/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Physics */ Phaser.Physics = {}; /** * @const */ Phaser.Physics.LIME_CORONA_JSON = 0; // Add an extra property to p2.Body p2.Body.prototype.parent = null; /** * @class Phaser.Physics.World * @classdesc Physics World Constructor * @constructor * @param {Phaser.Game} */ Phaser.Physics.World = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {Phaser.PointProxy} force - The force applied to the body. */ // this.gravity = new Phaser.Physics.PointProxy(this.data.force); this.onBodyAdded = new Phaser.Signal(); this.onBodyRemoved = new Phaser.Signal(); this.bounds = null; p2.World.call(this, { gravity: [0, 0] }); this.on("addBody", this.addBodyHandler); this.on("removeBody", this.removeBodyHandler); this.on("postStep", this.postStepHandler); this.on("postBroadphase", this.postBroadphaseHandler); this.setBoundsToWorld(true, true, true, true); }; Phaser.Physics.World.prototype = Object.create(p2.World.prototype); Phaser.Physics.World.prototype.constructor = Phaser.Physics.World; /** * Handles a p2 addBody event. * * @method Phaser.Physics.Arcade#addBodyHandler * @private * @param {object} event - The event data. */ Phaser.Physics.World.prototype.addBodyHandler = function (event) { if (event.body.parent) { this.onBodyAdded.dispatch(event.body.parent, event.target); } }; /** * Handles a p2 removeBody event. * * @method Phaser.Physics.Arcade#removeBodyHandler * @private * @param {object} event - The event data. */ Phaser.Physics.World.prototype.removeBodyHandler = function (event) { if (event.body.parent) { this.onBodyRemoved.dispatch(event.body.parent, event.target); } }; /** * Handles a p2 postStep event. * * @method Phaser.Physics.Arcade#postStepHandler * @private * @param {object} event - The event data. */ Phaser.Physics.World.prototype.postStepHandler = function (event) { // console.log(event); // if (event.body.parent) // { // this.onBodyRemoved.dispatch(event.body.parent, event.target); // } }; /** * Handles a p2 postBroadphase event. * * @method Phaser.Physics.Arcade#postBroadphaseHandler * @private * @param {object} event - The event data. */ Phaser.Physics.World.prototype.postBroadphaseHandler = function (event) { // Body.id 1 is always the World bounds object for (var i = 0; i < event.pairs.length; i++) { // console.log(i, event.pairs[i]); if (event.pairs[i].parent) { // console.log(event.pairs[i].parent.sprite.name); } } // if (event.body.parent) // { // this.onBodyRemoved.dispatch(event.body.parent, event.target); // } }; /** * Sets the bounds of the Physics world to match the Game.World dimensions. * You can optionally set which 'walls' to create: left, right, top or bottom. * * @method Phaser.Physics#setBoundsToWorld * @param {boolean} [left=true] - If true will create the left bounds wall. * @param {boolean} [right=true] - If true will create the right bounds wall. * @param {boolean} [top=true] - If true will create the top bounds wall. * @param {boolean} [bottom=true] - If true will create the bottom bounds wall. */ Phaser.Physics.World.prototype.setBoundsToWorld = function (left, right, top, bottom) { this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, left, right, top, bottom); } /** * Sets the bounds of the Physics world to match the given world pixel dimensions. * You can optionally set which 'walls' to create: left, right, top or bottom. * * @method Phaser.Physics.Arcade#setBounds * @param {number} x - The x coordinate of the top-left corner of the bounds. * @param {number} y - The y coordinate of the top-left corner of the bounds. * @param {number} width - The width of the bounds. * @param {number} height - The height of the bounds. * @param {boolean} [left=true] - If true will create the left bounds wall. * @param {boolean} [right=true] - If true will create the right bounds wall. * @param {boolean} [top=true] - If true will create the top bounds wall. * @param {boolean} [bottom=true] - If true will create the bottom bounds wall. */ Phaser.Physics.World.prototype.setBounds = function (x, y, width, height, left, right, top, bottom) { if (typeof left === 'undefined') { left = true; } if (typeof right === 'undefined') { right = true; } if (typeof top === 'undefined') { top = true; } if (typeof bottom === 'undefined') { bottom = true; } var hw = (width / 2); var hh = (height / 2); var cx = hw + x; var cy = hh + y; if (this.bounds !== null) { this.removeBody(this.bounds); var i = this.bounds.shapes.length; while (i--) { var shape = this.bounds.shapes[i]; this.bounds.removeShape(shape); } this.bounds.position[0] = this.game.math.px2p(cx); this.bounds.position[1] = this.game.math.px2p(cy); } else { this.bounds = new p2.Body({ mass: 0, position:[this.game.math.px2p(cx), this.game.math.px2p(cy)] }); } if (left) { this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(-hw), 0], 1.5707963267948966 ); } if (right) { this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(hw), 0], -1.5707963267948966 ); } if (top) { this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(-hh)], -3.141592653589793 ); } if (bottom) { this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(hh)] ); } this.addBody(this.bounds); } /** * @method Phaser.Physics.World.prototype.update */ Phaser.Physics.World.prototype.update = function () { this.step(1 / 60); }; /** * @method Phaser.Physics.World.prototype.destroy */ Phaser.Physics.World.prototype.destroy = function () { this.clear(); this.game = null; }; /** * @method Phaser.Physics.World.prototype.createBody * @param {number} x - The x coordinate of Body. * @param {number} y - The y coordinate of Body. * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created. * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction). * @param {object} options - An object containing the build options: * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices. * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself. * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points. * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon. * Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], * or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers. */ Phaser.Physics.World.prototype.createBody = function (x, y, mass, addToWorld, options, data) { if (typeof addToWorld === 'undefined') { addToWorld = false; } var body = new Phaser.Physics.Body(this.game, null, x, y, mass); if (data) { var result = body.addPolygon(options, data); if (!result) { return false; } } if (addToWorld) { this.addBody(body.data); } return body; }; /** * @method Phaser.Physics.World.prototype.createBody * @param {number} x - The x coordinate of Body. * @param {number} y - The y coordinate of Body. * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created. * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction). * @param {object} options - An object containing the build options: * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices. * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself. * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points. * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon. * Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], * or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers. */ Phaser.Physics.World.prototype.createParticle = function (x, y, mass, addToWorld, options, data) { if (typeof addToWorld === 'undefined') { addToWorld = false; } var body = new Phaser.Physics.Body(this.game, null, x, y, mass); if (data) { var result = body.addPolygon(options, data); if (!result) { return false; } } if (addToWorld) { this.addBody(body.data); } return body; };