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1815 lines
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HTML
1815 lines
61 KiB
HTML
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<title>Phaser Source: physics/arcade/ArcadePhysics.js</title>
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<h1 class="page-title">Source: physics/arcade/ArcadePhysics.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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* @class Phaser.Physics
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*/
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Phaser.Physics = {};
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/**
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* Arcade Physics constructor.
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*
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* @class Phaser.Physics.Arcade
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* @classdesc Arcade Physics Constructor
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* @constructor
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* @param {Phaser.Game} game reference to the current game instance.
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*/
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Phaser.Physics.Arcade = function (game) {
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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 = game;
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/**
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* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
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*/
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this.gravity = new Phaser.Point;
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/**
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* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);
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/**
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* @property {number} maxObjects - Used by the QuadTree to set the maximum number of objects per quad.
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*/
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this.maxObjects = 10;
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/**
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* @property {number} maxLevels - Used by the QuadTree to set the maximum number of iteration levels.
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*/
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this.maxLevels = 4;
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/**
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* @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
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*/
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this.OVERLAP_BIAS = 4;
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/**
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* @property {Phaser.QuadTree} quadTree - The world QuadTree.
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*/
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this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
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/**
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* @property {number} quadTreeID - The QuadTree ID.
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*/
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this.quadTreeID = 0;
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// Avoid gc spikes by caching these values for re-use
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/**
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* @property {Phaser.Rectangle} _bounds1 - Internal cache var.
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* @private
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*/
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this._bounds1 = new Phaser.Rectangle;
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/**
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* @property {Phaser.Rectangle} _bounds2 - Internal cache var.
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* @private
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*/
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this._bounds2 = new Phaser.Rectangle;
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/**
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* @property {number} _overlap - Internal cache var.
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* @private
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*/
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this._overlap = 0;
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/**
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* @property {number} _maxOverlap - Internal cache var.
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* @private
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*/
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this._maxOverlap = 0;
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/**
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* @property {number} _velocity1 - Internal cache var.
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* @private
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*/
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this._velocity1 = 0;
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/**
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* @property {number} _velocity2 - Internal cache var.
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* @private
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*/
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this._velocity2 = 0;
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/**
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* @property {number} _newVelocity1 - Internal cache var.
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* @private
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*/
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this._newVelocity1 = 0;
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/**
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* @property {number} _newVelocity2 - Internal cache var.
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* @private
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*/
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this._newVelocity2 = 0;
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/**
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* @property {number} _average - Internal cache var.
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* @private
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*/
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this._average = 0;
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/**
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* @property {Array} _mapData - Internal cache var.
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* @private
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*/
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this._mapData = [];
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/**
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* @property {number} _mapTiles - Internal cache var.
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* @private
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*/
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this._mapTiles = 0;
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/**
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* @property {boolean} _result - Internal cache var.
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* @private
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*/
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this._result = false;
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/**
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* @property {number} _total - Internal cache var.
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* @private
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*/
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this._total = 0;
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/**
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* @property {number} _angle - Internal cache var.
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* @private
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*/
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this._angle = 0;
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/**
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* @property {number} _dx - Internal cache var.
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* @private
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*/
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this._dx = 0;
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/**
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* @property {number} _dy - Internal cache var.
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* @private
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*/
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this._dy = 0;
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};
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Phaser.Physics.Arcade.prototype = {
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/**
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* Called automatically by a Physics body, it updates all motion related values on the Body.
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*
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* @method Phaser.Physics.Arcade#updateMotion
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* @param {Phaser.Physics.Arcade.Body} The Body object to be updated.
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*/
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updateMotion: function (body) {
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// If you're wondering why the velocity is halved and applied twice, read this: http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html
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// Rotation
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this._velocityDelta = (this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2;
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body.angularVelocity += this._velocityDelta;
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body.rotation += (body.angularVelocity * this.game.time.physicsElapsed);
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body.angularVelocity += this._velocityDelta;
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// Horizontal
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this._velocityDelta = (this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x) - body.velocity.x) / 2;
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body.velocity.x += this._velocityDelta;
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body.x += (body.velocity.x * this.game.time.physicsElapsed);
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body.velocity.x += this._velocityDelta;
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// Vertical
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this._velocityDelta = (this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y) - body.velocity.y) / 2;
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body.velocity.y += this._velocityDelta;
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body.y += (body.velocity.y * this.game.time.physicsElapsed);
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body.velocity.y += this._velocityDelta;
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},
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/**
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* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
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*
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* @method Phaser.Physics.Arcade#computeVelocity
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* @param {number} axis - 1 for horizontal, 2 for vertical.
