/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than * the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. * * @class Phaser.Physics.Arcade.Body * @classdesc Arcade Physics Body Constructor * @constructor * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to. */ Phaser.Physics.Arcade.Body = function (sprite) { /** * @property {Phaser.Sprite} sprite - Reference to the parent Sprite. */ this.sprite = sprite; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = sprite.game; /** * @property {number} type - The type of physics system this body belongs to. */ this.type = Phaser.Physics.ARCADE; /** * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position. */ this.offset = new Phaser.Point(-(sprite.anchor.x * sprite.width), -(sprite.anchor.y * sprite.height)); /** * @property {Phaser.Point} position - The position of the physics body. * @readonly */ this.position = new Phaser.Point(sprite.x + this.offset.x, sprite.y + this.offset.y); /** * @property {Phaser.Point} prev - The previous position of the physics body. * @readonly */ this.prev = new Phaser.Point(this.position.x, this.position.y); /** * @property {number} preRotation - The previous rotation of the physics body. * @readonly */ this.preRotation = sprite.angle; /** * @property {number} sourceWidth - The un-scaled original size. * @readonly */ this.sourceWidth = sprite.texture.frame.width; /** * @property {number} sourceHeight - The un-scaled original size. * @readonly */ this.sourceHeight = sprite.texture.frame.height; /** * @property {number} width - The calculated width of the physics body. */ this.width = sprite.width; /** * @property .numInternal ID cache */ this.height = sprite.height; /** * @property {number} halfWidth - The calculated width / 2 of the physics body. */ this.halfWidth = Math.abs(sprite.width / 2); /** * @property {number} halfHeight - The calculated height / 2 of the physics body. */ this.halfHeight = Math.abs(sprite.height / 2); /** * @property {Phaser.Point} center - The center coordinate of the Physics Body. */ this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight); /** * @property {number} _sx - Internal cache var. * @private */ this._sx = sprite.scale.x; /** * @property {number} _sy - Internal cache var. * @private */ this._sy = sprite.scale.y; /** * @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body. */ this.velocity = new Phaser.Point(); /** * @property {Phaser.Point} newVelocity - New velocity. * @readonly */ this.newVelocity = new Phaser.Point(0, 0); /** * @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body. */ this.acceleration = new Phaser.Point(); /** * @property {Phaser.Point} drag - The drag applied to the motion of the Body. */ this.drag = new Phaser.Point(); /** * @property {Phaser.Point} gravityScale - Gravity scaling factor. If you want the body to ignore gravity, set this to zero. If you want to reverse gravity, set it to -1. */ this.gravityScale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. */ this.bounce = new Phaser.Point(); /** * @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach. * @default */ this.maxVelocity = new Phaser.Point(10000, 10000); /** * @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body. * @default */ this.angularVelocity = 0; /** * @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body. * @default */ this.angularAcceleration = 0; /** * @property {number} angularDrag - The angular drag applied to the rotation of the Body. * @default */ this.angularDrag = 0; /** * @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach. * @default */ this.maxAngular = 1000; /** * @property {number} mass - The mass of the Body. * @default */ this.mass = 1; /** * @property {boolean} skipQuadTree - If the Body is an irregular shape you can set this to true to avoid it being added to any QuadTrees. * @default */ this.skipQuadTree = false; /** * @property {number} facing - A const reference to the direction the Body is traveling or facing. * @default */ this.facing = Phaser.NONE; /** * @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. * @default */ this.immovable = false; /** * @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually. * @default */ this.moves = true; /** * @property {number} rotation - The amount the Body is rotated. * @default */ this.rotation = 0; /** * @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc) * @default */ this.allowRotation = true; /** * This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateX - Use a custom separation system or the built-in one? * @default */ this.customSeparateX = false; /** * This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateY - Use a custom separation system or the built-in one? * @default */ this.customSeparateY = false; /** * When this body collides with another, the amount of overlap is stored here. * @property {number} overlapX - The amount of horizontal overlap during the collision. */ this.overlapX = 0; /** * When this body collides with another, the amount of overlap