/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Bodies = require('./lib/factory/Bodies'); var Class = require('../../utils/Class'); var Composites = require('./lib/factory/Composites'); var Constraint = require('./lib/constraint/Constraint'); var MatterGameObject = require('./MatterGameObject'); var MatterImage = require('./MatterImage'); var MatterSprite = require('./MatterSprite'); var MatterTileBody = require('./MatterTileBody'); var PointerConstraint = require('./PointerConstraint'); /** * @classdesc * [description] * * @class Factory * @memberOf Phaser.Physics.Matter * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Matter.World} world - [description] */ var Factory = new Class({ initialize: function Factory (world) { /** * [description] * * @name Phaser.Physics.Matter.Factory#world * @type {Phaser.Physics.Matter.World} * @since 3.0.0 */ this.world = world; /** * [description] * * @name Phaser.Physics.Matter.Factory#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = world.scene; /** * A reference to the Scene.Systems this Matter Physics instance belongs to. * * @name Phaser.Physics.Matter.Factory#sys * @type {Phaser.Scenes.Systems} * @since 3.0.0 */ this.sys = world.scene.sys; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#rectangle * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} width - [description] * @param {number} height - [description] * @param {object} options - [description] * * @return {MatterJS.Body} A Matter JS Body. */ rectangle: function (x, y, width, height, options) { var body = Bodies.rectangle(x, y, width, height, options); this.world.add(body); return body; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#trapezoid * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} width - [description] * @param {number} height - [description] * @param {number} slope - [description] * @param {object} options - [description] * * @return {MatterJS.Body} A Matter JS Body. */ trapezoid: function (x, y, width, height, slope, options) { var body = Bodies.trapezoid(x, y, width, height, slope, options); this.world.add(body); return body; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#circle * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} radius - [description] * @param {object} options - [description] * @param {number} maxSides - [description] * * @return {MatterJS.Body} A Matter JS Body. */ circle: function (x, y, radius, options, maxSides) { var body = Bodies.circle(x, y, radius, options, maxSides); this.world.add(body); return body; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#polygon * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} sides - [description] * @param {number} radius - [description] * @param {object} options - [description] * * @return {MatterJS.Body} A Matter JS Body. */ polygon: function (x, y, sides, radius, options) { var body = Bodies.polygon(x, y, sides, radius, options); this.world.add(body); return body; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#fromVertices * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {array} vertexSets - [description] * @param {object} options - [description] * @param {boolean} flagInternal - [description] * @param {boolean} removeCollinear - [description] * @param {number} minimumArea - [description] * * @return {MatterJS.Body} A Matter JS Body. */ fromVertices: function (x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea) { var body = Bodies.fromVertices(x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea); this.world.add(body); return body; }, /** * Create a new composite containing Matter Image objects created in a grid arrangement. * This function uses the body bounds to prevent overlaps. * * @method Phaser.Physics.Matter.Factory#imageStack * @since 3.0.0 * * @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. Set to `null` to skip this value. * @param {number} x - The horizontal position of this composite in the world. * @param {number} y - The vertical position of this composite in the world. * @param {number} columns - The number of columns in the grid. * @param {number} rows - The number of rows in the grid. * @param {number} [columnGap=0] - The distance between each column. * @param {number} [rowGap=0] - The distance between each row. * @param {object} [options] - [description] * * @return {MatterJS.Composite} A Matter JS Composite Stack. */ imageStack: function (key, frame, x, y, columns, rows, columnGap, rowGap, options) { if (columnGap === undefined) { columnGap = 0; } if (rowGap === undefined) { rowGap = 0; } if (options === undefined) { options = {}; } var world = this.world; var displayList = this.sys.displayList; options.addToWorld = false; var stack = Composites.stack(x, y, columns, rows, columnGap, rowGap, function (x, y) { var image = new MatterImage(world, x, y, key, frame, options); displayList.add(image); return image.body; }); world.add(stack); return stack; }, /** * Create a new composite containing bodies created in the callback in a grid arrangement. * This function uses the