/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than * the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. * * @class Phaser.Physics.Arcade.Body * @classdesc Arcade Physics Body Constructor * @constructor * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to. */ Phaser.Physics.Arcade.Body = function (sprite) { /** * @property {Phaser.Sprite} sprite - Reference to the parent Sprite. */ this.sprite = sprite; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = sprite.game; /** * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position. */ this.offset = new Phaser.Point(); /** * @property {number} x - The x position of the physics body. * @readonly */ this.x = sprite.x; /** * @property {number} y - The y position of the physics body. * @readonly */ this.y = sprite.y; /** * @property {number} preX - The previous x position of the physics body. * @readonly */ this.preX = sprite.x; /** * @property {number} preY - The previous y position of the physics body. * @readonly */ this.preY = sprite.y; /** * @property {number} preRotation - The previous rotation of the physics body. * @readonly */ this.preRotation = sprite.angle; /** * @property {number} screenX - The x position of the physics body translated to screen space. * @readonly */ this.screenX = sprite.x; /** * @property {number} screenY - The y position of the physics body translated to screen space. * @readonly */ this.screenY = sprite.y; /** * @property {number} sourceWidth - The un-scaled original size. * @readonly */ this.sourceWidth = sprite.currentFrame.sourceSizeW; /** * @property {number} sourceHeight - The un-scaled original size. * @readonly */ this.sourceHeight = sprite.currentFrame.sourceSizeH; /** * @property {number} width - The calculated width of the physics body. */ this.width = sprite.currentFrame.sourceSizeW; /** * @property .numInternal ID cache */ this.height = sprite.currentFrame.sourceSizeH; /** * @property {number} halfWidth - The calculated width / 2 of the physics body. */ this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2); /** * @property {number} halfHeight - The calculated height / 2 of the physics body. */ this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2); /** * @property {Phaser.Point} center - The center coordinate of the Physics Body. */ this.center = new Phaser.Point(this.x + this.halfWidth, this.y + this.halfHeight); /** * @property {Phaser.Point} motionVelocity - The data from the updateMotion function. */ this.motionVelocity = new Phaser.Point(); /** * @property {Phaser.Point} velocity - The velocity of the Body. */ this.velocity = new Phaser.Point(); /** * @property {Phaser.Point} acceleration - The acceleration in pixels per second sq. of the Body. */ this.acceleration = new Phaser.Point(); /** * @property {number} speed - The speed in pixels per second sq. of the Body. */ this.speed = 0; /** * @property {number} angle - The angle of the Body in radians. */ this.angle = 0; /** * @property {number} minBounceVelocity - The minimum bounce velocity (could just be the bounce value?). */ this.minBounceVelocity = 0.5; /** * @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. This works in addition to any gravity set on the world. */ this.gravity = new Phaser.Point(); /** * @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. */ this.bounce = new Phaser.Point(); /** * @property {Phaser.Point} minVelocity - When a body rebounds off another the minVelocity is checked, if the new velocity is lower than the minVelocity the body is stopped. * @default */ this.minVelocity = new Phaser.Point(10, 10); /** * @property {Phaser.Point} maxVelocity - The maximum velocity that the Body can reach. * @default */ this.maxVelocity = new Phaser.Point(2000, 2000); /** * @property {number} angularVelocity - The angular velocity of the Body. * @default */ this.angularVelocity = 0; /** * @property {number} angularAcceleration - The angular acceleration of the Body. * @default */ this.angularAcceleration = 0; /** * @property {number} angularDrag - The angular drag applied to the rotation of the Body. * @default */ this.angularDrag = 0; /** * @property {number} maxAngular - The maximum angular velocity that the Body can reach. * @default */ this.maxAngular = 1000; /** * @property {number} mass - The mass of the Body. * @default */ this.mass = 1; /** * Set the allowCollision properties to control which directions collision is processed for this Body. * For example allowCollision.up = false