Phaser.Physics.Arcade.Body = function (sprite) { this.sprite = sprite; this.game = sprite.game; this.offset = new Phaser.Point; this.x = sprite.x; this.y = sprite.y; this.preX = sprite.x; this.preY = sprite.y; this.preRotation = sprite.angle; // un-scaled original size this.sourceWidth = sprite.currentFrame.sourceSizeW; this.sourceHeight = sprite.currentFrame.sourceSizeH; // calculated (scaled) size this.width = sprite.currentFrame.sourceSizeW; this.height = sprite.currentFrame.sourceSizeH; this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2); this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2); // Scale value cache this._sx = sprite.scale.x; this._sy = sprite.scale.y; this.velocity = new Phaser.Point; this.acceleration = new Phaser.Point; this.drag = new Phaser.Point; this.gravity = new Phaser.Point; this.bounce = new Phaser.Point; this.maxVelocity = new Phaser.Point(10000, 10000); this.angularVelocity = 0; this.angularAcceleration = 0; this.angularDrag = 0; this.maxAngular = 1000; this.mass = 1; this.skipQuadTree = false; this.quadTreeIDs = []; this.quadTreeIndex = -1; // Allow collision this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true }; this.touching = { none: true, up: false, down: false, left: false, right: false }; this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; this.facing = Phaser.NONE; this.immovable = false; this.moves = true; this.rotation = 0; this.allowRotation = true; this.allowGravity = true; // These two flags allow you to disable the custom separation that takes place // Used in combination with your own collision processHandler you can create whatever // type of collision response you need. this.customSeparateX = false; this.customSeparateY = false; // When this body collides with another the amount of overlap is stored in here // These values are useful if you want to provide your own custom separation logic. this.overlapX = 0; this.overlapY = 0; this.hullX = new Phaser.Rectangle(); this.hullY = new Phaser.Rectangle(); // 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 this.embedded = false; this.collideWorldBounds = false; }; Phaser.Physics.Arcade.Body.prototype = { 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; } }, preUpdate: function () { // 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.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preY = (this.sprite.worldTransform[5] - (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; if (this.moves) { this.game.physics.updateMotion(this); if (this.collideWorldBounds) { this.checkWorldBounds(); } this.updateHulls(); } if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive) { this.quadTreeIDs = []; this.quadTreeIndex = -1; this.game.physics.quadTree.insert(this); } }, postUpdate: function () { // Calculate forward-facing edge if (this.deltaX() == 0 && this.deltaY() == 0) { // Can't work it out from the Body, how about from x position? if (this.sprite.deltaX() == 0 && this.sprite.deltaY() == 0) { // still as a statue } } 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; } this.sprite.x += this.deltaX(); this.sprite.y += this.deltaY(); if (this.allowRotation) { this.sprite.angle += this.deltaZ(); } }, updateHulls: function () { this.hullX.setTo(this.x, this.preY, this.width, this.height); this.hullY.setTo(this.preX, this.y, this.width, this.height); }, 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; } }, 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); }, reset: function () { this.velocity.setTo(0, 0); this.acceleration.setTo(0, 0); this.angularVelocity = 0; this.angularAcceleration = 0; this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preY = (this.sprite.worldTransform[5] - (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; }, deltaAbsX: function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); }, deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, deltaX: function () { return this.x - this.preX; }, deltaY: function () { return this.y - this.preY; }, deltaZ: function () { return this.rotation - this.preRotation; } }; Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", { /** * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. * @method bottom * @return {number} **/ get: function () { return this.y + this.height; }, /** * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. * @method bottom * @param {number} value **/ set: function (value) { if (value <= this.y) { this.height = 0; } else { this.height = (this.y - value); } } }); Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", { /** * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. * However it does affect the width property. * @method right * @return {number} **/ get: function () { return this.x + this.width; }, /** * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. * However it does affect the width property. * @method right * @param {number} value **/ set: function (value) { if (value <= this.x) { this.width = 0; } else { this.width = this.x + value; } } });