the game Asteroids) then you will get a far smoother and more visually correct deceleration * by using damping, avoiding the axis-drift that is prone with linear deceleration. * * If you enable this property then you should use far smaller `drag` values than with linear, as * they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow * deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately. * * @name Phaser.Physics.Arcade.Body#useDamping * @type {boolean} * @default false * @since 3.10.0 */ this.useDamping = false; /** * The rate of change of this Body's `rotation`, in degrees per second. * * @name Phaser.Physics.Arcade.Body#angularVelocity * @type {number} * @default 0 * @since 3.0.0 */ this.angularVelocity = 0; /** * The Body's angular acceleration (change in angular velocity), in degrees per second squared. * * @name Phaser.Physics.Arcade.Body#angularAcceleration * @type {number} * @default 0 * @since 3.0.0 */ this.angularAcceleration = 0; /** * Loss of angular velocity due to angular movement, in degrees per second. * * Angular drag is applied only when angular acceleration is zero. * * @name Phaser.Physics.Arcade.Body#angularDrag * @type {number} * @default 0 * @since 3.0.0 */ this.angularDrag = 0; /** * The Body's maximum angular velocity, in degrees per second. * * @name Phaser.Physics.Arcade.Body#maxAngular * @type {number} * @default 1000 * @since 3.0.0 */ this.maxAngular = 1000; /** * The Body's inertia, relative to a default unit (1). * With `bounce`, this affects the exchange of momentum (velocities) during collisions. * * @name Phaser.Physics.Arcade.Body#mass * @type {number} * @default 1 * @since 3.0.0 */ this.mass = 1; /** * The calculated angle of this Body's velocity vector, in degrees, during the last step. * * @name Phaser.Physics.Arcade.Body#angle * @type {number} * @default 0 * @since 3.0.0 */ this.angle = 0; /** * The calculated magnitude of the Body's velocity, in pixels per second, during the last step. * * @name Phaser.Physics.Arcade.Body#speed * @type {number} * @default 0 * @since 3.0.0 */ this.speed = 0; /** * The direction of the Body's velocity, as calculated during the last step. * If the Body is moving on both axes (diagonally), this describes motion on the vertical axis only. * * @name Phaser.Physics.Arcade.Body#facing * @type {integer} * @since 3.0.0 */ this.facing = CONST.FACING_NONE; /** * Whether this Body can be moved by collisions with another Body. * * @name Phaser.Physics.Arcade.Body#immovable * @type {boolean} * @default false * @since 3.0.0 */ this.immovable = false; /** * Whether the Body's position and rotation are affected by its velocity, acceleration, drag, and gravity. * * @name Phaser.Physics.Arcade.Body#moves * @type {boolean} * @default true * @since 3.0.0 */ this.moves = true; /** * Can this body be ridden like a platform? * * @name Phaser.Physics.Arcade.Body#rideable * @type {boolean} * @default false * @since 3.17.0 */ this.rideable = false; /** * A flag disabling the default horizontal separation of colliding bodies. * Pass your own `collideCallback` to the collider. * * @name Phaser.Physics.Arcade.Body#customSeparateX * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateX = false; /** * A flag disabling the default vertical separation of colliding bodies. * Pass your own `collideCallback` to the collider. * * @name Phaser.Physics.Arcade.Body#customSeparateY * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateY = false; /** * Whether this Body is overlapped with another and both are not moving. * * @name Phaser.Physics.Arcade.Body#embedded * @type {boolean} * @default false * @since 3.0.0 */ this.embedded = false; /** * Whether this Body interacts with the world boundary. * * @name Phaser.Physics.Arcade.Body#collideWorldBounds * @type {boolean} * @default false * @since 3.0.0 */ this.collideWorldBounds = false; /** * Whether this Body is checked for collisions and for which directions. * You can set `checkCollision.none = true` to disable collision checks. * * @name Phaser.Physics.Arcade.Body#checkCollision * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.checkCollision = { none: false, up: true, down: true, left: true, right: true }; /** * Whether this Body is colliding with another and in which direction. * * @name Phaser.Physics.Arcade.Body#touching * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * Whether this Body was colliding with another during the last step, and in which direction. * * @name Phaser.Physics.Arcade.Body#wasTouching * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * Whether this Body is blocked from moving in a given direction. * * @name Phaser.Physics.Arcade.Body#blocked * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.blocked = { none: true, up: false, down: false, left: false, right: false }; /** * Whether this Body is colliding with a tile or the world boundary. * * @name Phaser.Physics.Arcade.Body#worldBlocked * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.17.0 */ this.worldBlocked = { none: true, up: false, down: false, left: false, right: false }; /** * * * @name Phaser.Physics.Arcade.Body#hardBlocked * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.17.0 */ this.hardBlocked = { none: true, up: false, down: false, left: false, right: false }; this.blockers = { up: [], down: [], left: [], right: [] }; /** * Whether to automatically synchronize this Body's dimensions to the dimensions of its Game Object's visual bounds. * * @name Phaser.Physics.Arcade.Body#syncBounds * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.GameObjects.Components.GetBounds#getBounds */ this.syncBounds = false; // read-only /** * The Body's physics type (dynamic or static). * * @name Phaser.Physics.Arcade.Body#physicsType * @type {integer} * @readonly * @default Phaser.Physics.Arcade.DYNAMIC_BODY * @since 3.0.0 */ this.physicsType = CONST.DYNAMIC_BODY; /** * Cached horizontal scale of the Body's Game Object. * * @name Phaser.Physics.Arcade.Body#_sx * @type {number} * @private * @since 3.0.0 */ this._sx = gameObject.scaleX; /** * Cached vertical scale of the Body's Game Object. * * @name Phaser.Physics.Arcade.Body#_sy * @type {number} * @private * @since 3.0.0 */ this._sy = gameObject.scaleY; /** * The calculated change in the Body's horizontal position during the last step. * * @name Phaser.Physics.Arcade.Body#_dx * @type {number} * @private * @default 0 * @since 3.0.0 */ this._dx = 0; /** * The calculated change in the Body's vertical position during the last step. * * @name Phaser.Physics.Arcade.Body#_dy * @type {number} * @private * @default 0 * @since 3.0.0 */ this._dy = 0; /** * Stores the Game Object's bounds. * * @name Phaser.Physics.Arcade.Body#_bounds * @type {Phaser.Geom.Rectangle} * @private * @since 3.0.0 */ this._bounds = new Rectangle(); /** * The amount of gravity that was applied to the body in the current frame. * * @name Phaser.Physics.Arcade.Body#_gx * @type {number} * @private * @default 0 * @since 3.17.0 */ this._gx = 0; /** * The amount of gravity that was applied to the body in the current frame. * * @name Phaser.Physics.Arcade.Body#_gy * @type {number} * @private * @default 0 * @since 3.17.0 */ this._gy = 0; this._sleepX = 0; this._sleepY = 0; }, /** * Updates the Body's `transform`, `width`, `height`, and `center` from its Game Object. * The Body's `position` isn't changed. * * @method Phaser.Physics.Arcade.Body#updateBounds * @since 3.0.0 */ updateBounds: function () { var sprite = this.gameObject; // Container? var transform = this.transform; if (sprite.parentContainer) { var matrix = sprite.getWorldTransformMatrix(this.world._tempMatrix, this.world._tempMatrix2); transform.x = matrix.tx; transform.y = matrix.ty; transform.rotation = RadToDeg(matrix.rotation); transform.scaleX = matrix.scaleX; transform.scaleY = matrix.scaleY; transform.displayOriginX = sprite.displayOriginX; transform.displayOriginY = sprite.displayOriginY; } else { transform.x = sprite.x; transform.y = sprite.y; transform.rotation = sprite.angle; transform.scaleX = sprite.scaleX; transform.scaleY = sprite.scaleY; transform.displayOriginX = sprite.displayOriginX; transform.displayOriginY = sprite.displayOriginY; } var recalc = false; if (this.syncBounds) { var b = sprite.getBounds(this._bounds); this.width = b.width; this.height = b.height; recalc = true; } else { var asx = Math.abs(transform.scaleX); var asy = Math.abs(transform.scaleY); if (this._sx !== asx || this._sy !== asy) { this.width = this.sourceWidth * asx; this.height = this.sourceHeight * asy; this._sx = asx; this._sy = asy; recalc = true; } } if (recalc) { this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.updateCenter(); } }, /** * Updates the Body's `center` from its `position`, `width`, and `height`. * * @method Phaser.Physics.Arcade.Body#updateCenter * @since 3.0.0 */ updateCenter: function () { this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight); }, /** * Prepares the Body for a physics step by resetting all the states and syncing the position * with the parent Game Object. * * This method is only ever called once per game step. * * @method Phaser.Physics.Arcade.Body#preUpdate * @since 3.17.0 */ preUpdate: function () { var touching = this.touching; var blocked = this.blocked; var worldBlocked = this.worldBlocked; var hardBlocked = this.hardBlocked; touching.none = true; touching.up = false; touching.down = false; touching.left = false; touching.right = false; blocked.none = true; blocked.up = false; blocked.down = false; blocked.left = false; blocked.right = false; worldBlocked.none = true; worldBlocked.left = false; worldBlocked.right = false; worldBlocked.up = false; worldBlocked.down = false; hardBlocked.none = true; hardBlocked.left = false; hardBlocked.right = false; hardBlocked.up = false; hardBlocked.down = false; this.snapTo = null; this.embedded = false; this.forcePosition = 0; this.checkSleep(this._dx, this._dy); this._sleepX = this.x; this._sleepY = this.y; // Updates the transform values this.updateBounds(); // Reset deltas (world bounds checks have no effect on this) this.prev.x = this.x; this.prev.y = this.y; this.preRotation = this.rotation; var parent = this.transform; this.x = parent.x + parent.scaleX * (this.offset.x - parent.displayOriginX); this.y = parent.y + parent.scaleY * (this.offset.y - parent.displayOriginY); this.rotation = parent.rotation; if (this.collideWorldBounds) { this.checkWorldBounds(); } this.updateCenter(); this.prevVelocity.x = this.velocity.x; this.prevVelocity.y = this.velocity.y; }, /** * Performs a single physics step and updates the body velocity, angle, speed and other * properties. * * This method can be called multiple times per game step. * * The results are synced back to the Game Object in `postUpdate`. * * @method Phaser.Physics.Arcade.Body#update * @fires Phaser.Physics.Arcade.Events#WORLD_BOUNDS * @since 3.0.0 * * @param {number} delta - The delta time, in seconds, elapsed since the last frame. */ update: function (delta) { this.checkBlockers(); var velocity = this.velocity; var position = this.position; if (this.moves) { this.world.updateMotion(this, delta); // Has it been woken up? if (this.sleeping && !this.checkWake()) { return; } if (this.collideWorldBounds && !this.worldBlocked.none) { this.checkWorldRebound(); } if (this.forcePosition < 5) { position.x += this.getMoveX(velocity.x * delta); position.y += this.getMoveY(velocity.y * delta); } } // Calculate the delta this._dx = position.x - this.prev.x; this._dy = position.y - this.prev.y; this.updateCenter(); var vx = velocity.x; var vy = velocity.y; this.angle = Math.atan2(vy, vx); this.speed = Math.sqrt(vx * vx + vy * vy); // Now the update will throw collision checks at the Body // And finally we'll integrate the new position back to the Sprite in postUpdate }, /** * Feeds the Body results back into the parent Game Object. * * This method is only ever called once per game step. * * @method Phaser.Physics.Arcade.Body#postUpdate * @since 3.0.0 */ postUpdate: function () { var dx = this.position.x - this.prev.x; var dy = this.position.y - this.prev.y; var gameObject = this.gameObject; if (this.moves) { var mx = this.deltaMax.x; var my = this.deltaMax.y; if (mx !== 0 && dx !== 0) { if (dx < 0 && dx < -mx) { dx = -mx; } else if (dx > 0 && dx > mx) { dx = mx; } } if (my !== 0 && dy !== 0) { if (dy < 0 && dy < -my) { dy = -my; } else if (dy > 0 && dy > my) { dy = my; } } if (dx < 0) { this.facing = CONST.FACING_LEFT; } else if (dx > 0) { this.facing = CONST.FACING_RIGHT; } if (dy < 0) { this.facing = CONST.FACING_UP; } else if (dy > 0) { this.facing = CONST.FACING_DOWN; } if (this.forcePosition > 0) { // console.log(this.world._frame, this.gameObject.name, 'forcePosition. Type: ', this.forcePosition); var snapX = this.x; var snapY = this.y; switch (this.forcePosition) { case 1: snapY = this.snapTo.bottom; break; case 2: snapY = this.snapTo.y - this.height; break; case 3: snapX = this.snapTo.right; break; case 4: snapX = this.snapTo.x - this.width; break; } gameObject.x = snapX; gameObject.y = snapY; dx = 0; dy = 0; } else if (!this.sleeping) { gameObject.x += dx / this.world.positionIterations; gameObject.y += dy / this.world.positionIterations; if (this.allowRotation) { gameObject.angle += this.deltaZ(); } } } this._dx = dx; this._dy = dy; // Store collision flags var wasTouching = this.wasTouching; var touching = this.touching; wasTouching.none = touching.none; wasTouching.up = touching.up; wasTouching.down = touching.down; wasTouching.left = touching.left; wasTouching.right = touching.right; }, sleep: function (forceY) { if (!this.sleeping) { this.sleeping = true; console.log(this.gameObject.name, 'put to sleep on frame', this.world._frame, 'force?', forceY, 'at', this.x); this.velocity.set(0); this.prevVelocity.set(0); this.speed = 0; if (forceY) { // this.snapToBlocker(); } } }, snapToBlocker: function () { if (!this.velocity.equals(0)) { return; } var blocked = this.blocked; var worldBlocked = this.worldBlocked; if (!worldBlocked.none) { // console.log(this.gameObject.name, 'snapped to world bounds'); var worldBounds = this.world.bounds; if (worldBlocked.up) { this.y = worldBounds.y; this.forcePosition = 5; } else if (worldBlocked.down) { this.bottom = worldBounds.bottom; this.forcePosition = 5; } else if (worldBlocked.left) { this.x = worldBounds.x; this.forcePosition = 5; } else if (worldBlocked.right) { this.right = worldBounds.right; this.forcePosition = 5; } } else if (!blocked.none) { // console.log(this.gameObject.name, 'snapped to blocker bounds scanning ...'); var body2; if (blocked.up) { body2 = this.getBlocker(this.blockers.up); if (body2) { // console.log('blocker bounds found', body2.y); this.y = body2.bottom; this.forcePosition = 5; } } else if (blocked.down) { body2 = this.getBlocker(this.blockers.down); if (body2) { // console.log('blocker bounds found', body2.y); this.bottom = body2.y; this.forcePosition = 5; } } else if (blocked.left) { body2 = this.getBlocker(this.blockers.left); if (body2) { // console.log('blocker bounds found', body2.y); this.x = body2.right; this.forcePosition = 5; } } else if (blocked.right) { body2 = this.getBlocker(this.blockers.right); if (body2) { // console.log('blocker bounds found', body2.y); this.right = body2.x; this.forcePosition = 5; } } } }, getBlocker: function (blockers) { for (var i = 0; i < blockers.length; i++) { var collisionInfo = blockers[i]; // console.log('CI', collisionInfo.body1.gameObject.name, collisionInfo.body2.gameObject.name); if (collisionInfo.body1 === this) { return collisionInfo.body2; } else if (collisionInfo.body2 === this) { return collisionInfo.body1; } } return null; }, checkWake: function () { if (!this.sleeping) { return false; } var velocity = this.velocity; if ((velocity.x < 0 && !this.isBlockedLeft()) || (velocity.y > 0 && !this.isBlockedRight()) || (velocity.y < 0 && !this.isBlockedUp()) || (velocity.y > 0 && !this.isBlockedDown())) { // console.log('%c' + this.gameObject.name + ' has woken ', 'background-color: lime'); this.sleeping = false; this._sleep = 0; return true; } return false; }, wake: function () { if (this.sleeping) { // console.log('%c' + this.gameObject.name + ' has woken ', 'background-color: lime'); this.sleeping = false; this._sleep = 0; } }, checkBlockers: function () { // Iterate through the list of previous frame blockers and see if they are still there for (var face in this.blockers) { var currentBlockers = []; var prevBlockers = this.blockers[face]; for (var i = 0; i < prevBlockers.length; i++) { var data = prevBlockers[i]; if (CheckOverlap(data)) { currentBlockers.push(data); } } this.blockers[face] = currentBlockers; } }, // Is this body moving OR can it be made to move? // Return 'false' if it's immovable, otherwise 'true' movingX: function () { if (this.physicsType === CONST.STATIC_BODY || this.immovable || !this.moves) { // Static bodies don't move return false; } else if (!this.isWorldBlockedLeft() && !this.isWorldBlockedRight()) { // Non-blocked bodies, that aren't static, can always move return true; } var velocityX = this.velocity.x; if ((velocityX < 0 && this.isWorldBlockedLeft()) || (velocityX > 0 && this.isWorldBlockedRight())) { return false; } var actualVelocityX = Math.abs(velocityX) - Math.abs(this._gx); return (actualVelocityX > this.minVelocity.x); }, movingY: function () { if (this.physicsType === CONST.STATIC_BODY || this.immovable || !this.moves) { // Static bodies don't move return false; } else if (!this.isWorldBlockedUp() && !this.isWorldBlockedDown()) { // Non-blocked bodies, that aren't static, can always move return true; } var velocityY = this.velocity.y; if ((velocityY < 0 && this.isWorldBlockedUp()) || (velocityY > 0 && this.isWorldBlockedDown())) { return false; } var actualVelocityY = Math.abs(velocityY) - Math.abs(this._gy); return (actualVelocityY > this.minVelocity.y); }, // Return true if body can be repositioned after this call, otherwise return false to stop positioning in the update checkWorldRebound: function () { var blocked = this.blocked; var velocity = this.velocity; var worldBlocked = this.worldBlocked; var worldCollision = this.world.checkCollision; var bx = (this.worldBounce) ? this.worldBounce.x : this.bounce.x; var by = (this.worldBounce) ? this.worldBounce.y : this.bounce.y; if (!this.collideWorldBounds || worldBlocked.none || velocity.equals(0) || (bx === 0 && by === 0)) { // Nothing to do // console.log('CWB abort', this.collideWorldBounds, worldBlocked.none, velocity.equals(0)); return true; } var testX = (bx !== 0) && ((worldCollision.right && worldBlocked.right && !blocked.left && velocity.x > 0) || (worldCollision.left && worldBlocked.left && !blocked.right && velocity.x < 0)); var testY = (by !== 0) && ((worldCollision.down && worldBlocked.down && !blocked.up && velocity.y > 0) || (worldCollision.up && worldBlocked.up && !blocked.down && velocity.y < 0)); if (this.sleeping || (!testX && !testY)) { return false; } var sleepX = false; var sleepY = false; var emitBoundsEvent = false; if (testX) { var gravityX = this._gx; var newVelocityX = velocity.x * bx; if (gravityX > 0) { // Gravity is pulling them down if (newVelocityX > 0 && (newVelocityX < gravityX || FuzzyLessThan(newVelocityX, gravityX, this.minVelocity.x))) { // console.log('frame', this.world._frame, this.gameObject.name, 'rebound up too small, sending to sleep', newVelocityY, gravityY); sleepX = true; } else { velocity.x *= -bx; // console.log(this.gameObject.name, 'rebounded up', newVelocityY, gravityY, 'frame', this.world._frame); if (this.forcePosition === 5) { this.forcePosition = 0; } emitBoundsEvent = true; } } else if (gravityX < 0) { // Gravity is pulling them up if (newVelocityX < 0 && (newVelocityX > gravityX || FuzzyGreaterThan(newVelocityX, gravityX, this.minVelocity.x))) { // console.log(this.gameObject.name, 'rebound down too small, sending to sleep', newVelocityY, gravityY); sleepX = true; } else { velocity.x *= -bx; // console.log(this.gameObject.name, 'rebounded down', newVelocityY, gravityY, 'frame', this.world._frame); if (this.forcePosition === 5) { this.forcePosition = 0; } emitBoundsEvent = true; } } else if (gravityX === 0) { if (FuzzyEqual(newVelocityX, 0, this.minVelocity.x)) { // Gravity is zero, so rebound must have been from velocity alone // console.log(this.gameObject.name, 'rebound zero g too small, sending to sleep', newVelocityY, gravityY, 'y pos', this.bottom); sleepX = true; } else { velocity.x *= -bx; // console.log(this.gameObject.name, 'rebounded zero-g', newVelocityY, velocity.y); if (this.forcePosition === 5) { this.forcePosition = 0; } emitBoundsEvent = true; } } } else { sleepX = true; } // Reverse the velocity for the world bounce? if (testY) { var gravityY = this._gy; var newVelocityY = velocity.y * by; if (gravityY > 0) { // Gravity is pulling them down if (newVelocityY > 0 && (newVelocityY < gravityY || FuzzyLessThan(newVelocityY, gravityY, this.minVelocity.y))) { // console.log('frame', this.world._frame, this.gameObject.name, 'rebound up too small, sending to sleep', newVelocityY, gravityY); sleepY = true; } else { velocity.y *= -by; // console.log(this.gameObject.name, 'rebounded up', newVelocityY, gravityY, 'frame', this.world._frame); if (this.forcePosition === 5) { this.forcePosition = 0; } emitBoundsEvent = true; } } else if (gravityY < 0) { // Gravity is pulling them up if (newVelocityY < 0 && (newVelocityY > gravityY || FuzzyGreaterThan(newVelocityY, gravityY, this.minVelocity.y))) { // console.log(this.gameObject.name, 'rebound down too small, sending to sleep', newVelocityY, gravityY); sleepY = true; } else { velocity.y *= -by; // console.log(this.gameObject.name, 'rebounded down', newVelocityY, gravityY, 'frame', this.world._frame); if (this.forcePosition === 5) { this.forcePosition = 0; } emitBoundsEvent = true; } } else if (gravityY === 0) { if (FuzzyEqual(newVelocityY, 0, this.minVelocity.y)) { // Gravity is zero, so rebound must have been from velocity alone // console.log(this.gameObject.name, 'rebound zero g too small, sending to sleep', newVelocityY, gravityY, 'y pos', this.bottom); sleepY = true; } else { velocity.y *= -by; // console.log(this.gameObject.name, 'rebounded zero-g', newVelocityY, velocity.y); if (this.forcePosition === 5) { this.forcePosition = 0; } emitBoundsEvent = true; } } } else { sleepY = true; } if (sleepX && sleepY) { console.log('world rebound'); this.sleep(true); } else if (emitBoundsEvent && this.onWorldBounds) { this.world.emit(Events.WORLD_BOUNDS, this, worldBlocked.up, worldBlocked.down, worldBlocked.left, worldBlocked.right); } }, // return true if gravity is pulling up and body blocked up, // or gravity is pulling down and body blocked down isGravityBlockedX: function () { var gx = this._gx; return (gx === 0 || (gx < 0 && this.isBlockedLeft()) || (gx > 0 && this.isBlockedRight())); }, // return true if gravity is pulling up and body blocked up, // or gravity is pulling down and body blocked down isGravityBlockedY: function () { var gy = this._gy; return (gy === 0 || (gy < 0 && this.isBlockedUp()) || (gy > 0 && this.isBlockedDown())); }, // Check for sleeping state checkSleep: function (dx, dy) { if (!this.moves) { return; } // Can't sleep if not blocked in the opposite direction somehow dx = Math.abs(dx); dy = Math.abs(dy); if (!this.sleeping && this.isGravityBlockedX() && this.isGravityBlockedY()) { // Falling asleep? if (dx < 1 && dy < 1 && FuzzyEqual(this.x, this._sleepX, 0.01) && FuzzyEqual(this.y, this._sleepY, 0.01)) { if (this._sleep < this.sleepIterations) { this._sleep++; // console.log(this.world._frame, 'sleeping ...', this._sleepY, this.y); // console.log(this.gameObject.name, 'sleep y', this.y); if (this._sleep >= this.sleepIterations) { // console.log(this.world._frame, 'checkSleep sending ...', dx, this._dx, this._sleepX, this.x, 'dy', dy, this._dy, this._sleepY, this.y); this.sleep(true); // console.log(this.world._frame, 'slept by checkSleep'); var gameObject = this.gameObject; gameObject.x = this.x; gameObject.y = this.y; } } } } else if (this.sleeping && (!this.isGravityBlockedX() || !this.isGravityBlockedY())) { // Waking up? // console.log('waking???'); if (this._sleep > 0) { // Do it progressively, not instantly, to ensure it isn't just a step fluctuation this._sleep -= (this.sleepIterations * 0.1); if (this._sleep <= 0) { console.log('body woken from postUpdate', dy); this.wake(); } } } else if (this.sleeping && !this.velocity.equals(this.prevVelocity)) { // console.log('body woken from significant change in velocity =', this.velocity.x); this.wake(); } }, /** * Checks for collisions between this Body and the world boundary and separates them. * * @method Phaser.Physics.Arcade.Body#checkWorldBounds * @since 3.0.0 * * @return {boolean} True if this Body is touching over intersecting with the world boundary. */ checkWorldBounds: function () { var velocity = this.velocity; var worldBounds = this.world.bounds; var worldCollision = this.world.checkCollision; if (worldCollision.up && this.y <= (worldBounds.y + 1) && velocity.y <= 0) { this.setWorldBlockedUp(true); } else if (worldCollision.down && this.bottom >= (worldBounds.bottom - 1) && velocity.y >= 0) { // console.log(this.world._frame, 'via check world bounds'); this.setWorldBlockedDown(true); } if (worldCollision.left && this.x <= (worldBounds.x + 1) && velocity.x <= 0) { this.setWorldBlockedLeft(true); } else if (worldCollision.right && this.right >= (worldBounds.right - 1) && velocity.x >= 0) { // console.log(this.world._frame, 'via check world bounds'); this.setWorldBlockedRight(true); } }, /** * Sets the offset of the Body's position from its Game Object's position. * * @method Phaser.Physics.Arcade.Body#setOffset * @since 3.0.0 * * @param {number} x - The horizontal offset, in source pixels. * @param {number} [y=x] - The vertical offset, in source pixels. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setOffset: function (x, y) { if (y === undefined) { y = x; } this.offset.set(x, y); return this; }, /** * Sizes and positions this Body's boundary, as a rectangle. * Modifies the Body `offset` if `center` is true (the default). * Resets the width and height to match current frame, if no width and height provided and a frame is found. * * @method Phaser.Physics.Arcade.Body#setSize * @since 3.0.0 * * @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width. * @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height. * @param {boolean} [center=true] - Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setSize: function (width, height, center) { if (center === undefined) { center = true; } var gameObject = this.gameObject; if (!width && gameObject.frame) { width = gameObject.frame.realWidth; } if (!height && gameObject.frame) { height = gameObject.frame.realHeight; } this.sourceWidth = width; this.sourceHeight = height; this.width = this.sourceWidth * this._sx; this.height = this.sourceHeight * this._sy; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.updateCenter(); if (center && gameObject.getCenter) { var ox = gameObject.displayWidth / 2; var oy = gameObject.displayHeight / 2; this.offset.set(ox - this.halfWidth, oy - this.halfHeight); } this.isCircle = false; this.radius = 0; return this; }, /** * Sizes and positions this Body's boundary, as a circle. * * @method Phaser.Physics.Arcade.Body#setCircle * @since 3.0.0 * * @param {number} radius - The radius of the Body, in source pixels. * @param {number} [offsetX] - The horizontal offset of the Body from its Game Object, in source pixels. * @param {number} [offsetY] - The vertical offset of the Body from its Game Object, in source pixels. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setCircle: function (radius, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { offsetY = this.offset.y; } if (radius > 0) { this.isCircle = true; this.radius = radius; this.sourceWidth = radius * 2; this.sourceHeight = radius * 2; this.width = this.sourceWidth * this._sx; this.height = this.sourceHeight * this._sy; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.offset.set(offsetX, offsetY); this.updateCenter(); } else { this.isCircle = false; } return this; }, /** * Resets this Body to the given coordinates. Also positions its parent Game Object to the same coordinates. * If the Body had any velocity or acceleration it is lost as a result of calling this. * * @method Phaser.Physics.Arcade.Body#reset * @since 3.0.0 * * @param {number} x - The horizontal position to place the Game Object and Body. * @param {number} y - The vertical position to place the Game Object and Body. */ reset: function (x, y) { this.stop(); var gameObject = this.gameObject; gameObject.setPosition(x, y); gameObject.getTopLeft(this.position); this.prev.copy(this.position); this.rotation = gameObject.angle; this.preRotation = gameObject.angle; this.updateBounds(); this.updateCenter(); }, /** * Sets acceleration, velocity, and speed to zero. * * @method Phaser.Physics.Arcade.Body#stop * @since 3.0.0 * * @return {Phaser.Physics.Arcade.Body} This Body object. */ stop: function () { this.velocity.set(0); this.acceleration.set(0); this.speed = 0; this.angularVelocity = 0; this.angularAcceleration = 0; return this; }, /** * Copies the coordinates of this Body's edges into an object. * * @method Phaser.Physics.Arcade.Body#getBounds * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Types.ArcadeBodyBounds} obj - An object to copy the values into. * * @return {Phaser.Physics.Arcade.Types.ArcadeBodyBounds} - An object with {x, y, right, bottom}. */ getBounds: function (obj) { obj.x = this.x; obj.y = this.y; obj.right = this.right; obj.bottom = this.bottom; return obj; }, /** * Tests if the coordinates are within this Body's boundary. * * @method Phaser.Physics.Arcade.Body#hitTest * @since 3.0.0 * * @param {number} x - The horizontal coordinate. * @param {number} y - The vertical coordinate. * * @return {boolean} True if (x, y) is within this Body. */ hitTest: function (x, y) { return (this.isCircle) ? CircleContains(this, x, y) : RectangleContains(this, x, y); }, /** * Whether this Body is touching a tile or the world boundary while moving down. * * @method Phaser.Physics.Arcade.Body#onFloor * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#blocked * * @return {boolean} True if touching. */ onFloor: function () { return this.blocked.down; }, /** * Whether this Body is touching a tile or the world boundary while moving up. * * @method Phaser.Physics.Arcade.Body#onCeiling * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#blocked * * @return {boolean} True if touching. */ onCeiling: function () { return this.blocked.up; }, /** * Whether this Body is touching a tile or the world boundary while moving left or right. * * @method Phaser.Physics.Arcade.Body#onWall * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#blocked * * @return {boolean} True if touching. */ onWall: function () { return (this.blocked.left || this.blocked.right); }, /** * The absolute (non-negative) change in this Body's horizontal position from the previous step. * * @method Phaser.Physics.Arcade.Body#deltaAbsX * @since 3.0.0 * * @return {number} The delta value. */ deltaAbsX: function () { return Math.abs(this._dx); }, /** * The absolute (non-negative) change in this Body's vertical position from the previous step. * * @method Phaser.Physics.Arcade.Body#deltaAbsY * @since 3.0.0 * * @return {number} The delta value. */ deltaAbsY: function () { return Math.abs(this._dy); }, /** * The change in this Body's horizontal position from the previous step. * This value is set during the Body's update phase. * * @method Phaser.Physics.Arcade.Body#deltaX * @since 3.0.0 * * @return {number} The delta value. */ deltaX: function () { return this._dx; }, /** * The change in this Body's vertical position from the previous step. * This value is set during the Body's update phase. * * @method Phaser.Physics.Arcade.Body#deltaY * @since 3.0.0 * * @return {number} The delta value. */ deltaY: function () { return this._dy; }, /** * The change in this Body's rotation from the previous step, in degrees. * * @method Phaser.Physics.Arcade.Body#deltaZ * @since 3.0.0 * * @return {number} The delta value. */ deltaZ: function () { return this.rotation - this.preRotation; }, /** * Disables this Body and marks it for deletion by the simulation. * * @method Phaser.Physics.Arcade.Body#destroy * @since 3.0.0 */ destroy: function () { this.enable = false; if (this.world) { this.world.pendingDestroy.set(this); } }, /** * Draws this Body's boundary and velocity, if enabled. * * @method Phaser.Physics.Arcade.Body#drawDebug * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphic - The Graphics object to draw on. */ drawDebug: function (graphic) { var pos = this.position; var x = pos.x + this.halfWidth; var y = pos.y + this.halfHeight; var worldBlockedColor = this.world.defaults.worldBlockedDebugColor; var blockedColor = this.world.defaults.blockedDebugColor; var sleepColor = this.world.defaults.sleepDebugColor; // var thickness = graphic.defaultStrokeWidth; var thickness = 2; var halfThickness = thickness / 2; // Top Left var x1 = pos.x; var y1 = pos.y; // Top Right var x2 = this.right; var y2 = y1; // Bottom Left var x3 = x1; var y3 = this.bottom; // Bottom Right var x4 = x2; var y4 = y3; var blocked = this.blocked; var worldBlocked = this.worldBlocked; var hardBlocked = this.hardBlocked; var color; if (this.debugShowBody) { // Top color = (this.sleeping) ? sleepColor : this.debugBodyColor; if (blocked.up || worldBlocked.up || hardBlocked.up) { color = (worldBlocked.up || hardBlocked.up) ? worldBlockedColor : blockedColor; } graphic.lineStyle(thickness, color).lineBetween(x1, y1 + halfThickness, x2, y2 + halfThickness); // Bottom color = (this.sleeping) ? sleepColor : this.debugBodyColor; if (blocked.down || worldBlocked.down || hardBlocked.down) { color = (worldBlocked.down || hardBlocked.down) ? worldBlockedColor : blockedColor; } graphic.lineStyle(thickness, color).lineBetween(x3, y3 - halfThickness, x4, y4 - halfThickness); // Left color = (this.sleeping) ? sleepColor : this.debugBodyColor; if (blocked.left || worldBlocked.left) { color = (worldBlocked.left) ? worldBlockedColor : blockedColor; } graphic.lineStyle(thickness, color).lineBetween(x1 + halfThickness, y1, x3 + halfThickness, y3); // Right color = (this.sleeping) ? sleepColor : this.debugBodyColor; if (blocked.right || worldBlocked.right) { color = (worldBlocked.right) ? worldBlockedColor : blockedColor; } graphic.lineStyle(thickness, color).lineBetween(x2 - halfThickness, y2, x4 - halfThickness, y4); } // if (this.isCircle) // { // graphic.strokeCircle(x, y, this.width / 2); // } if (this.debugShowVelocity) { graphic.lineStyle(graphic.defaultStrokeWidth, this.world.defaults.velocityDebugColor, 1); graphic.lineBetween(x, y, x + this.velocity.x / 2, y + this.velocity.y / 2); } }, /** * Whether this Body will be drawn to the debug display. * * @method Phaser.Physics.Arcade.Body#willDrawDebug * @since 3.0.0 * * @return {boolean} True if either `debugShowBody` or `debugShowVelocity` are enabled. */ willDrawDebug: function () { return (this.debugShowBody || this.debugShowVelocity); }, /** * Sets whether this Body collides with the world boundary. * * @method Phaser.Physics.Arcade.Body#setCollideWorldBounds * @since 3.0.0 * * @param {boolean} [value=true] - True (collisions) or false (no collisions). * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setCollideWorldBounds: function (value) { if (value === undefined) { value = true; } this.collideWorldBounds = value; return this; }, /** * Sets the Body's velocity. * * @method Phaser.Physics.Arcade.Body#setVelocity * @since 3.0.0 * * @param {number} x - The horizontal velocity, in pixels per second. * @param {number} [y=x] - The vertical velocity, in pixels per second. