/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Manager is responsible for looking after all of the running physics systems. * Phaser supports 3 physics systems: Arcade Physics, P2 and Ninja Physics (with Box2D and Chipmunk in development) * Game Objects can belong to only 1 physics system, but you can have multiple systems active in a single game. * * For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the * faster (due to being much simpler) Arcade Physics system. * * @class Phaser.Physics * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation. */ Phaser.Physics = function (game, config) { config = config || {}; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {object} config - The physics configuration object as passed to the game on creation. */ this.config = config; /** * @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system. */ this.arcade = null; /** * @property {Phaser.Physics.P2} p2 - The P2.JS Physics system. */ this.p2 = null; /** * @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics System. */ this.ninja = null; /** * @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system (to be done). */ this.box2d = null; /** * @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done). */ this.chipmunk = null; this.parseConfig(); }; /** * @const * @type {number} */ Phaser.Physics.ARCADE = 0; /** * @const * @type {number} */ Phaser.Physics.P2JS = 1; /** * @const * @type {number} */ Phaser.Physics.NINJA = 2; /** * @const * @type {number} */ Phaser.Physics.BOX2D = 3; /** * @const * @type {number} */ Phaser.Physics.CHIPMUNK = 5; Phaser.Physics.prototype = { /** * Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within. * * @method Phaser.Physics#parseConfig */ parseConfig: function () { if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade')) { // If Arcade isn't specified, we create it automatically if we can this.arcade = new Phaser.Physics.Arcade(this.game); this.game.time.deltaCap = 0.2; } if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja')) { this.ninja = new Phaser.Physics.Ninja(this.game); } if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2')) { this.p2 = new Phaser.Physics.P2(this.game, this.config); } }, /** * This will create an instance of the requested physics simulation. * Phaser.Physics.Arcade is running by default, but all others need activating directly. * You can start the following physics systems: * Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman. * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. * Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development. * * @method Phaser.Physics#startSystem * @param {number} The physics system to start. */ startSystem: function (system) { if (system === Phaser.Physics.ARCADE) { this.arcade = new Phaser.Physics.Arcade(this.game); } else if (system === Phaser.Physics.P2JS) { this.p2 = new Phaser.Physics.P2(this.game, this.config); } if (system === Phaser.Physics.NINJA) { this.ninja = new Phaser.Physics.Ninja(this.game); } else if (system === Phaser.Physics.BOX2D && this.box2d === null) { // Coming soon } else if (system === Phaser.Physics.CHIPMUNK && this.chipmunk === null) { // Coming soon } }, /** * This will create a default physics body on the given game object or array of 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. * It can be for any of the physics systems that have been started: * * Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation. * Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints. * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision. * Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development. * * If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the * individual physics systems `enable` methods instead of using this generic one. * * @method Phaser.Physics#enable * @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array. * @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics. * @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false. */ enable: function (object, system, debug) { if (typeof system === 'undefined') { system = Phaser.Physics.ARCADE; } if (typeof debug === 'undefined') { debug = false; } if (system === Phaser.Physics.ARCADE) { this.arcade.enable(object); } else if (system === Phaser.Physics.P2JS && this.p2) { this.p2.enable(object, debug); } else if (system === Phaser.Physics.NINJA && this.ninja) { this.ninja.enableAABB(object); } }, /** * preUpdate checks. * * @method Phaser.Physics#preUpdate * @protected */ preUpdate: function () { // ArcadePhysics / Ninja don't have a core to preUpdate if (this.p2) { this.p2.preUpdate(); } }, /** * Updates all running physics systems. * * @method Phaser.Physics#update * @protected */ update: function () { // ArcadePhysics / Ninja don't have a core to update if (this.p2) { this.p2.update(); } }, /** * Updates the physics bounds to match the world dimensions. * * @method Phaser.Physics#setBoundsToWorld * @protected */ setBoundsToWorld: function () { if (this.arcade) { this.arcade.setBoundsToWorld(); } if (this.ninja) { this.ninja.setBoundsToWorld(); } if (this.p2) { this.p2.setBoundsToWorld(); } }, /** * Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes. * * @method Phaser.Physics#clear * @protected */ clear: function () { if (this.p2) { this.p2.clear(); } }, /** * Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap. * * @method Phaser.Physics#destroy */ destroy: function () { if (this.p2) { this.p2.destroy(); } this.arcade = null; this.ninja = null; this.p2 = null; } }; Phaser.Physics.prototype.constructor = Phaser.Physics;