mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
676 lines
21 KiB
JavaScript
676 lines
21 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
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* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
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*
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* @class Phaser.Physics.Arcade.Body
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* @classdesc Arcade Physics Body Constructor
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* @constructor
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* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
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*/
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Phaser.Physics.Arcade.Body = function (sprite) {
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/**
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* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
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*/
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this.sprite = sprite;
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = sprite.game;
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/**
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* @property {number} type - The type of physics system this body belongs to.
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*/
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this.type = Phaser.Physics.ARCADE;
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/**
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* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
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*/
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this.offset = new Phaser.Point();
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/**
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* @property {Phaser.Point} position - The position of the physics body.
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* @readonly
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*/
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this.position = new Phaser.Point(sprite.x, sprite.y);
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if (sprite.anchor.x !== 0)
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{
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this.position.x -= (sprite.anchor.x * sprite.width);
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}
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if (sprite.anchor.y !== 0)
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{
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this.position.y -= (sprite.anchor.y * sprite.height);
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}
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/**
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* @property {Phaser.Point} prev - The previous position of the physics body.
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* @readonly
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*/
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this.prev = new Phaser.Point(this.position.x, this.position.y);
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/**
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* @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
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* @default
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*/
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this.allowRotation = true;
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/**
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* @property {number} rotation - The amount the Body is rotated.
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*/
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this.rotation = sprite.rotation;
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/**
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* @property {number} preRotation - The previous rotation of the physics body.
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* @readonly
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*/
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this.preRotation = sprite.rotation;
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/**
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* @property {number} sourceWidth - The un-scaled original size.
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* @readonly
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*/
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this.sourceWidth = sprite.texture.frame.width;
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/**
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* @property {number} sourceHeight - The un-scaled original size.
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* @readonly
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*/
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this.sourceHeight = sprite.texture.frame.height;
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/**
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* @property {number} width - The calculated width of the physics body.
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*/
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this.width = sprite.width;
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/**
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* @property .numInternal ID cache
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*/
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this.height = sprite.height;
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/**
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* @property {number} halfWidth - The calculated width / 2 of the physics body.
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*/
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this.halfWidth = Math.abs(sprite.width / 2);
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/**
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* @property {number} halfHeight - The calculated height / 2 of the physics body.
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*/
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this.halfHeight = Math.abs(sprite.height / 2);
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/**
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* @property {Phaser.Point} center - The center coordinate of the Physics Body.
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*/
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this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight);
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/**
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* @property {number} _sx - Internal cache var.
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* @private
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*/
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this._sx = sprite.scale.x;
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/**
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* @property {number} _sy - Internal cache var.
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* @private
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*/
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this._sy = sprite.scale.y;
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/**
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* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
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*/
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this.velocity = new Phaser.Point();
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/**
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* @property {Phaser.Point} newVelocity - New velocity.
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* @readonly
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*/
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this.newVelocity = new Phaser.Point(0, 0);
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/**
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* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
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*/
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this.acceleration = new Phaser.Point();
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/**
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* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
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*/
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this.drag = new Phaser.Point();
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/**
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* @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local.
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* @default
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*/
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this.allowGravity = true;
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/**
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* @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.
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*/
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this.gravity = new Phaser.Point(0, 0);
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/**
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* @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.
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*/
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this.bounce = new Phaser.Point();
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/**
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* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
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* @default
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*/
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this.maxVelocity = new Phaser.Point(10000, 10000);
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/**
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* @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body.
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* @default
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*/
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this.angularVelocity = 0;
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/**
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* @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body.
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* @default
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*/
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this.angularAcceleration = 0;
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/**
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* @property {number} angularDrag - The angular drag applied to the rotation of the Body.
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* @default
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*/
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this.angularDrag = 0;
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/**
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* @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach.
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* @default
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*/
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this.maxAngular = 1000;
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/**
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* @property {number} mass - The mass of the Body.
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* @default
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*/
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this.mass = 1;
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/**
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* @property {number} angle - The angle of the Body in radians as calculated by its velocity, rather than its visual angle.
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* @readonly
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*/
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this.angle = 0;
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/**
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* @property {number} speed - The speed of the Body as calculated by its velocity.
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* @readonly
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*/
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this.speed = 0;
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/**
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* @property {boolean} skipQuadTree - If the Body is an irregular shape you can set this to true to avoid it being added to any QuadTrees.
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* @default
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*/
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this.skipQuadTree = false;
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/**
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* @property {number} facing - A const reference to the direction the Body is traveling or facing.
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* @default
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*/
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this.facing = Phaser.NONE;
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/**
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* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
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* @default
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*/
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this.immovable = false;
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/**
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* @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually.