means it won't collide when the collision happened while moving up. * @property {object} allowCollision - An object containing allowed collision. */ this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true }; /** * This object is populated with boolean values when the Body collides with another. * touching.up = true means the collision happened to the top of this Body for example. * @property {object} touching - An object containing touching results. */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * @property {number} facing - A const reference to the direction the Body is traveling or facing. * @default */ this.facing = Phaser.NONE; /** * @property {boolean} immovable - An immovable Body will not receive any impacts or exchanges of velocity from other bodies. * @default */ this.immovable = false; /** * @property {boolean} moves - Set to true to allow the Physics system to move this Body, or false to move it manually. * @default */ this.moves = true; /** * @property {number} rotation - The amount the parent Sprite is rotated. Note: You cannot rotate an AABB. * @default */ this.rotation = 0; /** * @property {boolean} allowRotation - Allow angular rotation? This will cause the Sprite to be rotated via angularVelocity, etc. Note that the AABB remains un-rotated. * @default */ this.allowRotation = true; /** * @property {boolean} allowGravity - Allow this Body to be influenced by the global Gravity value? Note: It will always be influenced by the local gravity value. * @default */ this.allowGravity = true; /** * @property {function} customSeparateCallback - If set this callback will be used for Body separation instead of the built-in one. Callback should return true if separated, otherwise false. * @default */ this.customSeparateCallback = null; /** * @property {object} customSeparateContext - The context in which the customSeparateCallback is called. * @default */ this.customSeparateContext = null; /** * When this body collides with another, the amount of overlap is stored here. * @property {number} overlapX - The amount of horizontal overlap during the collision. */ this.overlapX = 0; /** * When this body collides with another, the amount of overlap is stored here. * @property {number} overlapY - The amount of vertical overlap during the collision. */ this.overlapY = 0; /** * @property {number} friction - The amount of friction this body experiences during motion. * @default */ this.friction = 0.1; /** * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds? */ this.collideWorldBounds = false; /** * This object is populated with boolean values when the Body collides with the World bounds or a Tile. * For example if blocked.up is true then the Body cannot move up. * @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any. */ this.blocked = { up: false, down: false, left: false, right: false }; /** * @property {Phaser.Point} blockedPoint - A Point object holding the blocked penetration distance. */ this.blockedPoint = new Phaser.Point(0, 0); /** * @property {number} _dx - Internal cache var. * @private */ this._dx = 0; /** * @property {number} _dy - Internal cache var. * @private */ this._dy = 0; /** * @property {number} _sx - Internal cache var. * @private */ this._sx = sprite.scale.x; /** * @property {number} _sy - Internal cache var. * @private */ this._sy = sprite.scale.y; /** * @property {number} _newVelocity1 - Internal cache var. * @private */ this._newVelocity1 = 0; /** * @property {number} _newVelocity2 - Internal cache var. * @private */ this._newVelocity2 = 0; /** * @property {number} _average - Internal cache var. * @private */ this._average = 0; this._debug = 0; }; Phaser.Physics.Arcade.Body.prototype = { /** * Internal method. * * @method Phaser.Physics.Arcade#updateBounds * @protected */ updateBounds: function (centerX, centerY, scaleX, scaleY) { if (scaleX != this._sx || scaleY != this._sy) { this.width = this.sourceWidth * scaleX; this.height = this.sourceHeight * scaleY; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this._sx = scaleX; this._sy = scaleY; this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); } }, /** * Internal method. * * @method Phaser.Physics.Arcade#preUpdate * @protected */ preUpdate: function () { this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preRotation = this.sprite.angle; this.blocked.up = false; this.blocked.down = false; this.blocked.left = false; this.blocked.right = false; this.x = this.preX; this.y = this.preY; this.rotation = this.preRotation; this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y); this.angle = Math.atan2(this.velocity.y, this.velocity.x); this._debug++; if (this.moves) { if (this.collideWorldBounds) { this.checkWorldBounds(); } this.game.physics.updateMotion(this); this.applyMotion(); } if (this.deltaX() != 0) { this.touching.left = false; this.touching.right = false; } if (this.deltaY() != 0) { this.touching.up = false; this.touching.down = false; } }, /** * Internal method used to check the Body against the World Bounds. * * @method Phaser.Physics.Arcade#checkWorldBounds * @protected */ checkWorldBounds: function () { this.blockedPoint.setTo(0, 0); if (this.x < this.game.world.bounds.x) { this.blockedPoint.x = this.game.world.bounds.x - this.x; // this.overlapX = this.game.world.bounds.x - this.x; this.blocked.left = true; // console.log(this._debug, 'cwl', this.overlapX, this.x, this.game.world.bounds.x); } else if (this.right > this.game.world.bounds.right) { this.blockedPoint.x = this.right - this.game.world.bounds.right; // this.overlapX = this.right - this.game.world.bounds.right; this.blocked.right = true; // console.log(this._debug, 'cwr', this.overlapX, this.x, this.game.world.bounds.x); } if (this.y < this.game.world.bounds.y) { this.blockedPoint.y = this.game.world.bounds.y - this.y; // this.overlapY = this.game.world.bounds.y - this.y; this.blocked.up = true; // console.log(this._debug, 'cwu', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom); } else if (this.bottom > this.game.world.bounds.bottom) { this.blockedPoint.y = this.bottom - this.game.world.bounds.bottom; // this.overlapY = this.bottom - this.game.world.bounds.bottom; this.blocked.down = true; // console.log(this._debug, 'cwd', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom); } }, /** * Internal method. * * @method Phaser.Physics.Arcade#applyMotion * @protected */ applyMotion: function () { if (this.friction > 0 && this.acceleration.isZero()) { if (this.speed > this.friction) { this.speed -= this.friction; } else { this.speed = 0; } this.velocity.x = Math.cos(this.angle) * this.speed; this.velocity.y = Math.sin(this.angle) * this.speed; } // overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO if (this.blocked.left && this.blockedPoint.x > 0) { // Separate // this.x += this.overlapX; this.x += this.blockedPoint.x; // console.log(this._debug, 'blocked left', this.x, this.overlapX); this.velocity.x *= -this.bounce.x; this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2); if (this._dx > this.minBounceVelocity) // if (Math.abs(this.velocity.x) > this.minVelocity.x) { this.x += this._dx; this.velocity.x += this.motionVelocity.x; // console.log(this._debug, 'blocked left', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); } else { // Kill it dead :) this.preX = this.x; // because we don't want any delta from a separation this.velocity.x = 0; this.motionVelocity.x = 0; // console.log(this._debug, 'blocked left KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); } } else if (this.blocked.right && this.blockedPoint.x > 0) { // Separate this.x -= this.blockedPoint.x; // this.x -= this.overlapX; this.velocity.x *= -this.bounce.x; this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2); if (this._dx < -this.minBounceVelocity) { this.x += this._dx; this.velocity.x += this.motionVelocity.x; // console.log(this._debug, 'blocked right', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); } else { // Kill it dead :) this.preX = this.x; // because we don't want any delta from a separation this.velocity.x = 0; this.motionVelocity.x = 0; // console.log(this._debug, 'blocked right KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); } } else { this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2); this.velocity.x += this.motionVelocity.x; } // overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO if (this.blocked.up && this.blockedPoint.y > 0) { // Separate // this.y += this.overlapY; this.y += this.blockedPoint.y; this.velocity.y *= -this.bounce.y; this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2); if (this._dy > this.minBounceVelocity) // if (Math.abs(this.velocity.y) > this.minVelocity.y) { this.y += this._dy; this.velocity.y += this.motionVelocity.y; } else { // Kill it dead :) this.preY = this.y; // because we don't want any delta from a separation this.velocity.y = 0; this.motionVelocity.y = 0; // console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY()); } } else