body bounds to prevent overlaps. * * @method Phaser.Physics.Matter.Factory#stack * @since 3.0.0 * * @param {number} x - The horizontal position of this composite in the world. * @param {number} y - The vertical position of this composite in the world. * @param {number} columns - The number of columns in the grid. * @param {number} rows - The number of rows in the grid. * @param {number} columnGap - The distance between each column. * @param {number} rowGap - The distance between each row. * @param {function} callback - The callback that creates the stack. * * @return {MatterJS.Composite} A new composite containing objects created in the callback. */ stack: function (x, y, columns, rows, columnGap, rowGap, callback) { var stack = Composites.stack(x, y, columns, rows, columnGap, rowGap, callback); this.world.add(stack); return stack; }, /** * Create a new composite containing bodies created in the callback in a pyramid arrangement. * This function uses the body bounds to prevent overlaps. * * @method Phaser.Physics.Matter.Factory#pyramid * @since 3.0.0 * * @param {number} x - The horizontal position of this composite in the world. * @param {number} y - The vertical position of this composite in the world. * @param {number} columns - The number of columns in the pyramid. * @param {number} rows - The number of rows in the pyramid. * @param {number} columnGap - The distance between each column. * @param {number} rowGap - The distance between each row. * @param {function} callback - [description] * * @return {MatterJS.Composite} A Matter JS Composite pyramid. */ pyramid: function (x, y, columns, rows, columnGap, rowGap, callback) { var stack = Composites.pyramid(x, y, columns, rows, columnGap, rowGap, callback); this.world.add(stack); return stack; }, /** * Chains all bodies in the given composite together using constraints. * * @method Phaser.Physics.Matter.Factory#chain * @since 3.0.0 * * @param {MatterJS.Composite} composite - [description] * @param {number} xOffsetA - [description] * @param {number} yOffsetA - [description] * @param {number} xOffsetB - [description] * @param {number} yOffsetB - [description] * @param {object} options - [description] * * @return {MatterJS.Composite} A new composite containing objects chained together with constraints. */ chain: function (composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options) { return Composites.chain(composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options); }, /** * Connects bodies in the composite with constraints in a grid pattern, with optional cross braces. * * @method Phaser.Physics.Matter.Factory#mesh * @since 3.0.0 * * @param {MatterJS.Composite} composite - [description] * @param {number} columns - [description] * @param {number} rows - [description] * @param {boolean} crossBrace - [description] * @param {object} options - [description] * * @return {MatterJS.Composite} The composite containing objects meshed together with constraints. */ mesh: function (composite, columns, rows, crossBrace, options) { return Composites.mesh(composite, columns, rows, crossBrace, options); }, /** * Creates a composite with a Newton's Cradle setup of bodies and constraints. * * @method Phaser.Physics.Matter.Factory#newtonsCradle * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} number - [description] * @param {number} size - [description] * @param {number} length - [description] * * @return {MatterJS.Composite} A new composite newtonsCradle body. */ newtonsCradle: function (x, y, number, size, length) { var composite = Composites.newtonsCradle(x, y, number, size, length); this.world.add(composite); return composite; }, /** * Creates a composite with simple car setup of bodies and constraints. * * @method Phaser.Physics.Matter.Factory#car * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} width - [description] * @param {number} height - [description] * @param {number} wheelSize - [description] * * @return {MatterJS.Composite} A new composite car body. */ car: function (x, y, width, height, wheelSize) { var composite = Composites.car(x, y, width, height, wheelSize); this.world.add(composite); return composite; }, /** * Creates a simple soft body like object. * * @method Phaser.Physics.Matter.Factory#softBody * @since 3.0.0 * * @param {number} x - The horizontal position of this composite in the world. * @param {number} y - The vertical position of this composite in the world. * @param {number} columns - The number of columns in the Composite. * @param {number} rows - The number of rows in the Composite. * @param {number} columnGap - The distance between each column. * @param {number} rowGap - The distance between each row. * @param {boolean} crossBrace - [description] * @param {number} particleRadius - [description] * @param {object} particleOptions - [description] * @param {object} constraintOptions - [description] * * @return {MatterJS.Composite} A new composite simple soft body. */ softBody: function (x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions) { var