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* @default
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*/
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this.moves = true;
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/**
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* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
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* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
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* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
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* @default
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*/
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this.customSeparateX = false;
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/**
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* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
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* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
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* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
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* @default
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*/
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this.customSeparateY = false;
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/**
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* When this body collides with another, the amount of overlap is stored here.
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* @property {number} overlapX - The amount of horizontal overlap during the collision.
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*/
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this.overlapX = 0;
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/**
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* When this body collides with another, the amount of overlap is stored here.
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* @property {number} overlapY - The amount of vertical overlap during the collision.
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*/
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this.overlapY = 0;
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/**
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* 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.
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* @property {boolean} embedded - Body embed value.
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*/
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this.embedded = false;
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/**
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* 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.
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* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
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*/
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this.collideWorldBounds = false;
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/**
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* Set the checkCollision properties to control which directions collision is processed for this Body.
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* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
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* @property {object} checkCollision - An object containing allowed collision.
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*/
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this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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/**
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* This object is populated with boolean values when the Body collides with another.
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* touching.up = true means the collision happened to the top of this Body for example.
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* @property {object} touching - An object containing touching results.
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*/
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* This object is populated with previous touching values from the bodies previous collision.
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* @property {object} wasTouching - An object containing previous touching results.
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*/
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
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* For example if blocked.up is true then the Body cannot move up.
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* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
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*/
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this.blocked = { up: false, down: false, left: false, right: false };
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/**
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* If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
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* Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.
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* @property {Phaser.Point} tilePadding - Extra padding to be added to this sprites dimensions when checking for tile collision.
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*/
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this.tilePadding = new Phaser.Point();
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};
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Phaser.Physics.Arcade.Body.prototype = {
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Arcade#updateBounds
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* @protected
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*/
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updateBounds: function (centerX, centerY, scaleX, scaleY) {
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if (scaleX != this._sx || scaleY != this._sy)
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{
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this.width = this.sourceWidth * scaleX;
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this.height = this.sourceHeight * scaleY;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this._sx = scaleX;
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this._sy = scaleY;
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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}
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},
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Arcade#preUpdate
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* @protected
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*/
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preUpdate: function () {
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// Store and reset collision flags
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this.wasTouching.none = this.touching.none;
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this.wasTouching.up = this.touching.up;
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this.wasTouching.down = this.touching.down;
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this.wasTouching.left = this.touching.left;
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this.wasTouching.right = this.touching.right;
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this.touching.none = true;
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this.touching.up = false;
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this.touching.down = false;
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this.touching.left = false;
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this.touching.right = false;
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this.embedded = false;
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this.blocked.up = false;
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this.blocked.down = false;
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this.blocked.left = false;
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this.blocked.right = false;
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if (this.moves)
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{
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this.game.physics.arcade.updateMotion(this);
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this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed);
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this.position.x += this.newVelocity.x;
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this.position.y += this.newVelocity.y;
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if (this.position.x !== this.prev.x || this.position.y !== this.prev.y)
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{
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this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
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this.angle = Math.atan2(this.velocity.y, this.velocity.x);
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}
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// Now the State update will throw collision checks at the Body
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// And finally we'll integrate the new position back to the Sprite in postUpdate
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds();
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}
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}
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},
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Arcade#postUpdate
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* @protected
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*/
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postUpdate: function () {
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if (this.deltaX() < 0)
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{
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this.facing = Phaser.LEFT;
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}
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else if (this.deltaX() > 0)
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{
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this.facing = Phaser.RIGHT;
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}
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if (this.deltaY() < 0)
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{
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this.facing = Phaser.UP;
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}
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else if (this.deltaY() > 0)
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{
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this.facing = Phaser.DOWN;
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}
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if (this.deltaX() !== 0 || this.deltaY() !== 0)
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{
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this.sprite.x += this.deltaX();
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this.sprite.y += this.deltaY();
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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}
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if (this.allowRotation)
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{
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this.sprite.angle += this.deltaZ();
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}
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this.prev.set(this.position.x, this.position.y);
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this.preRotation = this.rotation;
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},
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Arcade#checkWorldBounds
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* @protected
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*/
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checkWorldBounds: function () {
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if (this.x < this.game.world.bounds.x)
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{
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this.x = this.game.world.bounds.x;
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this.velocity.x *= -this.bounce.x;
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}
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else if (this.right > this.game.world.bounds.right)
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{
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this.x = this.game.world.bounds.right - this.width;
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this.velocity.x *= -this.bounce.x;
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}
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if (this.y < this.game.world.bounds.y)
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{
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this.y = this.game.world.bounds.y;
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this.velocity.y *= -this.bounce.y;
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}
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else if (this.bottom > this.game.world.bounds.bottom)
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{
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this.y = this.game.world.bounds.bottom - this.height;
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this.velocity.y *= -this.bounce.y;
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}
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},
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/**
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* You can modify the size of the physics Body to be any dimension you need.
