/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Body = require('./Body'); var Clamp = require('../../math/Clamp'); var Class = require('../../utils/Class'); var Collider = require('./Collider'); var CONST = require('./const'); var DistanceBetween = require('../../math/distance/DistanceBetween'); var EventEmitter = require('eventemitter3'); var GetValue = require('../../utils/object/GetValue'); var ProcessQueue = require('../../structs/ProcessQueue'); var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks'); var Rectangle = require('../../geom/rectangle/Rectangle'); var RTree = require('../../structs/RTree'); var SeparateTile = require('./tilemap/SeparateTile'); var SeparateX = require('./SeparateX'); var SeparateY = require('./SeparateY'); var Set = require('../../structs/Set'); var StaticBody = require('./StaticBody'); var TileIntersectsBody = require('./tilemap/TileIntersectsBody'); var Vector2 = require('../../math/Vector2'); /** * @classdesc * [description] * * @class World * @extends EventEmitter * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {object} config - [description] */ var World = new Class({ Extends: EventEmitter, initialize: function World (scene, config) { EventEmitter.call(this); /** * [description] * * @name Phaser.Physics.Arcade.World#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * Dynamic Bodies * * @name Phaser.Physics.Arcade.World#bodies * @type {Phaser.Structs.Set} * @since 3.0.0 */ this.bodies = new Set(); /** * Static Bodies * * @name Phaser.Physics.Arcade.World#staticBodies * @type {Phaser.Structs.Set} * @since 3.0.0 */ this.staticBodies = new Set(); /** * [description] * * @name Phaser.Physics.Arcade.World#colliders * @type {Phaser.Structs.ProcessQueue} * @since 3.0.0 */ this.colliders = new ProcessQueue(); /** * [description] * * @name Phaser.Physics.Arcade.World#gravity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0)); /** * [description] * * @name Phaser.Physics.Arcade.World#bounds * @type {Phaser.Geom.Rectangle} * @since 3.0.0 */ 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) ); /** * [description] * * @name Phaser.Physics.Arcade.World#checkCollision * @type {object} * @since 3.0.0 */ 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) }; /** * [description] * * @name Phaser.Physics.Arcade.World#OVERLAP_BIAS * @type {number} * @default 4 * @since 3.0.0 */ this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4); /** * [description] * * @name Phaser.Physics.Arcade.World#TILE_BIAS * @type {number} * @default 16 * @since 3.0.0 */ this.TILE_BIAS = GetValue(config, 'tileBias', 16); /** * [description] * * @name Phaser.Physics.Arcade.World#forceX * @type {boolean} * @default false * @since 3.0.0 */ this.forceX = GetValue(config, 'forceX', false); /** * [description] * * @name Phaser.Physics.Arcade.World#isPaused * @type {boolean} * @default false * @since 3.0.0 */ this.isPaused = GetValue(config, 'isPaused', false); /** * [description] * * @name Phaser.Physics.Arcade.World#_total * @type {number} * @private * @default 0 * @since 3.0.0 */ this._total = 0; /** * [description] * * @name Phaser.Physics.Arcade.World#drawDebug * @type {boolean} * @default false * @since 3.0.0 */ this.drawDebug = GetValue(config, 'debug', false); /** * [description] * * @name Phaser.Physics.Arcade.World#debugGraphic * @type {Phaser.GameObjects.Graphics} * @since 3.0.0 */ this.debugGraphic; /** * [description] * * @name Phaser.Physics.Arcade.World#defaults * @type {object} * @since 3.0.0 */ 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) }; /** * [description] * * @name Phaser.Physics.Arcade.World#maxEntries * @type {integer} * @default 16 * @since 3.0.0 */ this.maxEntries = GetValue(config, 'maxEntries', 16); /** * [description] * * @name Phaser.Physics.Arcade.World#tree * @type {Phaser.Structs.RTree} * @since 3.0.0 */ this.tree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]); /** * [description] * * @name Phaser.Physics.Arcade.World#staticTree * @type {Phaser.Structs.RTree} * @since 3.0.0 */ this.staticTree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]); /** * [description] * * @name Phaser.Physics.Arcade.World#treeMinMax * @type {object} * @since 3.0.0 */ this.treeMinMax = { minX: 0, minY: 0, maxX: 0, maxY: 0 }; if (this.drawDebug) { this.createDebugGraphic(); } }, /** * [description] * * @method Phaser.Physics.Arcade.World#enable * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} object - [description] * @param {integer} [type] - [description] */ 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); } }, /** * [description] * * @method Phaser.Physics.Arcade.World#enableBody * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object - [description] * @param {integer} type - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ 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; }, /** * [description] * * @method Phaser.Physics.Arcade.World#remove * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object - [description] */ remove: function (object) { this.disableBody(object); }, /** * [description] * * @method Phaser.Physics.Arcade.World#disable * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} object - [description] */ 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.disableGameObjectBody(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.disableGameObjectBody(object); } }, /** * [description] * * @method Phaser.Physics.Arcade.World#disableGameObjectBody * @since 3.0.1 * * @param {Phaser.GameObjects.GameObject} object - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ disableGameObjectBody: 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.enable = false; } return object; }, /** * [description] * * @method Phaser.Physics.Arcade.World#disableBody * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - [description] */ disableBody: function (body) { if (body.physicsType === CONST.DYNAMIC_BODY) { this.tree.remove(body); this.bodies.delete(body); } else if (body.physicsType === CONST.STATIC_BODY) { this.staticBodies.delete(body); this.staticTree.remove(body); } body.enable = false; }, /** * [description] * * @method Phaser.Physics.Arcade.World#createDebugGraphic * @since 3.0.0 * * @return {Phaser.GameObjects.Graphics} [description] */ createDebugGraphic: function () { var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 }); graphic.setDepth(Number.MAX_VALUE); this.debugGraphic = graphic; this.drawDebug = true; return graphic; }, /** * [description] * * @method Phaser.Physics.Arcade.World#setBounds * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} width - [description] * @param {number} height - [description] * @param {boolean} [checkLeft] - [description] * @param {boolean} [checkRight] - [description] * @param {boolean} [checkUp] - [description] * @param {boolean} [checkDown] - [description] * * @return {Phaser.Physics.Arcade.World} This World object. */ setBounds: function (x, y, width, height, checkLeft, checkRight, checkUp, checkDown) { this.bounds.setTo(x, y, width, height); if (checkLeft !== undefined) { this.setBoundsCollision(checkLeft, checkRight, checkUp, checkDown); } return this; }, /** * [description] * * @method Phaser.Physics.Arcade.World#setBoundsCollision * @since 3.0.0 * * @param {boolean} [left=true] - [description] * @param {boolean} [right=true] - [description] * @param {boolean} [up=true] - [description] * @param {boolean} [down=true] - [description] * * @return {Phaser.Physics.Arcade.World} This World object. */ setBoundsCollision: function (left, right, up, down) { if (left === undefined) { left = true; } if (right === undefined) { right = true; } if (up === undefined) { up = true; } if (down === undefined) { down = true; } this.checkCollision.left = left; this.checkCollision.right = right; this.checkCollision.up = up; this.checkCollision.down = down; return this; }, /** * [description] * * @method Phaser.Physics.Arcade.World#pause * @since 3.0.0 * * @return {Phaser.Physics.Arcade.World} This World object. */ pause: function () { this.isPaused = true; this.emit('pause'); return this; }, /** * [description] * * @method Phaser.Physics.Arcade.World#resume * @since 3.0.0 * * @return {Phaser.Physics.Arcade.World} This World object. */ resume: function () { this.isPaused = false; this.emit('resume'); return this; }, /** * [description] * * @method Phaser.Physics.Arcade.World#addCollider * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} object1 - The first object to check for collision. * @param {Phaser.Physics.Arcade.Body} object2 - The second object to check for collision. * @param {function} collideCallback - The callback to invoke when the two objects collide. * @param {function} processCallback - The callback to invoke when the two objects collide. Must return a boolean. * @param {object} callbackContext - The scope in which to call the callbacks. * * @return {Phaser.Physics.Arcade.Collider} The Collider that was created. */ 