///
///
///
/**
* Phaser - Components - Physics
*
*
*/
module Phaser.Components {
export class Physics {
constructor(parent: Sprite) {
this._game = parent.game;
this._sprite = parent;
this.gravityFactor = new Vec2(1, 1);
this.drag = new Vec2(0, 0);
this.bounce = new Vec2(0, 0);
this.friction = new Vec2(0.05, 0.05);
this.velocity = new Vec2(0, 0);
this.acceleration = new Vec2(0, 0);
//this.AABB = new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height);
this.AABB = this._game.world.physics.add(new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
}
/**
*
*/
private _game: Game;
/**
*
*/
private _sprite: Sprite;
public AABB: Phaser.Physics.AABB;
/**
* Whether this object will be moved by impacts with other objects or not.
* @type {boolean}
*/
public immovable: bool;
/**
* Set this to false if you want to skip the automatic movement stuff
* @type {boolean}
*/
public moves: bool = true;
public gravityFactor: Vec2;
public drag: Vec2;
public bounce: Vec2;
public friction: Vec2;
public velocity: Vec2;
public acceleration: Vec2;
/**
* Internal function for updating the position and speed of this object.
*/
public update() {
if (this.moves)
{
this._sprite.x = this.AABB.position.x - this.AABB.halfWidth;
this._sprite.y = this.AABB.position.y - this.AABB.halfHeight;
//this._sprite.x = this.AABB.position.x;
//this._sprite.y = this.AABB.position.y;
}
}
/**
* Render debug infos. (including name, bounds info, position and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._sprite.texture.context.fillStyle = color;
this._sprite.texture.context.fillText('Sprite: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
this._sprite.texture.context.fillText('x: ' + this._sprite.frameBounds.x.toFixed(1) + ' y: ' + this._sprite.frameBounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14);
this._sprite.texture.context.fillText('vx: ' + this.velocity.x.toFixed(1) + ' vy: ' + this.velocity.y.toFixed(1), x, y + 28);
this._sprite.texture.context.fillText('ax: ' + this.acceleration.x.toFixed(1) + ' ay: ' + this.acceleration.y.toFixed(1), x, y + 42);
}
}
}