/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Add an extra properties to p2 that we need p2.Body.prototype.parent = null; p2.Spring.prototype.parent = null; /** * @class Phaser.Physics.P2 * @classdesc Physics World Constructor * @constructor * @param {Phaser.Game} game - Reference to the current game instance. * @param {object} [config] - Physics configuration object passed in from the game constructor. */ Phaser.Physics.P2 = function (game, config) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; if (typeof config === 'undefined' || !config.hasOwnProperty('gravity') || !config.hasOwnProperty('broadphase')) { config = { gravity: [0, 0], broadphase: new p2.SAPBroadphase() }; } /** * @property {p2.World} game - The p2 World in which the simulation is run. * @protected */ this.world = new p2.World(config); /** * @property {number} frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property. * @default */ this.frameRate = 1 / 60; /** * @property {boolean} useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. * @default */ this.useElapsedTime = false; /** * @property {array<Phaser.Physics.P2.Material>} materials - A local array of all created Materials. * @protected */ this.materials = []; /** * @property {Phaser.InversePointProxy} gravity - The gravity applied to all bodies each step. */ this.gravity = new Phaser.Physics.P2.InversePointProxy(this, this.world.gravity); /** * @property {p2.Body} bounds - The bounds body contains the 4 walls that border the World. Define or disable with setBounds. */ this.bounds = null; /** * @property {array} _wallShapes - The wall bounds shapes. * @private */ this._wallShapes = [ null, null, null, null ]; /** * @property {Phaser.Signal} onBodyAdded - Dispatched when a new Body is added to the World. */ this.onBodyAdded = new Phaser.Signal(); /** * @property {Phaser.Signal} onBodyRemoved - Dispatched when a Body is removed from the World. */ this.onBodyRemoved = new Phaser.Signal(); /** * @property {Phaser.Signal} onSpringAdded - Dispatched when a new Spring is added to the World. */ this.onSpringAdded = new Phaser.Signal(); /** * @property {Phaser.Signal} onSpringRemoved - Dispatched when a Spring is removed from the World. */ this.onSpringRemoved = new Phaser.Signal(); /** * @property {Phaser.Signal} onConstraintAdded - Dispatched when a new Constraint is added to the World. */ this.onConstraintAdded = new Phaser.Signal(); /** * @property {Phaser.Signal} onConstraintRemoved - Dispatched when a Constraint is removed from the World. */ this.onConstraintRemoved = new Phaser.Signal(); /** * @property {Phaser.Signal} onContactMaterialAdded - Dispatched when a new ContactMaterial is added to the World. */ this.onContactMaterialAdded = new Phaser.Signal(); /** * @property {Phaser.Signal} onContactMaterialRemoved - Dispatched when a ContactMaterial is removed from the World. */ this.onContactMaterialRemoved = new Phaser.Signal(); /** * @property {Phaser.Signal} onPostBroadphase - Dispatched after the Broadphase has collected collision pairs in the world. */ // this.onPostBroadphase = new Phaser.Signal(); this.postBroadphaseCallback = null; this.callbackContext = null; /** * @property {Phaser.Signal} onImpact - Dispatched when a first contact is created between two bodies. This event is fired after the step has been done. */ // this.onImpact = new Phaser.Signal(); this.impactCallback = null; /** * @property {Phaser.Signal} onBeginContact - Dispatched when a first contact is created between two bodies. This event is fired before the step has been done. */ this.onBeginContact = new Phaser.Signal(); /** * @property {Phaser.Signal} onEndContact - Dispatched when final contact occurs between two bodies. This event is fired before the step has been done. */ this.onEndContact = new Phaser.Signal(); // Pixel to meter function overrides if (config.hasOwnProperty('mpx') && config.hasOwnProperty('pxm') && config.hasOwnProperty('mpxi') && config.hasOwnProperty('pxmi')) { this.mpx = config.mpx; this.mpxi = config.mpxi; this.pxm = config.pxm; this.pxmi = config.pxmi; } // Hook into the World events this.world.on("beginContact", this.beginContactHandler, this); this.world.on("endContact", this.endContactHandler, this); /** * @property {array} _toRemove - Internal var used to hold references to bodies to remove from the world on the next step. */ this._toRemove = []; /** * @property {array} collisionGroups - Internal var. */ this.collisionGroups = []; /** * @property {number} _collisionGroupID - Internal var. * @private */ this._collisionGroupID = 2; this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1); this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2); this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648); this.boundsCollidesWith = []; // By default we want everything colliding with everything this.setBoundsToWorld(true, true, true, true, false); }; /** * @const * @type {number} */ Phaser.Physics.P2.LIME_CORONA_JSON = 0; Phaser.Physics.P2.prototype = { /** * This will add a P2 Physics body into the removal list for the next step. * * @method Phaser.Physics.P2#removeBodyNextStep * @param {Phaser.Physics.P2.Body} body - The body to remove at the start of the next step. */ removeBodyNextStep: function (body) { this._toRemove.push(body); }, /** * Called at the start of the core update loop. Purges flagged bodies from the