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to be updated.
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* @param {number} velocity - Any component of velocity (e.g. 20).
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* @param {number} acceleration - Rate at which the velocity is changing.
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* @param {number} drag - Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
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* @param {number} mMax - An absolute value cap for the velocity.
|
|
* @return {number} The altered Velocity value.
|
|
*/
|
|
computeVelocity: function (axis, body, velocity, acceleration, drag, max) {
|
|
|
|
max = max || 10000;
|
|
|
|
if (axis == 1 && body.allowGravity)
|
|
{
|
|
velocity += this.gravity.x + body.gravity.x;
|
|
}
|
|
else if (axis == 2 && body.allowGravity)
|
|
{
|
|
velocity += this.gravity.y + body.gravity.y;
|
|
}
|
|
|
|
if (acceleration !== 0)
|
|
{
|
|
velocity += acceleration * this.game.time.physicsElapsed;
|
|
}
|
|
else if (drag !== 0)
|
|
{
|
|
this._drag = drag * this.game.time.physicsElapsed;
|
|
|
|
if (velocity - this._drag > 0)
|
|
{
|
|
velocity -= this._drag;
|
|
}
|
|
else if (velocity + this._drag < 0)
|
|
{
|
|
velocity += this._drag;
|
|
}
|
|
else
|
|
{
|
|
velocity = 0;
|
|
}
|
|
}
|
|
|
|
if (velocity > max)
|
|
{
|
|
velocity = max;
|
|
}
|
|
else if (velocity < -max)
|
|
{
|
|
velocity = -max;
|
|
}
|
|
|
|
return velocity;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by the core game loop.
|
|
*
|
|
* @method Phaser.Physics.Arcade#preUpdate
|
|
* @protected
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
// Clear the tree
|
|
this.quadTree.clear();
|
|
|
|
// Create our tree which all of the Physics bodies will add themselves to
|
|
this.quadTreeID = 0;
|
|
this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by the core game loop.
|
|
*
|
|
* @method Phaser.Physics.Arcade#postUpdate
|
|
* @protected
|
|
*/
|
|
postUpdate: function () {
|
|
|
|
// Clear the tree ready for the next update
|
|
this.quadTree.clear();
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if two Sprite objects overlap.
|
|
*
|
|
* @method Phaser.Physics.Arcade#overlap
|
|
* @param {Phaser.Sprite} object1 - The first object to check. Can be an instance of Phaser.Sprite or anything that extends it.
|
|
* @param {Phaser.Sprite} object2 - The second object to check. Can be an instance of Phaser.Sprite or anything that extends it.
|
|
* @returns {boolean} true if the two objects overlap.
|
|
*/
|
|
overlap: function (object1, object2) {
|
|
|
|
// Only test valid objects
|
|
if (object1 && object2 && object1.exists && object2.exists)
|
|
{
|
|
return (Phaser.Rectangle.intersects(object1.body, object2.body));
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
|
|
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
|
|
* The objects are also automatically separated.
|
|
*
|
|
* @method Phaser.Physics.Arcade#collide
|
|
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap
|
|
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap
|
|
* @param {function} [collideCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
|
|
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collideCallback will only be called if processCallback returns true.
|
|
* @param {object} [callbackContext] - The context in which to run the callbacks.
|
|
* @returns {number} The number of collisions that were processed.
|
|
*/
|
|
collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
|
|
|
|
collideCallback = collideCallback || null;
|
|
processCallback = processCallback || null;
|
|
callbackContext = callbackContext || collideCallback;
|
|
|
|
this._result = false;
|
|
this._total = 0;
|
|
|
|
// Only collide valid objects
|
|
if (object1 && object2 && object1.exists && object2.exists)
|
|
{
|
|
// Can expand to support Buttons, Text, etc at a later date. For now these are the essentials.
