// Phaser.Physics.Arcade.World var Body = require('./Body'); var Class = require('../../utils/Class'); var Collider = require('./Collider'); var CONST = require('./const'); var GetValue = require('../../utils/object/GetValue'); var Rectangle = require('../../geom/rectangle/Rectangle'); var RTree = require('../../structs/RTree'); var Set = require('../../structs/Set'); var StaticBody = require('./StaticBody'); var Vector2 = require('../../math/Vector2'); var World = new Class({ initialize: function World (scene, config) { this.scene = scene; this.events = scene.sys.events; // Dynamic Bodies this.bodies = new Set(); // Static Bodies this.staticBodies = new Set(); this.colliders = []; this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0)); this.bounds = new Rectangle( GetValue(config, 'x', 0), GetValue(config, 'y', 0), GetValue(config, 'width', scene.sys.game.config.width), GetValue(config, 'height', scene.sys.game.config.height) ); this.checkCollision = { up: GetValue(config, 'checkCollision.up', true), down: GetValue(config, 'checkCollision.down', true), left: GetValue(config, 'checkCollision.left', true), right: GetValue(config, 'checkCollision.right', true) }; this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4); this.forceX = GetValue(config, 'forceX', false); this.isPaused = GetValue(config, 'isPaused', false); this._total = 0; this.drawDebug = GetValue(config, 'debug', false); this.debugGraphic; this.defaults = { debugShowBody: GetValue(config, 'debugShowBody', true), debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true), debugShowVelocity: GetValue(config, 'debugShowVelocity', true), bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff), staticBodyDebugColor: GetValue(config, 'debugBodyColor', 0x0000ff), velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00) }; this.maxEntries = GetValue(config, 'maxEntries', 16); this.tree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]); this.staticTree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]); this.treeMinMax = { minX: 0, minY: 0, maxX: 0, maxY: 0 }; if (this.drawDebug) { this.createDebugGraphic(); } }, enable: function (object, type) { if (type === undefined) { type = CONST.DYNAMIC_BODY; } var i = 1; if (Array.isArray(object)) { i = object.length; while (i--) { if (object[i].hasOwnProperty('children')) { // If it's a Group then we do it on the children regardless this.enable(object[i].children.entries, type); } else { this.enableBody(object[i], type); } } } else if (object.hasOwnProperty('children')) { // If it's a Group then we do it on the children regardless this.enable(object.children.entries, type); } else { this.enableBody(object, type); } }, enableBody: function (object, type) { if (object.body === null) { if (type === CONST.DYNAMIC_BODY) { object.body = new Body(this, object); this.bodies.set(object.body); } else if (type === CONST.STATIC_BODY) { object.body = new StaticBody(this, object); this.staticBodies.set(object.body); this.staticTree.insert(object.body); } } return object; }, disable: function (object) { var i = 1; if (Array.isArray(object)) { i = object.length; while (i--) { if (object[i].hasOwnProperty('children')) { // If it's a Group then we do it on the children regardless this.disable(object[i].children.entries); } else { this.disableBody(object[i]); } } } else if (object.hasOwnProperty('children')) { // If it's a Group then we do it on the children regardless this.disable(object.children.entries); } else { this.disableBody(object); } }, disableBody: function (object) { if (object.body) { if (object.body.physicsType === CONST.DYNAMIC_BODY) { this.bodies.delete(object.body); } else if (object.body.physicsType === CONST.STATIC_BODY) { this.staticBodies.delete(object.body); this.staticTree.remove(object.body); } object.body.destroy(); object.body = null; } return object; }, createDebugGraphic: function () { var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 }); graphic.setZ(Number.MAX_SAFE_INTEGER); this.debugGraphic = graphic; this.drawDebug = true; return graphic; }, setBounds: function (x, y, width, height) { this.bounds.setTo(x, y, width, height); return this; }, pause: function () { this.isPaused = true; return this; }, resume: function () { this.isPaused = false; return this; }, addCollider: function (object1, object2, collideCallback, processCallback, callbackContext) { if (collideCallback === undefined) { collideCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = collideCallback; } var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext); this.colliders.push(collider); return collider; }, addOverlap: function (object1, object2, collideCallback, processCallback, callbackContext) { if (collideCallback === undefined) { collideCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = collideCallback; } var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext); this.colliders.push(collider); return collider; }, update: function (time, delta) { if (this.isPaused || this.bodies.size === 0) { return; } // this.delta = Math.min(delta / 1000, this.maxStep) * this.timeScale; delta /= 1000; this.delta = delta; // Update all active bodies var i; var body; var bodies = this.bodies.entries; var len = bodies.length; for (i = 0; i < len; i++) { body = bodies[i]; if (body.enable) { body.update(delta); } } // Populate our dynamic collision tree this.tree.clear(); this.tree.load(bodies); // Process any colliders for (i = 0; i < this.colliders.length; i++) { this.colliders[i].update(); } }, postUpdate: function () { var i; var body; var bodies = this.bodies.entries; var len = bodies.length; for (i = 0; i < len; i++) { body = bodies[i]; if (body.enable) { body.postUpdate(); } } if (this.drawDebug) { var graphics = this.debugGraphic; graphics.clear(); for (i = 0; i < len; i++) { body = bodies[i]; if (body.willDrawDebug()) { body.drawDebug(graphics); } } bodies = this.staticBodies.entries; len = bodies.length; for (i = 0; i < len; i++) { body = bodies[i]; if (body.willDrawDebug()) { body.drawDebug(graphics); } } } }, updateMotion: require('./inc/UpdateMotion'), computeVelocity: require('./inc/ComputeVelocity'), separate: require('./inc/Separate'), separateCircle: require('./inc/SeparateCircle'), intersects: require('./inc/Intersects'), circleBodyIntersects: require('./inc/CircleBodyIntersects'), overlap: require('./inc/Overlap'), collide: require('./inc/Collide'), collideObjects: require('./inc/CollideObjects'), collideHandler: require('./inc/CollideHandler'), collideSpriteVsSprite: require('./inc/CollideSpriteVsSprite'), collideSpriteVsGroup: require('./inc/CollideSpriteVsGroup'), // Utils accelerateTo: require('./utils/AccelerateTo'), accelerateToObject: require('./utils/AccelerateToObject'), closest: require('./utils/Closest'), furthest: require('./utils/Furthest'), moveTo: require('./utils/MoveTo'), moveToObject: require('./utils/MoveToObject'), velocityFromAngle: require('./utils/VelocityFromAngle'), velocityFromRotation: require('./utils/VelocityFromRotation'), // TODO collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly) { if (group1.length === 0 || group2.length === 0) { return; } }, shutdown: function () { }, destroy: function () { } }); module.exports = World;