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setVelocity: function (x, y) { this.velocity.set(x, y); x = this.velocity.x; y = this.velocity.y; this.speed = Math.sqrt(x * x + y * y); if (this.speed > 0) { this.wake(); } return this; }, /** * Sets the Body's horizontal velocity. * * @method Phaser.Physics.Arcade.Body#setVelocityX * @since 3.0.0 * * @param {number} value - The velocity, in pixels per second. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setVelocityX: function (value) { return this.setVelocity(value, this.velocity.y); }, /** * Sets the Body's vertical velocity. * * @method Phaser.Physics.Arcade.Body#setVelocityY * @since 3.0.0 * * @param {number} value - The velocity, in pixels per second. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setVelocityY: function (value) { return this.setVelocity(this.velocity.x, value); }, /** * Sets the Body's maximum velocity. * * @method Phaser.Physics.Arcade.Body#setMaxVelocity * @since 3.10.0 * * @param {number} x - The horizontal velocity, in pixels per second. * @param {number} [y=x] - The vertical velocity, in pixels per second. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setMaxVelocity: function (x, y) { this.maxVelocity.set(x, y); return this; }, /** * Sets the maximum speed the Body can move. * * @method Phaser.Physics.Arcade.Body#setMaxSpeed * @since 3.16.0 * * @param {number} value - The maximum speed value, in pixels per second. Set to a negative value to disable. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setMaxSpeed: function (value) { this.maxSpeed = value; return this; }, /** * Sets the Body's bounce. * * @method Phaser.Physics.Arcade.Body#setBounce * @since 3.0.0 * * @param {number} x - The horizontal bounce, relative to 1. * @param {number} y - The vertical bounce, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setBounce: function (x, y) { this.bounce.set(x, y); return this; }, /** * Sets the Body's horizontal bounce. * * @method Phaser.Physics.Arcade.Body#setBounceX * @since 3.0.0 * * @param {number} value - The bounce, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setBounceX: function (value) { return this.setBounce(value, this.bounce.y); }, /** * Sets the Body's vertical bounce. * * @method Phaser.Physics.Arcade.Body#setBounceY * @since 3.0.0 * * @param {number} value - The bounce, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setBounceY: function (value) { return this.setBounce(this.bounce.x, value); }, setRiding: function (body2, face) { this.snapTo = body2; this.forcePosition = 10; if (face === CONST.FACING_UP) { this.y = body2.bottom; } else if (face === CONST.FACING_DOWN) { this.bottom = body2.y; } return this; }, setTouchingUp: function () { var touching = this.touching; touching.up = true; touching.none = false; return this; }, setTouchingDown: function () { var touching = this.touching; touching.down = true; touching.none = false; return this; }, setTouchingLeft: function () { var touching = this.touching; touching.left = true; touching.none = false; return this; }, setTouchingRight: function () { var touching = this.touching; touching.right = true; touching.none = false; return this; }, setHardBlockedUp: function () { var hardBlocked = this.hardBlocked; hardBlocked.none = false; hardBlocked.up = true; return this; }, setHardBlockedDown: function () { var hardBlocked = this.hardBlocked; hardBlocked.none = false; hardBlocked.down = true; return this; }, setHardBlockedLeft: function () { var hardBlocked = this.hardBlocked; hardBlocked.none = false; hardBlocked.left = true; return this; }, setHardBlockedRight: function () { var hardBlocked = this.hardBlocked; hardBlocked.none = false; hardBlocked.right = true; return this; }, setBlockedUp: function (collisionInfo, body2) { var blocked = this.blocked; blocked.up = true; blocked.none = false; if (collisionInfo) { if (!body2) { ArrayAdd(this.blockers.up, collisionInfo); } else if (body2.rideable) { return this.setRiding(body2, CONST.FACING_UP); } else if (body2.isWorldBlockedUp()) { this.setHardBlockedUp(); this.forcePosition = 6; this.y = body2.bottom; } // We don't reposition this body if it's already blocked on a face if (this.forcePosition === 5 || this.isWorldBlockedUp() || this.isWorldBlockedDown()) { return this; } if (body2 && !collisionInfo.set && !this.snapTo) { // console.log(this.gameObject.name, 'setBlockedUp', body2.bottom); this.snapTo = body2; this.y = body2.bottom; this.forcePosition = 1; collisionInfo.set = true; } } return this; }, setBlockedDown: function (collisionInfo, body2) { var blocked = this.blocked; blocked.down = true; blocked.none = false; if (collisionInfo) { if (!body2) { ArrayAdd(this.blockers.down, collisionInfo); } else if (body2.rideable) { return this.setRiding(body2, CONST.FACING_DOWN); } else if (body2.isWorldBlockedDown()) { this.setHardBlockedDown(); this.forcePosition = 7; this.bottom = body2.y; } // We don't reposition this body if it's already blocked on a face if (this.forcePosition === 5 || this.isWorldBlockedUp() || this.isWorldBlockedDown()) { return this; } if (body2 && !collisionInfo.set && !this.snapTo) { // console.log(this.gameObject.name, 'setBlockedDown', body2.y); this.snapTo = body2; this.bottom = body2.y; this.forcePosition = 2; collisionInfo.set = true; } } return this; }, setBlockedLeft: function (collisionInfo, body2) { var blocked = this.blocked; blocked.left = true; blocked.none = false; if (collisionInfo) { if (!body2) { ArrayAdd(this.blockers.left, collisionInfo); } else if (body2.rideable) { return this.setRiding(body2, CONST.FACING_LEFT); } else if (body2.isWorldBlockedLeft()) { this.setHardBlockedLeft(); this.forcePosition = 8; this.x = body2.right; } // We don't reposition this body if it's already blocked on a face if (this.forcePosition === 5 || this.isWorldBlockedLeft() || this.isWorldBlockedRight()) { return this; } if (body2 && !collisionInfo.set && !this.snapTo) { // console.log(this.gameObject.name, 'setBlockedUp', body2.bottom); this.snapTo = body2; this.x = body2.right; this.forcePosition = 3; collisionInfo.set = true; } } return this; }, setBlockedRight: function (collisionInfo, body2) { var blocked = this.blocked; blocked.right = true; blocked.none = false; if (collisionInfo) { if (!body2) { ArrayAdd(this.blockers.right, collisionInfo); } else if (body2.rideable) { return this.setRiding(body2, CONST.FACING_RIGHT); } else if (body2.isWorldBlockedRight()) { this.setHardBlockedRight(); this.forcePosition = 9; this.right = body2.x; } // We don't reposition this body if it's already blocked on a face if (this.forcePosition === 5 || this.isWorldBlockedLeft() || this.isWorldBlockedRight()) { return this; } if (body2 && !collisionInfo.set && !this.snapTo) { // console.log(this.gameObject.name, 'setBlockedDown', body2.y); this.snapTo = body2; this.right = body2.x; this.forcePosition = 4; collisionInfo.set = true; } } return this; }, setWorldBlockedUp: function (forceY) { var worldBounds = this.world.bounds; var worldBlocked = this.worldBlocked; var worldCollision = this.world.checkCollision; if (!worldCollision.up) { return; } worldBlocked.up = true; worldBlocked.none = false; if (forceY && this.y !