world. * * @method Phaser.Physics.P2#preUpdate */ preUpdate: function () { var i = this._toRemove.length; while (i--) { this.removeBody(this._toRemove[i]); } this._toRemove.length = 0; }, /** * This will create a P2 Physics body on the given game object or array of game 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. * * @method Phaser.Physics.P2#enable * @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property. * @param {boolean} [debug=false] - Create a debug object to go with this body? * @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go. */ enable: function (object, debug, children) { if (typeof debug === 'undefined') { debug = false; } if (typeof children === 'undefined') { children = true; } var i = 1; if (Array.isArray(object)) { i = object.length; while (i--) { if (object[i] instanceof Phaser.Group) { // If it's a Group then we do it on the children regardless this.enable(object[i].children, debug, children); } else { this.enableBody(object[i], debug); if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0) { this.enable(object[i], debug, true); } } } } else { if (object instanceof Phaser.Group) { // If it's a Group then we do it on the children regardless this.enable(object.children, debug, children); } else { this.enableBody(object, debug); if (children && object.hasOwnProperty('children') && object.children.length > 0) { this.enable(object.children, debug, true); } } } }, /** * Creates a P2 Physics body on the given game object. * A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled. * * @method Phaser.Physics.P2#enableBody * @param {object} object - The game object to create the physics body on. A body will only be created if this object has a null `body` property. * @param {boolean} debug - Create a debug object to go with this body? */ enableBody: function (object, debug) { if (object.hasOwnProperty('body') && object.body === null) { object.body = new Phaser.Physics.P2.Body(this.game, object, object.x, object.y, 1); object.body.debug = debug object.anchor.set(0.5); } }, /** * Impact event handling is disabled by default. Enable it before any impact events will be dispatched. * In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks. * * @method Phaser.Physics.P2#setImpactEvents * @param {boolean} state - Set to true to enable impact events, or false to disable. */ setImpactEvents: function (state) { if (state) { this.world.on("impact", this.impactHandler, this); } else { this.world.off("impact", this.impactHandler, this); } }, /** * Sets a callback to be fired after the Broadphase has collected collision pairs in the world. * Just because a pair exists it doesn't mean they *will* collide, just that they potentially could do. * If your calback returns `false` the pair will be removed from the narrowphase. This will stop them testing for collision this step. * Returning `true` from the callback will ensure they are checked in the narrowphase. * * @method Phaser.Physics.P2#setPostBroadphaseCallback * @param {function} callback - The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback. * @param {object} context - The context under which the callback will be fired. */ setPostBroadphaseCallback: function (callback, context) { this.postBroadphaseCallback = callback; this.callbackContext = context; if (callback !== null) { this.world.on("postBroadphase", this.postBroadphaseHandler, this); } else { this.world.off("postBroadphase", this.postBroadphaseHandler, this); } }, /** * Internal handler for the postBroadphase event. * * @method Phaser.Physics.P2#postBroadphaseHandler * @private * @param {object} event - The event data. */ postBroadphaseHandler: function (event) { if (this.postBroadphaseCallback) { // Body.id 1 is always the World bounds object var i = event.pairs.length; while (i -= 2) { if (event.pairs[i].id !== 1 && event.pairs[i+1].id !== 1 && !this.postBroadphaseCallback.call(this.callbackContext, event.pairs[i].parent, event.pairs[i+1].parent)) { event.pairs.splice(i, 2); } } } }, /** * Handles a p2 impact event. * * @method Phaser.Physics.P2#impactHandler * @private * @param {object} event - The event data. */ impactHandler: function (event) { if (event.bodyA.parent && event.bodyB.parent) { // Body vs. Body callbacks var a = event.bodyA.parent; var b = event.bodyB.parent; if (a._bodyCallbacks[event.bodyB.id]) { a._bodyCallbacks[event.bodyB.id].call(a._bodyCallbackContext[event.bodyB.id], a, b, event.shapeA, event.shapeB); } if (b._bodyCallbacks[event.bodyA.id]) { b._bodyCallbacks[event.bodyA.id].call(b._bodyCallbackContext[event.bodyA.id], b, a, event.shapeB, event.shapeA); } // Body vs. Group callbacks if (a._groupCallbacks[event.shapeB.collisionGroup]) { a._groupCallbacks[event.shapeB.collisionGroup].call(a._groupCallbackContext[event.shapeB.collisionGroup], a, b, event.shapeA, event.shapeB); } if (b._groupCallbacks[event.shapeA.collisionGroup]) { b._groupCallbacks[event.shapeA.collisionGroup].call(b._groupCallbackContext[event.shapeA.collisionGroup], b, a, event.shapeB, event.shapeA); } } }, /** * Handles a p2 begin contact event. * * @method Phaser.Physics.P2#beginContactHandler * @param {object} event - The event data. */ beginContactHandler: function (event) { if (event.bodyA.id > 1 && event.bodyB.id > 1) { this.onBeginContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB, event.contactEquations); if (event.bodyA.parent) { event.bodyA.parent.onBeginContact.dispatch(event.bodyB.parent, event.shapeA, event.shapeB, event.contactEquations); } if (event.bodyB.parent) { event.bodyB.parent.onBeginContact.dispatch(event.bodyA.parent, event.shapeB, event.shapeA, event.contactEquations); } } }, /** * Handles a p2 end contact event. * * @method Phaser.Physics.P2#endContactHandler * @param {object} event - The event data. */ endContactHandler: function (event) { if (event.bodyA.id > 1 && event.bodyB.id > 1) { this.onEndContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB); if (event.bodyA.parent) { event.bodyA.parent.onEndContact.dispatch(event.bodyB.parent, event.shapeA, event.shapeB); } if (event.bodyB.parent) { event.bodyB.parent.onEndContact.dispatch(event.bodyA.parent, event.shapeB, event.shapeA); } } }, /** * Sets the bounds of the Physics world to match the Game.World dimensions. * You can optionally set which 'walls' to create: left, right, top or bottom. * * @method Phaser.Physics#setBoundsToWorld * @param {boolean} [left=true] - If true will create the left bounds wall. * @param {boolean} [right=true] - If true will create the right bounds wall. * @param {boolean} [top=true] - If true will create the top bounds wall. * @param {boolean} [bottom=true] - If true will create the bottom bounds wall. * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ setBoundsToWorld: function (left, right, top, bottom, setCollisionGroup) { this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, left, right, top, bottom, setCollisionGroup); }, /** * Sets the given material against the 4 bounds of this World. * * @method Phaser.Physics#setWorldMaterial * @param {Phaser.Physics.P2.Material} material - The material to set. * @param {boolean} [left=true] - If true will set the material on the left bounds wall. * @param {boolean} [right=true] - If true will set the material on the right bounds wall. * @param {boolean} [top=true] - If true will set the material on the top bounds wall. * @param {boolean} [bottom=true] - If true will set the material on the bottom bounds wall. */ setWorldMaterial: function (material, left, right, top, bottom) { if (typeof left === 'undefined') { left = true; } if (typeof right === 'undefined') { right = true; } if (typeof top === 'undefined') { top = true; } if (typeof bottom === 'undefined') { bottom = true; } if (left && this._wallShapes[0]) { this._wallShapes[0].material = material; } if (right && this._wallShapes[1]) { this._wallShapes[1].material = material; } if (top && this._wallShapes[2]) { this._wallShapes[2].material = material; } if (bottom && this._wallShapes[3]) { this._wallShapes[3].material = material; } }, /** * By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face. * If you start to use your own collision groups then your objects will no longer collide with the bounds. * To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group. * * @method Phaser.Physics.P2#updateBoundsCollisionGroup * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ updateBoundsCollisionGroup: function (setCollisionGroup) { if (typeof setCollisionGroup === 'undefined') { setCollisionGroup = true; } for (var i = 0; i < 4; i++) { if (this._wallShapes[i]) { if (setCollisionGroup) { this._wallShapes[i].collisionGroup = this.boundsCollisionGroup.mask; } else { this._wallShapes[i].collisionGroup = this.everythingCollisionGroup.mask; } } } }, /** * Sets the bounds of the Physics world to match the given world pixel dimensions. * You can optionally set which 'walls' to create: left, right, top or bottom. * * @method Phaser.Physics.P2#setBounds * @param {number} x - The x coordinate of the top-left corner of the bounds. * @param {number} y - The y coordinate of the top-left corner of the bounds. * @param {number} width - The width of the bounds. * @param {number} height - The height of the bounds. * @param {boolean} [left=true] - If true will create the left bounds wall. * @param {boolean} [right=true] - If true will create the right bounds wall. * @param {boolean} [top=true] - If true will create the top bounds wall. * @param {boolean} [bottom=true] - If true will create the bottom bounds wall. * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ setBounds: function (x, y, width, height, left, right, top, bottom, setCollisionGroup) { if (typeof left === 'undefined') { left = true; } if (typeof right === 'undefined') { right = true; } if (typeof top === 'undefined') { top = true; } if (typeof bottom === 'undefined') { bottom = true; } if (typeof setCollisionGroup === 'undefined') { setCollisionGroup = true; } var hw = (width / 2); var hh = (height / 2); var cx = hw + x; var cy = hh + y; if (this.bounds !