/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than * the Sprite itself. For example you can set the velocity, bounce values etc all on the Body. * * @class Phaser.Physics.Ninja.Body * @constructor * @param {Phaser.Physics.Ninja} system - The physics system this Body belongs to. * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to. * @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile. * @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. * @param {number} [radius=16] - If this body is using a Circle shape this controls the radius. * @param {number} [x=0] - The x coordinate of this Body. This is only used if a sprite is not provided. * @param {number} [y=0] - The y coordinate of this Body. This is only used if a sprite is not provided. * @param {number} [width=0] - The width of this Body. This is only used if a sprite is not provided. * @param {number} [height=0] - The height of this Body. This is only used if a sprite is not provided. */ Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius, x, y, width, height) { sprite = sprite || null; if (typeof type === 'undefined') { type = 1; } if (typeof id === 'undefined') { id = 1; } if (typeof radius === 'undefined') { radius = 16; } /** * @property {Phaser.Sprite} sprite - Reference to the parent Sprite. */ this.sprite = sprite; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = system.game; /** * @property {number} type - The type of physics system this body belongs to. */ this.type = Phaser.Physics.NINJA; /** * @property {Phaser.Physics.Ninja} system - The parent physics system. */ this.system = system; /** * @property {Phaser.Physics.Ninja.AABB} aabb - The AABB object this body is using for collision. */ this.aabb = null; /** * @property {Phaser.Physics.Ninja.Tile} tile - The Tile object this body is using for collision. */ this.tile = null; /** * @property {Phaser.Physics.Ninja.Circle} circle - The Circle object this body is using for collision. */ this.circle = null; /** * @property {object} shape - A local reference to the body shape. */ this.shape = null; // Setting drag to 0 and friction to 0 means you get a normalised speed (px psec) /** * @property {number} drag - The drag applied to this object as it moves. * @default */ this.drag = 1; /** * @property {number} friction - The friction applied to this object as it moves. * @default */ this.friction = 0.05; /** * @property {number} gravityScale - How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc. * @default */ this.gravityScale = 1; /** * @property {number} bounce - The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering. * @default */ this.bounce = 0.3; /** * @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body. */ this.velocity = new Phaser.Point(); /** * @property {number} facing - A const reference to the direction the Body is traveling or facing. * @default */ this.facing = Phaser.NONE; /** * @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. Not fully implemented. * @default */ this.immovable = false; /** * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds? */ this.collideWorldBounds = true; /** * Set the checkCollision properties to control which directions collision is processed for this Body. * For example checkCollision.up = false means it won't collide when the collision happened while moving up. * @property {object} checkCollision - An object containing allowed collision. */ this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true }; /** * This object is populated with boolean values when the Body collides with another. * touching.up = true means the collision happened to the top of this Body for example. * @property {object} touching - An object containing touching results. */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * This object is populated with previous touching values from the bodies previous collision. * @property {object} wasTouching - An object containing previous touching results. */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * @property {number} maxSpeed - The maximum speed this body can travel at (taking drag and friction into account) * @default */ this.maxSpeed = 8; if (sprite) { x = sprite.x; y = sprite.y; width = sprite.width; height = sprite.height; if (sprite.anchor.x === 0) { x += (sprite.width * 0.5); } if (sprite.anchor.y === 0) { y += (sprite.height * 0.5); } } if (type === 1) { this.aabb = new Phaser.Physics.Ninja.AABB(this, x, y, width, height); this.shape = this.aabb; } else if (type === 2) { this.circle = new Phaser.Physics.Ninja.Circle(this, x, y, radius); this.shape = this.circle; } else if (type === 3) { this.tile = new Phaser.Physics.Ninja.Tile(this, x, y, width, height, id); this.shape = this.tile; } }; Phaser.Physics.Ninja.Body.prototype = { /** * Internal method. * * @method Phaser.Physics.Ninja.Body#preUpdate * @protected */ preUpdate: function () { // Store and reset collision flags this.wasTouching.none = this.touching.none; this.wasTouching.up = this.touching.up; this.wasTouching.down = this.touching.down; this.wasTouching.left = this.touching.left; this.wasTouching.right = this.touching.right; this.touching.none = true; this.touching.up = false; this.touching.down = false; this.touching.left = false; this.touching.right = false; this.shape.integrate(); if (this.collideWorldBounds) { this.shape.collideWorldBounds(); } }, /** * Internal method. * * @method Phaser.Physics.Ninja.Body#postUpdate * @protected */ postUpdate: function () { if (this.sprite) { if (this.sprite.type === Phaser.TILESPRITE) { // TileSprites don't use their anchor property, so we need to adjust the coordinates this.sprite.x = this.shape.pos.x - this.shape.xw; this.sprite.y = this.shape.pos.y - this.shape.yw; } else { this.sprite.x = this.shape.pos.x; this.sprite.y = this.shape.pos.y; } } if (this.velocity.x < 0) { this.facing = Phaser.LEFT; } else if (this.velocity.x > 0) { this.facing = Phaser.RIGHT; } if (this.velocity.y < 0) { this.facing = Phaser.UP; } else if (this.velocity.y > 0) { this.facing = Phaser.DOWN; } }, /** * Stops all movement of this body. * * @method Phaser.Physics.Ninja.Body#setZeroVelocity */ setZeroVelocity: function () { this.shape.oldpos.x = this.shape.pos.x; this.shape.oldpos.y = this.shape.pos.y; }, /** * Moves the Body forwards based on its current angle and the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveTo * @param {number} speed - The speed at which it should move forwards. * @param {number} angle - The angle in which it should move, given in degrees. */ moveTo: function (speed, angle) { var magnitude = speed * this.game.time.physicsElapsed; var angle = this.game.math.degToRad(angle); this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle)); this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle)); }, /** * Moves the Body backwards based on its current angle and the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveBackward * @param {number} speed - The speed at which it should move backwards. * @param {number} angle - The angle in which it should move, given in degrees. */ moveFrom: function (speed, angle) { var magnitude = -speed * this.game.time.physicsElapsed; var angle = this.game.math.degToRad(angle); this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle)); this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle)); }, /** * If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveLeft * @param {number} speed - The speed at which it should move to the left, in pixels per second. */ moveLeft: function (speed) { var fx = -speed * this.game.time.physicsElapsed; this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx)); }, /** * If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveRight * @param {number} speed - The speed at which it should move to the right, in pixels per second. */ moveRight: function (speed) { var fx = speed * this.game.time.physicsElapsed; this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx)); }, /** * If this Body is dynamic then this will move it up by setting its y velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveUp * @param {number} speed - The speed at which it should move up, in pixels per second. */ moveUp: function (speed) { var fx = -speed * this.game.time.physicsElapsed; this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx)); }, /** * If this Body is dynamic then this will move it down by setting its y velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveDown * @param {number} speed - The speed at which it should move down, in pixels per second. */ moveDown: function (speed) { var fx = speed * this.game.time.physicsElapsed; this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx)); }, /** * Resets all Body values and repositions on the Sprite. * * @method Phaser.Physics.Ninja.Body#reset */ reset: function () { this.velocity.set(0); this.shape.pos.x = this.sprite.x; this.shape.pos.y = this.sprite.y; this.shape.oldpos.copyFrom(this.shape.pos); }, /** * Returns the absolute delta x value. * * @method Phaser.Physics.Ninja.Body#deltaAbsX * @return {number} The absolute delta value. */ deltaAbsX: function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); }, /** * Returns the absolute delta y value. * * @method Phaser.Physics.Ninja.Body#deltaAbsY * @return {number} The absolute delta value. */ deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, /** * Returns the delta x value. The difference between Body.x now and in the previous step. * * @method Phaser.Physics.Ninja.Body#deltaX * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. */ deltaX: function () { return this.shape.pos.x - this.shape.oldpos.x; }, /** * Returns the delta y value. The difference between Body.y now and in the previous step. * * @method Phaser.Physics.Ninja.Body#deltaY * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaY: function () { return this.shape.pos.y - this.shape.oldpos.y; }, /** * Destroys this body's reference to the sprite and system, and destroys its shape. * * @method Phaser.Physics.Ninja.Body#destroy */ destroy: function() { this.sprite = null; this.system = null; this.aabb = null; this.tile = null; this.circle = null; this.shape.destroy(); this.shape = null; } }; /** * @name Phaser.Physics.Ninja.Body#x * @property {number} x - The x position. */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "x", { get: function () { return this.shape.pos.x; }, set: function (value) { this.shape.pos.x = value; } }); /** * @name Phaser.Physics.Ninja.Body#y * @property {number} y - The y position. */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "y", { get: function () { return this.shape.pos.y; }, set: function (value) { this.shape.pos.y = value; } }); /** * @name Phaser.Physics.Ninja.Body#width * @property {number} width - The width of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "width", { get: function () { return this.shape.width; } }); /** * @name Phaser.Physics.Ninja.Body#height * @property {number} height - The height of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "height", { get: function () { return this.shape.height; } }); /** * @name Phaser.Physics.Ninja.Body#bottom * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "bottom", { get: function () { return this.shape.pos.y + this.shape.yw; } }); /** * @name Phaser.Physics.Ninja.Body#right * @property {number} right - The right value of this Body (same as Body.x + Body.width) * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "right", { get: function () { return this.shape.pos.x + this.shape.xw; } }); /** * @name Phaser.Physics.Ninja.Body#speed * @property {number} speed - The speed of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "speed", { get: function () { return Math.sqrt(this.shape.velocity.x * this.shape.velocity.x + this.shape.velocity.y * this.shape.velocity.y); } }); /** * @name Phaser.Physics.Ninja.Body#angle * @property {number} angle - The angle of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "angle", { get: function () { return Math.atan2(this.shape.velocity.y, this.shape.velocity.x); } }); /** * Render Sprite's Body. * * @method Phaser.Physics.Ninja.Body#render * @param {object} context - The context to render to. * @param {Phaser.Physics.Ninja.Body} body - The Body to render. * @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug shape to be rendered. (format is css color string). * @param {boolean} [filled=true] - Render the shape as a filled (default, true) or a stroked (false) */ Phaser.Physics.Ninja.Body.render = function(context, body, color, filled) { color = color || 'rgba(0,255,0,0.4)'; if (typeof filled === 'undefined') { filled = true; } if (body.aabb || body.circle) { body.shape.render(context, body.game.camera.x, body.game.camera.y, color, filled); } };