///
///
///
/**
* Phaser - Components - Physics
*
*
*/
module Phaser.Components {
export class Physics {
constructor(parent: Sprite) {
this._game = parent.game;
this._sprite = parent;
//this.AABB = new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height);
this.AABB = this._game.world.physics.add(new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
}
/**
*
*/
private _game: Game;
/**
*
*/
private _sprite: Sprite;
public AABB: Phaser.Physics.AABB;
/**
* Whether this object will be moved by impacts with other objects or not.
* @type {boolean}
*/
public immovable: bool;
/**
* Basic speed of this object.
*
* Velocity is given in pixels per second. Therefore a velocity of
* 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
* accurate due to the way timers work, but it's pretty close. Expect tolerance
* of +- 10 px. Also that speed assumes no drag.
*
* @type {Vec2}
*/
public velocity: Vec2;
/**
* The virtual mass of the object.
* @type {number}
*/
public mass: number;
/**
* The bounciness of the object.
* @type {number}
*/
public elasticity: number;
/**
* How fast the speed of this object is changing.
* @type {number}
*/
public acceleration: Vec2;
/**
* This isn't drag exactly, more like deceleration that is only applied
* when acceleration is not affecting the sprite.
* @type {Vec2}
*/
public drag: Vec2;
/**
* It will cap the speed automatically if you use the acceleration
* to change its velocity.
* @type {Vec2}
*/
public maxVelocity: Vec2;
/**
* How fast this object is rotating.
* @type {number}
*/
public angularVelocity: number;
/**
* How fast angularVelocity of this object is changing.
* @type {number}
*/
public angularAcceleration: number;
/**
* Deacceleration of angularVelocity will be applied when it's rotating.
* @type {number}
*/
public angularDrag: number;
/**
* It will cap the rotate speed automatically if you use the angularAcceleration
* to change its angularVelocity.
* @type {number}
*/
public maxAngular: number;
/**
* Set this to false if you want to skip the automatic motion/movement stuff
* (see updateMotion()).
* @type {boolean}
*/
public moves: bool = true;
/**
* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts.
* @type {number}
*/
public touching: number;
/**
* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts from the previous game loop step.
* @type {number}
*/
public wasTouching: number;
/**
* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions.
* @type {number}
*/
public allowCollisions: number;
/**
* Important variable for collision processing.
* @type {Vec2}
*/
public last: Vec2;
/**
* Handy for checking if this object is touching a particular surface.
* For slightly better performance you can just & the value directly into touching
.
* However, this method is good for readability and accessibility.
*
* @param Direction {number} Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @return {boolean} Whether the object is touching an object in (any of) the specified direction(s) this frame.
*/
//public isTouching(direction: number): bool {
// return (this.touching & direction) > Collision.NONE;
//}
/**
* Handy function for checking if this object just landed on a particular surface.
*
* @param Direction {number} Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @returns {boolean} Whether the object just landed on any specicied surfaces.
*/
//public justTouched(direction: number): bool {
// return ((this.touching & direction) > Collision.NONE) && ((this.wasTouching & direction) <= Collision.NONE);
//}
/**
* Internal function for updating the position and speed of this object.
*/
public update() {
if (this.moves)
{
this._sprite.x = this.AABB.position.x - this.AABB.halfWidth;
this._sprite.y = this.AABB.position.y - this.AABB.halfHeight;
}
/*
var delta: number;
var velocityDelta: number;
velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
this.angularVelocity += velocityDelta;
this._angle += this.angularVelocity * this._game.time.elapsed;
this.angularVelocity += velocityDelta;
velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2;
this.velocity.x += velocityDelta;
delta = this.velocity.x * this._game.time.elapsed;
this.velocity.x += velocityDelta;
this.frameBounds.x += delta;
velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2;
this.velocity.y += velocityDelta;
delta = this.velocity.y * this._game.time.elapsed;
this.velocity.y += velocityDelta;
this.frameBounds.y += delta;
*/
}
/**
* Whether the object collides or not. For more control over what directions
* the object will collide from, use collision constants (like LEFT, FLOOR, etc)
* to set the value of allowCollisions directly.
*/
//public get solid(): bool {
// return (this.allowCollisions & Collision.ANY) > Collision.NONE;
//}
public set solid(value: bool) {
//if (value)
//{
// this.allowCollisions = Collision.ANY;
//}
//else
//{
// this.allowCollisions = Collision.NONE;
//}
}
}
}