mirror of
https://github.com/photonstorm/phaser
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120 lines
3.4 KiB
JavaScript
120 lines
3.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Components = require('./components');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Vector2 = require('../../math/Vector2');
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/**
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* Internal function to check if the object has a getter or setter.
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*
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* @function hasGetterOrSetter
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* @private
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*
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* @param {object} def - The object to check.
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*
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* @return {boolean} True if it has a getter or setter, otherwise false.
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*/
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function hasGetterOrSetter (def)
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{
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return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
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}
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/**
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* A Matter Game Object is a generic object that allows you to combine any Phaser Game Object,
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* including those you have extended or created yourself, with all of the Matter Components.
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*
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* This enables you to use component methods such as `setVelocity` or `isSensor` directly from
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* this Game Object.
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*
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* @function Phaser.Physics.Matter.MatterGameObject
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* @since 3.3.0
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*
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* @param {Phaser.Physics.Matter.World} world - The Matter world to add the body to.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that will have the Matter body applied to it.
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* @param {(object|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body.
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* @param {boolean} [addToWorld=true] - Should the newly created body be immediately added to the World?
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that was created with the Matter body.
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*/
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var MatterGameObject = function (world, gameObject, options, addToWorld)
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{
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if (options === undefined) { options = {}; }
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if (addToWorld === undefined) { addToWorld = true; }
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var x = gameObject.x;
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var y = gameObject.y;
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// Temp body pos to avoid body null checks
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gameObject.body = {
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temp: true,
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position: {
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x: x,
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y: y
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}
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};
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var mixins = [
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Components.Bounce,
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Components.Collision,
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Components.Force,
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Components.Friction,
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Components.Gravity,
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Components.Mass,
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Components.Sensor,
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Components.SetBody,
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Components.Sleep,
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Components.Static,
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Components.Transform,
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Components.Velocity
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];
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// First let's inject all of the components into the Game Object
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mixins.forEach(function (mixin)
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{
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for (var key in mixin)
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{
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if (hasGetterOrSetter(mixin[key]))
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{
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Object.defineProperty(gameObject, key, {
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get: mixin[key].get,
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set: mixin[key].set
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});
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}
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else
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{
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Object.defineProperty(gameObject, key, {value: mixin[key]});
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}
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}
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});
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gameObject.world = world;
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gameObject._tempVec2 = new Vector2(x, y);
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if (options.hasOwnProperty('type') && options.type === 'body')
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{
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gameObject.setExistingBody(options, addToWorld);
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}
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else
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{
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var shape = GetFastValue(options, 'shape', null);
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if (!shape)
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{
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shape = 'rectangle';
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}
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options.addToWorld = addToWorld;
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gameObject.setBody(shape, options);
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}
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return gameObject;
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};
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module.exports = MatterGameObject;
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