/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The PhysicsBody component manages the Game Objects physics body and physics enabling. * It also overrides the x and y properties, ensuring that any manual adjustment of them is reflected in the physics body itself. * * @class */ Phaser.Component.PhysicsBody = function () {}; /** * The PhysicsBody component preUpdate handler. * Called automatically by the Game Object. * * @method */ Phaser.Component.PhysicsBody.preUpdate = function () { if (this.fresh && this.exists) { this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y); this.worldTransform.tx = this.world.x; this.worldTransform.ty = this.world.y; this.previousPosition.set(this.world.x, this.world.y); this.previousRotation = this.rotation; if (this.body) { this.body.preUpdate(); } this.fresh = false; return false; } this.previousPosition.set(this.world.x, this.world.y); this.previousRotation = this.rotation; if (!this._exists || !this.parent.exists) { this.renderOrderID = -1; return false; } return true; }; /** * The PhysicsBody component postUpdate handler. * Called automatically by the Game Object. * * @method */ Phaser.Component.PhysicsBody.postUpdate = function () { if (this.exists && this.body) { this.body.postUpdate(); } }; Phaser.Component.PhysicsBody.prototype = { /** * `body` is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated * properties and methods via it. * * By default Game Objects won't add themselves to any physics system and their `body` property will be `null`. * * To enable this Game Object for physics you need to call `game.physics.enable(object, system)` where `object` is this object * and `system` is the Physics system you are using. If none is given it defaults to `Phaser.Physics.Arcade`. * * You can alternatively call `game.physics.arcade.enable(object)`, or add this Game Object to a physics enabled Group. * * Important: Enabling a Game Object for P2 or Ninja physics will automatically set its `anchor` property to 0.5, * so the physics body is centered on the Game Object. * * If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics. * * @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body * @default */ body: null, /** * The position of the Game Object on the x axis relative to the local coordinates of the parent. * * @property {number} x */ x: { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; if (this.body && !this.body.dirty) { this.body._reset = true; } } }, /** * The position of the Game Object on the y axis relative to the local coordinates of the parent. * * @property {number} y */ y: { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; if (this.body && !this.body.dirty) { this.body._reset = true; } } } };