/** * @author Richard Davey * @copyright 2016 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 * @constructor * @param {Phaser.GameObject} sprite - The Sprite object this physics body belongs to. */ Phaser.Physics.Arcade.Body = function (gameObject) { var transform = gameObject.transform; /** * @property {Phaser.GameObject} gameObject - Reference to the parent Game Object. */ this.gameObject = gameObject; /** * @property {Phaser.Game} game - Local reference to game. */ this.state = gameObject.state; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = gameObject.state.game; /** * @property {number} type - The type of physics system this body belongs to. */ this.type = Phaser.Physics.ARCADE; /** * @property {boolean} enabled - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run. * @default */ this.enabled = true; /** * If `true` this Body is using circular collision detection. If `false` it is using rectangular. * Use `Body.setCircle` to control the collision shape this Body uses. * @property {boolean} isCircle * @default * @readOnly */ this.isCircle = false; /** * The radius of the circular collision shape this Body is using if Body.setCircle has been enabled. * If you wish to change the radius then call `setCircle` again with the new value. * If you wish to stop the Body using a circle then call `setCircle` with a radius of zero (or undefined). * @property {number} radius * @default * @readOnly */ this.radius = 0; /** * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position. */ this.offset = { x: 0, y: 0 }; /** * @property {Phaser.Point} position - The position of the physics body. * @readonly */ this.position = { x: transform.x, y: transform.y }; /** * @property {Phaser.Point} prev - The previous position of the physics body. * @readonly */ this.prev = { x: transform.x, y: transform.y }; /** * @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc) * @default */ this.allowRotation = true; /** * The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body * itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation. * @property {number} rotation */ this.rotation = transform.angle; /** * @property {number} preRotation - The previous rotation of the physics body. * @readonly */ this.preRotation = transform.angle; /** * @property {number} width - The calculated width of the physics body. * @readonly */ this.width = gameObject.frame.width; /** * @property {number} height - The calculated height of the physics body. * @readonly */ this.height = gameObject.frame.height; /** * @property {number} sourceWidth - The un-scaled original size. * @readonly */ this.sourceWidth = gameObject.frame.width; /** * @property {number} sourceHeight - The un-scaled original size. * @readonly */ this.sourceHeight = gameObject.frame.height; /** * @property {number} halfWidth - The calculated width / 2 of the physics body. * @readonly */ this.halfWidth = Math.abs(this.width / 2); /** * @property {number} halfHeight - The calculated height / 2 of the physics body. * @readonly */ this.halfHeight = Math.abs(this.height / 2); /** * @property {Phaser.Point} center - The center coordinate of the Physics Body. * @readonly */ this.center = new Phaser.Point(transform.x + this.halfWidth, transform.y + this.halfHeight); /** * @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second. */ this.velocity = new Phaser.Point(); /** * @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position. * @readonly */ this.newVelocity = new Phaser.Point(); /** * @property {Phaser.Point} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax. */ this.deltaMax = new Phaser.Point(); /** * @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared. */ this.acceleration = new Phaser.Point(); /** * @property {Phaser.Point} drag - The drag applied to the motion of the Body. */ this.drag = new Phaser.Point(); /** * @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local. * @default */ this.allowGravity = true; /** * @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false. */ this.gravity = new Phaser.Point(); /** * @property {Phaser.Point} bounce - The elasticity 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(); /** * The elasticity of the Body when colliding with the World bounds. * By default this property is `null`, in which case `Body.bounce` is used instead. Set this property * to a Phaser.Point object in order to enable a World bounds specific bounce value. * @property {Phaser.Point} worldBounce */ this.worldBounce = null; /** * A Signal that is dispatched when this Body collides with the world bounds. * Due to the potentially high volume of signals this could create it is disabled by default. * To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` * and it will be called when a collision happens, passing five arguments: * `onWorldBounds(sprite, up, down, left, right)` * where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans * indicating on which side of the world the Body collided. * @property {Phaser.Signal} onWorldBounds */ this.onWorldBounds = null; /** * A Signal that is dispatched when this Body collides with another Body. * * You still need to call `game.physics.arcade.collide` in your `update` method in order * for this signal to be dispatched. * * Usually you'd pass a callback to the `collide` method, but this signal provides for * a different level of notification. * * Due to the potentially high volume of signals this could create it is disabled by default. * * To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()` * and it will be called when a collision happens, passing two arguments: the sprites which collided. * The first sprite in the argument is always the owner of this Body. * * If two Bodies with this Signal set collide, both will dispatch the Signal. * @property {Phaser.Signal} onCollide */ this.onCollide = null; /** * A Signal that is dispatched when this Body overlaps with another Body. * * You still need to call `game.physics.arcade.overlap` in your `update` method in order * for this signal to be dispatched. * * Usually you'd pass a callback to the `overlap` method, but this signal provides for * a different level of notification. * * Due to the potentially high volume of signals this could create it is disabled by default. * * To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` * and it will be called when a collision happens, passing two arguments: the sprites which collided. * The first sprite in the argument is always the owner of this Body. * * If two Bodies with this Signal set collide, both will dispatch the Signal. * @property {Phaser.Signal} onOverlap */ this.onOverlap = null; /** * @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach. * @default */ this.maxVelocity = new Phaser.Point(10000, 10000); /** * @property {Phaser.Point} friction - The amount of movement that will occur if another object 'rides' this one. */ this.friction = new Phaser.Point(1, 0); /** * @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in degrees per second. * @default */ this.angularVelocity = 0; /** * @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared. * @default */ this.angularAcceleration = 0; /** * @property {number} angularDrag - The drag applied during the rotation of the Body. Measured in degrees per second squared. * @default */ this.angularDrag = 0; /** * @property {number} maxAngular - The maximum angular velocity in degrees per second that the Body can reach. * @default */ this.maxAngular = 1000; /** * @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity. * @default */ this.mass = 1; /** * @property {number} angle - The angle of the Body's velocity in radians. * @readonly */ this.angle = 0; /** * @property {number} speed - The speed of the Body as calculated by its velocity. * @readonly */ this.speed = 0; /** * @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 from other bodies. * @default */ this.immovable = false; /** * If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never * actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen. * If you want the physics system to move the body around, then set moves to true. * @property {boolean} moves - Set to true to allow the Physics system to move this Body, otherwise false to move it manually. * @default */ this.moves = true; /** * This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateX - Use a custom separation system or the built-in one? * @default */ this.customSeparateX = false; /** * This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateY - Use a custom separation system or the built-in one? * @default */ this.customSeparateY = false; /** * 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; /** * If `Body.isCircle` is true, and this body collides with another circular body, the amount of overlap is stored here. * @property {number} overlapR - The amount of overlap during the collision. */ this.overlapR = 0; /** * If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. * @property {boolean} embedded - Body embed value. */ this.embedded = false; /** * 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; /** * Set the checkCollision properties to control which directions collision is processed for this Body. * For example checkCollision.up = false means it won't collide when the collision happened while moving up. * If you need to disable a Body entirely, use `body.enable = false`, this will also disable motion. * If you need to disable just collision and/or overlap checks, but retain motion, set `checkCollision.none = true`. * @property {object} checkCollision - An object containing allowed collision. */ this.checkCollision = { 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 }; /** * This object is populated with previous touching values from the bodies previous