/* jshint noarg: false */ /** * @author Georgios Kaleadis https://github.com/georgiee * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Allow to access a list of created fixture (coming from Body#addPhaserPolygon) * which itself parse the input from PhysicsEditor with the custom phaser exporter. * You can access fixtures of a Body by a group index or even by providing a fixture Key. * You can set the fixture key and also the group index for a fixture in PhysicsEditor. * This gives you the power to create a complex body built of many fixtures and modify them * during runtime (to remove parts, set masks, categories & sensor properties) * * @class Phaser.Physics.P2.FixtureList * @constructor * @param {Array} list - A list of fixtures (from Phaser.Physics.P2.Body#addPhaserPolygon) */ Phaser.Physics.P2.FixtureList = function (list) { if (!Array.isArray(list)) { list = [list]; } this.rawList = list; this.init(); this.parse(this.rawList); }; Phaser.Physics.P2.FixtureList.prototype = { /** * @method Phaser.Physics.P2.FixtureList#init */ init: function () { /** * @property {object} namedFixtures - Collect all fixtures with a key * @private */ this.namedFixtures = {}; /** * @property {Array} groupedFixtures - Collect all given fixtures per group index. Notice: Every fixture with a key also belongs to a group * @private */ this.groupedFixtures = []; /** * @property {Array} allFixtures - This is a list of everything in this collection * @private */ this.allFixtures = []; }, /** * @method Phaser.Physics.P2.FixtureList#setCategory * @param {number} bit - The bit to set as the collision group. * @param {string} fixtureKey - Only apply to the fixture with the given key. */ setCategory: function (bit, fixtureKey) { var setter = function(fixture) { fixture.collisionGroup = bit; }; this.getFixtures(fixtureKey).forEach(setter); }, /** * @method Phaser.Physics.P2.FixtureList#setMask * @param {number} bit - The bit to set as the collision mask * @param {string} fixtureKey - Only apply to the fixture with the given key */ setMask: function (bit, fixtureKey) { var setter = function(fixture) { fixture.collisionMask = bit; }; this.getFixtures(fixtureKey).forEach(setter); }, /** * @method Phaser.Physics.P2.FixtureList#setSensor * @param {boolean} value - sensor true or false * @param {string} fixtureKey - Only apply to the fixture with the given key */ setSensor: function (value, fixtureKey) { var setter = function(fixture) { fixture.sensor = value; }; this.getFixtures(fixtureKey).forEach(setter); }, /** * @method Phaser.Physics.P2.FixtureList#setMaterial * @param {Object} material - The contact material for a fixture * @param {string} fixtureKey - Only apply to the fixture with the given key */ setMaterial: function (material, fixtureKey) { var setter = function(fixture) { fixture.material = material; }; this.getFixtures(fixtureKey).forEach(setter); }, /** * Accessor to get either a list of specified fixtures by key or the whole fixture list * * @method Phaser.Physics.P2.FixtureList#getFixtures * @param {array} keys - A list of fixture keys */ getFixtures: function (keys) { var fixtures = []; if (keys) { if (!(keys instanceof Array)) { keys = [keys]; } var self = this; keys.forEach(function(key) { if (self.namedFixtures[key]) { fixtures.push(self.namedFixtures[key]); } }); return this.flatten(fixtures); } else { return this.allFixtures; } }, /** * Accessor to get either a single fixture by its key. * * @method Phaser.Physics.P2.FixtureList#getFixtureByKey * @param {string} key - The key of the fixture. */ getFixtureByKey: function (key) { return this.namedFixtures[key]; }, /** * Accessor to get a group of fixtures by its group index. * * @method Phaser.Physics.P2.FixtureList#getGroup * @param {number} groupID - The group index. */ getGroup: function (groupID) { return this.groupedFixtures[groupID]; }, /** * Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon * * @method Phaser.Physics.P2.FixtureList#parse */ parse: function () { var key, value, _ref, _results; _ref = this.rawList; _results = []; for (key in _ref) { value = _ref[key]; if (!isNaN(key - 0)) { this.groupedFixtures[key] = this.groupedFixtures[key] || []; this.groupedFixtures[key] = this.groupedFixtures[key].concat(value); } else { this.namedFixtures[key] = this.flatten(value); } _results.push(this.allFixtures = this.flatten(this.groupedFixtures)); } }, /** * A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates and splits polygons. * * @method Phaser.Physics.P2.FixtureList#flatten * @param {array} array - The array to flatten. Notice: This will happen recursive not shallow. */ flatten: function (array) { var result, self; result = []; self = arguments.callee; array.forEach(function(item) { return Array.prototype.push.apply(result, (Array.isArray(item) ? self(item) : [item])); }); return result; } };