|
|
|
|
// SPRITES
|
|
if (object1.type == Phaser.SPRITE)
|
|
{
|
|
if (object2.type == Phaser.SPRITE)
|
|
{
|
|
this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
|
|
{
|
|
this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.TILEMAPLAYER)
|
|
{
|
|
this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
}
|
|
// GROUPS
|
|
else if (object1.type == Phaser.GROUP)
|
|
{
|
|
if (object2.type == Phaser.SPRITE)
|
|
{
|
|
this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
|
|
{
|
|
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.TILEMAPLAYER)
|
|
{
|
|
this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
}
|
|
// TILEMAP LAYERS
|
|
else if (object1.type == Phaser.TILEMAPLAYER)
|
|
{
|
|
if (object2.type == Phaser.SPRITE)
|
|
{
|
|
this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
|
|
{
|
|
this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
|
|
}
|
|
}
|
|
// EMITTER
|
|
else if (object1.type == Phaser.EMITTER)
|
|
{
|
|
if (object2.type == Phaser.SPRITE)
|
|
{
|
|
this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
|
|
{
|
|
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
else if (object2.type == Phaser.TILEMAPLAYER)
|
|
{
|
|
this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
}
|
|
}
|
|
|
|
return (this._total > 0);
|
|
|
|
},
|
|
|
|
/**
|
|
* An internal function. Use Phaser.Physics.Arcade.collide instead.
|
|
*
|
|
* @method Phaser.Physics.Arcade#collideSpriteVsTilemapLayer
|
|
* @private
|
|
*/
|
|
collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
|
|
|
|
this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
|
|
|
|
if (this._mapData.length > 1)
|
|
{
|
|
for (var i = 1; i < this._mapData.length; i++)
|
|
{
|
|
this.separateTile(sprite.body, this._mapData[i]);
|
|
|
|
if (this._result)
|
|
{
|
|
// They collided, is there a custom process callback?
|
|
if (processCallback)
|
|
{
|
|
if (processCallback.call(callbackContext, sprite, this._mapData[i]))
|
|
{
|
|
this._total++;
|
|
|
|
if (collideCallback)
|
|
{
|
|
collideCallback.call(callbackContext, sprite, this._mapData[i]);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._total++;
|
|
|
|
if (collideCallback)
|
|
{
|
|
collideCallback.call(callbackContext, sprite, this._mapData[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* An internal function. Use Phaser.Physics.Arcade.collide instead.
|
|
*
|
|
* @method Phaser.Physics.Arcade#collideGroupVsTilemapLayer
|
|
* @private
|
|
*/
|
|
collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
|
|
|
|
if (group.length == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (group._container.first._iNext)
|
|
{
|
|
var currentNode = group._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
if (currentNode.exists)
|
|
{
|
|
this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext);
|
|
}
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != group._container.last._iNext);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* An internal function. Use Phaser.Physics.Arcade.collide instead.
|
|
*
|
|
* @method Phaser.Physics.Arcade#collideSpriteVsSprite
|
|
* @private
|
|
*/
|
|
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext) {
|
|
|
|
this.separate(sprite1.body, sprite2.body);
|
|
|
|
if (this._result)
|
|
{
|
|
// They collided, is there a custom process callback?
|
|
if (processCallback)
|
|
{
|
|
if (processCallback.call(callbackContext, sprite1, sprite2))
|
|
{
|
|
this._total++;
|
|
|
|
if (collideCallback)
|
|
{
|
|
collideCallback.call(callbackContext, sprite1, sprite2);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._total++;
|
|
|
|
if (collideCallback)
|
|
{
|
|
collideCallback.call(callbackContext, sprite1, sprite2);
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* An internal function. Use Phaser.Physics.Arcade.collide instead.
|
|
*
|
|
* @method Phaser.Physics.Arcade#collideSpriteVsGroup
|
|
* @private
|
|
*/
|
|
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
|
|
|
|
if (group.length == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// What is the sprite colliding with in the quadtree?
