/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var ArcadeSprite = require('./ArcadeSprite'); var Class = require('../../utils/Class'); var CONST = require('./const'); var GetFastValue = require('../../utils/object/GetFastValue'); var Group = require('../../gameobjects/group/Group'); var IsPlainObject = require('../../utils/object/IsPlainObject'); /** * @classdesc * An Arcade Physics Static Group object. * * All Game Objects created by this Group will automatically be given static Arcade Physics bodies. * * Its dynamic counterpart is {@link Phaser.Physics.Arcade.Group}. * * @class StaticGroup * @extends Phaser.GameObjects.Group * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - The physics simulation. * @param {Phaser.Scene} scene - The scene this group belongs to. * @param {(Phaser.GameObjects.GameObject[]|Phaser.Types.GameObjects.Group.GroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument. * @param {Phaser.Types.GameObjects.Group.GroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig} [config] - Settings for this group. */ var StaticPhysicsGroup = new Class({ Extends: Group, initialize: function StaticPhysicsGroup (world, scene, children, config) { if (!children && !config) { config = { createCallback: this.createCallbackHandler, removeCallback: this.removeCallbackHandler, createMultipleCallback: this.createMultipleCallbackHandler, classType: ArcadeSprite }; } else if (IsPlainObject(children)) { // children is a plain object, so swizzle them: config = children; children = null; config.createCallback = this.createCallbackHandler; config.removeCallback = this.removeCallbackHandler; config.createMultipleCallback = this.createMultipleCallbackHandler; config.classType = GetFastValue(config, 'classType', ArcadeSprite); } else if (Array.isArray(children) && IsPlainObject(children[0])) { // children is an array of plain objects config = children; children = null; config.forEach(function (singleConfig) { singleConfig.createCallback = this.createCallbackHandler; singleConfig.removeCallback = this.removeCallbackHandler; singleConfig.createMultipleCallback = this.createMultipleCallbackHandler; singleConfig.classType = GetFastValue(singleConfig, 'classType', ArcadeSprite); }); } /** * The physics simulation. * * @name Phaser.Physics.Arcade.StaticGroup#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * The scene this group belongs to. * * @name Phaser.Physics.Arcade.StaticGroup#physicsType * @type {integer} * @default Phaser.Physics.Arcade.STATIC_BODY * @since 3.0.0 */ this.physicsType = CONST.STATIC_BODY; Group.call(this, scene, children, config); /** * A textual representation of this Game Object. * Used internally by Phaser but is available for your own custom classes to populate. * * @name Phaser.Physics.Arcade.StaticGroup#type * @type {string} * @default 'StaticPhysicsGroup' * @since 3.21.0 */ this.type = 'StaticPhysicsGroup'; }, /** * Adds a static physics body to the new group member (if it lacks one) and adds it to the simulation. * * @method Phaser.Physics.Arcade.StaticGroup#createCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - The new group member. * * @see Phaser.Physics.Arcade.World#enableBody */ createCallbackHandler: function (child) { if (!child.body) { this.world.enableBody(child, CONST.STATIC_BODY); } }, /** * Disables the group member's physics body, removing it from the simulation. * * @method Phaser.Physics.Arcade.StaticGroup#removeCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - The group member being removed. * * @see Phaser.Physics.Arcade.World#disableBody */ removeCallbackHandler: function (child) { if (child.body) { this.world.disableBody(child); } }, /** * Refreshes the group. * * @method Phaser.Physics.Arcade.StaticGroup#createMultipleCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject[]} entries - The newly created group members. * * @see Phaser.Physics.Arcade.StaticGroup#refresh */ createMultipleCallbackHandler: function () { this.refresh(); }, /** * Resets each Body to the position of its parent Game Object. * Body sizes aren't changed (use {@link Phaser.Physics.Arcade.Components.Enable#refreshBody} for that). * * @method Phaser.Physics.Arcade.StaticGroup#refresh * @since 3.0.0 * * @return {Phaser.Physics.Arcade.StaticGroup} This group. * * @see Phaser.Physics.Arcade.StaticBody#reset */ refresh: function () { var children = this.children.entries; for (var i = 0; i < children.length; i++) { children[i].body.reset(); } return this; } }); module.exports = StaticPhysicsGroup;