collision. * @property {object} wasTouching - An object containing previous touching results. */ this.wasTouching = { none: true, up: false, down: false, left: false, right: 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 }; /** * If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step. * Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. * @property {Phaser.Point} tilePadding - Extra padding to be added to this sprite's dimensions when checking for tile collision. */ this.tilePadding = new Phaser.Point(); /** * @property {boolean} dirty - Is this Body in a preUpdate (true) or postUpdate (false) state? */ this.dirty = false; /** * @property {boolean} skipQuadTree - If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree. */ this.skipQuadTree = false; /** * If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. * If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. * Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, * or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless. * @property {boolean} syncBounds * @default */ this.syncBounds = false; /** * @property {boolean} isMoving - Set by the `moveTo` and `moveFrom` methods. */ this.isMoving = false; /** * @property {boolean} stopVelocityOnCollide - Set by the `moveTo` and `moveFrom` methods. */ this.stopVelocityOnCollide = true; /** * @property {integer} moveTimer - Internal time used by the `moveTo` and `moveFrom` methods. * @private */ this.moveTimer = 0; /** * @property {integer} moveDistance - Internal distance value, used by the `moveTo` and `moveFrom` methods. * @private */ this.moveDistance = 0; /** * @property {integer} moveDuration - Internal duration value, used by the `moveTo` and `moveFrom` methods. * @private */ this.moveDuration = 0; /** * @property {Phaser.Line} moveTarget - Set by the `moveTo` method, and updated each frame. * @private */ this.moveTarget = null; /** * @property {Phaser.Point} moveEnd - Set by the `moveTo` method, and updated each frame. * @private */ this.moveEnd = null; /** * @property {Phaser.Signal} onMoveComplete - Listen for the completion of `moveTo` or `moveFrom` events. */ this.onMoveComplete = new Phaser.Signal(); /** * @property {function} movementCallback - Optional callback. If set, invoked during the running of `moveTo` or `moveFrom` events. */ this.movementCallback = null; /** * @property {object} movementCallbackContext - Context in which to call the movementCallback. */ this.movementCallbackContext = null; /** * @property {boolean} _reset - Internal cache var. * @private */ this._reset = true; /** * @property {number} _sx - Internal cache var. * @private */ this._sx = transform.scaleX; /** * @property {number} _sy - Internal cache var. * @private */ this._sy = transform.scaleY; /** * @property {number} _dx - Internal cache var. * @private */ this._dx = 0; /** * @property {number} _dy - Internal cache var. * @private */ this._dy = 0; }; Phaser.Physics.Arcade.Body.prototype = { /** * Internal method. * * @method Phaser.Physics.Arcade.Body#updateBounds * @protected */ updateBounds: function () { if (this.syncBounds) { var b = this.sprite.getBounds(); b.ceilAll(); if (b.width !== this.width || b.height !== this.height) { this.width = b.width; this.height = b.height; this._reset = true; } } else { var asx = Math.abs(this.gameObject.transform.scaleX); var asy = Math.abs(this.gameObject.transform.scaleY); if (asx !== this._sx || asy !== this._sy) { this.width = this.sourceWidth * asx; this.height = this.sourceHeight * asy; this._sx = asx; this._sy = asy; this._reset = true; } } if (this._reset) { this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight); } }, /** * Internal method. * * @method Phaser.Physics.Arcade.Body#preUpdate * @protected */ preUpdate: function (frameDelta) { this.dirty = true; // Store and reset collision flags this.wasTouching.none = this.touching.none; this.wasTouching.up = this.touching.up; this.wasTouching.down = this.touching.down; this.wasTouching.left = this.touching.left; this.wasTouching.right = this.touching.right; this.touching.none = true; this.touching.up = false; this.touching.down = false; this.touching.left = false; this.touching.right = false; this.blocked.up = false; this.blocked.down = false; this.blocked.left = false; this.blocked.right = false; this.embedded = false; this.updateBounds(); var transform = this.gameObject.transform; var frame = this.gameObject.frame; this.position.x = (transform.worldX - (transform.anchorX * frame.width)) + (transform.scaleX * this.offset.x); this.position.x -= (transform.scaleX < 0) ? this.width : 0; this.position.y = (transform.worldY - (transform.anchorY * frame.height)) + (transform.scaleY * this.offset.y); this.position.y -= (transform.scaleY < 0) ? this.height : 0; this.rotation = transform.angle; this.preRotation = this.rotation; if (this._reset) { this.prev.x = this.position.x; this.prev.y = this.position.y; } if (this.moves) { this.state.sys.physics.updateMotion(this, frameDelta); // this.newVelocity.set(this.velocity.x * frameDelta, this.velocity.y * frameDelta); this.newVelocity.x = this.velocity.x * frameDelta; this.newVelocity.y = this.velocity.y * frameDelta; this.position.x += this.newVelocity.x; this.position.y += this.newVelocity.y; if (this.position.x !