|
|
this._potentials = this.quadTree.retrieve(sprite);
|
|
|
|
for (var i = 0, len = this._potentials.length; i < len; i++)
|
|
{
|
|
// We have our potential suspects, are they in this group?
|
|
if (this._potentials[i].sprite.group == group)
|
|
{
|
|
this.separate(sprite.body, this._potentials[i]);
|
|
|
|
if (this._result && processCallback)
|
|
{
|
|
this._result = processCallback.call(callbackContext, sprite, this._potentials[i].sprite);
|
|
}
|
|
|
|
if (this._result)
|
|
{
|
|
this._total++;
|
|
|
|
if (collideCallback)
|
|
{
|
|
collideCallback.call(callbackContext, sprite, this._potentials[i].sprite);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* An internal function. Use Phaser.Physics.Arcade.collide instead.
|
|
*
|
|
* @method Phaser.Physics.Arcade#collideGroupVsGroup
|
|
* @private
|
|
*/
|
|
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
|
|
|
|
if (group1.length == 0 || group2.length == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (group1._container.first._iNext)
|
|
{
|
|
var currentNode = group1._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
if (currentNode.exists)
|
|
{
|
|
this.collideSpriteVsGroup(currentNode, group2, collideCallback, processCallback, callbackContext);
|
|
}
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != group1._container.last._iNext);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The core separation function to separate two physics bodies.
|
|
* @method Phaser.Physics.Arcade#separate
|
|
* @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate.
|
|
* @param {Phaser.Physics.Arcade.Body} body2 - The Body object to separate.
|
|
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
|
|
*/
|
|
separate: function (body1, body2) {
|
|
|
|
this._result = (this.separateX(body1, body2) || this.separateY(body1, body2));
|
|
|
|
},
|
|
|
|
/**
|
|
* The core separation function to separate two physics bodies on the x axis.
|
|
* @method Phaser.Physics.Arcade#separateX
|
|
* @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate.
|
|
* @param {Phaser.Physics.Arcade.Body} body2 - The Body object to separate.
|
|
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
|
|
*/
|
|
separateX: function (body1, body2) {
|
|
|
|
// Can't separate two immovable bodies
|
|
if (body1.immovable && body2.immovable)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
this._overlap = 0;
|
|
|
|
// Check if the hulls actually overlap
|
|
if (Phaser.Rectangle.intersects(body1, body2))
|
|
{
|
|
this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
|
|
|
|
if (body1.deltaX() == 0 && body2.deltaX() == 0)
|
|
{
|
|
// They overlap but neither of them are moving
|
|
body1.embedded = true;
|
|
body2.embedded = true;
|
|
}
|
|
else if (body1.deltaX() > body2.deltaX())
|
|
{
|
|
// Body1 is moving right and/or Body2 is moving left
|
|
this._overlap = body1.x + body1.width - body2.x;
|
|
|
|
if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body1.touching.right = true;
|
|
body2.touching.left = true;
|
|
}
|
|
}
|
|
else if (body1.deltaX() < body2.deltaX())
|
|
{
|
|
// Body1 is moving left and/or Body2 is moving right
|
|
this._overlap = body1.x - body2.width - body2.x;
|
|
|
|
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body1.touching.left = true;
|
|
body2.touching.right = true;
|
|
}
|
|
}
|
|
|
|
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
|
if (this._overlap != 0)
|
|
{
|
|
body1.overlapX = this._overlap;
|
|
body2.overlapX = this._overlap;
|
|
|
|
if (body1.customSeparateX || body2.customSeparateX)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
this._velocity1 = body1.velocity.x;
|
|
this._velocity2 = body2.velocity.x;
|
|
|
|
if (!body1.immovable && !body2.immovable)
|
|
{
|
|
this._overlap *= 0.5;
|
|
|
|
body1.x = body1.x - this._overlap;
|
|
body2.x += this._overlap;
|
|
|
|
this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
|
|
this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
|
|
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
|
|
this._newVelocity1 -= this._average;
|
|
this._newVelocity2 -= this._average;
|
|
|
|
body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x;
|
|
body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x;
|
|
}
|
|
else if (!body1.immovable)
|
|
{
|
|
body1.x = body1.x - this._overlap;
|
|
body1.velocity.x = this._velocity2 - this._velocity1 * body1.bounce.x;
|
|
}
|
|
else if (!body2.immovable)
|
|
{
|
|
body2.x += this._overlap;
|
|
body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* The core separation function to separate two physics bodies on the y axis.
