/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var ArcadeSprite = require('./ArcadeSprite'); var Class = require('../../utils/Class'); var CONST = require('./const'); var GetFastValue = require('../../utils/object/GetFastValue'); var Group = require('../../gameobjects/group/Group'); var IsPlainObject = require('../../utils/object/IsPlainObject'); /** * @typedef {object} PhysicsGroupConfig * @extends GroupConfig * * @property {boolean} [collideWorldBounds=false] - Sets {@link Phaser.Physics.Arcade.Body#collideWorldBounds}. * @property {number} [accelerationX=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.x}. * @property {number} [accelerationY=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.y}. * @property {boolean} [allowDrag=true] - Sets {@link Phaser.Physics.Arcade.Body#allowDrag}. * @property {boolean} [allowGravity=true] - Sets {@link Phaser.Physics.Arcade.Body#allowGravity}. * @property {boolean} [allowRotation=true] - Sets {@link Phaser.Physics.Arcade.Body#allowRotation}. * @property {number} [bounceX=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.x}. * @property {number} [bounceY=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.y}. * @property {number} [dragX=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.x}. * @property {number} [dragY=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.y}. * @property {number} [gravityX=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.x}. * @property {number} [gravityY=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.y}. * @property {number} [frictionX=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.x}. * @property {number} [frictionY=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.y}. * @property {number} [velocityX=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.x}. * @property {number} [velocityY=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.y}. * @property {number} [angularVelocity=0] - Sets {@link Phaser.Physics.Arcade.Body#angularVelocity}. * @property {number} [angularAcceleration=0] - Sets {@link Phaser.Physics.Arcade.Body#angularAcceleration}. * @property {number} [angularDrag=0] - Sets {@link Phaser.Physics.Arcade.Body#angularDrag}. * @property {number} [mass=0] - Sets {@link Phaser.Physics.Arcade.Body#mass}. * @property {boolean} [immovable=false] - Sets {@link Phaser.Physics.Arcade.Body#immovable}. */ /** * @typedef {object} PhysicsGroupDefaults * * @property {boolean} setCollideWorldBounds - [description] * @property {number} setAccelerationX - [description] * @property {number} setAccelerationY - [description] * @property {boolean} setAllowDrag - [description] * @property {boolean} setAllowGravity - [description] * @property {boolean} setAllowRotation - [description] * @property {number} setBounceX - [description] * @property {number} setBounceY - [description] * @property {number} setDragX - [description] * @property {number} setDragY - [description] * @property {number} setGravityX - [description] * @property {number} setGravityY - [description] * @property {number} setFrictionX - [description] * @property {number} setFrictionY - [description] * @property {number} setVelocityX - [description] * @property {number} setVelocityY - [description] * @property {number} setAngularVelocity - [description] * @property {number} setAngularAcceleration - [description] * @property {number} setAngularDrag - [description] * @property {number} setMass - [description] * @property {boolean} setImmovable - [description] */ /** * @classdesc * An Arcade Physics Group object. * * All Game Objects created by this Group will automatically be dynamic Arcade Physics objects. * * @class Group * @extends Phaser.GameObjects.Group * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - [description] * @param {Phaser.Scene} scene - [description] * @param {array} children - [description] * @param {PhysicsGroupConfig} [config] - [description] */ var PhysicsGroup = new Class({ Extends: Group, initialize: function PhysicsGroup (world, scene, children, config) { if (!children && !config) { config = { createCallback: this.createCallbackHandler, removeCallback: this.removeCallbackHandler }; } else if (IsPlainObject(children)) { // children is a plain object, so