/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var ArcadeImage = require('./ArcadeImage'); var ArcadeSprite = require('./ArcadeSprite'); var Class = require('../../utils/Class'); var CONST = require('./const'); var PhysicsGroup = require('./PhysicsGroup'); var StaticPhysicsGroup = require('./StaticPhysicsGroup'); /** * @classdesc * The Arcade Physics Factory allows you to easily create Arcade Physics enabled Game Objects. * Objects that are created by this Factory are automatically added to the physics world. * * @class Factory * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - The Arcade Physics World instance. */ var Factory = new Class({ initialize: function Factory (world) { /** * A reference to the Arcade Physics World. * * @name Phaser.Physics.Arcade.Factory#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * A reference to the Scene this Arcade Physics instance belongs to. * * @name Phaser.Physics.Arcade.Factory#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = world.scene; /** * A reference to the Scene.Systems this Arcade Physics instance belongs to. * * @name Phaser.Physics.Arcade.Factory#sys * @type {Phaser.Scenes.Systems} * @since 3.0.0 */ this.sys = world.scene.sys; }, /** * Create a new Arcade Physics Collider object. * * @method Phaser.Physics.Arcade.Factory#collider * @since 3.0.0 * * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for collision. * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for collision. * @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide. * @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean. * @param {*} [callbackContext] - The scope in which to call the callbacks. * * @return {Phaser.Physics.Arcade.Collider} The Collider that was created. */ collider: function (object1, object2, collideCallback, processCallback, callbackContext) { return this.world.addCollider(object1, object2, collideCallback, processCallback, callbackContext); }, /** * Create a new Arcade Physics Collider Overlap object. * * @method Phaser.Physics.Arcade.Factory#overlap * @since 3.0.0 * * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for overlap. * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for overlap. * @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide. * @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean. * @param {*} [callbackContext] - The scope in which to call the callbacks. * * @return {Phaser.Physics.Arcade.Collider} The Collider that was created. */ overlap: function (object1, object2, collideCallback, processCallback, callbackContext) { return this.world.addOverlap(object1, object2, collideCallback, processCallback, callbackContext); }, /** * Adds an Arcade Physics Body to the given Game Object. * * @method Phaser.Physics.Arcade.Factory#existing * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - [description] * @param {boolean} [isStatic=false] - Set to true to create a Static body, otherwise it will create a Dynamic body. * * @return {Phaser.GameObjects.GameObject} The Game Object. */ existing: function (gameObject, isStatic) { var type = (isStatic) ? CONST.STATIC_BODY : CONST.DYNAMIC_BODY; this.world.enableBody(gameObject, type); return gameObject; }, /** * Creates a new Arcade Image object with a Static body. * * @method Phaser.Physics.Arcade.Factory#staticImage * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.Physics.Arcade.Image} The Image object that was created. */ staticImage: function (x, y, key, frame) { var image = new ArcadeImage(this.scene, x, y, key, frame); this.sys.displayList.add(image); this.world.enableBody(image, CONST.STATIC_BODY); return image; }, /** * Creates a new Arcade Image object with a Dynamic body. * * @method Phaser.Physics.Arcade.Factory#image * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.Physics.Arcade.Image} The Image object that was created. */ image: function (x, y, key, frame) { var image = new ArcadeImage(this.scene, x, y, key, frame); this.sys.displayList.add(image); this.world.enableBody(image, CONST.DYNAMIC_BODY); return image; }, /** * Creates a new Arcade Sprite object with a Static body. * * @method Phaser.Physics.Arcade.Factory#staticSprite * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.Physics.Arcade.Sprite} The Sprite object that was created. */ staticSprite: function (x, y, key, frame) { var sprite = new ArcadeSprite(this.scene, x, y, key, frame); this.sys.displayList.add(sprite); this.sys.updateList.add(sprite); this.world.enableBody(sprite, CONST.STATIC_BODY); return sprite; }, /** * Creates a new Arcade Sprite object with a Dynamic body. * * @method Phaser.Physics.Arcade.Factory#sprite * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.Physics.Arcade.Sprite} The Sprite object that was created. */ sprite: function (x, y, key, frame) { var sprite = new ArcadeSprite(this.scene, x, y, key, frame); this.sys.displayList.add(sprite); this.sys.updateList.add(sprite); this.world.enableBody(sprite, CONST.DYNAMIC_BODY); return sprite; }, /** * Creates a Static Physics Group object. * All Game Objects created by this Group will automatically be static Arcade Physics objects. * * @method Phaser.Physics.Arcade.Factory#staticGroup * @since 3.0.0 * * @param {array} [children] - [description] * @param {GroupConfig} [config] - [description] * * @return {Phaser.Physics.Arcade.StaticGroup} The Static Group object that was created. */ staticGroup: function (children, config) { return this.sys.updateList.add(new StaticPhysicsGroup(this.world, this.world.scene, children, config)); }, /** * Creates a Physics Group object. * All Game Objects created by this Group will automatically be dynamic Arcade Physics objects. * * @method Phaser.Physics.Arcade.Factory#group * @since 3.0.0 * * @param {array} [children] - [description] * @param {PhysicsGroupConfig} [config] - [description] * * @return {Phaser.Physics.Arcade.Group} The Group object that was created. */ group: function (children, config) { return this.sys.updateList.add(new PhysicsGroup(this.world, this.world.scene, children, config)); }, /** * Destroys this Factory. * * @method Phaser.Physics.Arcade.Factory#destroy * @since 3.5.0 */ destroy: function () { this.world = null; this.scene = null; this.sys = null; } }); module.exports = Factory;