== null) { if (this.bounds.world) { this.world.removeBody(this.bounds); } var i = this.bounds.shapes.length; while (i--) { var shape = this.bounds.shapes[i]; this.bounds.removeShape(shape); } this.bounds.position[0] = this.pxmi(cx); this.bounds.position[1] = this.pxmi(cy); } else { this.bounds = new p2.Body({ mass: 0, position:[this.pxmi(cx), this.pxmi(cy)] }); } if (left) { this._wallShapes[0] = new p2.Plane(); if (setCollisionGroup) { this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask; } this.bounds.addShape(this._wallShapes[0], [this.pxmi(-hw), 0], 1.5707963267948966 ); } if (right) { this._wallShapes[1] = new p2.Plane(); if (setCollisionGroup) { this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask; } this.bounds.addShape(this._wallShapes[1], [this.pxmi(hw), 0], -1.5707963267948966 ); } if (top) { this._wallShapes[2] = new p2.Plane(); if (setCollisionGroup) { this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask; } this.bounds.addShape(this._wallShapes[2], [0, this.pxmi(-hh)], -3.141592653589793 ); } if (bottom) { this._wallShapes[3] = new p2.Plane(); if (setCollisionGroup) { this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask; } this.bounds.addShape(this._wallShapes[3], [0, this.pxmi(hh)] ); } this.world.addBody(this.bounds); }, /** * @method Phaser.Physics.P2#update */ update: function () { if (this.useElapsedTime) { this.world.step(this.game.time.physicsElapsed); } else { this.world.step(this.frameRate); } }, /** * Clears all bodies from the simulation. * * @method Phaser.Physics.P2#clear */ clear: function () { this.world.clear(); }, /** * Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call `clear` on a State change. * * @method Phaser.Physics.P2#destroy */ destroy: function () { this.world.clear(); this.game = null; }, /** * Add a body to the world. * * @method Phaser.Physics.P2#addBody * @param {Phaser.Physics.P2.Body} body - The Body to add to the World. * @return {boolean} True if the Body was added successfully, otherwise false. */ addBody: function (body) { if (body.data.world) { return false; } else { this.world.addBody(body.data); this.onBodyAdded.dispatch(body); return true; } }, /** * Removes a body from the world. * * @method Phaser.Physics.P2#removeBody * @param {Phaser.Physics.P2.Body} body - The Body to remove from the World. * @return {Phaser.Physics.P2.Body} The Body that was removed. */ removeBody: function (body) { this.world.removeBody(body.data); this.onBodyRemoved.dispatch(body); return body; }, /** * Adds a Spring to the world. * * @method Phaser.Physics.P2#addSpring * @param {Phaser.Physics.P2.Spring} spring - The Spring to add to the World. * @return {Phaser.Physics.P2.Spring} The Spring that was added. */ addSpring: function (spring) { this.world.addSpring(spring); this.onSpringAdded.dispatch(spring); return spring; }, /** * Removes a Spring from the world. * * @method Phaser.Physics.P2#removeSpring * @param {Phaser.Physics.P2.Spring} spring - The Spring to remove from the World. * @return {Phaser.Physics.P2.Spring} The Spring that was removed. */ removeSpring: function (spring) { this.world.removeSpring(spring); this.onSpringRemoved.dispatch(spring); return spring; }, /** * Creates a constraint that tries to keep the distance between two bodies constant. * * @method Phaser.Physics.P2#createDistanceConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {number} distance - The distance to keep between the bodies. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.DistanceConstraint} The constraint */ createDistanceConstraint: function (bodyA, bodyB, distance, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, maxForce)); } }, /** * Creates a constraint that tries to keep the distance between two bodies constant. * * @method Phaser.Physics.P2#createGearConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {number} [angle=0] - The relative angle * @param {number} [ratio=1] - The gear ratio. * @return {Phaser.Physics.P2.GearConstraint} The constraint */ createGearConstraint: function (bodyA, bodyB, angle, ratio) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.GearConstraint(this, bodyA, bodyB, angle, ratio)); } }, /** * Connects two bodies at given offset points, letting them rotate relative to each other around this point. * The pivot points are given in world (pixel) coordinates. * * @method Phaser.Physics.P2#createRevoluteConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Array} pivotA - The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.RevoluteConstraint} The constraint */ createRevoluteConstraint: function (bodyA, pivotA, bodyB, pivotB, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.RevoluteConstraint(this, bodyA, pivotA, bodyB, pivotB, maxForce)); } }, /** * Locks the relative position between two bodies. * * @method Phaser.Physics.P2#createLockConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [angle=0] - The angle of bodyB in bodyA's frame. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.LockConstraint} The constraint */ createLockConstraint: function (bodyA, bodyB, offset, angle, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.LockConstraint(this, bodyA, bodyB, offset, angle, maxForce)); } }, /** * Constraint that only allows bodies to move along a line, relative to each other. * See http://www.iforce2d.net/b2dtut/joints-prismatic * * @method Phaser.Physics.P2#createPrismaticConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {boolean} [lock=false] - If set to true, bodyB will be free to rotate around its anchor point. * @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.PrismaticConstraint} The constraint */ createPrismaticConstraint: function (bodyA, bodyB, lock, anchorA, anchorB, axis, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.PrismaticConstraint(this, bodyA, bodyB, lock, anchorA, anchorB, axis, maxForce)); } }, /** * Adds a Constraint to the world. * * @method Phaser.Physics.P2#addConstraint * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to add to the World. * @return {Phaser.Physics.P2.Constraint} The