/// /// /// /// /// /// /// /** * Phaser - Components - Physics */ module Phaser.Components { export class Physics implements Phaser.Physics.IPhysicsBody { constructor(parent: Sprite) { this.game = parent.game; this._sprite = parent; this.gravity = Vec2Utils.clone(this.game.world.physics.gravity); this.drag = Vec2Utils.clone(this.game.world.physics.drag); this.bounce = Vec2Utils.clone(this.game.world.physics.bounce); this.friction = Vec2Utils.clone(this.game.world.physics.friction); this.velocity = new Vec2; this.acceleration = new Vec2; this.touching = Phaser.Types.NONE; this.wasTouching = Phaser.Types.NONE; this.allowCollisions = Phaser.Types.ANY; this.shape = 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 _sprite: Sprite; public game: Game; public shape: Phaser.Physics.IPhysicsShape; /** * Whether this object will be moved by impacts with other objects or not. * @type {boolean} */ public immovable: bool = false; /** * Set this to false if you want to skip the automatic movement stuff * @type {boolean} */ public moves: bool = true; public gravity: Vec2; public drag: Vec2; public bounce: Vec2; public friction: Vec2; public velocity: Vec2; public acceleration: Vec2; public touching: number; public allowCollisions: number; public wasTouching: number; public mass: number = 1; public setCircle(diameter: number) { // Here is the stuff I want to remove this.game.world.physics.remove(this.shape); this.shape = this.game.world.physics.add(new Phaser.Physics.Circle(this.game, this._sprite, this._sprite.x, this._sprite.y, diameter)); this._sprite.physics.shape.physics = this; } /** * Internal function for updating the position and speed of this object. */ public update() { // if this is all it does maybe move elsewhere? Sprite postUpdate? if (this.moves && this.shape) { this._sprite.x = (this.shape.position.x - this.shape.bounds.halfWidth) - this.shape.offset.x; this._sprite.y = (this.shape.position.y - this.shape.bounds.halfHeight) - this.shape.offset.y; } } /** * Render debug infos. (including name, bounds info, position and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { this._sprite.texture.context.fillStyle = color; this._sprite.texture.context.fillText('Sprite: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y); //this._sprite.texture.context.fillText('x: ' + this._sprite.frameBounds.x.toFixed(1) + ' y: ' + this._sprite.frameBounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14); this._sprite.texture.context.fillText('x: ' + this.shape.bounds.x.toFixed(1) + ' y: ' + this.shape.bounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14); this._sprite.texture.context.fillText('vx: ' + this.velocity.x.toFixed(1) + ' vy: ' + this.velocity.y.toFixed(1), x, y + 28); this._sprite.texture.context.fillText('ax: ' + this.acceleration.x.toFixed(1) + ' ay: ' + this.acceleration.y.toFixed(1), x, y + 42); } } }