/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Manager is responsible for looking after all of the running physics systems. * Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin. * * Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game. * * For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the * faster (due to being much simpler) Arcade Physics system. * * @class Phaser.Physics * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation. */ Phaser.Physics = function (game, config) { config = config || {}; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {object} config - The physics configuration object as passed to the game on creation. */ this.config = config; /** * @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system. */ this.arcade = null; /** * @property {Phaser.Physics.P2} p2 - The P2.JS Physics system. */ this.p2 = null; /** * @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics system. */ this.ninja = null; /** * @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system. */ this.box2d = null; /** * @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done). */ this.chipmunk = null; /** * @property {Phaser.Physics.Matter} matter - The MatterJS Physics system (coming soon). */ this.matter = null; this.parseConfig(); }; /** * @const * @type {number} */ Phaser.Physics.ARCADE = 0; /** * @const * @type {number} */ Phaser.Physics.P2JS = 1; /** * @const * @type {number} */ Phaser.Physics.NINJA = 2; /** * @const * @type {number} */ Phaser.Physics.BOX2D = 3; /** * @const * @type {number} */ Phaser.Physics.CHIPMUNK = 4; /** * @const * @type {number} */ Phaser.Physics.MATTERJS = 5; Phaser.Physics.prototype = { /** * Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within. * * @method Phaser.Physics#parseConfig */ parseConfig: function () { if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade')) { // If Arcade isn't specified, we create it automatically if we can this.arcade = new Phaser.Physics.Arcade(this.game); } if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja')) { this.ninja = new Phaser.Physics.Ninja(this.game); } if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2')) { this.p2 = new Phaser.Physics.P2(this.game, this.config); } if (this.config.hasOwnProperty('box2d') && this.config['box2d'] === true && Phaser.Physics.hasOwnProperty('BOX2D')) { this.box2d = new Phaser.Physics.BOX2D(this.game, this.config); } if (this.config.hasOwnProperty('matter') && this.config['matter'] === true && Phaser.Physics.hasOwnProperty('Matter')) { this.matter = new Phaser.Physics.Matter(this.game, this.config); } }, /** * This will create an instance of the requested physics simulation. * Phaser.Physics.Arcade is running by default, but all others need activating directly. * * You can start the following physics systems: * * Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman. * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. * Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io) * * Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them. * They are not bundled into the core Phaser library. * * If the physics world has already been created (i.e. in another state in your game) then * calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors * then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`. * * @method Phaser.Physics#startSystem * @param {number} system - The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D. */ startSystem: function (system) { if (system === Phaser.Physics.ARCADE) { this.arcade = new Phaser.Physics.Arcade(this.game); } else if (system === Phaser.Physics.P2JS) { if (this.p2 === null) { this.p2 = new Phaser.Physics.P2(this.game, this.config); } else { this.p2.reset(); } } else if (system === Phaser.Physics.NINJA) { this.ninja = new Phaser.Physics.Ninja(this.game); } else if (system === Phaser.Physics.BOX2D) { if (this.box2d === null) { this.box2d = new Phaser.Physics.Box2D(this.game, this.config); } else { this.box2d.reset(); } } else if (system === Phaser.Physics.MATTERJS) { if (this.matter === null) { this.matter = new Phaser.Physics.Matter(this.game, this.config); } else { this.matter.reset(); } } }, /** * This will create a default physics body on the given game object or array of objects. * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. * It can be for any of the physics systems that have been started: * * Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation. * Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints. * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision. * Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5 * Phaser.Physics.MATTER - A full-body and light-weight advanced physics system (still in development) * Phaser.Physics.CHIPMUNK is still in development. * * If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the * individual physics systems `enable` methods instead of using this generic one. * * @method Phaser.Physics#enable * @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array. * @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics. * @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false. */ enable: function (object, system, debug) { if (system === undefined) { system = Phaser.Physics.ARCADE; } if (debug === undefined) { debug = false; } if (system === Phaser.Physics.ARCADE) { this.arcade.enable(object); } else if (system === Phaser.Physics.P2JS && this.p2) { this.p2.enable(object, debug); } else if (system === Phaser.Physics.NINJA && this.ninja) { this.ninja.enableAABB(object); } else if (system === Phaser.Physics.BOX2D && this.box2d) { this.box2d.enable(object); } else if (system === Phaser.Physics.MATTERJS && this.matter) { this.matter.enable(object); } else { console.warn(object.key + ' is attempting to enable a physics body using an unknown physics system.'); } }, /** * preUpdate checks. * * @method Phaser.Physics#preUpdate * @protected */ preUpdate: function () { // ArcadePhysics / Ninja don't have a core to preUpdate if (this.p2) { this.p2.preUpdate(); } if (this.box2d) { this.box2d.preUpdate(); } if (this.matter) { this.matter.preUpdate(); } }, /** * Updates all running physics systems. * * @method Phaser.Physics#update * @protected */ update: function () { // ArcadePhysics / Ninja don't have a core to update if (this.p2) { this.p2.update(); } if (this.box2d) { this.box2d.update(); } if (this.matter) { this.matter.update(); } }, /** * Updates the physics bounds to match the world dimensions. * * @method Phaser.Physics#setBoundsToWorld * @protected */ setBoundsToWorld: function () { if (this.arcade) { this.arcade.setBoundsToWorld(); } if (this.ninja) { this.ninja.setBoundsToWorld(); } if (this.p2) { this.p2.setBoundsToWorld(); } if (this.box2d) { this.box2d.setBoundsToWorld(); } if (this.matter) { this.matter.setBoundsToWorld(); } }, /** * Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes. * * @method Phaser.Physics#clear * @protected */ clear: function () { if (this.p2) { this.p2.clear(); } if (this.box2d) { this.box2d.clear(); } if (this.matter) { this.matter.clear(); } }, /** * Resets the active physics system. Called automatically on a Phaser.State swap. * * @method Phaser.Physics#reset * @protected */ reset: function () { if (this.p2) { this.p2.reset(); } if (this.box2d) { this.box2d.reset(); } if (this.matter) { this.matter.reset(); } }, /** * Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap. * * @method Phaser.Physics#destroy */ destroy: function () { if (this.p2) { this.p2.destroy(); } if (this.box2d) { this.box2d.destroy(); } if (this.matter) { this.matter.destroy(); } this.arcade = null; this.ninja = null; this.p2 = null; this.box2d = null; this.matter = null; } }; Phaser.Physics.prototype.constructor = Phaser.Physics;