var AnimationComponent = require('../../gameobjects/components/Animation'); var Bodies = require('./lib/factory/Bodies'); var Class = require('../../utils/Class'); var Components = require('./components'); var GetFastValue = require('../../utils/object/GetFastValue'); var HasValue = require('../../utils/object/HasValue'); var Extend = require('../../utils/object/Extend'); var Body = require('./lib/body/Body'); var Vertices = require('./lib/geometry/Vertices'); var MatterTileBody = new Class({ Mixins: [ Components.Bounce, Components.Collision, Components.Friction, Components.Gravity, Components.Mass, Components.Sensor, Components.Sleep, Components.Static ], initialize: /** * A wrapper around a Tile that provides access to a corresponding Matter body. A tile can only * have one Matter body associated with it. You can either pass in an existing Matter body for * the tile or allow the constructor to create the corresponding body for you. If the Tile has a * collision group (defined in Tiled), those shapes will be used to create the body. If not, the * tile's rectangle bounding box will be used. * * The corresponding body will be accessible on the Tile itself via Tile.physics.matterBody. * * Note: not all Tiled collision shapes are supported. See * Phaser.Physics.Matter.TileBody#setFromTileCollision for more information. * * @class MatterTileBody * @memberOf Phaser.Physics.Matter.TileBody * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Matter.World} world - [description] * @param {Phaser.GameObjects.Tile} tile - The target tile that should have a Matter body. * @param {object} [options] - Options to be used when creating the Matter body. See * Phaser.Physics.Matter.Matter.Body for a list of what Matter accepts. * @param {Phaser.Physics.Matter.Matter.Body} [options.body=null] - An existing Matter body to * be used instead of creating a new one. * @param {boolean} [options.isStatic=true] - Whether or not the newly created body should be * made static. This defaults to true since typically tiles should not be moved. * @param {boolean} [options.addToWorld=true] - Whether or not to add the newly created body (or * existing body if options.body is used) to the Matter world. */ function MatterTileBody (world, tile, options) { /** * The tile object the body is associated with. * @property {Phaser.GameObjects.Tile} tile * @since 3.0.0 */ this.tile = tile; /** * The Matter world the body exists within. * @property {Phaser.Physics.Matter.World} world * @since 3.0.0 */ this.world = world; // Install a reference to 'this' on the tile and ensure there can only be one matter body // associated with the tile if (tile.physics.matterBody) { tile.physics.matterBody.destroy(); } tile.physics.matterBody = this; // Set the body either from an existing body (if provided), the shapes in the tileset // collision layer (if it exists) or a rectangle matching the tile. var body = GetFastValue(options, 'body', null); var addToWorld = GetFastValue(options, 'addToWorld', true); if (!body) { var collisionGroup = tile.getCollisionGroup(); var collisionObjects = GetFastValue(collisionGroup, 'objects', []); if (collisionObjects.length > 0) { this.setFromTileCollision(options); } else { this.setFromTileRectangle(options); } } else { this.setBody(body, addToWorld); } }, /** * Sets the current body to a rectangle that matches the bounds of the tile. * * @method Phaser.Physics.Matter.TileBody#setFromTileRectangle * @since 3.0.0 * * @param {object} [options] - Options to be used when creating the Matter body. See * Phaser.Physics.Matter.Matter.Body for a list of what Matter accepts. * @param {boolean} [options.isStatic=true] - Whether or not the newly created body should be * made static. This defaults to true since typically tiles should not be moved. * @param {boolean} [options.addToWorld=true] - Whether or not to add the newly created body (or * existing body if options.body is used) to the Matter world. * @return {this} */ setFromTileRectangle: function (options) { if (options === undefined) { options = {}; } if (!HasValue(options, "isStatic")) { options.isStatic = true; } if (!HasValue(options, "addToWorld")) { options.addToWorld = true; } var bounds = this.tile.getBounds(); var cx = bounds.x + (bounds.w / 2); var cy = bounds.y + (bounds.y / 2); var body = Bodies.rectangle(cx, cy, bounds.w, bounds.h, options); this.setBody(body, options.addToWorld); return