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.add(collider); return collider; }, /** * [description] * * @method Phaser.Physics.Arcade.World#addOverlap * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} object1 - The first object to check for overlap. * @param {Phaser.Physics.Arcade.Body} object2 - The second object to check for overlap. * @param {function} collideCallback - The callback to invoke when the two objects overlap. * @param {function} processCallback - The callback to invoke when the two objects overlap. Must return a boolean. * @param {object} callbackContext - The scope in which to call the callbacks. * * @return {Phaser.Physics.Arcade.Collider} The Collider that was created. */ 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.add(collider); return collider; }, /** * [description] * * @method Phaser.Physics.Arcade.World#removeCollider * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Collider} collider - [description] * * @return {Phaser.Physics.Arcade.World} This World object. */ removeCollider: function (collider) { this.colliders.remove(collider); return this; }, /** * [description] * * @method Phaser.Physics.Arcade.World#update * @since 3.0.0 * * @param {number} time - [description] * @param {number} delta - [description] */ 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 var colliders = this.colliders.update(); for (i = 0; i < colliders.length; i++) { var collider = colliders[i]; if (collider.active) { collider.update(); } } }, /** * [description] * * @method Phaser.Physics.Arcade.World#postUpdate * @since 3.0.0 */ postUpdate: function () { var i; var body; var bodies = this.bodies.entries; var len = bodies.length; var toDestroy = []; for (i = 0; i < len; i++) { body = bodies[i]; if (body.enable) { body.postUpdate(); } if (body.pendingDestroy) { toDestroy.push(body); } } 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); } } } for (i = 0; i < toDestroy.length; i++) { body = toDestroy[i]; this.emit('destroybody', this, body); body.destroy(); } }, /** * [description] * * @method Phaser.Physics.Arcade.World#updateMotion * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - [description] */ updateMotion: function (body) { if (body.allowRotation) { var velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity; body.angularVelocity += velocityDelta; body.rotation += (body.angularVelocity * this.delta); } body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x); body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y); }, /** * [description] * * @method Phaser.Physics.Arcade.World#computeVelocity * @since 3.0.0 * * @param {integer} axis - [description] * @param {Phaser.Physics.Arcade.Body} body - [description] * @param {number} velocity - [description] * @param {number} acceleration - [description] * @param {number} drag - [description] * @param {number} max - [description] * * @return {number} [description] */ computeVelocity: function (axis, body, velocity, acceleration, drag, max) { if (max === undefined) { max = 10000; } if (axis === 1 && body.allowGravity) { velocity += (this.gravity.x + body.gravity.x) * this.delta; } else if (axis === 2 && body.allowGravity) { velocity += (this.gravity.y + body.gravity.y) * this.delta; } if (acceleration) { velocity += acceleration * this.delta; } else if (drag && body.allowDrag) { drag *= this.delta; if (velocity - drag > 0) { velocity -= drag; } else if (velocity + drag < 0) { velocity += drag; } else { velocity = 0; } } if (velocity > max) { velocity = max; } else if (velocity < -max) { velocity = -max; } return velocity; }, /** * [description] * * @method Phaser.Physics.Arcade.World#separate * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - [description] * @param {Phaser.Physics.Arcade.Body} body2 - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ separate: function (body1, body2, processCallback, callbackContext, overlapOnly) { if ( !body1.enable || !body2.enable || body1.checkCollision.none || body2.checkCollision.none || !this.intersects(body1, body2)) { return false; } // They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort. if (processCallback && processCallback.call(callbackContext, body1.gameObject, body2.gameObject) === false) { return false; } // Circle vs. Circle quick bail out if (body1.isCircle && body2.isCircle) { return this.separateCircle(body1, body2, overlapOnly); } // We define the behavior of bodies in a collision circle and rectangle // If a collision occurs in the corner points of the rectangle, the body behave like circles // Either body1 or body2 is a circle if (body1.isCircle !