/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CircleContains = require('../../geom/circle/Contains'); var Class = require('../../utils/Class'); var CONST = require('./const'); var RectangleContains = require('../../geom/rectangle/Contains'); var Vector2 = require('../../math/Vector2'); /** * @classdesc * [description] * * @class StaticBody * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - [description] * @param {Phaser.GameObjects.GameObject} gameObject - [description] */ var StaticBody = new Class({ initialize: function StaticBody (world, gameObject) { /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.gameObject = gameObject; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#debugShowBody * @type {boolean} * @since 3.0.0 */ this.debugShowBody = world.defaults.debugShowStaticBody; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#debugBodyColor * @type {integer} * @since 3.0.0 */ this.debugBodyColor = world.defaults.staticBodyDebugColor; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#enable * @type {boolean} * @default true * @since 3.0.0 */ this.enable = true; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#isCircle * @type {boolean} * @default false * @since 3.0.0 */ this.isCircle = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#radius * @type {number} * @default 0 * @since 3.0.0 */ this.radius = 0; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#offset * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.offset = new Vector2(); /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#position * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.position = new Vector2(gameObject.x - gameObject.displayOriginX, gameObject.y - gameObject.displayOriginY); /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#width * @type {number} * @since 3.0.0 */ this.width = gameObject.displayWidth; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#height * @type {number} * @since 3.0.0 */ this.height = gameObject.displayHeight; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#halfWidth * @type {number} * @since 3.0.0 */ this.halfWidth = Math.abs(this.width / 2); /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#halfHeight * @type {number} * @since 3.0.0 */ this.halfHeight = Math.abs(this.height / 2); /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#center * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.center = new Vector2(gameObject.x + this.halfWidth, gameObject.y + this.halfHeight); /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#velocity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.velocity = Vector2.ZERO; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#allowGravity * @type {boolean} * @default false * @since 3.0.0 */ this.allowGravity = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#gravity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.gravity = Vector2.ZERO; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#bounce * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.bounce = Vector2.ZERO; // If true this Body will dispatch events /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#onWorldBounds * @type {boolean} * @default false * @since 3.0.0 */ this.onWorldBounds = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#onCollide * @type {boolean} * @default false * @since 3.0.0 */ this.onCollide = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#onOverlap * @type {boolean} * @default false * @since 3.0.0 */ this.onOverlap = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#mass * @type {number} * @default 1 * @since 3.0.0 */ this.mass = 1; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#immovable * @type {boolean} * @default true * @since 3.0.0 */ this.immovable = true; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#customSeparateX * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateX = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#customSeparateY * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateY = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#overlapX * @type {number} * @default 0 * @since 3.0.0 */ this.overlapX = 0; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#overlapY * @type {number} * @default 0 * @since 3.0.0 */ this.overlapY = 0; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#overlapR * @type {number} * @default 0 * @since 3.0.0 */ this.overlapR = 0; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#embedded * @type {boolean} * @default false * @since 3.0.0 */ this.embedded = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds * @type {boolean} * @default false * @since 3.0.0 */ this.collideWorldBounds = false; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#checkCollision * @type {ArcadeBodyCollision} * @since 3.0.0 */ this.checkCollision = { none: false, up: true, down: true, left: true, right: true }; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#touching * @type {ArcadeBodyCollision} * @since 3.0.0 */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#wasTouching * @type {ArcadeBodyCollision} * @since 3.0.0 */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#blocked * @type {ArcadeBodyCollision} * @since 3.0.0 */ this.blocked = { none: true, up: false, down: false, left: false, right: false }; /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#physicsType * @type {integer} * @since 3.0.0 */ this.physicsType = CONST.STATIC_BODY; }, /** * Changes the Game Object this Body is bound to. * First it removes its reference from the old Game Object, then sets the new one. * You can optionally update the position and dimensions of this Body to reflect that of the new Game Object. * * @method Phaser.Physics.Arcade.StaticBody#setGameObject * @since 3.1.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The new Game Object that will own this Body. * @param {boolean} [update=true] - Reposition and resize this Body to match the new Game Object? * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setGameObject: function (gameObject, update) { if (gameObject && gameObject !