if (this.blocked.down && this.blockedPoint.y > 0) { // Separate // this.y -= this.overlapY; this.y -= this.blockedPoint.y; this.velocity.y *= -this.bounce.y; this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2); if (this._dy < -this.minBounceVelocity) // if (Math.abs(this.velocity.y) > this.minVelocity.y) { this.y += this._dy; this.velocity.y += this.motionVelocity.y; // console.log(this._debug, 'rb', this._dy, 'delta', this.deltaY(), 'newy', this.y); } else { // Kill it dead :) this.preY = this.y; // because we don't want any delta from a separation this.velocity.y = 0; this.motionVelocity.y = 0; // console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY()); } } else { this.y += this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2); this.velocity.y += this.motionVelocity.y; } if (this.velocity.x > this.maxVelocity.x) { this.velocity.x = this.maxVelocity.x; } else if (this.velocity.x < -this.maxVelocity.x) { this.velocity.x = -this.maxVelocity.x; } if (this.velocity.y > this.maxVelocity.y) { this.velocity.y = this.maxVelocity.y; } else if (this.velocity.y < -this.maxVelocity.y) { this.velocity.y = -this.maxVelocity.y; } }, overlap: function (body) { this.overlapX = 0; this.overlapY = 0; if (this.x < body.x && this.allowCollision.right && body.allowCollision.left) { // Negative = body touched this one on the right face this.overlapX = body.x - this.right; this.touching.right = true; } else if (this.x > body.x && this.allowCollision.left && body.allowCollision.right) { // Positive means body touched this one on the left face this.overlapX = body.right - this.x; this.touching.left = true; } if (this.y < body.y && this.allowCollision.down && body.allowCollision.up) { // Negative = body touched this one on the bottom face this.overlapY = body.y - this.bottom; this.touching.down = true; } else if (this.y > body.y && this.allowCollision.up && body.allowCollision.down) { // Positive means body touched this one on the top face this.overlapY = body.bottom - this.y; this.touching.up = true; } // Which is the largest? if (this.overlapX !== 0 && this.overlapY !== 0) { // console.log('pcheck', Math.abs(this.overlapX), Math.abs(this.overlapY)); // find out which is the largest penetration side if (Math.abs(this.overlapX) > Math.abs(this.overlapY)) { // Vertical penetration (as x is larger than y) this.overlapX = 0; this.touching.left = false; this.touching.right = false; } else { // Horizontal penetration (as y is larger than x) this.overlapY = 0; this.touching.up = false; this.touching.down = false; } } // overlapX/Y now contains either zero or a positive value containing the overlapping area return (this.overlapX !== 0 || this.overlapY !== 0); }, // The left-hand face of this Body was hit (so it gets moved to the right) // overlapX will be a positive value hitLeft: function (x, body, nv1, nv2, avg) { // This body isn't moving horizontally, so it was hit by something moving right if (this.immovable || this.blocked.right) { // console.log(this.sprite.name, 'hitLeft', 'immovable'); body.x -= x; body.velocity.x = this.velocity.x - body.velocity.x * body.bounce.x; } else { if (body.immovable || body.blocked.left) { // console.log(this.sprite.name, 'hitLeft', 'full'); // We take the full separation as what hit is isn't moveable this.x += x; this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x; // Rebound check if (Math.abs(this.velocity.x) < this.minVelocity.x) { this.velocity.x = 0; } } else { // console.log(this.sprite.name, 'hitLeft', 'shared'); // Share the separation x *= 0.5; this.x += x; body.x -= x; this.velocity.x = avg + nv1 * this.bounce.x; body.velocity.x = avg + nv2 * body.bounce.x; // Rebound check if (Math.abs(this.velocity.x) < this.minVelocity.x) { this.velocity.x = 0; } } } // Bounds check if (this.checkWorldBounds && this.right >= this.game.world.bounds.right) { this.blocked.right = true; this.x -= this.right - this.game.world.bounds.right; } }, // The right-hand face of this Body was hit (so will be moved to the left) // overlapX will be a negative value hitRight: function (x, body, nv1, nv2, avg) { // This body isn't moving horizontally, so it was hit by something moving right if (this.immovable || this.blocked.left) { // console.log(this.sprite.name, 'hitRight', 'immovable'); body.x -= x; body.velocity.x = this.velocity.x - body.velocity.x * body.bounce.x; } else { if (body.immovable || body.blocked.right) { // console.log(this.sprite.name, 