is stored here. * @property {number} overlapY - The amount of vertical overlap during the collision. */ this.overlapY = 0; /** * If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. * @property {boolean} embedded - Body embed value. */ this.embedded = false; /** * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds? */ this.collideWorldBounds = false; /** * Set the checkCollision properties to control which directions collision is processed for this Body. * For example checkCollision.up = false means it won't collide when the collision happened while moving up. * @property {object} checkCollision - An object containing allowed collision. */ this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true }; /** * This object is populated with boolean values when the Body collides with another. * touching.up = true means the collision happened to the top of this Body for example. * @property {object} touching - An object containing touching results. */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * This object is populated with previous touching values from the bodies previous collision. * @property {object} wasTouching - An object containing previous touching results. */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * This object is populated with boolean values when the Body collides with the World bounds or a Tile. * For example if blocked.up is true then the Body cannot move up. * @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any. */ this.blocked = { x: 0, y: 0, up: false, down: false, left: false, right: false }; /** * This object is populated with boolean values when the Body collides with the World bounds or a Tile. * For example if blocked.up is true then the Body cannot move up. * @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any. */ this.result = { x: 0, y: 0, px: 0, py: 0, tx: 0, ty: 0, slope: false }; }; Phaser.Physics.Arcade.Body.prototype = { resetResult: function () { this.result.x = false; this.result.y = false; this.result.slope = false; this.result.px = this.position.x; this.result.py = this.position.y; this.result.tx = 0; this.result.ty = 0; }, /** * Internal method. * * @method Phaser.Physics.Arcade#updateBounds * @protected */ updateBounds: function (centerX, centerY, scaleX, scaleY) { if (scaleX != this._sx || scaleY != this._sy) { this.width = this.sourceWidth * scaleX; this.height = this.sourceHeight * scaleY; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this._sx = scaleX; this._sy = scaleY; this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); } }, /** * Internal method. * * @method Phaser.Physics.Arcade#preUpdate * @protected */ preUpdate: function () { this.resetResult(); // Store and reset collision flags this.wasTouching.none = this.touching.none; this.wasTouching.up = this.touching.up; this.wasTouching.down = this.touching.down; this.wasTouching.left = this.touching.left; this.wasTouching.right = this.touching.right; this.touching.none = true; this.touching.up = false; this.touching.down = false; this.touching.left = false; this.touching.right = false; this.embedded = false; // this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; // this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y; // this is where the Sprite currently is, in world coordinates // this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; // this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preRotation = this.sprite.angle; // this.x = this.preX; // this.y = this.preY; // this.rotation = this.preRotation; // this.overlapX = 0; // this.overlapY = 0; this.prev.set(this.position.x, this.position.y); // this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; // this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; // this.blocked.up = false; // this.blocked.down = false; // this.blocked.left = false; // this.blocked.right = false; if (this.moves) { this.game.physics.arcade.updateMotion(this); this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed); this.position.x += this.newVelocity.x; this.position.y += this.newVelocity.y; // Now the State update will throw collision checks at the Body // And finally we'll integrate the new position back to the Sprite in postUpdate if (this.collideWorldBounds) { this.checkWorldBounds(); } } }, /** * Internal method. * * @method Phaser.Physics.Arcade#postUpdate * @protected */ postUpdate: function () { // if (this.result.x) // { // this.position.x = this.result.px; // this.velocity.x = 0; // } // else // { // this.position.x += this.newVelocity.x; // } // this.position.y += this.newVelocity.y; // this.position.add(this.newVelocity.x, this.newVelocity.y); if (this.deltaX() < 0) { this.facing = Phaser.LEFT; } else if (this.deltaX() > 0) { this.facing = Phaser.RIGHT; } if (this.deltaY() < 0) { this.facing = Phaser.UP; } else if (this.deltaY() > 0) { this.facing = Phaser.DOWN; } if (this.deltaX() !== 0 || this.deltaY() !