Constraint that was added. */ addConstraint: function (constraint) { this.world.addConstraint(constraint); this.onConstraintAdded.dispatch(constraint); return constraint; }, /** * Removes a Constraint from the world. * * @method Phaser.Physics.P2#removeConstraint * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to be removed from the World. * @return {Phaser.Physics.P2.Constraint} The Constraint that was removed. */ removeConstraint: function (constraint) { this.world.removeConstraint(constraint); this.onConstraintRemoved.dispatch(constraint); return constraint; }, /** * Adds a Contact Material to the world. * * @method Phaser.Physics.P2#addContactMaterial * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be added to the World. * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was added. */ addContactMaterial: function (material) { this.world.addContactMaterial(material); this.onContactMaterialAdded.dispatch(material); return material; }, /** * Removes a Contact Material from the world. * * @method Phaser.Physics.P2#removeContactMaterial * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be removed from the World. * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was removed. */ removeContactMaterial: function (material) { this.world.removeContactMaterial(material); this.onContactMaterialRemoved.dispatch(material); return material; }, /** * Gets a Contact Material based on the two given Materials. * * @method Phaser.Physics.P2#getContactMaterial * @param {Phaser.Physics.P2.Material} materialA - The first Material to search for. * @param {Phaser.Physics.P2.Material} materialB - The second Material to search for. * @return {Phaser.Physics.P2.ContactMaterial|boolean} The Contact Material or false if none was found matching the Materials given. */ getContactMaterial: function (materialA, materialB) { return this.world.getContactMaterial(materialA, materialB); }, /** * Sets the given Material against all Shapes owned by all the Bodies in the given array. * * @method Phaser.Physics.P2#setMaterial * @param {Phaser.Physics.P2.Material} material - The Material to be applied to the given Bodies. * @param {array<Phaser.Physics.P2.Body>} bodies - An Array of Body objects that the given Material will be set on. */ setMaterial: function (material, bodies) { var i = bodies.length; while (i--) { bodies.setMaterial(material); } }, /** * Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial(). * Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials. * Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials. * * @method Phaser.Physics.P2#createMaterial * @param {string} [name] - Optional name of the Material. Each Material has a unique ID but string names are handy for debugging. * @param {Phaser.Physics.P2.Body} [body] - Optional Body. If given it will assign the newly created Material to the Body shapes. * @return {Phaser.Physics.P2.Material} The Material that was created. This is also stored in Phaser.Physics.P2.materials. */ createMaterial: function (name, body) { name = name || ''; var material = new Phaser.Physics.P2.Material(name); this.materials.push(material); if (typeof body !== 'undefined') { body.setMaterial(material); } return material; }, /** * Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly. * * @method Phaser.Physics.P2#createContactMaterial * @param {Phaser.Physics.P2.Material} [materialA] - The first Material to create the ContactMaterial from. If undefined it will create a new Material object first. * @param {Phaser.Physics.P2.Material} [materialB] - The second Material to create the ContactMaterial from. If undefined it will create a new Material object first. * @param {object} [options] - Material options object. * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was created. */ createContactMaterial: function (materialA, materialB, options) { if (typeof materialA === 'undefined') { materialA = this.createMaterial(); } if (typeof materialB === 'undefined') { materialB = this.createMaterial(); } var contact = new Phaser.Physics.P2.ContactMaterial(materialA, materialB, options); return this.addContactMaterial(contact); }, /** * Populates and returns an array with references to of all current Bodies in the world. * * @method Phaser.Physics.P2#getBodies * @return {array<Phaser.Physics.P2.Body>} An array containing all current Bodies in the world. */ getBodies: function () { var output = []; var i = this.world.bodies.length; while (i--) { output.push(this.world.bodies[i].parent); } return output; }, /** * Checks the given object to see if it has a p2.Body and if so returns it. * * @method Phaser.Physics.P2#getBody * @param {object} object - The object to check for a p2.Body on. * @return {p2.Body} The p2.Body, or null if not found. */ getBody: function (object) { if (object instanceof p2.Body) { // Native p2 body return object; } else if (object instanceof Phaser.Physics.P2.Body) { // Phaser P2 Body return object.data; } else if (object['body'] && object['body'].type === Phaser.Physics.P2JS) { // Sprite, TileSprite, etc return object.body.data; } return null; }, /** * Populates and returns an array of all current Springs in the world. * * @method Phaser.Physics.P2#getSprings * @return {array<Phaser.Physics.P2.Spring>} An array containing all current Springs in the world. */ getSprings: function () { var output = []; var i = this.world.springs.length; while (i--) { output.push(this.world.springs[i].parent); } return output; }, /** * Populates and returns an array of all current Constraints in the world. * * @method Phaser.Physics.P2#getConstraints * @return {array<Phaser.Physics.P2.Constraint>} An array containing all current Constraints in the world. */ getConstraints: function () { var output = []; var i = this.world.constraints.length; while (i--) { output.push(this.world.constraints[i].parent); } return output; }, /** * Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to * (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property. * * @method Phaser.Physics.P2#hitTest * @param {Phaser.Point} worldPoint - Point to use for intersection tests. The points values must be in world (pixel) coordinates. * @param {Array<Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body>} [bodies] - A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies) * @param {number} [precision=5] - Used for matching against particles and lines. Adds some margin to these infinitesimal objects. * @param {boolean} [filterStatic=false] - If true all Static objects will be removed from the results array. * @return {Array} Array of bodies that overlap the point. */ hitTest: function (worldPoint, bodies, precision, filterStatic) { if (typeof bodies === 'undefined') { bodies = this.world.bodies; } if (typeof precision === 'undefined') { precision = 5; } if (typeof filterStatic === 'undefined') { filterStatic = false; } var physicsPosition = [ this.pxmi(worldPoint.x), this.pxmi(worldPoint.y) ]; var query = []; var i = bodies.length; while (i--) { if (bodies[i] instanceof Phaser.Physics.P2.Body && !(filterStatic && bodies[i].data.motionState === p2.Body.STATIC)) { query.push(bodies[i].data); } else if (bodies[i] instanceof p2.Body && bodies[i].parent && !(filterStatic && bodies[i].motionState === p2.Body.STATIC)) { query.push(bodies[i]); } else if (bodies[i] instanceof Phaser.Sprite && bodies[i].hasOwnProperty('body') && !(filterStatic && bodies[i].body.data.motionState === p2.Body.STATIC)) { query.push(bodies[i].body.data); } } return this.world.hitTest(physicsPosition, query, precision); }, /** * Converts the current world into a JSON object. * * @method Phaser.Physics.P2#toJSON * @return {object} A JSON representation of the world. */ toJSON: function () { return this.world.toJSON(); }, /** * Creates a new Collision Group and optionally applies it to the given object. * Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups. * * @method Phaser.Physics.P2#createCollisionGroup * @param {Phaser.Group|Phaser.Sprite} [object] - An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children. * @protected */ createCollisionGroup: function (object) { var bitmask = Math.pow(2, this._collisionGroupID); if (this._wallShapes[0]) { this._wallShapes[0].collisionMask = this._wallShapes[0].collisionMask | bitmask; } if (this._wallShapes[1]) { this._wallShapes[1].collisionMask = this._wallShapes[1].collisionMask | bitmask; } if (this._wallShapes[2]) { this._wallShapes[2].collisionMask = this._wallShapes[2].collisionMask | bitmask; } if (this._wallShapes[3]) { this._wallShapes[3].collisionMask = this._wallShapes[3].collisionMask | bitmask; } this._collisionGroupID++; var group = new Phaser.Physics.P2.CollisionGroup(bitmask); this.collisionGroups.push(group); if (object) { this.setCollisionGroup(object, group); } return group; }, /** * Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified. * Note that this resets the collisionMask and any previously set groups. See Body.collides() for appending them. * * @method Phaser.Physics.P2y#setCollisionGroup * @param {Phaser.Group|Phaser.Sprite} object - A Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children. * @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will use. */ setCollisionGroup: function (object, group) { if (object instanceof Phaser.Group) { for (var i = 0; i < object.total; i++) { if (object.children[i]['body'] && object.children[i]['body'].type === Phaser.Physics.P2JS) { object.children[i].body.setCollisionGroup(group); } } } else { object.body.setCollisionGroup(group); } }, /** * Creates a spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. * * @method Phaser.Physics.P2#createSpring * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {number} [restLength=1] - Rest length of the spring. A number > 0. * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0. * @param {number} [damping=1] - Damping of the spring. A number >= 0. * @param {number} [restLength=1] - Rest length of the spring. A number > 0. * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0. * @param {number} [damping=1] - Damping of the spring. A number >= 0. * @param {Array} [worldA] - Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32]. * @param {Array} [worldB] - Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32]. * @param {Array} [localA] - Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32]. * @param {Array} [localB] - Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32]. * @return {Phaser.Physics.P2.Spring} The spring */ createSpring: function (bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Spring, invalid body objects given'); } else { return this.addSpring(new Phaser.Physics.P2.Spring(this, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB)); } }, /** * Creates