/** * @author Richard Davey * @copyright 2020 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 Group object. * * All Game Objects created by or added to this Group will automatically be given dynamic Arcade Physics bodies, if they have no body. * * Its static counterpart is {@link Phaser.Physics.Arcade.StaticGroup}. * * @class Group * @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.Physics.Arcade.PhysicsGroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument. * @param {Phaser.Types.Physics.Arcade.PhysicsGroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig} [config] - Settings for this group. */ var PhysicsGroup = new Class({ Extends: Group, initialize: function PhysicsGroup (world, scene, children, config) { if (!children && !config) { config = { internalCreateCallback: this.createCallbackHandler, internalRemoveCallback: this.removeCallbackHandler }; } else if (IsPlainObject(children)) { // children is a plain object, so swizzle them: config = children; children = null; config.internalCreateCallback = this.createCallbackHandler; config.internalRemoveCallback = this.removeCallbackHandler; } else if (Array.isArray(children) && IsPlainObject(children[0])) { // children is an array of plain objects config = children[0]; var _this = this; children.forEach(function (singleConfig) { singleConfig.internalCreateCallback = _this.createCallbackHandler; singleConfig.internalRemoveCallback = _this.removeCallbackHandler; }); } else { // config is not defined and children is not a plain object nor an array of plain objects config = { internalCreateCallback: this.createCallbackHandler, internalRemoveCallback: this.removeCallbackHandler }; } /** * The physics simulation. * * @name Phaser.Physics.Arcade.Group#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * The class to create new Group members from. * * This should be either `Phaser.Physics.Arcade.Image`, `Phaser.Physics.Arcade.Sprite`, or a class extending one of those. * * @name Phaser.Physics.Arcade.Group#classType * @type {Function} * @default ArcadeSprite * @since 3.0.0 */ config.classType = GetFastValue(config, 'classType', ArcadeSprite); /** * The physics type of the Group's members. * * @name Phaser.Physics.Arcade.Group#physicsType * @type {integer} * @default Phaser.Physics.Arcade.DYNAMIC_BODY * @since 3.0.0 */ this.physicsType = CONST.DYNAMIC_BODY; /** * Default physics properties applied to Game Objects added to the Group or created by the Group. Derived from the `config` argument. * * @name Phaser.Physics.Arcade.Group#defaults * @type {Phaser.Types.Physics.Arcade.PhysicsGroupDefaults} * @since 3.0.0 */ this.defaults = { setCollideWorldBounds: GetFastValue(config, 'collideWorldBounds', false), setBoundsRectangle: GetFastValue(config, 'customBoundsRectangle', null), setAccelerationX: GetFastValue(config, 'accelerationX', 0), setAccelerationY: GetFastValue(config, 'accelerationY', 0), setAllowDrag: GetFastValue(config, 'allowDrag', true), setAllowGravity: GetFastValue(config, 'allowGravity', true), setAllowRotation: GetFastValue(config, 'allowRotation', true), setBounceX: GetFastValue(config, 'bounceX', 0), setBounceY: GetFastValue(config, 'bounceY', 0), setDragX: GetFastValue(config, 'dragX', 0), setDragY: GetFastValue(config, 'dragY', 0), setEnable: GetFastValue(config, 'enable', true), setGravityX: GetFastValue(config, 'gravityX', 0), setGravityY: GetFastValue(config, 'gravityY', 0), setFrictionX: GetFastValue(config, 'frictionX', 0), setFrictionY: GetFastValue(config, 'frictionY', 0), setVelocityX: GetFastValue(config, 'velocityX', 0), setVelocityY: GetFastValue(config, 'velocityY', 0), setAngularVelocity: GetFastValue(config, 'angularVelocity', 0), setAngularAcceleration: GetFastValue(config, 'angularAcceleration', 0), setAngularDrag: GetFastValue(config, 'angularDrag', 0), setMass: GetFastValue(config, 'mass', 1), setImmovable: GetFastValue(config, 'immovable', false) }; if (Array.isArray(children)) { config = null; } 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.Group#type * @type {string} * @default 'PhysicsGroup' * @since 3.21.0 */ this.type = 'PhysicsGroup'; }, /** * Enables a Game Object's Body and assigns `defaults`. Called when a Group member is added or created. * * @method Phaser.Physics.Arcade.Group#createCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - The Game Object being added. */ createCallbackHandler: function (child) { if (!child.body) { this.world.enableBody(child, CONST.DYNAMIC_BODY); } var body = child.body; for (var key in this.defaults) { body[key](this.defaults[key]); } }, /** * Disables a Game Object's Body. Called when a Group member is removed. * * @method Phaser.Physics.Arcade.Group#removeCallbackHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - The Game Object being removed. */ removeCallbackHandler: function (child) { if (child.body) { this.world.disableBody(child); } }, /** * Sets the velocity of each Group member. * * @method Phaser.Physics.Arcade.Group#setVelocity * @since 3.0.0 * * @param {number} x - The horizontal velocity. * @param {number} y - The vertical velocity. * @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (x, y), the second (x + step, y + step), and so on. * * @return {Phaser.Physics.Arcade.Group} This Physics Group object. */ setVelocity: function (x, y, step) { if (step === undefined) { step = 0; } var items = this.getChildren(); for (var i = 0; i < items.length; i++) { items[i].body.velocity.set(x + (i * step), y + (i * step)); } return this; }, /** * Sets the horizontal velocity of each Group member. * * @method Phaser.Physics.Arcade.Group#setVelocityX * @since 3.0.0 * * @param {number} value - The velocity value. * @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (x), the second (x + step), and so on. * * @return {Phaser.Physics.Arcade.Group} This Physics Group object. */ setVelocityX: function (value, step) { if (step === undefined) { step = 0; } var items = this.getChildren(); for (var i = 0; i < items.length; i++) { items[i].body.velocity.x = value + (i * step); } return this; }, /** * Sets the vertical velocity of each Group member. * * @method Phaser.Physics.Arcade.Group#setVelocityY * @since 3.0.0 * * @param {number} value - The velocity value. * @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (y), the second (y + step), and so on. * * @return {Phaser.Physics.Arcade.Group} This Physics Group object. */ setVelocityY: function (value, step) { if (step === undefined) { step = 0; } var items = this.getChildren(); for (var i = 0; i < items.length; i++) { items[i].body.velocity.y = value + (i * step); } return this; } }); module.exports = PhysicsGroup;