== this.prev.x || this.position.y !== this.prev.y) { this.angle = Math.atan2(this.velocity.y, this.velocity.x); } this.speed = Math.sqrt((this.velocity.x * this.velocity.x) + (this.velocity.y * this.velocity.y)); // Now the State update will throw collision checks at the Body // And finally we'll integrate the new position back to the Sprite in postUpdate if (this.collideWorldBounds) { if (this.checkWorldBounds() && this.onWorldBounds) { this.onWorldBounds.dispatch(this.gameObject, this.blocked.up, this.blocked.down, this.blocked.left, this.blocked.right); } } } this._dx = this.deltaX(); this._dy = this.deltaY(); this._reset = false; }, /** * Internal method. * * @method Phaser.Physics.Arcade.Body#updateMovement * @protected */ updateMovement: function () { var percent = 0; var collided = (this.overlapX !== 0 || this.overlapY !== 0); // Duration or Distance based? if (this.moveDuration > 0) { this.moveTimer += this.game.time.elapsedMS; percent = this.moveTimer / this.moveDuration; } else { this.moveTarget.end.set(this.position.x, this.position.y); percent = this.moveTarget.length / this.moveDistance; } if (this.movementCallback) { var result = this.movementCallback.call(this.movementCallbackContext, this, this.velocity, percent); } if (collided || percent >= 1 || (result !== undefined && result !== true)) { this.stopMovement((percent >= 1) || (this.stopVelocityOnCollide && collided)); return false; } return true; }, /** * If this Body is moving as a result of a call to `moveTo` or `moveFrom` (i.e. it * has Body.isMoving true), then calling this method will stop the movement before * either the duration or distance counters expire. * * The `onMoveComplete` signal is dispatched. * * @method Phaser.Physics.Arcade.Body#stopMovement * @param {boolean} [stopVelocity] - Should the Body.velocity be set to zero? */ stopMovement: function (stopVelocity) { if (this.isMoving) { this.isMoving = false; if (stopVelocity) { this.velocity.set(0); } // Send the Sprite this Body belongs to // and a boolean indicating if it stopped because of a collision or not this.onMoveComplete.dispatch(this.sprite, (this.overlapX !== 0 || this.overlapY !== 0)); } }, /** * Internal method. Called by the UpdateManager. * * @method Phaser.Physics.Arcade.Body#update * @protected */ update: function () { // Moving? if (this.isMoving) { this.updateMovement(); } this.dirty = false; 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.moves) { this._dx = this.deltaX(); this._dy = this.deltaY(); if (this.deltaMax.x !== 0 && this._dx !== 0) { if (this._dx < 0 && this._dx < -this.deltaMax.x) { this._dx = -this.deltaMax.x; } else if (this._dx > 0 && this._dx > this.deltaMax.x) { this._dx = this.deltaMax.x; } } if (this.deltaMax.y !== 0 && this._dy !== 0) { if (this._dy < 0 && this._dy < -this.deltaMax.y) { this._dy = -this.deltaMax.y; } else if (this._dy > 0 && this._dy > this.deltaMax.y) { this._dy = this.deltaMax.y; } } this.gameObject.transform.x += this._dx; this.gameObject.transform.y += this._dy; this._reset = true; } this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight); if (this.allowRotation) { this.gameObject.transform.angle += this.deltaZ(); } this.prev.x = this.position.x; this.prev.y = this.position.y; }, /** * Internal method. * * @method Phaser.Physics.Arcade.Body#checkWorldBounds * @protected * @return {boolean} True if the Body collided with the world bounds, otherwise false. */ checkWorldBounds: function () { var pos = this.position; var bounds = this.state.sys.physics.bounds; var check = this.state.sys.physics.checkCollision; var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x; var by = (this.worldBounce) ? -this.worldBounce.y : -this.bounce.y; if (this.isCircle) { var bodyBounds = { x: this.center.x - this.radius, y: this.center.y - this.radius, right: this.center.x + this.radius, bottom: this.center.y + this.radius }; if (bodyBounds.x < bounds.x && check.left) { pos.x = bounds.x - this.halfWidth + this.radius; this.velocity.x *= bx; this.blocked.left = true; } else if (bodyBounds.right > bounds.right && check.right) { pos.x = bounds.right - this.halfWidth - this.radius; this.velocity.x *= bx; this.blocked.right = true; } if (bodyBounds.y < bounds.y && check.up) { pos.y = bounds.y - this.halfHeight + this.radius; this.velocity.y *= by; this.blocked.up = true; } else if (bodyBounds.bottom > bounds.bottom && check.down) { pos.y = bounds.bottom - this.halfHeight - this.radius; this.velocity.y *= by; this.blocked.down = true; } } else { if (pos.x < bounds.x && check.left) { pos.x = bounds.x; this.velocity.x *= bx; this.blocked.left = true; } else if (this.right > bounds.right && check.right) { pos.x = bounds.right - this.width; this.velocity.x *= bx; this.blocked.right = true; } if (pos.y < bounds.y && check.up) { pos.y = bounds.y; this.velocity.y *= by; this.blocked.up = true; } else if (this.bottom > bounds.bottom && check.down) { pos.y = bounds.bottom - this.height; this.velocity.y *= by; this.blocked.down = true; } } return (this.blocked.up || this.blocked.down || this.blocked.left || this.blocked.right); }, /** * Note: This method is experimental, and may be changed or removed in a future release. * * This method moves the Body in the given direction, for the duration specified. * It works by setting the velocity on the Body, and an internal timer, and then * monitoring the duration each frame. When the duration is up the movement is * stopped and the `Body.onMoveComplete` signal is dispatched. * * Movement also stops if the Body collides or overlaps with any other Body. * * You can control if the velocity should be reset to zero on collision, by using * the property `Body.stopVelocityOnCollide`. * * Stop the movement at any time by calling `Body.stopMovement`. * * You can optionally set a speed in pixels per second. If not specified it * will use the current `Body.speed` value. If this is zero, the function will return false. * * Please note that due to browser timings you should allow for a variance in * when the duration will actually expire. Depending on system it may be as much as * +- 50ms. Also this method doesn't take into consideration any other forces acting * on the Body, such as Gravity, drag or maxVelocity, all of which may impact the * movement. * * @method Phaser.Physics.Arcade.Body#moveFrom * @param {integer} duration - The duration of the movement, in ms. * @param {integer} [speed] - The speed of the movement, in pixels per second. If not provided `Body.speed` is used. * @param {integer} [direction] - The angle of movement. If not provided `Body.angle` is used. * @return {boolean} True if the movement successfully started, otherwise false. */ moveFrom: function (duration, speed, direction) { if (speed === undefined) { speed = this.speed; } if (speed === 0) { return false; } var angle; if (direction === undefined) { angle = this.angle; direction = this.game.math.radToDeg(angle); } else { angle = this.game.math.degToRad(direction); } this.moveTimer = 0; this.moveDuration = duration; // Avoid sin/cos if (direction === 0 || direction === 180) { this.velocity.set(Math.cos(angle) * speed, 0); } else if (direction === 90 || direction === 270) { this.velocity.set(0, Math.sin(angle) * speed); } else { this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed); } this.isMoving = true; return true; }, /** * Note: This method is experimental, and may be changed or removed in a future release. * * This method moves the Body in the given direction, for the duration specified. * It works by setting the velocity on the Body, and an internal distance counter. * The distance is monitored each frame. When the distance equals the distance * specified in this call, the movement is stopped, and the `Body.onMoveComplete` * signal is dispatched. * * Movement also stops if the Body collides or overlaps with any other Body. * * You can control if the velocity should be reset to zero on collision, by using * the property `Body.stopVelocityOnCollide`. * * Stop the movement at any time by calling `Body.stopMovement`. * * Please note that due to browser timings you should allow for a variance in * when the distance will actually expire. * * Note: This method doesn't take into consideration any other forces acting * on the Body, such as Gravity, drag or maxVelocity, all of which may impact the * movement. * * @method Phaser.Physics.Arcade.Body#moveTo * @param {integer} duration - The duration of the movement, in ms. * @param {integer} distance - The distance, in pixels, the Body will move. * @param {integer} [direction] - The angle of movement. If not provided `Body.angle` is used. * @return {boolean} True if the movement successfully started, otherwise false. */ moveTo: function (duration, distance, direction) { var speed = distance / (duration / 1000); if (speed === 0) { return false; } var angle; if (direction === undefined) { angle = this.angle; direction = this.game.math.radToDeg(angle); } else { angle = this.game.math.degToRad(direction); } distance = Math.abs(distance); this.moveDuration = 0; this.moveDistance = distance; if (this.moveTarget === null) { this.moveTarget = new Phaser.Line(); this.moveEnd = new Phaser.Point(); } this.moveTarget.fromAngle(this.x, this.y, angle, distance); this.moveEnd.set(this.moveTarget.end.x, this.moveTarget.end.y); this.moveTarget.setTo(this.x, this.y, this.x, this.y); // Avoid sin/cos if (direction === 0 || direction === 180) { this.velocity.set(Math.cos(angle) * speed, 0); } else if (direction === 90 || direction === 270) { this.velocity.set(0, Math.sin(angle) * speed); } else { this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed); } this.isMoving = true; return true; }, /** * You can modify the size of the physics Body to be any dimension you need. * This allows you to make it smaller, or larger, than the parent Sprite. * You can also control the x and y offset of the Body. This is the position of the * Body relative to the top-left of the Sprite _texture_. * * For example: If you have a Sprite with a texture that is 80x100 in size, * and you want the physics body to be 32x32 pixels in the middle of the texture, you would do: * * `setSize(32 / Math.abs(this.scale.x), 32 / Math.abs(this.scale.y), 24, 34)` * * Where the first two parameters are the new Body size (32x32 pixels) relative to the Sprite's scale. * 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34 * is the vertical offset. * * If you've scaled a Sprite by altering its `width`, `height`, or `scale` and you want to * position the Body relative to the Sprite's dimensions (which will differ from its texture's * dimensions), you should divide these arguments by the Sprite's current scale: * * `setSize(32 / sprite.scale.x, 32 / sprite.scale.y)` * * Calling `setSize` on a Body that has already had `setCircle` will reset all of the Circle * properties, making this Body rectangular again. * * @method Phaser.Physics.Arcade.Body#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 top-left of the Sprite's texture. * @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprite's texture. */ setSize: function (width, height, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { 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.position.x + this.halfWidth, this.position.y + this.halfHeight); this.isCircle = false; this.radius = 0; }, /** * Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle. * The radius is given in pixels and is the distance from the center of the circle to the edge. * * You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite. * * To change a Body back to being rectangular again call `Body.setSize`. * * Note: Circular collision only happens with other Arcade Physics bodies, it does not * work against tile maps, where rectangular collision is the only method supported. * * @method Phaser.Physics.Arcade.Body#setCircle * @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision. * @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. */ setCircle: function (radius, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { offsetY = this.offset.y; } if (radius > 0) { this.isCircle = true; this.radius = radius; this.sourceWidth = radius * 2; this.sourceHeight = radius * 2; 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.position.x + this.halfWidth, this.position.y + this.halfHeight); } else { this.isCircle = false; } }, /** * Resets all Body values (velocity, acceleration, rotation, etc) * * @method Phaser.Physics.Arcade.Body#reset * @param {number} x - The new x position of the Body. * @param {number} y - The new y position of the Body. */ reset: function (x, y) { this.velocity.x = 0; this.velocity.y = 0; this.acceleration.x = 0; this.acceleration.y = 0; this.speed = 0; this.angularVelocity = 0; this.angularAcceleration = 0; var transform = this.gameObject.transform; var frame = this.gameObject.frame; this.position.x = (transform.worldX - (transform.anchorX * frame.width)) + (transform.scaleX * this.offset.x); this.position.x -= (transform.scaleX < 0) ? this.width : 0; this.position.y = (transform.worldY - (transform.anchorY * frame.height)) + (transform.scaleY * this.offset.y); this.position.y -= (transform.scaleY < 0) ? this.height : 0; this.prev.x = this.position.x; this.prev.y = this.position.y; this.rotation = transform.angle; this.preRotation = this.rotation; this._sx = transform.scaleX; this._sy = transform.scaleY; this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight); }, /** * Returns the bounds of this physics body. * * Only used internally by the World collision methods. * * @method Phaser.Physics.Arcade.Body#getBounds * @param {object} obj - The object in which to set the bounds values. * @return {object} The object that was given to this method. */ getBounds: function (obj) { if (this.isCircle) { obj.x = this.center.x - this.radius; obj.y = this.center.y - this.radius; obj.right = this.center.x + this.radius; obj.bottom = this.center.y + this.radius; } else { obj.x = this.x; obj.y = this.y; obj.right = this.right; obj.bottom = this.bottom; } return obj; }, /** * Tests if a world point lies within this Body. * * @method Phaser.Physics.Arcade.Body#hitTest * @param {number} x - The world x coordinate to test. * @param {number} y - The world y coordinate to test. * @return {boolean} True if the given coordinates are inside this Body, otherwise false. */ hitTest: function (x, y) { return (this.isCircle) ? Phaser.Circle.contains(this, x, y) : Phaser.Rectangle.contains(this, x, y); }, /** * Returns true if the bottom of this Body is in contact with either the world bounds or a tile. * * @method Phaser.Physics.Arcade.Body#onFloor * @return {boolean} True if in contact with either the world bounds or a tile. */ onFloor: function () { return this.blocked.down; }, /** * Returns true if the top of this Body is in contact with either the world bounds or a tile. * * @method Phaser.Physics.Arcade.Body#onCeiling * @return {boolean} True if in contact with either the world bounds or a tile. */ onCeiling: function(){ return this.blocked.up; }, /** * Returns true if either side of this Body is in contact with either the world bounds or a tile. * * @method Phaser.Physics.Arcade.Body#onWall * @return {boolean} True if in contact with either the world bounds or a tile. */ onWall: function () { return (this.blocked.left || this.blocked.right); }, /** * 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.position.x - this.prev.x; }, /** * 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.position.y - this.prev.y; }, /** * Returns the delta z value. The difference between Body.rotation now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaZ * @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise. */ deltaZ: function () { return this.rotation - this.preRotation; }, /** * Destroys this Body. * * First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group. * Then it nulls the Game Objects body reference, and nulls this Body.sprite reference. * * @method Phaser.Physics.Arcade.Body#destroy */ destroy: function () { if (this.sprite.parent && this.sprite.parent instanceof Phaser.Group) { this.sprite.parent.removeFromHash(this.sprite); } this.sprite.body = null; this.sprite = null; } }; /** * @name Phaser.Physics.Arcade.Body#left * @property {number} left - The x position of the Body. The same as `Body.x`. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "left", { get: function () { return this.position.x; } }); /** * @name Phaser.Physics.Arcade.Body#right * @property {number} right - The right value of this Body (same as Body.x + Body.width) * @readonly */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", { get: function () { return this.position.x + this.width; } }); /** * @name Phaser.Physics.Arcade.Body#top * @property {number} top - The y position of the Body. The same as `Body.y`. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "top", { get: function () { return this.position.y; } }); /** * @name Phaser.Physics.Arcade.Body#bottom * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) * @readonly */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", { get: function () { return this.position.y + this.height; } }); /** * @name Phaser.Physics.Arcade.Body#x * @property {number} x - The x position. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; } }); /** * @name Phaser.Physics.Arcade.Body#y * @property {number} y - The y position. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; } }); /** * Render Sprite Body. * * @method Phaser.Physics.Arcade.Body#render * @param {object} context - The context to render to. * @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of. * @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string). * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false) */ Phaser.Physics.Arcade.Body.render = function (context, body, color, filled) { if (filled === undefined) { filled = true; } color = color || 'rgba(0,255,0,0.4)'; context.fillStyle = color; context.strokeStyle = color; if (body.isCircle) { context.beginPath(); context.arc(body.center.x - body.game.camera.x, body.center.y - body.game.camera.y, body.radius, 0, 2 * Math.PI); if (filled) { context.fill(); } else { context.stroke(); } } else { if (filled) { context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height); } else { context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height); } } }; /** * Render Sprite Body Physics Data as text. * * @method Phaser.Physics.Arcade.Body#renderBodyInfo * @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ Phaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) { debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height); debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body._dx.toFixed(2), 'deltaY: ' + body._dy.toFixed(2)); debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2)); debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2)); debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down); debug.line('blocked left: ' + body.blocked.left, 'right: ' + body.blocked.right, 'up: ' + body.blocked.up, 'down: ' + body.blocked.down); }; Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;