== this.gameObject) { // Remove this body from the old game object this.gameObject.body = null; gameObject.body = this; // Update our reference this.gameObject = gameObject; } if (update) { this.updateFromGameObject(); } return this; }, /** * Updates this Static Body so that its position and dimensions are updated * based on the current Game Object it is bound to. * * @method Phaser.Physics.Arcade.StaticBody#updateFromGameObject * @since 3.1.0 * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ updateFromGameObject: function () { this.world.staticTree.remove(this); var gameObject = this.gameObject; gameObject.getTopLeft(this.position); this.width = gameObject.displayWidth; this.height = gameObject.displayHeight; this.halfWidth = Math.abs(this.width / 2); this.halfHeight = Math.abs(this.height / 2); this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight); this.world.staticTree.insert(this); return this; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#setSize * @since 3.0.0 * * @param {number} width - [description] * @param {number} height - [description] * @param {number} [offsetX] - [description] * @param {number} [offsetY] - [description] * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setSize: function (width, height, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { offsetY = this.offset.y; } this.world.staticTree.remove(this); this.width = width; this.height = height; this.halfWidth = Math.floor(width / 2); this.halfHeight = Math.floor(height / 2); this.offset.set(offsetX, offsetY); this.updateCenter(); this.isCircle = false; this.radius = 0; this.world.staticTree.insert(this); return this; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#setCircle * @since 3.0.0 * * @param {number} radius - [description] * @param {number} [offsetX] - [description] * @param {number} [offsetY] - [description] * * @return {Phaser.Physics.Arcade.StaticBody} This Static 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.world.staticTree.remove(this); this.isCircle = true; this.radius = radius; this.width = radius * 2; this.height = radius * 2; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.offset.set(offsetX, offsetY); this.updateCenter(); this.world.staticTree.insert(this); } else { this.isCircle = false; } return this; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#updateCenter * @since 3.0.0 */ updateCenter: function () { this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight); }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#reset * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] */ reset: function (x, y) { var gameObject = this.gameObject; if (x === undefined) { x = gameObject.x; } if (y === undefined) { y = gameObject.y; } this.world.staticTree.remove(this); gameObject.getTopLeft(this.position); this.updateCenter(); this.world.staticTree.insert(this); }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#stop * @since 3.0.0 * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ stop: function () { return this; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#getBounds * @since 3.0.0 * * @param {ArcadeBodyBounds} obj - [description] * * @return {ArcadeBodyBounds} [description] */ getBounds: function (obj) { obj.x = this.x; obj.y = this.y; obj.right = this.right; obj.bottom = this.bottom; return obj; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#hitTest * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * * @return {boolean} [description] */ hitTest: function (x, y) { return (this.isCircle) ? CircleContains(this, x, y) : RectangleContains(this, x, y); }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#deltaAbsX * @since 3.0.0 * * @return {number} [description] */ deltaAbsX: function () { return 0; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#deltaAbsY * @since 3.0.0 * * @return {number} [description] */ deltaAbsY: function () { return 0; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#deltaX * @since 3.0.0 * * @return {number} [description] */ deltaX: function () { return 0; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#deltaY * @since 3.0.0 * * @return {number} [description] */ deltaY: function () { return 0; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#deltaZ * @since 3.0.0 * * @return {number} [description] */ deltaZ: function () { return 0; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#destroy * @since 3.0.0 */ destroy: function () { this.enable = false; this.world.pendingDestroy.set(this); }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#drawDebug * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphic - [description] */ drawDebug: function (graphic) { var pos = this.position; if (this.debugShowBody) { graphic.lineStyle(1, this.debugBodyColor, 1); graphic.strokeRect(pos.x, pos.y, this.width, this.height); } }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#willDrawDebug * @since 3.0.0 * * @return {boolean} [description] */ willDrawDebug: function () { return this.debugShowBody; }, /** * [description] * * @method Phaser.Physics.Arcade.StaticBody#setMass * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setMass: function (value) { if (value <= 0) { // Causes havoc otherwise value = 0.1; } this.mass = value; return this; }, /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#x * @type {number} * @since 3.0.0 */ x: { get: function () { return this.position.x; }, set: function (value) { this.world.staticTree.remove(this); this.position.x = value; this.world.staticTree.insert(this); } }, /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#y * @type {number} * @since 3.0.0 */ y: { get: function () { return this.position.y; }, set: function (value) { this.world.staticTree.remove(this); this.position.y = value; this.world.staticTree.insert(this); } }, /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#left * @type {number} * @readOnly * @since 3.0.0 */ left: { get: function () { return this.position.x; } }, /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#right * @type {number} * @readOnly * @since 3.0.0 */ right: { get: function () { return this.position.x + this.width; } }, /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#top * @type {number} * @readOnly * @since 3.0.0 */ top: { get: function () { return this.position.y; } }, /** * [description] * * @name Phaser.Physics.Arcade.StaticBody#bottom * @type {number} * @readOnly * @since 3.0.0 */ bottom: { get: function () { return this.position.y + this.height; } } }); module.exports = StaticBody;