== body2.isCircle) { var bodyRect = (body1.isCircle) ? body2 : body1; var bodyCircle = (body1.isCircle) ? body1 : body2; var rect = { x: bodyRect.x, y: bodyRect.y, right: bodyRect.right, bottom: bodyRect.bottom }; var circle = bodyCircle.center; if (circle.y < rect.y || circle.y > rect.bottom) { if (circle.x < rect.x || circle.x > rect.right) { return this.separateCircle(body1, body2, overlapOnly); } } } var resultX = false; var resultY = false; // Do we separate on x or y first? if (this.forceX || Math.abs(this.gravity.y + body1.gravity.y) < Math.abs(this.gravity.x + body1.gravity.x)) { resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS); // Are they still intersecting? Let's do the other axis then if (this.intersects(body1, body2)) { resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS); } } else { resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS); // Are they still intersecting? Let's do the other axis then if (this.intersects(body1, body2)) { resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS); } } var result = (resultX || resultY); if (result) { if (overlapOnly && (body1.onOverlap || body2.onOverlap)) { this.emit('overlap', body1.gameObject, body2.gameObject, body1, body2); } else if (body1.onCollide || body2.onCollide) { this.emit('collide', body1.gameObject, body2.gameObject, body1, body2); } } return result; }, /** * [description] * * @method Phaser.Physics.Arcade.World#separateCircle * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - [description] * @param {Phaser.Physics.Arcade.Body} body2 - [description] * @param {boolean} overlapOnly - [description] * @param {number} bias - [description] * * @return {boolean} [description] */ separateCircle: function (body1, body2, overlapOnly, bias) { // Set the bounding box overlap values into the bodies themselves (hence we don't use the return values here) GetOverlapX(body1, body2, false, bias); GetOverlapY(body1, body2, false, bias); var dx = body2.center.x - body1.center.x; var dy = body2.center.y - body1.center.y; var angleCollision = Math.atan2(dy, dx); var overlap = 0; if (body1.isCircle !== body2.isCircle) { var rect = { x: (body2.isCircle) ? body1.position.x : body2.position.x, y: (body2.isCircle) ? body1.position.y : body2.position.y, right: (body2.isCircle) ? body1.right : body2.right, bottom: (body2.isCircle) ? body1.bottom : body2.bottom }; var circle = { x: (body1.isCircle) ? body1.center.x : body2.center.x, y: (body1.isCircle) ? body1.center.y : body2.center.y, radius: (body1.isCircle) ? body1.halfWidth : body2.halfWidth }; if (circle.y < rect.y) { if (circle.x < rect.x) { overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.y) - circle.radius; } else if (circle.x > rect.right) { overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.y) - circle.radius; } } else if (circle.y > rect.bottom) { if (circle.x < rect.x) { overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.bottom) - circle.radius; } else if (circle.x > rect.right) { overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.bottom) - circle.radius; } } overlap *= -1; } else { overlap = (body1.halfWidth + body2.halfWidth) - DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y); } // Can't separate two immovable bodies, or a body with its own custom separation logic if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX) { if (overlap !== 0 && (body1.onOverlap || body2.onOverlap)) { this.emit('overlap', body1.gameObject, body2.gameObject, body1, body2); } // return true if there was some overlap, otherwise false return (overlap !== 0); } // Transform the velocity vector to the coordinate system oriented along the direction of impact. // This is done to eliminate the vertical component of the velocity var b1vx = body1.velocity.x; var b1vy = body1.velocity.y; var b1mass = body1.mass; var b2vx = body2.velocity.x; var b2vy = body2.velocity.y; var b2mass = body2.mass; var v1 = { x: b1vx * Math.cos(angleCollision) + b1vy * Math.sin(angleCollision), y: b1vx * Math.sin(angleCollision) - b1vy * Math.cos(angleCollision) }; var v2 = { x: b2vx * Math.cos(angleCollision) + b2vy * Math.sin(angleCollision), y: b2vx * Math.sin(angleCollision) - b2vy * Math.cos(angleCollision) }; // We expect the new velocity after impact var tempVel1 = ((b1mass - b2mass) * v1.x + 2 * b2mass * v2.x) / (b1mass + b2mass); var tempVel2 = (2 * b1mass * v1.x + (b2mass - b1mass) * v2.x) / (b1mass + b2mass); // We convert the vector to the original coordinate system and multiplied by factor of rebound if (!body1.immovable) { body1.velocity.x = (tempVel1 * Math.cos(angleCollision) - v1.y * Math.sin(angleCollision)) * body1.bounce.x; body1.velocity.y = (v1.y * Math.cos(angleCollision) + tempVel1 * Math.sin(angleCollision)) * body1.bounce.y; // Reset local var b1vx = body1.velocity.x; b1vy = body1.velocity.y; } if (!body2.immovable) { body2.velocity.x = (tempVel2 * Math.cos(angleCollision) - v2.y * Math.sin(angleCollision)) * body2.bounce.x; body2.velocity.y = (v2.y * Math.cos(angleCollision) + tempVel2 * Math.sin(angleCollision)) * body2.bounce.y; // Reset local var b2vx = body2.velocity.x; b2vy = body2.velocity.y; } // When the collision angle is almost perpendicular to the total initial velocity vector // (collision on a tangent) vector direction can be determined incorrectly. // This code fixes the problem if (Math.abs(angleCollision) < Math.PI / 2) { if ((b1vx > 0) && !body1.immovable && (b2vx > b1vx)) { body1.velocity.x *= -1; } else if ((b2vx < 0) && !body2.immovable && (b1vx < b2vx)) { body2.velocity.x *= -1; } else if ((b1vy > 0) && !body1.immovable && (b2vy > b1vy)) { body1.velocity.y *= -1; } else if ((b2vy < 0) && !body2.immovable && (b1vy < b2vy)) { body2.velocity.y *= -1; } } else if (Math.abs(angleCollision) > Math.PI / 2) { if ((b1vx < 0) && !body1.immovable && (b2vx < b1vx)) { body1.velocity.x *= -1; } else if ((b2vx > 0) && !body2.immovable && (b1vx > b2vx)) { body2.velocity.x *= -1; } else if ((b1vy < 0) && !body1.immovable && (b2vy < b1vy)) { body1.velocity.y *= -1; } else if ((b2vy > 0) && !body2.immovable && (b1vx > b2vy)) { body2.velocity.y *= -1; } } if (!body1.immovable) { body1.x += (body1.velocity.x * this.delta) - overlap * Math.cos(angleCollision); body1.y += (body1.velocity.y * this.delta) - overlap * Math.sin(angleCollision); } if (!body2.immovable) { body2.x += (body2.velocity.x * this.delta) + overlap * Math.cos(angleCollision); body2.y += (body2.velocity.y * this.delta) + overlap * Math.sin(angleCollision); } if (body1.onCollide || body2.onCollide) { this.emit('collide', body1.gameObject, body2.gameObject, body1, body2); } return true; }, /** * [description] * * @method Phaser.Physics.Arcade.World#intersects * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - [description] * @param {Phaser.Physics.Arcade.Body} body2 - [description] * * @return {boolean} [description] */ intersects: function (body1, body2) { if (body1 === body2) { return false; } if (body1.isCircle) { if (body2.isCircle) { // Circle vs. Circle return DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y) <= (body1.halfWidth + body2.halfWidth); } else { // Circle vs. Rect return this.circleBodyIntersects(body1, body2); } } else if (body2.isCircle) { // Rect vs. Circle return this.circleBodyIntersects(body2, body1); } else { // Rect vs. Rect if (body1.right <= body2.position.x) { return false; } if (body1.bottom <= body2.position.y) { return false; } if (body1.position.x >= body2.right) { return false; } if (body1.position.y >= body2.bottom) { return false; } return true; } }, /** * [description] * * @method Phaser.Physics.Arcade.World#circleBodyIntersects * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} circle - [description] * @param {Phaser.Physics.Arcade.Body} body - [description] * * @return {boolean} [description] */ circleBodyIntersects: function (circle, body) { var x = Clamp(circle.center.x, body.left, body.right); var y = Clamp(circle.center.y, body.top, body.bottom); var dx = (circle.center.x - x) * (circle.center.x - x); var dy = (circle.center.y - y) * (circle.center.y - y); return (dx + dy) <= (circle.halfWidth * circle.halfWidth); }, /** * [description] * * @method Phaser.Physics.Arcade.World#overlap * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object1 - [description] * @param {Phaser.GameObjects.GameObject} object2 - [description] * @param {function} overlapCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * * @return {boolean} [description] */ overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) { if (overlapCallback === undefined) { overlapCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = overlapCallback; } return this.