/** * @author Richard Davey * @copyright 2013-2024 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var DegToRad = require('../../math/DegToRad'); var DistanceBetween = require('../../math/distance/DistanceBetween'); var DistanceSquared = require('../../math/distance/DistanceSquared'); var Factory = require('./Factory'); var GetFastValue = require('../../utils/object/GetFastValue'); var Merge = require('../../utils/object/Merge'); var OverlapCirc = require('./components/OverlapCirc'); var OverlapRect = require('./components/OverlapRect'); var PluginCache = require('../../plugins/PluginCache'); var SceneEvents = require('../../scene/events'); var Vector2 = require('../../math/Vector2'); var World = require('./World'); /** * @classdesc * The Arcade Physics Plugin belongs to a Scene and sets up and manages the Scene's physics simulation. * It also holds some useful methods for moving and rotating Arcade Physics Bodies. * * You can access it from within a Scene using `this.physics`. * * Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable * for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. * The separation that stops two objects penetrating may create a new penetration against a different object. If you * require a high level of stability please consider using an alternative physics system, such as Matter.js. * * @class ArcadePhysics * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene that this Plugin belongs to. */ var ArcadePhysics = new Class({ initialize: function ArcadePhysics (scene) { /** * The Scene that this Plugin belongs to. * * @name Phaser.Physics.Arcade.ArcadePhysics#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * The Scene's Systems. * * @name Phaser.Physics.Arcade.ArcadePhysics#systems * @type {Phaser.Scenes.Systems} * @since 3.0.0 */ this.systems = scene.sys; /** * A configuration object. Union of the `physics.arcade.*` properties of the GameConfig and SceneConfig objects. * * @name Phaser.Physics.Arcade.ArcadePhysics#config * @type {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} * @since 3.0.0 */ this.config = this.getConfig(); /** * The physics simulation. * * @name Phaser.Physics.Arcade.ArcadePhysics#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world; /** * An object holding the Arcade Physics factory methods. * * @name Phaser.Physics.Arcade.ArcadePhysics#add * @type {Phaser.Physics.Arcade.Factory} * @since 3.0.0 */ this.add; /** * Holds the internal collision filter category. * * @name Phaser.Physics.Arcade.World#_category * @private * @type {number} * @since 3.70.0 */ this._category = 0x0001; scene.sys.events.once(SceneEvents.BOOT, this.boot, this); scene.sys.events.on(SceneEvents.START, this.start, this); }, /** * This method is called automatically, only once, when the Scene is first created. * Do not invoke it directly. * * @method Phaser.Physics.Arcade.ArcadePhysics#boot * @private * @since 3.5.1 */ boot: function () { this.world = new World(this.scene, this.config); this.add = new Factory(this.world); this.systems.events.once(SceneEvents.DESTROY, this.destroy, this); }, /** * This method is called automatically by the Scene when it is starting up. * It is responsible for creating local systems, properties and listening for Scene events. * Do not invoke it directly. * * @method Phaser.Physics.Arcade.ArcadePhysics#start * @private * @since 3.5.0 */ start: function () { if (!this.world) { this.world = new World(this.scene, this.config); this.add = new Factory(this.world); } var eventEmitter = this.systems.events; if (!GetFastValue(this.config, 'customUpdate', false)) { eventEmitter.on(SceneEvents.UPDATE, this.world.update, this.world); } eventEmitter.on(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world); eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this); }, /** * Causes `World.update` to be automatically called each time the Scene * emits and `UPDATE` event. This is the default setting, so only needs * calling if you have specifically disabled it. * * @method Phaser.Physics.Arcade.ArcadePhysics#enableUpdate * @since 3.50.0 */ enableUpdate: function () { this.systems.events.on(SceneEvents.UPDATE, this.world.update, this.world); }, /** * Causes `World.update` to **not** be automatically called each time the Scene * emits and `UPDATE` event. * * If you wish to run the World update at your own rate, or from your own * component, then you should call this method to disable the built-in link, * and then call `World.update(delta, time)` accordingly. * * Note that `World.postUpdate` is always automatically called when the Scene * emits a `POST_UPDATE` event, regardless of this setting. * * @method Phaser.Physics.Arcade.ArcadePhysics#disableUpdate * @since 3.50.0 */ disableUpdate: function () { this.systems.events.off(SceneEvents.UPDATE, this.world.update, this.world); }, /** * Creates the physics configuration for the current Scene. * * @method Phaser.Physics.Arcade.ArcadePhysics#getConfig * @since 3.0.0 * * @return {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} The physics configuration. */ getConfig: function () { var gameConfig = this.systems.game.config.physics; var sceneConfig = this.systems.settings.physics; var config = Merge( GetFastValue(sceneConfig, 'arcade', {}), GetFastValue(gameConfig, 'arcade', {}) ); return config; }, /** * Returns the next available collision category. * * You can have a maximum of 32 categories. * * By default all bodies collide with all other bodies. * * Use the `Body.setCollisionCategory()` and * `Body.setCollidesWith()` methods to change this. * * @method Phaser.Physics.Arcade.ArcadePhysics#nextCategory * @since 3.70.0 * * @return {number} The next collision category. */ nextCategory: function () { this._category = this._category << 1; return this._category; }, /** * Tests if Game Objects overlap. See {@link Phaser.Physics.Arcade.World#overlap} * * @method Phaser.Physics.Arcade.ArcadePhysics#overlap * @since 3.0.0 * * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check. * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`. * @param {*} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if at least one Game Object overlaps another. * * @see Phaser.Physics.Arcade.World#overlap */ overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) { if (overlapCallback === undefined) { overlapCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = overlapCallback; } return this.world.