'hitRight', 'full'); // We take the full separation as what hit is isn't moveable this.x += x; this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x; // Rebound check if (Math.abs(this.velocity.x) < this.minVelocity.x) { this.velocity.x = 0; } } else { // console.log(this.sprite.name, 'hitRight', 'shared'); // Share the separation x *= 0.5; this.x += x; body.x -= x; this.velocity.x = avg + nv1 * this.bounce.x; body.velocity.x = avg + nv2 * body.bounce.x; // Rebound check if (Math.abs(this.velocity.x) < this.minVelocity.x) { this.velocity.x = 0; } } } // Bounds check if (this.checkWorldBounds && this.x <= this.game.world.bounds.x) { this.blocked.left = true; this.x += this.game.world.bounds.x - this.x; } }, // The top face of this Body was hit (so it will get pushed down) // overlapY will be a positive value hitUp: function (y, body, nv1, nv2, avg) { // This body isn't moving horizontally, so it was hit by something moving right if (this.immovable || this.blocked.down) { // console.log(this.sprite.name, 'hitUp', 'immovable'); body.y -= y; body.velocity.y = this.velocity.y - body.velocity.y * body.bounce.y; } else { if (body.immovable || body.blocked.up) { // console.log(this.sprite.name, 'hitUp', 'full'); // We take the full separation as what hit is isn't moveable this.y += y; this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y; // Rebound check if (Math.abs(this.velocity.y) < this.minVelocity.y) { this.velocity.y = 0; } } else { // console.log(this.sprite.name, 'hitUp', 'shared'); // Share the separation y *= 0.5; this.y += y; body.y -= y; this.velocity.y = avg + nv1 * this.bounce.y; body.velocity.y = avg + nv2 * body.bounce.y; // Rebound check if (Math.abs(this.velocity.y) < this.minVelocity.y) { this.velocity.y = 0; } } } // Bounds check if (this.checkWorldBounds && this.bottom >= this.game.world.bounds.bottom) { this.blocked.down = true; this.y -= this.bottom - this.game.world.bounds.bottom; } }, // The bottom face of this Body was hit (so it will be pushed up) // overlapY will be a negative value hitDown: function (y, body, nv1, nv2, avg) { // This body isn't moving horizontally, so it was hit by something moving right if (this.immovable || this.blocked.up) { // console.log(this.sprite.name, 'hitDown', 'immovable'); body.y -= y; body.velocity.y = this.velocity.y - body.velocity.y * body.bounce.y; } else { if (body.immovable || body.blocked.down) { // console.log(this.sprite.name, 'hitDown', 'full'); // We take the full separation as what hit is isn't moveable this.y += y; this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y; // Rebound check if (Math.abs(this.velocity.y) < this.minVelocity.y) { this.velocity.y = 0; } } else { // console.log(this.sprite.name, 'hitDown', 'shared'); // Share the separation y *= 0.5; this.y += y; body.y -= y; this.velocity.y = avg + nv1 * this.bounce.y; body.velocity.y = avg + nv2 * body.bounce.y; // Rebound check if (Math.abs(this.velocity.y) < this.minVelocity.y) { this.velocity.y = 0; } } } // Bounds check if (this.checkWorldBounds && this.y <= this.game.world.bounds.y) { this.blocked.up = true; this.y += this.game.world.bounds.y - this.y; } }, separate: function (body) { if (this.customSeparateCallback) { return this.customSeparateCallback.call(this.customSeparateContext, this, this.overlapX, this.overlapY); } if (this.overlapX !== 0) { this._newVelocity1 = Math.sqrt((body.velocity.x * body.velocity.x * body.mass) / this.mass) * ((body.velocity.x > 0) ? 1 : -1); this._newVelocity2 = Math.sqrt((this.velocity.x * this.velocity.x * this.mass) / body.mass) * ((this.velocity.x > 0) ? 1 : -1); this._average = (this._newVelocity1 + this._newVelocity2) * 0.5; this._newVelocity1 -= this._average; this._newVelocity2 -= this._average; if (this.overlapX < 0) { this.hitLeft(this.overlapX, body, this._newVelocity1, this._newVelocity2, this._average); } else if (this.overlapX > 0) { this.hitRight(this.overlapX, body, this._newVelocity1, this._newVelocity2, this._average); } } if (this.overlapY !== 0) { this._newVelocity1 = Math.sqrt((body.velocity.y * body.velocity.y * body.mass) / this.mass) * ((body.velocity.y > 0) ? 1 : -1); this._newVelocity2 = Math.sqrt((this.velocity.y * this.velocity.y * this.mass) / body.mass) * ((this.velocity.y > 0) ? 