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true); }, /** * [description] * * @method Phaser.Physics.Arcade.World#collide * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object1 - [description] * @param {Phaser.GameObjects.GameObject} object2 - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * * @return {boolean} [description] */ collide: function (object1, object2, collideCallback, processCallback, callbackContext) { if (collideCallback === undefined) { collideCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = collideCallback; } return this.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false); }, /** * [description] * * @method Phaser.Physics.Arcade.World#collideObjects * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object1 - [description] * @param {Phaser.GameObjects.GameObject} object2 - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideObjects: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) { var i; var object1isArray = Array.isArray(object1); var object2isArray = Array.isArray(object2); this._total = 0; if (!object1isArray && !object2isArray) { // Neither of them are arrays - do this first as it's the most common use-case this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } else if (!object1isArray && object2isArray) { // Object 2 is an Array for (i = 0; i < object2.length; i++) { this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, overlapOnly); } } else if (object1isArray && !object2isArray) { // Object 1 is an Array for (i = 0; i < object1.length; i++) { this.collideHandler(object1[i], object2, collideCallback, processCallback, callbackContext, overlapOnly); } } else { // They're both arrays for (i = 0; i < object1.length; i++) { for (var j = 0; j < object2.length; j++) { this.collideHandler(object1[i], object2[j], collideCallback, processCallback, callbackContext, overlapOnly); } } } return (this._total > 0); }, /** * [description] * * @method Phaser.Physics.Arcade.World#collideHandler * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object1 - [description] * @param {Phaser.GameObjects.GameObject} object2 - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) { // Only collide valid objects if (object2 === undefined && object1.isParent) { return this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly); } // If neither of the objects are set then bail out if (!object1 || !object2) { return false; } // A Body if (object1.body) { if (object2.body) { return this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } else if (object2.isParent) { return this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } else if (object2.isTilemap) { return this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } } // GROUPS else if (object1.isParent) { if (object2.body) { return this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly); } else if (object2.isParent) { return this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } else if (object2.isTilemap) { return this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } } // TILEMAP LAYERS else if (object1.isTilemap) { if (object2.body) { return this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly); } else if (object2.isParent) { return this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly); } } }, /** * [description] * * @method Phaser.Physics.Arcade.World#collideSpriteVsSprite * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} sprite1 - [description] * @param {Phaser.GameObjects.GameObject} sprite2 - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext, overlapOnly) { if (!sprite1.body || !sprite2.body) { return false; } if (this.separate(sprite1.body, sprite2.body, processCallback, callbackContext, overlapOnly)) { if (collideCallback) { collideCallback.call(callbackContext, sprite1, sprite2); } this._total++; } return true; }, /** * [description] * * @method Phaser.Physics.Arcade.World#collideSpriteVsGroup * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} sprite - [description] * @param {Phaser.GameObjects.Group} group - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext, overlapOnly) { var bodyA = sprite.body; if (group.length === 0 || !bodyA) { return; } // Does sprite collide with anything? var minMax = this.treeMinMax; minMax.minX = bodyA.left; minMax.minY = bodyA.top; minMax.maxX = bodyA.right; minMax.maxY = bodyA.bottom; var results = (group.physicsType === CONST.DYNAMIC_BODY) ? this.tree.search(minMax) : this.staticTree.search(minMax); if (results.length === 0) { return; } var children = group.getChildren(); for (var i = 0; i < children.length; i++) { var bodyB = children[i].body; if (!bodyB || bodyA === bodyB || results.indexOf(bodyB) === -1) { continue; } if (this.separate(bodyA, bodyB, processCallback, callbackContext, overlapOnly)) { if (collideCallback) { collideCallback.call(callbackContext, bodyA.gameObject, bodyB.gameObject); } this._total++; } } }, /** * [description] * * @method Phaser.Physics.Arcade.World#collideGroupVsTilemapLayer * @since 3.0.0 * * @param {Phaser.GameObjects.Group} group - [description] * @param {[type]} tilemapLayer - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) { var children = group.getChildren(); if (children.length === 0) { return false; } var didCollide = false; for (var i = 0; i < children.length; i++) { if (children[i].body) { if (this.collideSpriteVsTilemapLayer(children[i], tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)) { didCollide = true; } } } return didCollide; }, /** * [description] * * @method Phaser.Physics.Arcade.World#collideSpriteVsTilemapLayer * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} sprite - [description] * @param {[type]} tilemapLayer - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) { var body = sprite.body; if (!body.enable) { return false; } var x = body.position.x; var y = body.position.y; var w = body.width; var h = body.height; // TODO: this logic should be encapsulated within the Tilemap API at some point. // If the maps base tile size differs from the layer's tile size, we need to adjust the // selection area by the difference between the two. var layerData = tilemapLayer.layer; if (layerData.tileWidth > layerData.baseTileWidth) { // The x origin of a tile is the left side, so x and width need to be adjusted. var xDiff = (layerData.tileWidth - layerData.baseTileWidth) * tilemapLayer.scaleX; x -= xDiff; w += xDiff; } if (layerData.tileHeight > layerData.baseTileHeight) { // The y origin of a tile is the bottom side, so just the height needs to be adjusted. var yDiff = (layerData.tileHeight - layerData.baseTileHeight) * tilemapLayer.scaleY; h += yDiff; } var mapData = tilemapLayer.getTilesWithinWorldXY(x, y, w, h); if (mapData.length === 0) { return false; } var tile; var tileWorldRect = { left: 0, right: 0, top: 0, bottom: 0 }; for (var i = 0; i < mapData.length; i++) { tile = mapData[i]; tileWorldRect.left = tilemapLayer.tileToWorldX(tile.x); tileWorldRect.top = tilemapLayer.tileToWorldY(tile.y); // If the map's base tile size differs from the layer's tile size, only the top of the rect // needs to be adjusted since it's origin is (0, 1). if (tile.baseHeight !== tile.height) { tileWorldRect.top -= (tile.height - tile.baseHeight) * tilemapLayer.scaleY; } tileWorldRect.right = tileWorldRect.left + tile.width * tilemapLayer.scaleX; tileWorldRect.bottom = tileWorldRect.top + tile.height * tilemapLayer.scaleY; if (TileIntersectsBody(tileWorldRect, body) && (!processCallback || processCallback.call(callbackContext, sprite, tile)) && ProcessTileCallbacks(tile, sprite) && (overlapOnly || SeparateTile(i, body, tile, tileWorldRect, tilemapLayer, this.TILE_BIAS))) { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite, tile); } if (overlapOnly && body.onOverlap) { sprite.emit('overlap', body.gameObject, tile, body, null); } else if (body.onCollide) { sprite.emit('collide', body.gameObject, tile, body, null); } } } }, /** * TODO! * * @method Phaser.Physics.Arcade.World#collideGroupVsGroup * @since 3.0.0 * * @param {Phaser.GameObjects.Group} group1 - [description] * @param {Phaser.GameObjects.Group} group2 - [description] * @param {function} collideCallback - [description] * @param {function} processCallback - [description] * @param {object} callbackContext - [description] * @param {boolean} overlapOnly - [description] * * @return {boolean} [description] */ collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly) { if (group1.length === 0 || group2.length === 0) { return; } var children = group1.getChildren(); for (var i = 0; i < children.length; i++) { this.collideSpriteVsGroup(children[i], group2, collideCallback, processCallback, callbackContext, overlapOnly); } }, /** * [description] * * @method Phaser.Physics.Arcade.World#shutdown * @since 3.0.0 */ shutdown: function () { this.removeAllListeners(); }, /** * [description] * * @method Phaser.Physics.Arcade.World#destroy * @since 3.0.0 */ destroy: function () { this.tree.clear(); this.staticTree.clear(); this.bodies.clear(); this.staticBodies.clear(); this.colliders.destroy(); this.removeAllListeners(); } }); module.exports = World;