/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CircleContains = require('../../geom/circle/Contains'); var Class = require('../../utils/Class'); var CONST = require('./const'); var RectangleContains = require('../../geom/rectangle/Contains'); var Vector2 = require('../../math/Vector2'); /** * @classdesc * A Static Arcade Physics Body. * * A Static Body never moves, and isn't automatically synchronized with its parent Game Object. * That means if you make any change to the parent's origin, position, or scale after creating or adding the body, you'll need to update the Body manually. * * A Static Body can collide with other Bodies, but is never moved by collisions. * * Its dynamic counterpart is {@link Phaser.Physics.Arcade.Body}. * * @class StaticBody * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Static Body belongs to. * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Static Body belongs to. */ var StaticBody = new Class({ initialize: function StaticBody (world, gameObject) { var width = (gameObject.width) ? gameObject.width : 64; var height = (gameObject.height) ? gameObject.height : 64; /** * The Arcade Physics simulation this Static Body belongs to. * * @name Phaser.Physics.Arcade.StaticBody#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * The Game Object this Static Body belongs to. * * @name Phaser.Physics.Arcade.StaticBody#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.gameObject = gameObject; /** * Whether the Static Body's boundary is drawn to the debug display. * * @name Phaser.Physics.Arcade.StaticBody#debugShowBody * @type {boolean} * @since 3.0.0 */ this.debugShowBody = world.defaults.debugShowStaticBody; /** * The color of this Static Body on the debug display. * * @name Phaser.Physics.Arcade.StaticBody#debugBodyColor * @type {integer} * @since 3.0.0 */ this.debugBodyColor = world.defaults.staticBodyDebugColor; /** * Whether this Static Body is updated by the physics simulation. * * @name Phaser.Physics.Arcade.StaticBody#enable * @type {boolean} * @default true * @since 3.0.0 */ this.enable = true; /** * Whether this Static Body's boundary is circular (`true`) or rectangular (`false`). * * @name Phaser.Physics.Arcade.StaticBody#isCircle * @type {boolean} * @default false * @since 3.0.0 */ this.isCircle = false; /** * If this Static Body is circular, this is the unscaled radius of the Static Body's boundary, as set by {@link #setCircle}, in source pixels. * The true radius is equal to `halfWidth`. * * @name Phaser.Physics.Arcade.StaticBody#radius * @type {number} * @default 0 * @since 3.0.0 */ this.radius = 0; /** * The offset of this Static Body's actual position from any updated position. * * Unlike a dynamic Body, a Static Body does not follow its Game Object. As such, this offset is only applied when resizing the Static Body. * * @name Phaser.Physics.Arcade.StaticBody#offset * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.offset = new Vector2(); /** * The position of this Static Body within the simulation. * * @name Phaser.Physics.Arcade.StaticBody#position * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.position = new Vector2(gameObject.x - gameObject.displayOriginX, gameObject.y - gameObject.displayOriginY); /** * The width of the Static Body's boundary, in pixels. * If the Static Body is circular, this is also the Static Body's diameter. * * @name Phaser.Physics.Arcade.StaticBody#width * @type {number} * @since 3.0.0 */ this.width = width; /** * The height of the Static Body's boundary, in pixels. * If the Static Body is circular, this is also the Static Body's diameter. * * @name Phaser.Physics.Arcade.StaticBody#height * @type {number} * @since 3.0.0 */ this.height = height; /** * Half the Static Body's width, in pixels. * If the Static Body is circular, this is also the Static Body's radius. * * @name Phaser.Physics.Arcade.StaticBody#halfWidth * @type {number} * @since 3.0.0 */ this.halfWidth = Math.abs(this.width / 2); /** * Half the Static Body's height, in pixels. * If the Static Body is circular, this is also the Static Body's radius. * * @name Phaser.Physics.Arcade.StaticBody#halfHeight * @type {number} * @since 3.0.0 */ this.halfHeight = Math.abs(this.height / 2); /** * The center of the Static Body's boundary. * This is the midpoint of its `position` (top-left corner) and its bottom-right corner. * * @name