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* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
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* is the position of the Body relative to the top-left of the Sprite.
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*
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* @method Phaser.Physics.Arcade#setSize
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* @param {number} width - The width of the Body.
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* @param {number} height - The height of the Body.
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* @param {number} offsetX - The X offset of the Body from the Sprite position.
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* @param {number} offsetY - The Y offset of the Body from the Sprite position.
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*/
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setSize: function (width, height, offsetX, offsetY) {
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offsetX = offsetX || this.offset.x;
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offsetY = offsetY || this.offset.y;
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this.sourceWidth = width;
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this.sourceHeight = height;
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this.width = this.sourceWidth * this._sx;
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this.height = this.sourceHeight * this._sy;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this.offset.setTo(offsetX, offsetY);
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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},
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/**
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* Resets all Body values (velocity, acceleration, rotation, etc)
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*
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* @method Phaser.Physics.Arcade#reset
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* @param {number} x - The new x position of the Body.
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* @param {number} y - The new x position of the Body.
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*/
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reset: function (x, y) {
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this.velocity.setTo(0, 0);
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this.acceleration.setTo(0, 0);
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.position.set(x, y);
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this.prev.set(x, y);
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this.rotation = this.sprite.rotation;
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this.preRotation = this.rotation;
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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},
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/**
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* Returns the absolute delta x value.
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*
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* @method Phaser.Physics.Arcade.Body#deltaAbsX
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* @return {number} The absolute delta value.
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*/
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deltaAbsX: function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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},
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/**
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* Returns the absolute delta y value.
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*
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* @method Phaser.Physics.Arcade.Body#deltaAbsY
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* @return {number} The absolute delta value.
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*/
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deltaAbsY: function () {
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return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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},
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/**
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* Returns the delta x value. The difference between Body.x now and in the previous step.
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*
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* @method Phaser.Physics.Arcade.Body#deltaX
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* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
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*/
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deltaX: function () {
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return this.position.x - this.prev.x;
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},
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/**
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* Returns the delta y value. The difference between Body.y now and in the previous step.
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*
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* @method Phaser.Physics.Arcade.Body#deltaY
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* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
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*/
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deltaY: function () {
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return this.position.y - this.prev.y;
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},
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|
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/**
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* Returns the delta z value. The difference between Body.rotation now and in the previous step.
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*
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* @method Phaser.Physics.Arcade.Body#deltaZ
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* @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise.
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*/
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deltaZ: function () {
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return this.rotation - this.preRotation;
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}
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};
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/**
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* @name Phaser.Physics.Arcade.Body#bottom
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* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
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get: function () {
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return this.position.y + this.height;
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}
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});
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|
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|
/**
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* @name Phaser.Physics.Arcade.Body#right
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* @property {number} right - The right value of this Body (same as Body.x + Body.width)
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* @readonly
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|
*/
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|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
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|
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get: function () {
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return this.position.x + this.width;
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}
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|
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});
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|
|
|
/**
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* @name Phaser.Physics.Arcade.Body#x
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* @property {number} x - The x position.
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|
*/
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|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", {
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|
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get: function () {
|
|
return this.position.x;
|
|
},
|
|
|
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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", {
|
|
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|
get: function () {
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.position.y = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Render Sprite Body.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#renderDebug
|
|
* @param {object} context - The context to render to.
|
|
* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
|
|
*/
|
|
Phaser.Physics.Arcade.Body.render = function (context, body, filled, color) {
|
|
|
|
if (typeof filled === 'undefined') { filled = true; }
|
|
|
|
color = color || 'rgba(0,255,0,0.4)';
|
|
|
|
if (filled)
|
|
{
|
|
context.fillStyle = color;
|
|
context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
|
|
}
|
|
else
|
|
{
|
|
context.strokeStyle = color;
|
|
context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Render Sprite Body Physics Data as text.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#renderBodyInfo
|
|
* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
Phaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) {
|
|
|
|
debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height);
|
|
// debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body.deltaX().toFixed(2), 'deltaY: ' + body.deltaY().toFixed(2));
|
|
debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2));
|
|
debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2));
|
|
// debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
|
|
debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y);
|
|
debug.line('bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2));
|
|
debug.line('speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2));
|
|
debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down);
|
|
|
|
}
|
|
|
|
Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;
|