a new Body and adds it to the World. * * @method Phaser.Physics.P2#createBody * @param {number} x - The x coordinate of Body. * @param {number} y - The y coordinate of Body. * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created. * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction). * @param {object} options - An object containing the build options: * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices. * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself. * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points. * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon. * Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], * or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers. * @return {Phaser.Physics.P2.Body} The body */ createBody: function (x, y, mass, addToWorld, options, data) { if (typeof addToWorld === 'undefined') { addToWorld = false; } var body = new Phaser.Physics.P2.Body(this.game, null, x, y, mass); if (data) { var result = body.addPolygon(options, data); if (!result) { return false; } } if (addToWorld) { this.world.addBody(body.data); } return body; }, /** * Creates a new Particle and adds it to the World. * * @method Phaser.Physics.P2#createParticle * @param {number} x - The x coordinate of Body. * @param {number} y - The y coordinate of Body. * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created. * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction). * @param {object} options - An object containing the build options: * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices. * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself. * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points. * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon. * Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], * or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers. */ createParticle: function (x, y, mass, addToWorld, options, data) { if (typeof addToWorld === 'undefined') { addToWorld = false; } var body = new Phaser.Physics.P2.Body(this.game, null, x, y, mass); if (data) { var result = body.addPolygon(options, data); if (!result) { return false; } } if (addToWorld) { this.world.addBody(body.data); } return body; }, /** * Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world. * Note that the polylines must be created in such a way that they can withstand polygon decomposition. * * @method Phaser.Physics.P2#convertCollisionObjects * @param {Phaser.Tilemap} map - The Tilemap to get the map data from. * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer. * @param {boolean} [addToWorld=true] - If true it will automatically add each body to the world. * @return {array} An array of the Phaser.Physics.Body objects that have been created. */ convertCollisionObjects: function (map, layer, addToWorld) { if (typeof addToWorld === 'undefined') { addToWorld = true; } layer = map.getLayer(layer); var output = []; for (var i = 0, len = map.collision[layer].length; i < len; i++) { // name: json.layers[i].objects[v].name, // x: json.layers[i].objects[v].x, // y: json.layers[i].objects[v].y, // width: json.layers[i].objects[v].width, // height: json.layers[i].objects[v].height, // visible: json.layers[i].objects[v].visible, // properties: json.layers[i].objects[v].properties, // polyline: json.layers[i].objects[v].polyline var object = map.collision[layer][i]; var body = this.createBody(object.x, object.y, 0, addToWorld, {}, object.polyline); if (body) { output.push(body); } } return output; }, /** * Clears all physics bodies from the given TilemapLayer that were created with `World.convertTilemap`. * * @method Phaser.Physics.P2#clearTilemapLayerBodies * @param {Phaser.Tilemap} map - The Tilemap to get the map data from. * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer. */ clearTilemapLayerBodies: function (map, layer) { layer = map.getLayer(layer); var i = map.layers[layer].bodies.length; while (i--) { map.layers[layer].bodies[i].destroy(); } map.layers[layer].bodies.length = []; }, /** * Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies. * Only call this *after* you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc. * Every time you call this method it will destroy any previously created bodies and remove them from the world. * Therefore understand it's a very expensive operation and not to be done in a core game update loop. * * @method Phaser.Physics.P2#convertTilemap * @param {Phaser.Tilemap} map - The Tilemap to get the map data from. * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer. * @param {boolean} [addToWorld=true] - If true it will automatically add each body to the world, otherwise it's up to you to do so. * @param {boolean} [optimize=true] - If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses. * @return {array} An array of the Phaser.Physics.P2.Body objects that were created. */ convertTilemap: function (map, layer, addToWorld, optimize) { layer = map.getLayer(layer); if (typeof addToWorld === 'undefined') { addToWorld = true; } if (typeof optimize === 'undefined') { optimize = true; } // If the bodies array is already populated we need to nuke it this.clearTilemapLayerBodies(map, layer); var width = 0; var sx = 0; var sy = 0; for (var y = 0, h = map.layers[layer].height; y < h; y++) { width = 0; for (var x = 0, w = map.layers[layer].width; x < w; x++) { var