Phaser.Physics.Arcade.StaticBody#center * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.center = new Vector2(gameObject.x + this.halfWidth, gameObject.y + this.halfHeight); /** * A constant zero velocity used by the Arcade Physics simulation for calculations. * * @name Phaser.Physics.Arcade.StaticBody#velocity * @type {Phaser.Math.Vector2} * @readonly * @since 3.0.0 */ this.velocity = Vector2.ZERO; /** * A constant `false` value expected by the Arcade Physics simulation. * * @name Phaser.Physics.Arcade.StaticBody#allowGravity * @type {boolean} * @readonly * @default false * @since 3.0.0 */ this.allowGravity = false; /** * Gravitational force applied specifically to this Body. Values are in pixels per second squared. Always zero for a Static Body. * * @name Phaser.Physics.Arcade.StaticBody#gravity * @type {Phaser.Math.Vector2} * @readonly * @since 3.0.0 */ this.gravity = Vector2.ZERO; /** * Rebound, or restitution, following a collision, relative to 1. Always zero for a Static Body. * * @name Phaser.Physics.Arcade.StaticBody#bounce * @type {Phaser.Math.Vector2} * @readonly * @since 3.0.0 */ this.bounce = Vector2.ZERO; // If true this Body will dispatch events /** * Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary. * Always false for a Static Body. (Static Bodies never collide with the world boundary and never trigger a `worldbounds` event.) * * @name Phaser.Physics.Arcade.StaticBody#onWorldBounds * @type {boolean} * @readonly * @default false * @since 3.0.0 */ this.onWorldBounds = false; /** * Whether the simulation emits a `collide` event when this StaticBody collides with another. * * @name Phaser.Physics.Arcade.StaticBody#onCollide * @type {boolean} * @default false * @since 3.0.0 */ this.onCollide = false; /** * Whether the simulation emits an `overlap` event when this StaticBody overlaps with another. * * @name Phaser.Physics.Arcade.StaticBody#onOverlap * @type {boolean} * @default false * @since 3.0.0 */ this.onOverlap = false; /** * The StaticBody's inertia, relative to a default unit (1). With `bounce`, this affects the exchange of momentum (velocities) during collisions. * * @name Phaser.Physics.Arcade.StaticBody#mass * @type {number} * @default 1 * @since 3.0.0 */ this.mass = 1; /** * Whether this object can be moved by collisions with another body. * * @name Phaser.Physics.Arcade.StaticBody#immovable * @type {boolean} * @default true * @since 3.0.0 */ this.immovable = true; /** * A flag disabling the default horizontal separation of colliding bodies. Pass your own `collideHandler` to the collider. * * @name Phaser.Physics.Arcade.StaticBody#customSeparateX * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateX = false; /** * A flag disabling the default vertical separation of colliding bodies. Pass your own `collideHandler` to the collider. * * @name Phaser.Physics.Arcade.StaticBody#customSeparateY * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateY = false; /** * The amount of horizontal overlap (before separation), if this Body is colliding with another. * * @name Phaser.Physics.Arcade.StaticBody#overlapX * @type {number} * @default 0 * @since 3.0.0 */ this.overlapX = 0; /** * The amount of vertical overlap (before separation), if this Body is colliding with another. * * @name Phaser.Physics.Arcade.StaticBody#overlapY * @type {number} * @default 0 * @since 3.0.0 */ this.overlapY = 0; /** * The amount of overlap (before separation), if this StaticBody is circular and colliding with another circular body. * * @name Phaser.Physics.Arcade.StaticBody#overlapR * @type {number} * @default 0 * @since 3.0.0 */ this.overlapR = 0; /** * Whether this StaticBody has ever overlapped with another while both were not moving. * * @name Phaser.Physics.Arcade.StaticBody#embedded * @type {boolean} * @default false * @since 3.0.0 */ this.embedded = false; /** * Whether this StaticBody interacts with the world boundary. * Always false for a Static Body. (Static Bodies never collide with the world boundary.) * * @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds * @type {boolean} * @readonly * @default false * @since 3.0.0 */ this.collideWorldBounds = false; /** * Whether this StaticBody is checked for collisions and for which directions. You can set `checkCollision.none = false` to disable collision checks. * * @name Phaser.Physics.Arcade.StaticBody#checkCollision * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.checkCollision = { none: false, up: true, down: true, left: true, right: true }; /** * Whether this StaticBody has ever collided with another body and in which direction. * * @name Phaser.Physics.Arcade.StaticBody#touching * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * Whether this StaticBody was colliding with another body during the last step or any previous step, and in which direction. * * @name Phaser.Physics.Arcade.StaticBody#wasTouching * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * Whether this StaticBody has ever collided with a tile or the world boundary. * * @name Phaser.Physics.Arcade.StaticBody#blocked * @type {Phaser.Physics.Arcade.Types.ArcadeBodyCollision} * @since 3.0.0 */ this.blocked = { none: true, up: false, down: false, left: false, right: false }; /** * The StaticBody's physics type (static by default). * * @name Phaser.Physics.Arcade.StaticBody#physicsType * @type {integer} * @default Phaser.Physics.Arcade.STATIC_BODY * @since 3.0.0 */ this.physicsType = CONST.STATIC_BODY; /** * The calculated change in the Body's horizontal position during the current step. * For a static body this is always zero. * * @name Phaser.Physics.Arcade.StaticBody#_dx * @type {number} * @private * @default 0 * @since 3.10.0 */ this._dx = 0; /** * The calculated change in the Body's vertical position during the current step. * For a static body this is always zero. * * @name Phaser.Physics.Arcade.StaticBody#_dy * @type {number} * @private * @default 0 * @since 3.10.0 */ this._dy = 0; }, /** * Changes the Game Object this Body is bound to. * First it removes its reference from the old Game Object, then sets the new one. * You can optionally update the position and dimensions of this Body to reflect that of the new Game Object. * * @method Phaser.Physics.Arcade.StaticBody#setGameObject * @since 3.1.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The new Game Object that will own this Body. * @param {boolean} [update=true] - Reposition and resize this Body to match the new Game Object? * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. * * @see Phaser.Physics.Arcade.StaticBody#updateFromGameObject */ setGameObject: function (gameObject, update) { if (gameObject && gameObject !== this.gameObject) { // Remove this body from the old game object this.gameObject.body = null; gameObject.body = this; // Update our reference this.gameObject = gameObject; } if (update) { this.updateFromGameObject(); } return this; }, /** * Updates this Static Body so that its position and dimensions are updated * based on the current Game Object it is bound to. * * @method Phaser.Physics.Arcade.StaticBody#updateFromGameObject * @since 3.1.0 * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ updateFromGameObject: function () { this.world.staticTree.remove(this); var gameObject = this.gameObject; gameObject.getTopLeft(this.position); this.width = gameObject.displayWidth; this.height = gameObject.displayHeight; this.halfWidth = Math.abs(this.width / 2); this.halfHeight = Math.abs(this.height / 2); this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight); this.world.staticTree.insert(this); return this; }, /** * Sets the offset of the body. * * @method Phaser.Physics.Arcade.StaticBody#setOffset * @since 3.4.0 * * @param {number} x - The horizontal offset of the Body from the Game Object's center. * @param {number} y - The vertical offset of the Body from the Game Object's center. * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setOffset: function (x, y) { if (y === undefined) { y = x; } this.world.staticTree.remove(this); this.position.x -= this.offset.x; this.position.y -= this.offset.y; this.offset.set(x, y); this.position.x += this.offset.x; this.position.y += this.offset.y; this.updateCenter(); this.world.staticTree.insert(this); return this; }, /** * Sets the size of the body. * Resets the width and height to match current frame, if no width and height provided and a frame is found. * * @method Phaser.Physics.Arcade.StaticBody#setSize * @since 3.0.0 * * @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width. * @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height. * @param {number} [offsetX] - The horizontal offset of the Body from the Game Object's center. * @param {number} [offsetY] - The vertical offset of the Body from the Game Object's center. * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setSize: function (width, height, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { offsetY = this.offset.y; } var gameObject = this.gameObject; if (!width && gameObject.frame) { width = gameObject.frame.realWidth; } if (!height && gameObject.frame) { height = gameObject.frame.realHeight; } this.world.staticTree.remove(this); this.width = width; this.height = height; this.halfWidth = Math.floor(width / 2); this.halfHeight = Math.floor(height / 2); this.offset.set(offsetX, offsetY); this.updateCenter(); this.isCircle = false; this.radius = 0; this.world.staticTree.insert(this); return this; }, /** * Sets this Static Body to have a circular body and sets its sizes and position. * * @method Phaser.Physics.Arcade.StaticBody#setCircle * @since 3.0.0 * * @param {number} radius - The radius of the StaticBody, in pixels. * @param {number} [offsetX] - The horizontal offset of the StaticBody from its Game Object, in pixels. * @param {number} [offsetY] - The vertical offset of the StaticBody from its Game Object, in pixels. * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setCircle: function (radius, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { offsetY = this.offset.y; } if (radius > 0) { this.world.staticTree.remove(this); this.isCircle = true; this.radius = radius; this.width = radius * 2; this.height = radius * 2; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.offset.set(offsetX, offsetY); this.updateCenter(); this.world.staticTree.insert(this); } else { this.isCircle = false; } return this; }, /** * Updates the StaticBody's `center` from its `position` and dimensions. * * @method Phaser.Physics.Arcade.StaticBody#updateCenter * @since 3.0.0 */ updateCenter: function () { this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight); }, /** * Resets this Body to the given coordinates. Also positions its parent Game Object to the same coordinates. * Similar to `updateFromGameObject`, but doesn't modify the Body's dimensions. * * @method Phaser.Physics.Arcade.StaticBody#reset * @since 3.0.0 * * @param {number} [x] - The x coordinate to reset the body to. If not given will use the parent Game Object's coordinate. * @param {number} [y] - The y coordinate to reset the body to. If not given will use the parent Game Object's coordinate. */ reset: function (x, y) { var gameObject = this.gameObject; if (x === undefined) { x = gameObject.x; } if (y === undefined) { y = gameObject.y; } this.world.staticTree.remove(this); gameObject.setPosition(x, y); gameObject.getTopLeft(this.position); this.updateCenter(); this.world.staticTree.insert(this); }, /** * NOOP function. A Static Body cannot be stopped. * * @method Phaser.Physics.Arcade.StaticBody#stop * @since 3.0.0 * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ stop: function () { return this; }, /** * Returns the x and y coordinates of the top left and bottom right points of the StaticBody. * * @method Phaser.Physics.Arcade.StaticBody#getBounds * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Types.ArcadeBodyBounds} obj - The object which will hold the coordinates of the bounds. * * @return {Phaser.Physics.Arcade.Types.ArcadeBodyBounds} The same object that was passed with `x`, `y`, `right` and `bottom` values matching the respective values of the StaticBody. */ getBounds: function (obj) { obj.x = this.x; obj.y = this.y; obj.right = this.right; obj.bottom = this.bottom; return obj; }, /** * Checks to see if a given x,y coordinate is colliding with this Static Body. * * @method Phaser.Physics.Arcade.StaticBody#hitTest * @since 3.0.0 * * @param {number} x - The x coordinate to check against this body. * @param {number} y - The y coordinate to check against this body. * * @return {boolean} `true` if the given coordinate lies within this body, otherwise `false`. */ hitTest: function (x, y) { return (this.isCircle) ? CircleContains(this, x, y) : RectangleContains(this, x, y); }, /** * NOOP * * @method Phaser.Physics.Arcade.StaticBody#postUpdate * @since 3.12.0 */ postUpdate: function () { }, /** * The absolute (non-negative) change in this StaticBody's horizontal position from the previous step. Always zero. * * @method Phaser.Physics.Arcade.StaticBody#deltaAbsX * @since 3.0.0 * * @return {number} Always zero for a Static Body. */ deltaAbsX: function () { return 