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true); }, /** * Performs a collision check and separation between the two physics enabled objects given, which can be single * Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups. * * If you don't require separation then use {@link #overlap} instead. * * If two Groups or arrays are passed, each member of one will be tested against each member of the other. * * If **only** one Group is passed (as `object1`), each member of the Group will be collided against the other members. * * If **only** one Array is passed, the array is iterated and every element in it is tested against the others. * * Two callbacks can be provided. The `collideCallback` is invoked if a collision occurs and the two colliding * objects are passed to it. * * Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable * for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. * The separation that stops two objects penetrating may create a new penetration against a different object. If you * require a high level of stability please consider using an alternative physics system, such as Matter.js. * * @method Phaser.Physics.Arcade.ArcadePhysics#collide * @since 3.0.0 * * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check. * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`. * @param {*} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if any overlapping Game Objects were separated, otherwise false. * * @see Phaser.Physics.Arcade.World#collide */ collide: function (object1, object2, collideCallback, processCallback, callbackContext) { if (collideCallback === undefined) { collideCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = collideCallback; } return this.world.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false); }, /** * This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects. * * You should generally use the `collide` method instead, with a Sprite vs. a Tilemap Layer, as that will perform * tile filtering and culling for you, as well as handle the interesting face collision automatically. * * This method is offered for those who would like to check for collision with specific Tiles in a layer, without * having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions * on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, * you should filter them before passing them to this method. * * Important: Use of this method skips the `interesting faces` system that Tilemap Layers use. This means if you have * say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the * tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on * dynamic maps, this method can prove very useful. * * @method Phaser.Physics.Arcade.ArcadePhysics#collideTiles * @fires Phaser.Physics.Arcade.Events#TILE_COLLIDE * @since 3.17.0 * * @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision. * @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`. * @param {any} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated. */ collideTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext) { return this.world.collideTiles(sprite, tiles, collideCallback, processCallback, callbackContext); }, /** * This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects. * * You should generally use the `overlap` method instead, with a Sprite vs. a Tilemap Layer, as that will perform * tile filtering and culling for you, as well as handle the interesting face collision automatically. * * This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without * having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap * tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, * you should filter them before passing them to this method. * * @method Phaser.Physics.Arcade.ArcadePhysics#overlapTiles * @fires Phaser.Physics.Arcade.Events#TILE_OVERLAP * @since 3.17.0 * * @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision. * @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`. * @param {any} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated. */ overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext) { return this.world.overlapTiles(sprite, tiles, collideCallback, processCallback, callbackContext); }, /** * Pauses the simulation. * * @method Phaser.Physics.Arcade.ArcadePhysics#pause * @since 3.0.0 * * @return {Phaser.Physics.Arcade.World} The simulation. */ pause: function () { return this.world.pause(); }, /** * Resumes the simulation (if paused). * * @method Phaser.Physics.Arcade.ArcadePhysics#resume * @since 3.0.0 * * @return {Phaser.Physics.Arcade.World} The simulation. */ resume: function () { return this.world.resume(); }, /** * Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared) * * You must give a maximum speed value, beyond which the game object won't go any faster. * * Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course. * Note: The game object doesn't stop moving once it reaches the destination coordinates. * * @method Phaser.Physics.Arcade.ArcadePhysics#accelerateTo * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body. * @param {number} x - The x coordinate to accelerate towards. * @param {number} y - The y coordinate to accelerate towards. * @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared. * @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach. * @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach. * * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ accelerateTo: function (gameObject, x, y, speed, xSpeedMax, ySpeedMax) { if (speed === undefined) { speed = 60; } var angle = Math.atan2(y - gameObject.y, x - gameObject.x); gameObject.body.acceleration.setToPolar(angle, speed); if (xSpeedMax !