phaser/Phaser/physics/Body.ts

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9.8 KiB
TypeScript

/// <reference path="../math/Vec2.ts" />
/// <reference path="../geom/Point.ts" />
/// <reference path="../math/Vec2Utils.ts" />
/**
* Phaser - Physics - Body
*/
module Phaser.Physics {
export class Body {
constructor(sprite: Phaser.Sprite, type: number) {
this.sprite = sprite;
this.game = sprite.game;
this.type = type;
// Fixture properties
// Will extend into its own class at a later date - can move the fixture defs there and add shape support, but this will do for 1.0 release
this.bounds = new Rectangle;
this._width = sprite.width;
this._height = sprite.height;
// Body properties
this.gravity = Vec2Utils.clone(this.game.world.physics.gravity);
this.bounce = Vec2Utils.clone(this.game.world.physics.bounce);
this.velocity = new Vec2;
this.acceleration = new Vec2;
this.drag = Vec2Utils.clone(this.game.world.physics.drag);
this.maxVelocity = new Vec2(10000, 10000);
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.touching = Types.NONE;
this.wasTouching = Types.NONE;
this.allowCollisions = Types.ANY;
this.position = new Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight);
this.oldPosition = new Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight);
this.offset = new Vec2;
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the parent Sprite
*/
public sprite: Phaser.Sprite;
/**
* The type of Body (disabled, dynamic, static or kinematic)
* Disabled = skips all physics operations / tests (default)
* Dynamic = gives and receives impacts
* Static = gives but doesn't receive impacts, cannot be moved by physics
* Kinematic = gives impacts, but never receives, can be moved by physics
* @type {number}
*/
public type: number;
public gravity: Vec2;
public bounce: Vec2;
public velocity: Vec2;
public acceleration: Vec2;
public drag: Vec2;
public maxVelocity: Vec2;
public angularVelocity: number = 0;
public angularAcceleration: number = 0;
public angularDrag: number = 0;
public maxAngular: number = 10000;
/**
* Orientation of the object.
* @type {number}
*/
public facing: number;
public touching: number;
public allowCollisions: number;
public wasTouching: number;
public mass: number = 1;
public position: Vec2;
public oldPosition: Vec2;
public offset: Vec2;
public bounds: Rectangle;
private _width: number = 0;
private _height: number = 0;
public get x(): number {
return this.sprite.x + this.offset.x;
}
public get y(): number {
return this.sprite.y + this.offset.y;
}
public set width(value: number) {
this._width = value;
}
public set height(value: number) {
this._height = value;
}
public get width(): number {
return this._width * this.sprite.transform.scale.x;
}
public get height(): number {
return this._height * this.sprite.transform.scale.y;
}
public preUpdate() {
this.oldPosition.copyFrom(this.position);
this.bounds.x = this.x;
this.bounds.y = this.y;
this.bounds.width = this.width;
this.bounds.height = this.height;
}
// Shall we do this? Or just update the values directly in the separate functions? But then the bounds will be out of sync - as long as
// the bounds are updated and used in calculations then we can do one final sprite movement here I guess?
public postUpdate() {
// if this is all it does maybe move elsewhere? Sprite postUpdate?
if (this.type !== Phaser.Types.BODY_DISABLED)
{
this.game.world.physics.updateMotion(this);
this.wasTouching = this.touching;
this.touching = Phaser.Types.NONE;
}
this.position.setTo(this.x, this.y);
}
public get hullWidth(): number {
if (this.deltaX > 0)
{
return this.bounds.width + this.deltaX;
}
else
{
return this.bounds.width - this.deltaX;
}
}
public get hullHeight(): number {
if (this.deltaY > 0)
{
return this.bounds.height + this.deltaY;
}
else
{
return this.bounds.height - this.deltaY;
}
}
public get hullX(): number {
if (this.position.x < this.oldPosition.x)
{
return this.position.x;
}
else
{
return this.oldPosition.x;
}
}
public get hullY(): number {
if (this.position.y < this.oldPosition.y)
{
return this.position.y;
}
else
{
return this.oldPosition.y;
}
}
public get deltaXAbs(): number {
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
}
public get deltaYAbs(): number {
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
}
public get deltaX(): number {
return this.position.x - this.oldPosition.x;
}
public get deltaY(): number {
return this.position.y - this.oldPosition.y;
}
// MOVE THESE TO A UTIL
public render(context:CanvasRenderingContext2D) {
context.beginPath();
context.strokeStyle = 'rgb(0,255,0)';
context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
context.stroke();
context.closePath();
// center point
context.fillStyle = 'rgb(0,255,0)';
context.fillRect(this.position.x, this.position.y, 2, 2);
if (this.touching & Phaser.Types.LEFT)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
context.stroke();
context.closePath();
}
if (this.touching & Phaser.Types.RIGHT)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
context.stroke();
context.closePath();
}
if (this.touching & Phaser.Types.UP)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
context.stroke();
context.closePath();
}
if (this.touching & Phaser.Types.DOWN)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
context.stroke();
context.closePath();
}
}
/**
* 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.width + ' x ' + this.sprite.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.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.sprite.transform.rotation.toFixed(0), 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('acx: ' + this.acceleration.x.toFixed(1) + ' acy: ' + this.acceleration.y.toFixed(1), x, y + 42);
this.sprite.texture.context.fillText('angVx: ' + this.angularVelocity.toFixed(1) + ' angAc: ' + this.angularAcceleration.toFixed(1), x, y + 56);
}
}
}