== 0) { // this is where the Sprite currently is, in world coordinates // this.sprite.x = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; // this.sprite.y = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.sprite.x = (this.position.x - this.offset.x); this.sprite.y = (this.position.y - this.offset.y); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); } if (this.allowRotation) { this.sprite.angle += this.deltaZ(); } }, /** * Internal method. * * @method Phaser.Physics.Arcade#checkWorldBounds * @protected */ checkWorldBounds: function () { if (this.x < this.game.world.bounds.x) { this.x = this.game.world.bounds.x; this.velocity.x *= -this.bounce.x; } else if (this.right > this.game.world.bounds.right) { this.x = this.game.world.bounds.right - this.width; this.velocity.x *= -this.bounce.x; } if (this.y < this.game.world.bounds.y) { this.y = this.game.world.bounds.y; this.velocity.y *= -this.bounce.y; } else if (this.bottom > this.game.world.bounds.bottom) { this.y = this.game.world.bounds.bottom - this.height; this.velocity.y *= -this.bounce.y; } }, /** * You can modify the size of the physics Body to be any dimension you need. * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which * is the position of the Body relative to the top-left of the Sprite. * * @method Phaser.Physics.Arcade#setSize * @param {number} width - The width of the Body. * @param {number} height - The height of the Body. * @param {number} offsetX - The X offset of the Body from the Sprite position. * @param {number} offsetY - The Y offset of the Body from the Sprite position. */ setSize: function (width, height, offsetX, offsetY) { offsetX = offsetX || this.offset.x; offsetY = offsetY || this.offset.y; this.sourceWidth = width; this.sourceHeight = height; this.width = this.sourceWidth * this._sx; this.height = this.sourceHeight * this._sy; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.offset.setTo(offsetX, offsetY); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); }, /** * Resets all Body values (velocity, acceleration, rotation, etc) * * @method Phaser.Physics.Arcade#reset */ reset: function () { this.velocity.setTo(0, 0); this.acceleration.setTo(0, 0); this.angularVelocity = 0; this.angularAcceleration = 0; this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preRotation = this.sprite.angle; this.x = this.preX; this.y = this.preY; this.rotation = this.preRotation; this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); }, /** * Returns the absolute delta x value. * * @method Phaser.Physics.Arcade.Body#deltaAbsX * @return {number} The absolute delta value. */ deltaAbsX: function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); }, /** * Returns the absolute delta y value. * * @method Phaser.Physics.Arcade.Body#deltaAbsY * @return {number} The absolute delta value. */ deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, /** * Returns the delta x value. The difference between Body.x now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaX * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. */ deltaX: function () { return this.position.x - this.prev.x; }, /** * Returns the delta y value. The difference between Body.y now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaY * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaY: function () { return this.position.y - this.prev.y; }, /** * Returns the delta z value. The difference between Body.rotation now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaZ * @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise. */ deltaZ: function () { return this.rotation - this.preRotation; } }; /** * @name Phaser.Physics.Arcade.Body#bottom * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) * @readonly */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", { /** * The sum of the y and height properties. * @method bottom * @return {number} * @readonly */ get: function () { return this.position.y + this.height; } }); /** * @name Phaser.Physics.Arcade.Body#right * @property {number} right - The right value of this Body (same as Body.x + Body.width) * @readonly */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", { /** * The sum of the x and width properties. * @method right * @return {number} * @readonly */ get: function () { return this.position.x + this.width; } }); /** * @name Phaser.Physics.Arcade.Body#x * @property {number} x - The x position. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", { /** * The x position. * @method x * @return {number} */ get: function () { return this.position.x; }, /** * The x position. * @method x * @param {number} value */ set: function (value) { this.position.x = value; } }); /** * @name Phaser.Physics.Arcade.Body#y * @property {number} y - The y position. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", { /** * The y position. * @method y * @return {number} */ get: function () { return this.position.y; }, /** * The y position. * @method y * @param {number} value */ set: function (value) { this.position.y = value; } }); Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;