|
|
* @method Phaser.Physics.Arcade#separateY
|
|
* @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate.
|
|
* @param {Phaser.Physics.Arcade.Body} body2 - The Body object to separate.
|
|
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
|
|
*/
|
|
separateY: function (body1, body2) {
|
|
|
|
// Can't separate two immovable or non-existing bodys
|
|
if (body1.immovable && body2.immovable)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
this._overlap = 0;
|
|
|
|
// Check if the hulls actually overlap
|
|
if (Phaser.Rectangle.intersects(body1, body2))
|
|
{
|
|
this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
|
|
|
|
if (body1.deltaY() == 0 && body2.deltaY() == 0)
|
|
{
|
|
// They overlap but neither of them are moving
|
|
body1.embedded = true;
|
|
body2.embedded = true;
|
|
}
|
|
else if (body1.deltaY() > body2.deltaY())
|
|
{
|
|
// Body1 is moving down and/or Body2 is moving up
|
|
this._overlap = body1.y + body1.height - body2.y;
|
|
|
|
if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body1.touching.down = true;
|
|
body2.touching.up = true;
|
|
}
|
|
}
|
|
else if (body1.deltaY() < body2.deltaY())
|
|
{
|
|
// Body1 is moving up and/or Body2 is moving down
|
|
this._overlap = body1.y - body2.height - body2.y;
|
|
|
|
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body1.touching.up = true;
|
|
body2.touching.down = true;
|
|
}
|
|
}
|
|
|
|
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
|
if (this._overlap != 0)
|
|
{
|
|
body1.overlapY = this._overlap;
|
|
body2.overlapY = this._overlap;
|
|
|
|
if (body1.customSeparateY || body2.customSeparateY)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
this._velocity1 = body1.velocity.y;
|
|
this._velocity2 = body2.velocity.y;
|
|
|
|
if (!body1.immovable && !body2.immovable)
|
|
{
|
|
this._overlap *= 0.5;
|
|
|
|
body1.y = body1.y - this._overlap;
|
|
body2.y += this._overlap;
|
|
|
|
this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
|
|
this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
|
|
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
|
|
this._newVelocity1 -= this._average;
|
|
this._newVelocity2 -= this._average;
|
|
|
|
body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y;
|
|
body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y;
|
|
}
|
|
else if (!body1.immovable)
|
|
{
|
|
body1.y = body1.y - this._overlap;
|
|
body1.velocity.y = this._velocity2 - this._velocity1 * body1.bounce.y;
|
|
|
|
// This is special case code that handles things like horizontal moving platforms you can ride
|
|
if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY()))
|
|
{
|
|
body1.x += body2.x - body2.lastX;
|
|
}
|
|
}
|
|
else if (!body2.immovable)
|
|
{
|
|
body2.y += this._overlap;
|
|
body2.velocity.y = this._velocity1 - this._velocity2 * body2.bounce.y;
|
|
|
|
// This is special case code that handles things like horizontal moving platforms you can ride
|
|
if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY()))
|
|
{
|
|
body2.x += body1.x - body1.lastX;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* The core separation function to separate a physics body and a tile.
|
|
* @method Phaser.Physics.Arcade#separateTile
|
|
* @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate.
|
|
* @param {Phaser.Tile} tile - The tile to collide against.
|
|
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
|
|
*/
|
|
separateTile: function (body, tile) {
|
|
|
|
this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
|
|
|
|
},
|
|
|
|
/**
|
|
* The core separation function to separate a physics body and a tile on the x axis.
|
|
* @method Phaser.Physics.Arcade#separateTileX
|
|
* @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate.