== worldBounds.y) { this.y = worldBounds.y; this.forcePosition = 5; // console.log(this.world._frame, this.gameObject.name, 'world blocked up + position', this.y); } return this; }, setWorldBlockedDown: function (forceY) { var worldBounds = this.world.bounds; var worldBlocked = this.worldBlocked; var worldCollision = this.world.checkCollision; if (!worldCollision.down) { return; } worldBlocked.down = true; worldBlocked.none = false; if (forceY && this.bottom !== worldBounds.bottom) { this.bottom = worldBounds.bottom; this.forcePosition = 5; // console.log(this.world._frame, this.gameObject.name, 'world blocked down + position', this.y); } return this; }, setWorldBlockedLeft: function (forceX) { var worldBounds = this.world.bounds; var worldBlocked = this.worldBlocked; var worldCollision = this.world.checkCollision; if (!worldCollision.left) { return; } worldBlocked.left = true; worldBlocked.none = false; if (forceX && this.x !== worldBounds.x) { this.x = worldBounds.x; this.forcePosition = 5; // console.log(this.world._frame, this.gameObject.name, 'world blocked up + position', this.y); } return this; }, setWorldBlockedRight: function (forceX) { var worldBounds = this.world.bounds; var worldBlocked = this.worldBlocked; var worldCollision = this.world.checkCollision; if (!worldCollision.right) { return; } worldBlocked.right = true; worldBlocked.none = false; if (forceX && this.right !== worldBounds.right) { this.right = worldBounds.right; this.forcePosition = 5; // console.log(this.world._frame, this.gameObject.name, 'world blocked up + position', this.y); } return this; }, isBlocked: function () { return (!this.blocked.none || !this.worldBlocked.none || !this.hardBlocked.none); }, isBlockedUp: function () { return (this.immovable || this.blocked.up || this.worldBlocked.up || this.hardBlocked.up); }, isBlockedDown: function () { return (this.immovable || this.blocked.down || this.worldBlocked.down || this.hardBlocked.down); }, isBlockedLeft: function () { return (this.immovable || this.blocked.left || this.worldBlocked.left || this.hardBlocked.left); }, isBlockedRight: function () { return (this.immovable || this.blocked.right || this.worldBlocked.right || this.hardBlocked.right); }, isWorldBlockedUp: function () { return (this.immovable || this.worldBlocked.up || this.hardBlocked.up); }, isWorldBlockedDown: function () { return (this.immovable || this.worldBlocked.down || this.hardBlocked.down); }, isWorldBlockedLeft: function () { return (this.immovable || this.worldBlocked.left || this.hardBlocked.left); }, isWorldBlockedRight: function () { return (this.immovable || this.worldBlocked.right || this.hardBlocked.right); }, // Is this body world blocked AND blocked on the opposite face? isBlockedX: function () { var blocked = this.blocked; var worldBlocked = this.worldBlocked; var hardBlocked = this.hardBlocked; return ( ((worldBlocked.right || hardBlocked.right) && blocked.left) || ((worldBlocked.left || hardBlocked.left) && blocked.right) ); }, isBlockedY: function () { var blocked = this.blocked; var worldBlocked = this.worldBlocked; var hardBlocked = this.hardBlocked; return ( ((worldBlocked.down || hardBlocked.down) && blocked.up) || ((worldBlocked.up || hardBlocked.up) && blocked.down) ); }, getMoveX: function (amount) { var diff = amount; var bounds = this.world.bounds; if (amount === 0) { return diff; } else { if (this.collideWorldBounds) { var worldCollision = this.world.checkCollision; if (amount < 0 && worldCollision.left && this.x + amount < bounds.x) { diff = amount - ((this.x + amount) - bounds.x); // if (diff !== 0) // { // this.wake(); // } this.setWorldBlockedLeft(true); return diff; } else if (amount > 0 && worldCollision.right && this.right + amount > bounds.right) { diff = amount - ((this.right + amount) - bounds.right); // if (diff !== 0) // { // this.wake(); // } this.setWorldBlockedRight(true); return diff; } } if (amount < 0 && this.isBlockedLeft()) { bounds = this.getBlocker(this.blockers.left); if (bounds && this.x + amount < bounds.x) { diff = amount - ((this.x + amount) - bounds.x); } } else if (amount > 0 && this.isBlockedRight()) { bounds = this.getBlocker(this.blockers.right); if (bounds && this.right + amount > bounds.right) { diff = amount - ((this.right + amount) - bounds.right); } } } // if (diff !== 0) // { // console.log('gmx3', diff); // this.wake(); // } return diff; }, getMoveY: function (amount) { var diff = amount; var bounds = this.world.bounds; if (amount === 0) { return diff; } else { if (this.collideWorldBounds) { var worldCollision = this.world.checkCollision; if (amount < 0 && worldCollision.up && this.y + amount < bounds.y) { diff = amount - ((this.y + amount) - bounds.y); // if (diff !== 0) // { // this.wake(); // } this.setWorldBlockedUp(true); return diff; } else if (amount > 0 && worldCollision.down && this.bottom + amount > bounds.bottom) { diff = amount - ((this.bottom + amount) - bounds.bottom); // if (diff !== 0) // { // this.wake(); // } this.setWorldBlockedDown(true); return diff; } } if (amount < 0 && this.isBlockedUp()) { bounds = this.getBlocker(this.blockers.up); if (bounds && this.y + amount < bounds.y) { diff = amount - ((this.y + amount) - bounds.y); } } else if (amount > 0 && this.isBlockedDown()) { bounds = this.getBlocker(this.blockers.down); if (bounds && this.bottom + amount > bounds.bottom) { diff = amount - ((this.bottom + amount) - bounds.bottom); } } } // if (diff !== 0) // { // this.wake(); // } return diff; }, /** * Sets the Body's acceleration. * * @method Phaser.Physics.Arcade.Body#setAcceleration * @since 3.0.0 * * @param {number} x - The horizontal component, in pixels per second squared. * @param {number} y - The vertical component, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAcceleration: function (x, y) { this.acceleration.set(x, y); return this; }, /** * Sets the Body's horizontal acceleration. * * @method Phaser.Physics.Arcade.Body#setAccelerationX * @since 3.0.0 * * @param {number} value - The acceleration, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAccelerationX: function (value) { return this.setAcceleration(value, this.acceleration.y); }, /** * Sets the Body's vertical acceleration. * * @method Phaser.Physics.Arcade.Body#setAccelerationY * @since 3.0.0 * * @param {number} value - The acceleration, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAccelerationY: function (value) { return this.setAcceleration(this.acceleration.x, value); }, /** * Enables or disables drag. * * @method Phaser.Physics.Arcade.Body#setAllowDrag * @since 3.9.0 * @see Phaser.Physics.Arcade.Body#allowDrag * * @param {boolean} [value=true] - `true` to allow drag on this body, or `false` to disable it. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAllowDrag: function (value) { if (value === undefined) { value = true; } this.allowDrag = value; return this; }, /** * Enables or disables gravity's effect on this Body. * * @method Phaser.Physics.Arcade.Body#setAllowGravity * @since 3.9.0 * @see Phaser.Physics.Arcade.Body#allowGravity * * @param {boolean} [value=true] - `true` to allow gravity on this body, or `false` to disable it. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAllowGravity: function (value) { if (value === undefined) { value = true; } this.allowGravity = value; return this; }, /** * Enables or disables rotation. * * @method Phaser.Physics.Arcade.Body#setAllowRotation * @since 3.9.0 * @see Phaser.Physics.Arcade.Body#allowRotation * * @param {boolean} [value=true] - `true` to allow rotation on this body, or `false` to disable it. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAllowRotation: function (value) { if (value === undefined) { value = true; } this.allowRotation = value; return this; }, /** * Sets the Body's drag. * * @method Phaser.Physics.Arcade.Body#setDrag * @since 3.0.0 * * @param {number} x - The horizontal component, in pixels per second squared. * @param {number} y - The vertical component, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setDrag: function (x, y) { this.drag.set(x, y); return this; }, /** * Sets the Body's horizontal drag. * * @method Phaser.Physics.Arcade.Body#setDragX * @since 3.0.0 * * @param {number} value - The drag, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setDragX: function (value) { return this.setDrag(value, this.drag.y); }, /** * Sets the Body's vertical drag. * * @method Phaser.Physics.Arcade.Body#setDragY * @since 3.0.0 * * @param {number} value - The drag, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setDragY: function (value) { return this.setDrag(this.drag.x, value); }, /** * Sets the Body's gravity. * * @method Phaser.Physics.Arcade.Body#setGravity * @since 3.0.0 * * @param {number} x - The horizontal component, in pixels per second squared. * @param {number} y - The vertical component, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setGravity: function (x, y) { this.gravity.set(x, y); return this; }, /** * Sets the Body's horizontal gravity. * * @method Phaser.Physics.Arcade.Body#setGravityX * @since 3.0.0 * * @param {number} value - The gravity, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setGravityX: function (value) { return this.setGravity(value, this.gravity.y); }, /** * Sets the Body's vertical gravity. * * @method Phaser.Physics.Arcade.Body#setGravityY * @since 3.0.0 * * @param {number} value - The gravity, in pixels per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setGravityY: function (value) { return this.setGravity(this.gravity.x, value); }, /** * Sets the Body's friction. * * @method Phaser.Physics.Arcade.Body#setFriction * @since 3.0.0 * * @param {number} x - The horizontal component, relative to 1. * @param {number} y - The vertical component, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setFriction: function (x, y) { this.friction.set(x, y); return this; }, /** * Sets the Body's horizontal friction. * * @method Phaser.Physics.Arcade.Body#setFrictionX * @since 3.0.0 * * @param {number} value - The friction value, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setFrictionX: function (value) { this.setFriction(value, this.friction.y); }, /** * Sets the Body's vertical friction. * * @method Phaser.Physics.Arcade.Body#setFrictionY * @since 3.0.0 * * @param {number} value - The friction value, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setFrictionY: function (value) { this.setFriction(this.friction.x, value); }, /** * Sets the Body's angular velocity. * * @method Phaser.Physics.Arcade.Body#setAngularVelocity * @since 3.0.0 * * @param {number} value - The velocity, in degrees per second. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAngularVelocity: function (value) { this.angularVelocity = value; return this; }, /** * Sets the Body's angular acceleration. * * @method Phaser.Physics.Arcade.Body#setAngularAcceleration * @since 3.0.0 * * @param {number} value - The acceleration, in degrees per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAngularAcceleration: function (value) { this.angularAcceleration = value; return this; }, /** * Sets the Body's angular drag. * * @method Phaser.Physics.Arcade.Body#setAngularDrag * @since 3.0.0 * * @param {number} value - The drag, in degrees per second squared. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setAngularDrag: function (value) { this.angularDrag = value; return this; }, /** * Sets the Body's mass. * * @method Phaser.Physics.Arcade.Body#setMass * @since 3.0.0 * * @param {number} value - The mass value, relative to 1. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setMass: function (value) { this.mass = value; return this; }, /** * Sets the Body's `immovable` property. * * @method Phaser.Physics.Arcade.Body#setImmovable * @since 3.0.0 * * @param {boolean} [value=true] - The value to assign to `immovable`. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setImmovable: function (value) { if (value === undefined) { value = true; } this.immovable = value; return this; }, setDirectControl: function () { this.immovable = true; this.moves = false; return this; }, setMovingPlatform: function () { this.immovable = true; this.rideable = true; this.moves = false; return this; }, /** * Sets the Body's `enable` property. * * @method Phaser.Physics.Arcade.Body#setEnable * @since 3.15.0 * * @param {boolean} [value=true] - The value to assign to `enable`. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setEnable: function (value) { if (value === undefined) { value = true; } this.enable = value; return this; }, /** * The Body's horizontal position (left edge). * * @name Phaser.Physics.Arcade.Body#x * @type {number} * @since 3.0.0 */ x: { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; } }, /** * The Body's vertical position (top edge). * * @name Phaser.Physics.Arcade.Body#y * @type {number} * @since 3.0.0 */ y: { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; } }, /** * The left edge of the Body's boundary. Identical to x. * * @name Phaser.Physics.Arcade.Body#left * @type {number} * @readonly * @since 3.0.0 */ left: { get: function () { return this.position.x; } }, /** * The right edge of the Body's boundary. * * @name Phaser.Physics.Arcade.Body#right * @type {number} * @since 3.0.0 */ right: { get: function () { return this.position.x + this.width; }, set: function (value) { this.position.x = value - this.width; } }, /** * The top edge of the Body's boundary. Identical to y. * * @name Phaser.Physics.Arcade.Body#top * @type {number} * @readonly * @since 3.0.0 */ top: { get: function () { return this.position.y; } }, /** * The bottom edge of this Body's boundary. * * @name Phaser.Physics.Arcade.Body#bottom * @type {number} * @since 3.0.0 */ bottom: { get: function () { return this.position.y + this.height; }, set: function (value) { this.position.y = value - this.height; } } }); module.exports = Body;