/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Physics */ Phaser.Physics = {}; /** * Arcade Physics constructor. * * @class Phaser.Physics.Arcade * @classdesc Arcade Physics Constructor * @constructor * @param {Phaser.Game} game reference to the current game instance. */ Phaser.Physics.Arcade = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity. */ this.gravity = new Phaser.Point; /** * @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds. */ this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height); /** * @property {number} maxObjects - Used by the QuadTree to set the maximum number of objects per quad. */ this.maxObjects = 10; /** * @property {number} maxLevels - Used by the QuadTree to set the maximum number of iteration levels. */ this.maxLevels = 4; /** * @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks. */ this.OVERLAP_BIAS = 4; /** * @property {Phaser.QuadTree} quadTree - The world QuadTree. */ this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels); /** * @property {number} quadTreeID - The QuadTree ID. */ this.quadTreeID = 0; // Avoid gc spikes by caching these values for re-use /** * @property {Phaser.Rectangle} _bounds1 - Internal cache var. * @private */ this._bounds1 = new Phaser.Rectangle; /** * @property {Phaser.Rectangle} _bounds2 - Internal cache var. * @private */ this._bounds2 = new Phaser.Rectangle; /** * @property {number} _overlap - Internal cache var. * @private */ this._overlap = 0; /** * @property {number} _maxOverlap - Internal cache var. * @private */ this._maxOverlap = 0; /** * @property {number} _velocity1 - Internal cache var. * @private */ this._velocity1 = 0; /** * @property {number} _velocity2 - Internal cache var. * @private */ this._velocity2 = 0; /** * @property {number} _newVelocity1 - Internal cache var. * @private */ this._newVelocity1 = 0; /** * @property {number} _newVelocity2 - Internal cache var. * @private */ this._newVelocity2 = 0; /** * @property {number} _average - Internal cache var. * @private */ this._average = 0; /** * @property {Array} _mapData - Internal cache var. * @private */ this._mapData = []; /** * @property {number} _mapTiles - Internal cache var. * @private */ this._mapTiles = 0; /** * @property {boolean} _result - Internal cache var. * @private */ this._result = false; /** * @property {number} _total - Internal cache var. * @private */ this._total = 0; /** * @property {number} _angle - Internal cache var. * @private */ this._angle = 0; /** * @property {number} _dx - Internal cache var. * @private */ this._dx = 0; /** * @property {number} _dy - Internal cache var. * @private */ this._dy = 0; }; Phaser.Physics.Arcade.prototype = { /** * Called automatically by a Physics body, it updates all motion related values on the Body. * * @method Phaser.Physics.Arcade#updateMotion * @param {Phaser.Physics.Arcade.Body} The Body object to be updated. */ updateMotion: function (body) { // If you're wondering why the velocity is halved and applied twice, read this: http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html // Rotation this._velocityDelta = (this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) * this.game.time.physicsElapsed * 0.5 * 60; body.angularVelocity += this._velocityDelta; body.rotation += (body.angularVelocity * this.game.time.physicsElapsed); body.angularVelocity += this._velocityDelta; // Horizontal this._velocityDelta = (this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x) - body.velocity.x) * this.game.time.physicsElapsed * 0.5 * 60; body.velocity.x += this._velocityDelta; body.x += (body.velocity.x * this.game.time.physicsElapsed); body.velocity.x += this._velocityDelta; // Vertical this._velocityDelta = (this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y) - body.velocity.y) * this.game.time.physicsElapsed * 0.5 * 60; body.velocity.y += this._velocityDelta; body.y += (body.velocity.y * this.game.time.physicsElapsed); body.velocity.y += this._velocityDelta; }, /** * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity. * * @method Phaser.Physics.Arcade#computeVelocity * @param {number} axis - 1 for horizontal, 2 for vertical. * @param {Phaser.Physics.Arcade.Body} body - The Body object to be updated. * @param {number} velocity - Any component of velocity (e.g. 20). * @param {number} acceleration - Rate at which the velocity is changing. * @param {number} drag - Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. * @param {number} mMax - An absolute value cap for the velocity. * @return {number} The altered Velocity value. */ computeVelocity: function (axis, body, velocity, acceleration, drag, max) { max = max || 10000; if (axis == 1 && body.allowGravity) { velocity += this.gravity.x + body.gravity.x; } else if (axis == 2 && body.allowGravity) { velocity += this.gravity.y + body.gravity.y; } if (acceleration !== 0) { velocity += acceleration * this.game.time.physicsElapsed; } else if (drag !