this; }, /** * Sets the current body from the collision group associated with the Tile. This is typically * set up in Tiled's collision editor. * * Note: Matter doesn't support all shapes from Tiled. Rectangles and polygons are directly * supported. Ellipses are converted into circle bodies. Polylines are treated as if they are * closed polygons. If a tile has multiple shapes, a multi-part body will be created. Concave * shapes are supported if poly-decomp library is included. Decomposition is not guaranteed to * work for complex shapes (e.g. holes), so it's often best to manually decompose a concave * polygon into multiple convex polygons yourself. * * @method Phaser.Physics.Matter.TileBody#setFromTileCollision * @since 3.0.0 * * @param {object} [options] - Options to be used when creating the Matter body. See * Phaser.Physics.Matter.Matter.Body for a list of what Matter accepts. * @param {boolean} [options.isStatic=true] - Whether or not the newly created body should be * made static. This defaults to true since typically tiles should not be moved. * @param {boolean} [options.addToWorld=true] - Whether or not to add the newly created body (or * existing body if options.body is used) to the Matter world. * @return {this} */ setFromTileCollision: function (options) { if (options === undefined) { options = {}; } if (!HasValue(options, "isStatic")) { options.isStatic = true; } if (!HasValue(options, "addToWorld")) { options.addToWorld = true; } var sx = this.tile.tilemapLayer.scaleX; var sy = this.tile.tilemapLayer.scaleY; var tileX = this.tile.getLeft(); var tileY = this.tile.getTop(); var collisionGroup = this.tile.getCollisionGroup(); var collisionObjects = GetFastValue(collisionGroup, 'objects', []); var parts = []; for (var i = 0; i < collisionObjects.length; i++) { var object = collisionObjects[i]; var ox = tileX + (object.x * sx); var oy = tileY + (object.y * sy); var ow = object.width * sx; var oh = object.height * sy; var body = null; if (object.rectangle) { body = Bodies.rectangle(ox + ow / 2, oy + oh / 2, ow, oh, options); } else if (object.ellipse) { body = Bodies.circle(ox + ow / 2, oy + oh / 2, ow / 2, options); } else if (object.polygon || object.polyline) { // Polygons and polylines are both treated as closed polygons var originalPoints = object.polygon ? object.polygon : object.polyline; var points = originalPoints.map(function (p) { return { x: p[0] * sx, y: p[1] * sy }; }); var vertices = Vertices.create(points); // Points are relative to the object's origin (first point placed in Tiled), but // matter expects points to be relative to the center of mass. This only applies to // convex shapes. When a concave shape is decomposed, multiple parts are created and // the individual parts are positioned relative to (ox, oy). if (Vertices.isConvex(points)) { var center = Vertices.centre(vertices); ox += center.x; oy += center.y } body = Bodies.fromVertices(ox, oy, vertices, options); } if (body) { parts.push(body); } } if (parts.length === 1) { this.setBody(parts[0], options.addToWorld); } else if (parts.length > 1) { options.parts = parts; this.setBody(Body.create(options), options.addToWorld); } return this; }, /** * Sets the current body to the given body. This will remove the previous body, if one already * exists. * * @method Phaser.Physics.Matter.TileBody#setBody * @since 3.0.0 * * @param {Phaser.Physics.Matter.Matter.Body} body - The new Matter body to use. * @param {boolean} [addToWorld=true] - Whether or not to add the body to the Matter world. * @return {this} */ setBody: function (body, addToWorld) { if (addToWorld === undefined) { addToWorld = true; } if (this.body) { this.removeBody(); } this.body = body; this.body.gameObject = this; if (addToWorld) { this.world.add(this.body); } return this; }, /** * Removes the current body from the MatterTileBody and from the Matter world * * @method Phaser.Physics.Matter.TileBody#removeBody * @since 3.0.0 * * @return {this} */ removeBody: function () { if (this.body) { this.world.remove(this.body); this.body.gameObject = undefined; this.body = undefined; } return this; }, /** * Removes the current body from the tile and the world. * * @method Phaser.Physics.Matter.TileBody#removeBody * @since 3.0.0 * * @return {this} */ destroy: function () { this.removeBody(); tile.physics.matterBody = undefined; } }); module.exports = MatterTileBody;