tile = map.layers[layer].data[y][x]; if (tile) { if (optimize) { var right = map.getTileRight(layer, x, y); if (width === 0) { sx = tile.x * tile.width; sy = tile.y * tile.height; width = tile.width; } if (right && right.collides) { width += tile.width; } else { var body = this.createBody(sx, sy, 0, false); body.addRectangle(width, tile.height, width / 2, tile.height / 2, 0); if (addToWorld) { this.addBody(body); } map.layers[layer].bodies.push(body); width = 0; } } else { var body = this.createBody(tile.x * tile.width, tile.y * tile.height, 0, false); body.addRectangle(tile.width, tile.height, tile.width / 2, tile.height / 2, 0); if (addToWorld) { this.addBody(body); } map.layers[layer].bodies.push(body); } } } } return map.layers[layer].bodies; }, /** * Convert p2 physics value (meters) to pixel scale. * By default Phaser uses a scale of 20px per meter. * If you need to modify this you can over-ride these functions via the Physics Configuration object. * * @method Phaser.Physics.P2#mpx * @param {number} v - The value to convert. * @return {number} The scaled value. */ mpx: function (v) { return v *= 20; }, /** * Convert pixel value to p2 physics scale (meters). * By default Phaser uses a scale of 20px per meter. * If you need to modify this you can over-ride these functions via the Physics Configuration object. * * @method Phaser.Physics.P2#pxm * @param {number} v - The value to convert. * @return {number} The scaled value. */ pxm: function (v) { return v * 0.05; }, /** * Convert p2 physics value (meters) to pixel scale and inverses it. * By default Phaser uses a scale of 20px per meter. * If you need to modify this you can over-ride these functions via the Physics Configuration object. * * @method Phaser.Physics.P2#mpxi * @param {number} v - The value to convert. * @return {number} The scaled value. */ mpxi: function (v) { return v *= -20; }, /** * Convert pixel value to p2 physics scale (meters) and inverses it. * By default Phaser uses a scale of 20px per meter. * If you need to modify this you can over-ride these functions via the Physics Configuration object. * * @method Phaser.Physics.P2#pxmi * @param {number} v - The value to convert. * @return {number} The scaled value. */ pxmi: function (v) { return v * -0.05; } }; /** * @name Phaser.Physics.P2#friction * @property {number} friction - Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair. */ Object.defineProperty(Phaser.Physics.P2.prototype, "friction", { get: function () { return this.world.defaultFriction; }, set: function (value) { this.world.defaultFriction = value; } }); /** * @name Phaser.Physics.P2#restituion * @property {number} restitution - Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair. */ Object.defineProperty(Phaser.Physics.P2.prototype, "restituion", { get: function () { return this.world.defaultRestitution; }, set: function (value) { this.world.defaultRestitution = value; } }); /** * @name Phaser.Physics.P2#applySpringForces * @property {boolean} applySpringForces - Enable to automatically apply spring forces each step. */ Object.defineProperty(Phaser.Physics.P2.prototype, "applySpringForces", { get: function () { return this.world.applySpringForces; }, set: function (value) { this.world.applySpringForces = value; } }); /** * @name Phaser.Physics.P2#applyDamping * @property {boolean} applyDamping - Enable to automatically apply body damping each step. */ Object.defineProperty(Phaser.Physics.P2.prototype, "applyDamping", { get: function () { return this.world.applyDamping; }, set: function (value) { this.world.applyDamping = value; } }); /** * @name Phaser.Physics.P2#applyGravity * @property {boolean} applyGravity - Enable to automatically apply gravity each step. */ Object.defineProperty(Phaser.Physics.P2.prototype, "applyGravity", { get: function () { return this.world.applyGravity; }, set: function (value) { this.world.applyGravity = value; } }); /** * @name Phaser.Physics.P2#solveConstraints * @property {boolean} solveConstraints - Enable/disable constraint solving in each step. */ Object.defineProperty(Phaser.Physics.P2.prototype, "solveConstraints", { get: function () { return this.world.solveConstraints; }, set: function (value) { this.world.solveConstraints = value; } }); /** * @name Phaser.Physics.P2#time * @property {boolean} time - The World time. * @readonly */ Object.defineProperty(Phaser.Physics.P2.prototype, "time", { get: function () { return this.world.time; } }); /** * @name Phaser.Physics.P2#emitImpactEvent * @property {boolean} emitImpactEvent - Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance. */ Object.defineProperty(Phaser.Physics.P2.prototype, "emitImpactEvent", { get: function () { return this.world.emitImpactEvent; }, set: function (value) { this.world.emitImpactEvent = value; } }); /** * @name Phaser.Physics.P2#enableBodySleeping * @property {boolean} enableBodySleeping - Enable / disable automatic body sleeping. */ Object.defineProperty(Phaser.Physics.P2.prototype, "enableBodySleeping", { get: function () { return this.world.enableBodySleeping; }, set: function (value) { this.world.enableBodySleeping = value; } }); /** * @name Phaser.Physics.P2#total * @property {number} total - The total number of bodies in the world. * @readonly */ Object.defineProperty(Phaser.Physics.P2.prototype, "total", { get: function () { return this.world.bodies.length; } });