|
|
* @param {Phaser.Tile} tile - The tile to collide against.
|
|
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
|
|
*/
|
|
separateTileX: function (body, tile, separate) {
|
|
|
|
// Can't separate two immovable objects (tiles are always immovable)
|
|
if (body.immovable || body.deltaX() == 0 || Phaser.Rectangle.intersects(body.hullX, tile) == false)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
this._overlap = 0;
|
|
|
|
// The hulls overlap, let's process it
|
|
this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
|
|
|
|
if (body.deltaX() < 0)
|
|
{
|
|
// Moving left
|
|
this._overlap = tile.right - body.hullX.x;
|
|
|
|
if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body.touching.left = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Moving right
|
|
this._overlap = body.hullX.right - tile.x;
|
|
|
|
if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body.touching.right = true;
|
|
}
|
|
}
|
|
|
|
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
|
if (this._overlap != 0)
|
|
{
|
|
if (separate)
|
|
{
|
|
if (body.deltaX() < 0)
|
|
{
|
|
body.x = body.x + this._overlap;
|
|
}
|
|
else
|
|
{
|
|
body.x = body.x - this._overlap;
|
|
}
|
|
|
|
if (body.bounce.x == 0)
|
|
{
|
|
body.velocity.x = 0;
|
|
}
|
|
else
|
|
{
|
|
body.velocity.x = -body.velocity.x * body.bounce.x;
|
|
}
|
|
|
|
body.updateHulls();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The core separation function to separate a physics body and a tile on the x axis.
|
|
* @method Phaser.Physics.Arcade#separateTileY
|
|
* @param {Phaser.Physics.Arcade.Body} body1 - The Body object to separate.
|
|
* @param {Phaser.Tile} tile - The tile to collide against.
|
|
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
|
|
*/
|
|
separateTileY: function (body, tile, separate) {
|
|
|
|
// Can't separate two immovable objects (tiles are always immovable)
|
|
if (body.immovable || body.deltaY() == 0 || Phaser.Rectangle.intersects(body.hullY, tile) == false)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
this._overlap = 0;
|
|
|
|
// The hulls overlap, let's process it
|
|
this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS;
|
|
|
|
if (body.deltaY() < 0)
|
|
{
|
|
// Moving up
|
|
this._overlap = tile.bottom - body.hullY.y;
|
|
|
|
if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body.touching.up = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Moving down
|
|
this._overlap = body.hullY.bottom - tile.y;
|
|
|
|
if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
|
|
{
|
|
this._overlap = 0;
|
|
}
|
|
else
|
|
{
|
|
body.touching.down = true;
|
|
}
|
|
}
|
|
|
|
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
|
if (this._overlap != 0)
|
|
{
|
|
if (separate)
|
|
{
|
|
if (body.deltaY() < 0)
|
|
{
|
|
body.y = body.y + this._overlap;
|
|
}
|
|
else
|
|
{
|
|
body.y = body.y - this._overlap;
|
|
}
|
|
|
|
if (body.bounce.y == 0)
|
|
{
|
|
body.velocity.y = 0;
|
|
}
|
|
else
|
|
{
|
|
body.velocity.y = -body.velocity.y * body.bounce.y;
|
|
}
|
|
|
|
body.updateHulls();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the given display object towards the destination object at a steady velocity.
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
|
|
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
|
|
*
|
|
* @method Phaser.Physics.Arcade#moveToObject
|
|
* @param {any} displayObject - The display object to move.
|
|
* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
*/
|
|
moveToObject: function (displayObject, destination, speed, maxTime) {
|
|
|
|
speed = speed || 60;
|
|
maxTime = maxTime || 0;
|
|
|
|
this._angle = Math.atan2(destination.y - displayObject.y, destination.x - displayObject.x);
|
|
|
|
if (maxTime > 0)
|
|
{
|
|
// We know how many pixels we need to move, but how fast?
|
|
speed = this.distanceBetween(displayObject, destination) / (maxTime / 1000);
|
|
}
|
|
|
|
displayObject.body.velocity.x = Math.cos(this._angle) * speed;
|
|
displayObject.body.velocity.y = Math.sin(this._angle) * speed;
|
|
|
|
return this._angle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
|
|
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
*
|
|
* @method Phaser.Physics.Arcade#moveToPointer
|
|
* @param {any} displayObject - The display object to move.