== 0) { this._drag = drag * this.game.time.physicsElapsed; if (velocity - this._drag > 0) { velocity -= this._drag; } else if (velocity + this._drag < 0) { velocity += this._drag; } else { velocity = 0; } } if (velocity > max) { velocity = max; } else if (velocity < -max) { velocity = -max; } return velocity; }, /** * Called automatically by the core game loop. * * @method Phaser.Physics.Arcade#preUpdate * @protected */ preUpdate: function () { // Clear the tree this.quadTree.clear(); // Create our tree which all of the Physics bodies will add themselves to this.quadTreeID = 0; this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels); }, /** * Called automatically by the core game loop. * * @method Phaser.Physics.Arcade#postUpdate * @protected */ postUpdate: function () { // Clear the tree ready for the next update this.quadTree.clear(); }, /** * Checks if two Sprite objects overlap. * * @method Phaser.Physics.Arcade#overlap * @param {Phaser.Sprite} object1 - The first object to check. Can be an instance of Phaser.Sprite or anything that extends it. * @param {Phaser.Sprite} object2 - The second object to check. Can be an instance of Phaser.Sprite or anything that extends it. * @returns {boolean} true if the two objects overlap. */ overlap: function (object1, object2) { // Only test valid objects if (object1 && object2 && object1.exists && object2.exists) { return (Phaser.Rectangle.intersects(object1.body, object2.body)); } return false; }, /** * Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps. * You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions. * The objects are also automatically separated. * * @method Phaser.Physics.Arcade#collide * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap * @param {function} [collideCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collideCallback will only be called if processCallback returns true. * @param {object} [callbackContext] - The context in which to run the callbacks. * @returns {number} The number of collisions that were processed. */ collide: function (object1, object2, collideCallback, processCallback, callbackContext) { collideCallback = collideCallback || null; processCallback = processCallback || null; callbackContext = callbackContext || collideCallback; this._result = false; this._total = 0; // Only collide valid objects if (object1 && object2 && object1.exists && object2.exists) { // Can expand to support Buttons, Text, etc at a later date. For now these are the essentials. // SPRITES if (object1.type == Phaser.SPRITE) { if (object2.type == Phaser.SPRITE) { this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER) { this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.TILEMAPLAYER) { this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext); } } // GROUPS else if (object1.type == Phaser.GROUP) { if (object2.type == Phaser.SPRITE) { this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER) { this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.TILEMAPLAYER) { this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext); } } // TILEMAP LAYERS else if (object1.type == Phaser.TILEMAPLAYER) { if (object2.type == Phaser.SPRITE) { this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER) { this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext); } } // EMITTER else if (object1.type == Phaser.EMITTER) { if (object2.type == Phaser.SPRITE) { this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER) { this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext); } else if (object2.type == Phaser.TILEMAPLAYER) { this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext); } } } return (this._total > 0); }, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @method Phaser.Physics.Arcade#collideSpriteVsTilemapLayer * @private */ collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) { this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true); if (this._mapData.length == 0) { return; } for (var i = 0; i < this._mapData.length; i++) { if (this.separateTile(sprite.body, this._mapData[i])) { // They collided, is there a custom process callback? if (processCallback) { if (processCallback.call(callbackContext, sprite, this._mapData[i])) { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite, this._mapData[i]); } } } else { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite, this._mapData[i]); } } } } }, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @method Phaser.Physics.Arcade#collideGroupVsTilemapLayer * @private */ collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) { if (group.length == 0) { return; } if (group.length == 0) { return; } if (group._container.first._iNext) { var currentNode = group._container.first._iNext; do { if (currentNode.exists) { this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext); } currentNode = currentNode._iNext; } while (currentNode != group._container.last._iNext); } }, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @method Phaser.Physics.Arcade#collideSpriteVsSprite * @private */ collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext) { this.separate(sprite1.body, sprite2.body); if (this._result) { // They collided, is there a custom process callback? if (processCallback) { if (processCallback.call(callbackContext, sprite1, sprite2)) { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite1, sprite2); } } } else { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite1, sprite2); } } } }, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @method Phaser.Physics.Arcade#collideSpriteVsGroup * @private */ collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) { if (group.length == 0) { return; } // What is the sprite colliding with in the quadtree? this._potentials = this.quadTree.retrieve(sprite); for (var i = 0, len = this._potentials.length; i < len; i++) { // We have our potential suspects, are they in this group? if (this._potentials[i].sprite.group == group) { this.separate(sprite.body, this._potentials[i]); if (this._result && processCallback) { this._result = processCallback.call(callbackContext, sprite, this._potentials[i].sprite); } if (this._result) { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite, this._potentials[i].sprite); } } } } }, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @method Phaser.Physics.Arcade#collideGroupVsGroup * @private */ collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) { if (group1.length == 0 || group2.length == 0) { return; } if (group1._container.first._iNext) { var currentNode = group1._container.first._iNext; do { if (currentNode.exists) { this.collideSpriteVsGroup(currentNode, group2, collideCallback, processCallback, callbackContext); } currentNode = currentNode._iNext; } while (currentNode != group1._container.last._iNext); } }, /** * The core separation function to separate two physics bodies. * @method Phaser.Physics.Arcade#separate * @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate. * @param {Phaser.Physics.Arcade.Body} body2 - The Body object to separate. * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ separate: function (body1, body2) { this._result = (this.separateX(body1, body2) || this.separateY(body1, body2)); }, /** * The core separation function to separate two physics bodies on the x axis. * @method Phaser.Physics.Arcade#separateX * @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate. * @param {Phaser.Physics.Arcade.Body} body2 - The Body object to separate. * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ separateX: function (body1, body2) { // Can't separate two immovable bodies if (body1.immovable && body2.immovable) { return false; } this._overlap = 0; // Check if the hulls actually overlap if (Phaser.Rectangle.intersects(body1, body2)) { this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS; if (body1.deltaX() == 0 && body2.deltaX() == 0) { // They overlap but neither of them are moving body1.embedded = true; body2.embedded = true; } else if (body1.deltaX() > body2.deltaX()) { // Body1 is moving right and/or Body2 is moving left this._overlap = body1.x + body1.width - body2.x; if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false) { this._overlap = 0; } else { body1.touching.right = true; body2.touching.left = true; } } else if (body1.deltaX() < body2.deltaX()) { // Body1 is moving left and/or Body2 is moving right this._overlap = body1.x - body2.width - body2.x; if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false) { this._overlap = 0; } else { body1.touching.left = true; body2.touching.right = true; } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { body1.overlapX = this._overlap; body2.overlapX = this._overlap; if (body1.customSeparateX || body2.customSeparateX) { return true; } this._velocity1 = body1.velocity.x; this._velocity2 = body2.velocity.x; if (!body1.immovable && !body2.immovable) { this._overlap *= 0.5; body1.x = body1.x - this._overlap; body2.x += this._overlap; this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1); this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1); this._average = (this._newVelocity1 + this._newVelocity2) * 0.5; this._newVelocity1 -= this._average; this._newVelocity2 -= this._average; body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x; body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x; } else if (!body1.immovable) { body1.x = body1.x - this._overlap; body1.velocity.x = this._velocity2 - this._velocity1 * body1.bounce.x; } else if (!body2.immovable) { body2.x += this._overlap; body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x; } return true; } } return false; }, /** * The core separation function to separate two physics bodies on the y axis. * @method Phaser.Physics.Arcade#separateY * @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate. * @param {Phaser.Physics.Arcade.Body} body2 - The Body object to separate. * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ separateY: function (body1, body2) { // Can't separate two immovable or non-existing bodys if (body1.immovable && body2.immovable) { return false; } this._overlap = 0; // Check if the hulls actually overlap if (Phaser.Rectangle.intersects(body1, body2)) { this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS; if (body1.deltaY() == 0 && body2.deltaY() == 0) { // They overlap but neither of them are moving body1.embedded = true; body2.embedded = true; } else if (body1.deltaY() > body2.deltaY()) { // Body1 is moving down and/or Body2 is moving up this._overlap = body1.y + body1.height - body2.y; if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false) { this._overlap = 0; } else { body1.touching.down = true; body2.touching.up = true; } } else if (body1.deltaY() < body2.deltaY()) { // Body1 is moving up and/or Body2 is moving down this._overlap = body1.y - body2.height - body2.y; if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false) { this._overlap = 0; } else { body1.touching.up = true; body2.touching.down = true; } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { body1.overlapY = this._overlap; body2.overlapY = this._overlap; if (body1.customSeparateY || body2.customSeparateY) { return true; } this._velocity1 = body1.velocity.y; this._velocity2 = body2.velocity.y; if (!body1.immovable && !body2.immovable) { this._overlap *= 0.5; body1.y = body1.y - this._overlap; body2.y += this._overlap; this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1); this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1); this._average = (this._newVelocity1 + this._newVelocity2) * 0.5; this._newVelocity1 -= this._average; this._newVelocity2 -= this._average; body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y; body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y; } else if (!body1.immovable) { body1.y = body1.y - this._overlap; body1.velocity.y = this._velocity2 - this._velocity1 * body1.