0; }, /** * The absolute (non-negative) change in this StaticBody's vertical position from the previous step. Always zero. * * @method Phaser.Physics.Arcade.StaticBody#deltaAbsY * @since 3.0.0 * * @return {number} Always zero for a Static Body. */ deltaAbsY: function () { return 0; }, /** * The change in this StaticBody's horizontal position from the previous step. Always zero. * * @method Phaser.Physics.Arcade.StaticBody#deltaX * @since 3.0.0 * * @return {number} The change in this StaticBody's velocity from the previous step. Always zero. */ deltaX: function () { return 0; }, /** * The change in this StaticBody's vertical position from the previous step. Always zero. * * @method Phaser.Physics.Arcade.StaticBody#deltaY * @since 3.0.0 * * @return {number} The change in this StaticBody's velocity from the previous step. Always zero. */ deltaY: function () { return 0; }, /** * The change in this StaticBody's rotation from the previous step. Always zero. * * @method Phaser.Physics.Arcade.StaticBody#deltaZ * @since 3.0.0 * * @return {number} The change in this StaticBody's rotation from the previous step. Always zero. */ deltaZ: function () { return 0; }, /** * Disables this Body and marks it for destruction during the next step. * * @method Phaser.Physics.Arcade.StaticBody#destroy * @since 3.0.0 */ destroy: function () { this.enable = false; this.world.pendingDestroy.set(this); }, /** * Draws a graphical representation of the StaticBody for visual debugging purposes. * * @method Phaser.Physics.Arcade.StaticBody#drawDebug * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphic - The Graphics object to use for the debug drawing of the StaticBody. */ drawDebug: function (graphic) { var pos = this.position; var x = pos.x + this.halfWidth; var y = pos.y + this.halfHeight; if (this.debugShowBody) { graphic.lineStyle(1, this.debugBodyColor, 1); if (this.isCircle) { graphic.strokeCircle(x, y, this.width / 2); } else { graphic.strokeRect(pos.x, pos.y, this.width, this.height); } } }, /** * Indicates whether the StaticBody is going to be showing a debug visualization during postUpdate. * * @method Phaser.Physics.Arcade.StaticBody#willDrawDebug * @since 3.0.0 * * @return {boolean} Whether or not the StaticBody is going to show the debug visualization during postUpdate. */ willDrawDebug: function () { return this.debugShowBody; }, /** * Sets the Mass of the StaticBody. Will set the Mass to 0.1 if the value passed is less than or equal to zero. * * @method Phaser.Physics.Arcade.StaticBody#setMass * @since 3.0.0 * * @param {number} value - The value to set the Mass to. Values of zero or less are changed to 0.1. * * @return {Phaser.Physics.Arcade.StaticBody} This Static Body object. */ setMass: function (value) { if (value <= 0) { // Causes havoc otherwise value = 0.1; } this.mass = value; return this; }, /** * The x coordinate of the StaticBody. * * @name Phaser.Physics.Arcade.StaticBody#x * @type {number} * @since 3.0.0 */ x: { get: function () { return this.position.x; }, set: function (value) { this.world.staticTree.remove(this); this.position.x = value; this.world.staticTree.insert(this); } }, /** * The y coordinate of the StaticBody. * * @name Phaser.Physics.Arcade.StaticBody#y * @type {number} * @since 3.0.0 */ y: { get: function () { return this.position.y; }, set: function (value) { this.world.staticTree.remove(this); this.position.y = value; this.world.staticTree.insert(this); } }, /** * Returns the left-most x coordinate of the area of the StaticBody. * * @name Phaser.Physics.Arcade.StaticBody#left * @type {number} * @readonly * @since 3.0.0 */ left: { get: function () { return this.position.x; } }, /** * The right-most x coordinate of the area of the StaticBody. * * @name Phaser.Physics.Arcade.StaticBody#right * @type {number} * @readonly * @since 3.0.0 */ right: { get: function () { return this.position.x + this.width; } }, /** * The highest y coordinate of the area of the StaticBody. * * @name Phaser.Physics.Arcade.StaticBody#top * @type {number} * @readonly * @since 3.0.0 */ top: { get: function () { return this.position.y; } }, /** * The lowest y coordinate of the area of the StaticBody. (y + height) * * @name Phaser.Physics.Arcade.StaticBody#bottom * @type {number} * @readonly * @since 3.0.0 */ bottom: { get: function () { return this.position.y + this.height; } } }); module.exports = StaticBody;