== undefined && ySpeedMax !== undefined) { gameObject.body.maxVelocity.set(xSpeedMax, ySpeedMax); } return angle; }, /** * Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared) * * You must give a maximum speed value, beyond which the game object won't go any faster. * * Note: The game object does not continuously track the target. If the target changes location during transit the game object will not modify its course. * Note: The game object doesn't stop moving once it reaches the destination coordinates. * * @method Phaser.Physics.Arcade.ArcadePhysics#accelerateToObject * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body. * @param {Phaser.GameObjects.GameObject} destination - The Game Object to move towards. Can be any object but must have visible x/y properties. * @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared. * @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach. * @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach. * * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ accelerateToObject: function (gameObject, destination, speed, xSpeedMax, ySpeedMax) { return this.accelerateTo(gameObject, destination.x, destination.y, speed, xSpeedMax, ySpeedMax); }, /** * Finds the Body or Game Object closest to a source point or object. * * If a `targets` argument is passed, this method finds the closest of those. * The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies. * * If no `targets` argument is passed, this method finds the closest Dynamic Body. * * If two or more targets are the exact same distance from the source point, only the first target * is returned. * * @method Phaser.Physics.Arcade.ArcadePhysics#closest * @since 3.0.0 * * @generic {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject} Target * @param {Phaser.Types.Math.Vector2Like} source - Any object with public `x` and `y` properties, such as a Game Object or Geometry object. * @param {Target[]} [targets] - The targets. * * @return {Target|null} The target closest to the given source point. */ closest: function (source, targets) { if (!targets) { targets = this.world.bodies.entries; } var min = Number.MAX_VALUE; var closest = null; var x = source.x; var y = source.y; var len = targets.length; for (var i = 0; i < len; i++) { var target = targets[i]; var body = target.body || target; if (source === target || source === body || source === body.gameObject || source === body.center) { continue; } var distance = DistanceSquared(x, y, body.center.x, body.center.y); if (distance < min) { closest = target; min = distance; } } return closest; }, /** * Finds the Body or Game Object farthest from a source point or object. * * If a `targets` argument is passed, this method finds the farthest of those. * The targets can be Arcade Physics Game Objects, Dynamic Bodies, or Static Bodies. * * If no `targets` argument is passed, this method finds the farthest Dynamic Body. * * If two or more targets are the exact same distance from the source point, only the first target * is returned. * * @method Phaser.Physics.Arcade.ArcadePhysics#furthest * @since 3.0.0 * * @param {any} source - Any object with public `x` and `y` properties, such as a Game Object or Geometry object. * @param {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[]|Phaser.GameObjects.GameObject[])} [targets] - The targets. * * @return {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|Phaser.GameObjects.GameObject)} The target farthest from the given source point. */ furthest: function (source, targets) { if (!targets) { targets = this.world.bodies.entries; } var max = -1; var farthest = null; var x = source.x; var y = source.y; var len = targets.length; for (var i = 0; i < len; i++) { var target = targets[i]; var body = target.body || target; if (source === target || source === body || source === body.gameObject || source === body.center) { continue; } var distance = DistanceSquared(x, y, body.center.x, body.center.y); if (distance > max) { farthest = target; max = distance; } } return farthest; }, /** * Move the given display object towards the x/y coordinates at a steady velocity. * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds. * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all) * * @method Phaser.Physics.Arcade.ArcadePhysics#moveTo * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body. * @param {number} x - The x coordinate to move towards. * @param {number} y - The y coordinate to move towards. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. * * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ moveTo: function (gameObject, x, y, speed, maxTime) { if (speed === undefined) { speed = 60; } if (maxTime === undefined) { maxTime = 0; } var angle = Math.atan2(y - gameObject.y, x - gameObject.x); if (maxTime > 0) { // We know how many pixels we need to move, but how fast? speed = DistanceBetween(gameObject.x, gameObject.y, x, y) / (maxTime / 1000); } gameObject.body.velocity.setToPolar(angle, speed); return angle; }, /** * Move the given display object towards the destination object at a steady velocity. * If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds. * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms. * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course. * Note: The display object doesn't stop moving once it reaches the destination coordinates. * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all) * * @method Phaser.Physics.Arcade.ArcadePhysics#moveToObject * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body. * @param {object} destination - Any object with public `x` and `y` properties, such as a Game Object or Geometry object. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. * * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. */ moveToObject: function (gameObject, destination, speed, maxTime) { return this.moveTo(gameObject, destination.x, destination.y, speed, maxTime); }, /** * Given the angle (in degrees) and speed calculate the velocity and return it as a vector, or set it to the given vector object. * One way to use this is: velocityFromAngle(angle, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object. * * @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromAngle * @since 3.0.0 * * @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) * @param {number} [speed=60] - The speed it will move, in pixels per second squared. * @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity. * * @return {Phaser.Math.Vector2} The Vector2 that stores the velocity. */ velocityFromAngle: function (angle, speed, vec2) { if (speed === undefined) { speed = 60; } if (vec2 === undefined) { vec2 = new Vector2(); } return vec2.setToPolar(DegToRad(angle), speed); }, /** * Given the rotation (in radians) and speed calculate the velocity and return it as a vector, or set it to the given vector object. * One way to use this is: velocityFromRotation(rotation, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object. * * @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromRotation * @since 3.0.0 * * @param {number} rotation - The angle in radians. * @param {number} [speed=60] - The speed it will move, in pixels per second squared * @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity. * * @return {Phaser.Math.Vector2} The Vector2 that stores the velocity. */ velocityFromRotation: function (rotation, speed, vec2) { if (speed === undefined) { speed = 60; } if (vec2 === undefined) { vec2 = new Vector2(); } return vec2.setToPolar(rotation, speed); }, /** * This method will search the given rectangular area and return an array of all physics bodies that * overlap with it. It can return either Dynamic, Static bodies or a mixture of both. * * A body only has to intersect with the search area to be considered, it doesn't have to be fully * contained within it. * * If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast, * otherwise the search is O(N) for Dynamic Bodies. * * @method Phaser.Physics.Arcade.ArcadePhysics#overlapRect * @since 3.17.0 * * @param {number} x - The top-left x coordinate of the area to search within. * @param {number} y - The top-left y coordinate of the area to search within. * @param {number} width - The width of the area to search within. * @param {number} height - The height of the area to search within. * @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies? * @param {boolean} [includeStatic=false] - Should the search include Static Bodies? * * @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area. */ overlapRect: function (x, y, width, height, includeDynamic, includeStatic) { return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic); }, /** * This method will search the given circular area and return an array of all physics bodies that * overlap with it. It can return either Dynamic, Static bodies or a mixture of both. * * A body only has to intersect with the search area to be considered, it doesn't have to be fully * contained within it. * * If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast, * otherwise the search is O(N) for Dynamic Bodies. * * @method Phaser.Physics.Arcade.ArcadePhysics#overlapCirc * @since 3.21.0 * * @param {number} x - The x coordinate of the center of the area to search within. * @param {number} y - The y coordinate of the center of the area to search within. * @param {number} radius - The radius of the area to search within. * @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies? * @param {boolean} [includeStatic=false] - Should the search include Static Bodies? * * @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area. */ overlapCirc: function (x, y, radius, includeDynamic, includeStatic) { return OverlapCirc(this.world, x, y, radius, includeDynamic, includeStatic); }, /** * The Scene that owns this plugin is shutting down. * We need to kill and reset all internal properties as well as stop listening to Scene events. * * @method Phaser.Physics.Arcade.ArcadePhysics#shutdown * @since 3.0.0 */ shutdown: function () { if (!this.world) { // Already destroyed return; } var eventEmitter = this.systems.events; eventEmitter.off(SceneEvents.UPDATE, this.world.update, this.world); eventEmitter.off(SceneEvents.POST_UPDATE, this.world.postUpdate, this.world); eventEmitter.off(SceneEvents.SHUTDOWN, this.shutdown, this); this.add.destroy(); this.world.destroy(); this.add = null; this.world = null; this._category = 1; }, /** * The Scene that owns this plugin is being destroyed. * We need to shutdown and then kill off all external references. * * @method Phaser.Physics.Arcade.ArcadePhysics#destroy * @since 3.0.0 */ destroy: function () { this.shutdown(); this.scene.sys.events.off(SceneEvents.START, this.start, this); this.scene = null; this.systems = null; } }); PluginCache.register('ArcadePhysics', ArcadePhysics, 'arcadePhysics'); module.exports = ArcadePhysics;