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY())) { body1.x += body2.x - body2.lastX; } } else if (!body2.immovable) { body2.y += this._overlap; body2.velocity.y = this._velocity1 - this._velocity2 * body2.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY())) { body2.x += body1.x - body1.lastX; } } return true; } } return false; }, /** * The core separation function to separate a physics body and a tile. * @method Phaser.Physics.Arcade#separateTile * @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate. * @param {Phaser.Tile} tile - The tile to collide against. * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ separateTile: function (body, tile) { this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true)); }, /** * The core separation function to separate a physics body and a tile on the x axis. * @method Phaser.Physics.Arcade#separateTileX * @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate. * @param {Phaser.Tile} tile - The tile to collide against. * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ separateTileX: function (body, tile, separate) { // Can't separate two immovable objects (tiles are always immovable) if (body.immovable || body.deltaX() == 0 || Phaser.Rectangle.intersects(body.hullX, tile) == false) { return false; } this._overlap = 0; // The hulls overlap, let's process it // this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS; if (body.deltaX() < 0) { // Moving left this._overlap = tile.right - body.hullX.x; // if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false) if (body.allowCollision.left == false || tile.tile.collideRight == false) { this._overlap = 0; } else { body.touching.left = true; } } else { // Moving right this._overlap = body.hullX.right - tile.x; // if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false) if (body.allowCollision.right == false || tile.tile.collideLeft == false) { this._overlap = 0; } else { body.touching.right = true; } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { if (separate) { if (body.deltaX() < 0) { body.x = body.x + this._overlap; } else { body.x = body.x - this._overlap; } if (body.bounce.x == 0) { body.velocity.x = 0; } else { body.velocity.x = -body.velocity.x * body.bounce.x; } body.updateHulls(); } return true; } else { return false; } }, /** * The core separation function to separate a physics body and a tile on the x axis. * @method Phaser.Physics.Arcade#separateTileY * @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate. * @param {Phaser.Tile} tile - The tile to collide against. * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ separateTileY: function (body, tile, separate) { // Can't separate two immovable objects (tiles are always immovable) if (body.immovable || body.deltaY() == 0 || Phaser.Rectangle.intersects(body.hullY, tile) == false) { return false; } this._overlap = 0; // The hulls overlap, let's process it // this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS; if (body.deltaY() < 0) { // Moving up this._overlap = tile.bottom - body.hullY.y; // if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false) if (body.allowCollision.up == false || tile.tile.collideDown == false) { this._overlap = 0; } else { body.touching.up = true; } } else { // Moving down this._overlap = body.hullY.bottom - tile.y; // if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false) if (body.allowCollision.down == false || tile.tile.collideUp == false) { this._overlap = 0; } else { body.touching.down = true; } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { if (separate) { if (body.deltaY() < 0) { body.y = body.y + this._overlap; } else { body.y = body.y - this._overlap; } if (body.bounce.y == 0) { body.velocity.y = 0; } else { body.velocity.y = -body.velocity.y * body.bounce.y; } body.updateHulls(); } return true; } else { return false; } }, /** * Move the given display object towards the destination object at a steady velocity. * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds. * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all) * * @method Phaser.Physics.Arcade#moveToObject * @param {any} displayObject - The display object to move. * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ moveToObject: function (displayObject, destination, speed, maxTime) { if (typeof speed === 'undefined') { speed = 60; } if (typeof maxTime === 'undefined') { maxTime = 0; } this._angle = Math.atan2(destination.y - displayObject.y, destination.x - displayObject.x); if (maxTime > 0) { // We know how many pixels we need to move, but how fast? speed = this.distanceBetween(displayObject, destination) / (maxTime / 1000); } displayObject.body.velocity.x = Math.cos(this._angle) * speed; displayObject.body.velocity.y = Math.sin(this._angle) * speed; return this._angle; }, /** * Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer. * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds. * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * * @method Phaser.Physics.Arcade#moveToPointer * @param {any} displayObject - The display object to move. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer. * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ moveToPointer: function (displayObject, speed, pointer, maxTime) { if (typeof speed === 'undefined') { speed = 60; } pointer = pointer || this.game.input.activePointer; if (typeof maxTime === 'undefined') { maxTime = 0; } this._angle = this.angleToPointer(displayObject, pointer); if (maxTime > 0) { // We know how many pixels we need to move, but how fast? speed = this.distanceToPointer(displayObject, pointer) / (maxTime / 1000); } displayObject.body.velocity.x = Math.cos(this._angle) * speed; displayObject.body.velocity.y = Math.sin(this._angle) * speed; return this._angle; }, /** * Move the given display object towards the x/y coordinates at a steady velocity. * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds. * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all) * * @method Phaser.Physics.Arcade#moveToXY * @param {any} displayObject - The display object to move. * @param {number} x - The x coordinate to move towards. * @param {number} y - The y coordinate to move towards. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ moveToXY: function (displayObject, x, y, speed, maxTime) { if (typeof speed === 'undefined') { speed = 60; } if (typeof maxTime === 'undefined') { maxTime = 0; } this._angle = Math.atan2(y - displayObject.y, x - displayObject.x); if (maxTime > 0) { // We know how many pixels we need to move, but how fast? speed = this.distanceToXY(displayObject, x, y) / (maxTime / 1000); } displayObject.body.velocity.x = Math.cos(this._angle) * speed; displayObject.body.velocity.y = Math.sin(this._angle) * speed; return this._angle; }, /** * Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object. * One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. * * @method Phaser.Physics.Arcade#velocityFromAngle * @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * @param {number} [speed=60] - The speed it will move, in pixels per second sq. * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity. * @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value. */ velocityFromAngle: function (angle, speed, point) { if (typeof speed === 'undefined') { speed = 60; } point = point || new Phaser.Point; return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed)); }, /** * Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object. * One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. * * @method Phaser.Physics.Arcade#velocityFromRotation * @param {number} rotation - The angle in radians. * @param {number} [speed=60] - The speed it will move, in pixels per second sq. * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity. * @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value. */ velocityFromRotation: function (rotation, speed, point) { if (typeof speed === 'undefined') { speed = 60; } point = point || new Phaser.Point; return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed)); }, /** * Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object. * One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. * * @method Phaser.Physics.Arcade#accelerationFromRotation * @param {number} rotation - The angle in radians. * @param {number} [speed=60] - The speed it will move, in pixels per second sq. * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated acceleration. * @return {Phaser.Point} - A Point where point.x contains the acceleration x value and point.y contains the acceleration y value. */ accelerationFromRotation: function (rotation, speed, point) { if (typeof speed === 'undefined') { speed = 60; } point = point || new Phaser.Point; return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed)); }, /** * Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.) * You must give a maximum speed value, beyond which the display object won't go any faster. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * * @method Phaser.Physics.Arcade#accelerateToObject * @param {any} displayObject - The display object to move. * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties. * @param {number} [speed=60] - The speed it will accelerate in pixels per second. * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach. * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach. * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory. */ accelerateToObject: function (displayObject, destination, speed, xSpeedMax, ySpeedMax) { if (typeof speed === 'undefined') { speed = 60; } if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; } if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; } this._angle = this.angleBetween(displayObject, destination); displayObject.body.acceleration.setTo(Math.cos(this._angle) * speed, Math.sin(this._angle) * speed); displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax); return this._angle; }, /** * Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.) * You must give a maximum speed value, beyond which the display object won't go any faster. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * * @method Phaser.Physics.Arcade#accelerateToPointer * @param {any} displayObject - The display object to move. * @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer. * @param {number} [speed=60] - The speed it will accelerate in pixels per second. * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach. * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach. * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory. */ accelerateToPointer: function (displayObject, pointer, speed, xSpeedMax, ySpeedMax) { if (typeof speed === 'undefined') { speed = 60; } if (typeof pointer === 'undefined') { pointer = this.game.input.activePointer; } if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; } if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; } this._angle = this.angleToPointer(displayObject, pointer); displayObject.body.acceleration.setTo(Math.cos(this._angle) * speed, Math.sin(this._angle) * speed); displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax); return this._angle; }, /** * Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.) * You must give a maximum speed value, beyond which the display object won't go any faster. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * * @method Phaser.Physics.Arcade#accelerateToXY * @param {any} displayObject - The display object to move. * @param {number} x - The x coordinate to accelerate towards. * @param {number} y - The y coordinate to accelerate towards. * @param {number} [speed=60] - The speed it will accelerate in pixels per second. * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach. * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach. * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory. */ accelerateToXY: function (displayObject, x, y, speed, xSpeedMax, ySpeedMax) { if (typeof speed === 'undefined') { speed = 60; } if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; } if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; } this._angle = this.angleToXY(displayObject, x, y); displayObject.body.acceleration.setTo(Math.cos(this._angle) * speed, Math.sin(this._angle) * speed); displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax); return this._angle; }, /** * Find the distance between two display objects (like Sprites). * * @method Phaser.Physics.Arcade#distanceBetween * @param {any} source - The Display Object to test from. * @param {any} target - The Display Object to test to. * @return {number} The distance between the source and target objects. */ distanceBetween: function (source, target) { this._dx = source.x - target.x; this._dy = source.y - target.y; return Math.sqrt(this._dx * this._dx + this._dy * this._dy); }, /** * Find the distance between a display object (like a Sprite) and the given x/y coordinates. * The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed. * If you need to calculate from the center of a display object instead use the method distanceBetweenCenters() * * @method Phaser.Physics.Arcade#distanceToXY * @param {any} displayObject - The Display Object to test from. * @param {number} x - The x coordinate to move towards. * @param {number} y - The y coordinate to move towards. * @return {number} The distance between the object and the x/y coordinates. */ distanceToXY: function (displayObject, x, y) { this._dx = displayObject.x - x; this._dy = displayObject.y - y; return Math.sqrt(this._dx * this._dx + this._dy * this._dy); }, /** * Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used. * The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed. * If you need to calculate from the center of a display object instead use the method distanceBetweenCenters() * * @method Phaser.Physics.Arcade#distanceToPointer * @param {any} displayObject - The Display Object to test from. * @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used. * @return {number} The distance between the object and the Pointer. */ distanceToPointer: function (displayObject, pointer) { pointer = pointer || this.game.input.activePointer; this._dx = displayObject.x - pointer.x; this._dy = displayObject.y - pointer.y; return Math.sqrt(this._dx * this._dx + this._dy * this._dy); }, /** * Find the angle in radians between two display objects (like Sprites). * * @method Phaser.Physics.Arcade#angleBetween * @param {any} source - The Display Object to test from. * @param {any} target - The Display Object to test to. * @return {number} The angle in radians between the source and target display objects. */ angleBetween: function (source, target) { this._dx = target.x - source.x; this._dy = target.y - source.y; return Math.atan2(this._dy, this._dx); }, /** * Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate. * * @method Phaser.Physics.Arcade#angleToXY * @param {any} displayObject - The Display Object to test from. * @param {number} x - The x coordinate to get the angle to. * @param {number} y - The y coordinate to get the angle to. * @return {number} The angle in radians between displayObject.x/y to Pointer.x/y */ angleToXY: function (displayObject, x, y) { this._dx = x - displayObject.x; this._dy = y - displayObject.y; return Math.atan2(this._dy, this._dx); }, /** * Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account. * * @method Phaser.Physics.Arcade#angleToPointer * @param {any} displayObject - The Display Object to test from. * @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used. * @return {number} The angle in radians between displayObject.x/y to Pointer.x/y */ angleToPointer: function (displayObject, pointer) { pointer = pointer || this.game.input.activePointer; this._dx = pointer.worldX - displayObject.x; this._dy = pointer.worldY - displayObject.y; return Math.atan2(this._dy, this._dx); } };