swizzle them: config = children; children = null; config.createCallback = this.createCallbackHandler; config.removeCallback = this.removeCallbackHandler; } else if (Array.isArray(children) && IsPlainObject(children[0])) { // children is an array of plain objects config = children; children = null; config.forEach(function (singleConfig) { singleConfig.createCallback = this.createCallbackHandler; singleConfig.removeCallback = this.removeCallbackHandler; }); } /** * [description] * * @name Phaser.Physics.Arcade.Group#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * The class to create new group members from. * * @name Phaser.Physics.Arcade.Group#classType * @type {Phaser.Physics.Arcade.Sprite} * @default ArcadeSprite */ config.classType = GetFastValue(config, 'classType', ArcadeSprite); /** * [description] * * @name Phaser.Physics.Arcade.Group#physicsType * @type {integer} * @since 3.0.0 */ this.physicsType = CONST.DYNAMIC_BODY; /** * [description] * * @name Phaser.Physics.Arcade.Group#defaults * @type {PhysicsGroupDefaults} * @since 3.0.0 */ this.defaults = { setCollideWorldBounds: GetFastValue(config, 'collideWorldBounds', false), setAccelerationX: GetFastValue(config, 'accelerationX', 0), setAccelerationY: GetFastValue(config, 'accelerationY', 0), setAllowDrag: GetFastValue(config, 'allowDrag', true), setAllowGravity: GetFastValue(config, 'allowGravity', true), setAllowRotation: GetFastValue(config, 'allowRotation', true), setBounceX: GetFastValue(config, 'bounceX', 0), setBounceY: GetFastValue(config, 'bounceY', 0), setDragX: GetFastValue(config, 'dragX', 0), setDragY: GetFastValue(config, 'dragY', 0), setGravityX: GetFastValue(config, 'gravityX', 0), setGravityY: GetFastValue(config, 'gravityY', 0), setFrictionX: GetFastValue(config, 'frictionX', 0), setFrictionY: GetFastValue(config, 'frictionY', 0), setVelocityX: GetFastValue(config, 'velocityX', 0), setVelocityY: GetFastValue(config, 'velocityY', 0), setAngularVelocity: GetFastValue(config, 'angularVelocity', 0), setAngularAcceleration: GetFastValue(config, 'angularAcceleration', 0), setAngularDrag: GetFastValue(config, 'angularDrag', 0), setMass: GetFastValue(config, 'mass', 1), setImmovable: GetFastValue(config, 'immovable', false) }; Group.call(this, scene, children, config); }, /** * [description] * * @method Phaser.Physics.Arcade.Group#createCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] */ createCallbackHandler: function (child) { if (!child.body) { this.world.enableBody(child, CONST.DYNAMIC_BODY); } var body = child.body; for (var key in this.defaults) { body[key](this.defaults[key]); } }, /** * [description] * * @method Phaser.Physics.Arcade.Group#removeCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] */ removeCallbackHandler: function (child) { if (child.body) { this.world.disableBody(child); } }, /** * [description] * * @method Phaser.Physics.Arcade.Group#setVelocity * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} step - [description] * * @return {Phaser.Physics.Arcade.Group} This Physics Group object. */ setVelocity: function (x, y, step) { if (step === undefined) { step = 0; } var items = this.getChildren(); for (var i = 0; i < items.length; i++) { items[i].body.velocity.set(x + (i * step), y + (i * step)); } return this; }, /** * [description] * * @method Phaser.Physics.Arcade.Group#setVelocityX * @since 3.0.0 * * @param {number} value - [description] * @param {number} step - [description] * * @return {Phaser.Physics.Arcade.Group} This Physics Group object. */ setVelocityX: function (value, step) { if (step === undefined) { step = 0; } var items = this.getChildren(); for (var i = 0; i < items.length; i++) { items[i].body.velocity.x = value + (i * step); } return this; }, /** * [description] * * @method Phaser.Physics.Arcade.Group#setVelocityY * @since 3.0.0 * * @param {number} value - [description] * @param {number} step - [description] * * @return {Phaser.Physics.Arcade.Group} This Physics Group object. */ setVelocityY: function (value, step) { if (step === undefined) { step = 0; } var items = this.getChildren(); for (var i = 0; i < items.length; i++) { items[i].body.velocity.y = value + (i * step); } return this; } }); module.exports = PhysicsGroup;