composite = Composites.softBody(x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions); this.world.add(composite); return composite; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#joint * @since 3.0.0 * * @param {MatterJS.Body} bodyA - [description] * @param {MatterJS.Body} bodyB - [description] * @param {number} length - [description] * @param {number} [stiffness=1] - [description] * @param {object} [options={}] - [description] * * @return {MatterJS.Constraint} A Matter JS Constraint. */ joint: function (bodyA, bodyB, length, stiffness, options) { return this.constraint(bodyA, bodyB, length, stiffness, options); }, /** * [description] * * @method Phaser.Physics.Matter.Factory#spring * @since 3.0.0 * * @param {MatterJS.Body} bodyA - [description] * @param {MatterJS.Body} bodyB - [description] * @param {number} length - [description] * @param {number} [stiffness=1] - [description] * @param {object} [options={}] - [description] * * @return {MatterJS.Constraint} A Matter JS Constraint. */ spring: function (bodyA, bodyB, length, stiffness, options) { return this.constraint(bodyA, bodyB, length, stiffness, options); }, /** * [description] * * @method Phaser.Physics.Matter.Factory#constraint * @since 3.0.0 * * @param {MatterJS.Body} bodyA - [description] * @param {MatterJS.Body} bodyB - [description] * @param {number} length - [description] * @param {number} [stiffness=1] - [description] * @param {object} [options={}] - [description] * * @return {MatterJS.Constraint} A Matter JS Constraint. */ constraint: function (bodyA, bodyB, length, stiffness, options) { if (stiffness === undefined) { stiffness = 1; } if (options === undefined) { options = {}; } options.bodyA = (bodyA.type === 'body') ? bodyA : bodyA.body; options.bodyB = (bodyB.type === 'body') ? bodyB : bodyB.body; options.length = length; options.stiffness = stiffness; var constraint = Constraint.create(options); this.world.add(constraint); return constraint; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#worldConstraint * @since 3.0.0 * * @param {MatterJS.Body} bodyB - [description] * @param {number} length - [description] * @param {number} [stiffness=1] - [description] * @param {object} [options={}] - [description] * * @return {MatterJS.Constraint} A Matter JS Constraint. */ worldConstraint: function (bodyB, length, stiffness, options) { if (stiffness === undefined) { stiffness = 1; } if (options === undefined) { options = {}; } options.bodyB = (bodyB.type === 'body') ? bodyB : bodyB.body; options.length = length; options.stiffness = stiffness; var constraint = Constraint.create(options); this.world.add(constraint); return constraint; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#mouseSpring * @since 3.0.0 * * @param {object} options - [description] * * @return {MatterJS.Constraint} A Matter JS Constraint. */ mouseSpring: function (options) { return this.pointerConstraint(options); }, /** * [description] * * @method Phaser.Physics.Matter.Factory#pointerConstraint * @since 3.0.0 * * @param {object} options - [description] * * @return {MatterJS.Constraint} A Matter JS Constraint. */ pointerConstraint: function (options) { var pointerConstraint = new PointerConstraint(this.scene, this.world, options); this.world.add(pointerConstraint.constraint); return pointerConstraint; }, /** * [description] * * @method Phaser.Physics.Matter.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} 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. Set to `null` to skip this value. * @param {object} [options={}] - [description] * * @return {Phaser.Physics.Matter.Image} [description] */ image: function (x, y, key, frame, options) { var image = new MatterImage(this.world, x, y, key, frame, options); this.sys.displayList.add(image); return image; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#tileBody * @since 3.0.0 * * @param {Phaser.Tilemaps.Tile} tile - [description] * @param {object} options - [description] * * @return {Phaser.Physics.Matter.TileBody} [description] */ tileBody: function (tile, options) { var tileBody = new MatterTileBody(this.world, tile, options); return tileBody; }, /** * [description] * * @method Phaser.Physics.Matter.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. Set to `null` to skip this value. * @param {object} [options={}] - [description] * * @return {Phaser.Physics.Matter.Sprite} [description] */ sprite: function (x, y, key, frame, options) { var sprite = new MatterSprite(this.world, x, y, key, frame, options); this.sys.displayList.add(sprite); this.sys.updateList.add(sprite); return sprite; }, /** * [description] * * @method Phaser.Physics.Matter.Factory#gameObject * @since 3.3.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to inject the Matter Body in to. * @param {object} options - [description] * * @return {Phaser.GameObjects.GameObject} The Game Object that had the Matter Body injected into it. */ gameObject: function (gameObject, options) { return MatterGameObject(this.world, gameObject, options); } }); module.exports = Factory;