1 : -1); this._average = (this._newVelocity1 + this._newVelocity2) * 0.5; this._newVelocity1 -= this._average; this._newVelocity2 -= this._average; if (this.overlapY < 0) { this.hitDown(this.overlapY, body, this._newVelocity1, this._newVelocity2, this._average); } else if (this.overlapY > 0) { this.hitUp(this.overlapY, body, this._newVelocity1, this._newVelocity2, this._average); } } return true; }, /** * Internal method. This is called directly before the sprites are sent to the renderer. * * @method Phaser.Physics.Arcade#postUpdate * @protected */ postUpdate: function () { if (this.moves) { if (this.deltaX() < 0) { this.facing = Phaser.LEFT; } else if (this.deltaX() > 0) { this.facing = Phaser.RIGHT; } if (this.deltaY() < 0) { this.facing = Phaser.UP; } else if (this.deltaY() > 0) { this.facing = Phaser.DOWN; } if ((this.deltaX() < 0 && !this.blocked.left) || (this.deltaX() > 0 && !this.blocked.right)) { this.sprite.x += this.deltaX(); this.sprite.worldTransform[2] += this.deltaX(); } if ((this.deltaY() < 0 && !this.blocked.up) || (this.deltaY() > 0 && !this.blocked.down)) { this.sprite.y += this.deltaY(); this.sprite.worldTransform[5] += this.deltaY(); } this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); if (this.allowRotation) { this.sprite.angle += this.deltaZ(); } } }, /** * You can modify the size of the physics Body to be any dimension you need. * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which * is the position of the Body relative to the top-left of the Sprite. * * @method Phaser.Physics.Arcade#setSize * @param {number} width - The width of the Body. * @param {number} height - The height of the Body. * @param {number} offsetX - The X offset of the Body from the Sprite position. * @param {number} offsetY - The Y offset of the Body from the Sprite position. */ setSize: function (width, height, offsetX, offsetY) { offsetX = offsetX || this.offset.x; offsetY = offsetY || this.offset.y; 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.offset.setTo(offsetX, offsetY); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); }, /** * Resets all Body values (velocity, acceleration, rotation, etc) * * @method Phaser.Physics.Arcade#reset */ reset: function () { this.velocity.setTo(0, 0); this.acceleration.setTo(0, 0); this.angularVelocity = 0; this.angularAcceleration = 0; this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preRotation = this.sprite.angle; this.x = this.preX; this.y = this.preY; this.rotation = this.preRotation; this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); }, /** * Returns the absolute delta x value. * * @method Phaser.Physics.Arcade.Body#deltaAbsX * @return {number} The absolute delta value. */ deltaAbsX: function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); }, /** * Returns the absolute delta y value. * * @method Phaser.Physics.Arcade.Body#deltaAbsY * @return {number} The absolute delta value. */ deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, /** * Returns the delta x value. The difference between Body.x now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaX * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. */ deltaX: function () { return this.x - this.preX; }, /** * Returns the delta y value. The difference between Body.y now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaY * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaY: function () { return this.y - this.preY; }, deltaZ: function () { return this.rotation - this.preRotation; } }; Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body; /** * @name Phaser.Physics.Arcade.Body#bottom * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", { /** * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. * @method bottom * @return {number} */ get: function () { return this.y + this.height; }, /** * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. * @method bottom * @param {number} value */ set: function (value) { if (value <= this.y) { this.height = 0; } else { this.height = (this.y - value); } } }); /** * @name Phaser.Physics.Arcade.Body#right * @property {number} right - The right value of this Body (same as Body.x + Body.width) */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", { /** * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. * However it does affect the width property. * @method right * @return {number} */ get: function () { return this.x + this.width; }, /** * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. * However it does affect the width property. * @method right * @param {number} value */ set: function (value) { if (value <= this.x) { this.width = 0; } else { this.width = this.x + value; } } });