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
* @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
|
|
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
*/
|
|
moveToPointer: function (displayObject, speed, pointer, maxTime) {
|
|
|
|
speed = speed || 60;
|
|
pointer = pointer || this.game.input.activePointer;
|
|
maxTime = maxTime || 0;
|
|
|
|
this._angle = this.angleToPointer(displayObject, pointer);
|
|
|
|
if (maxTime > 0)
|
|
{
|
|
// We know how many pixels we need to move, but how fast?
|
|
speed = this.distanceToPointer(displayObject, pointer) / (maxTime / 1000);
|
|
}
|
|
|
|
displayObject.body.velocity.x = Math.cos(this._angle) * speed;
|
|
displayObject.body.velocity.y = Math.sin(this._angle) * speed;
|
|
|
|
return this._angle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the given display object towards the x/y coordinates at a steady velocity.
|
|
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
|
|
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
|
|
*
|
|
* @method Phaser.Physics.Arcade#moveToXY
|
|
* @param {any} displayObject - The display object to move.
|
|
* @param {number} x - The x coordinate to move towards.
|
|
* @param {number} y - The y coordinate to move towards.
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
|
|
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
|
|
*/
|
|
moveToXY: function (displayObject, x, y, speed, maxTime) {
|
|
|
|
speed = speed || 60;
|
|
maxTime = maxTime || 0;
|
|
|
|
this._angle = Math.atan2(y - displayObject.y, x - displayObject.x);
|
|
|
|
if (maxTime > 0)
|
|
{
|
|
// We know how many pixels we need to move, but how fast?
|
|
speed = this.distanceToXY(displayObject, x, y) / (maxTime / 1000);
|
|
}
|
|
|
|
displayObject.body.velocity.x = Math.cos(this._angle) * speed;
|
|
displayObject.body.velocity.y = Math.sin(this._angle) * speed;
|
|
|
|
return this._angle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
|
|
* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
|
|
*
|
|
* @method Phaser.Physics.Arcade#velocityFromAngle
|
|
* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
|
|
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
|
|
* @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
|
|
*/
|
|
velocityFromAngle: function (angle, speed, point) {
|
|
|
|
speed = speed || 60;
|
|
point = point || new Phaser.Point;
|
|
|
|
return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
|
|
|
|
},
|
|
|
|
/**
|
|
* Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
|
|
* One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
|
|
*
|
|
* @method Phaser.Physics.Arcade#velocityFromRotation
|
|
* @param {number} rotation - The angle in radians.
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
|
|
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
|
|
* @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
|
|
*/
|
|
velocityFromRotation: function (rotation, speed, point) {
|
|
|
|
speed = speed || 60;
|
|
point = point || new Phaser.Point;
|
|
|
|
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
|
|
|
|
},
|
|
|
|
/**
|
|
* Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.
|
|
* One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
|
|
*
|
|
* @method Phaser.Physics.Arcade#accelerationFromRotation
|
|
* @param {number} rotation - The angle in radians.
|
|
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
|
|
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated acceleration.
|
|
* @return {Phaser.Point} - A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.
|
|
*/
|
|
accelerationFromRotation: function (rotation, speed, point) {
|
|
|
|
speed = speed || 60;
|
|
point = point || new Phaser.Point;
|
|
|
|
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
|
|
* You must give a maximum speed value, beyond which the display object won't go any faster.
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
*
|
|
* @method Phaser.Physics.Arcade#accelerateToObject
|
|
* @param {any} displayObject - The display object to move.
|
|
* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
|
|
* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
|
|
* @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.
|
|
* @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.
|
|
*/
|
|
accelerateToObject: function (displayObject, destination, speed, xSpeedMax, ySpeedMax) {
|
|
|
|
if (typeof speed === 'undefined') { speed = 60; }
|
|
if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; }
|
|
if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; }
|
|
|
|
this._angle = this.angleBetween(displayObject, destination);
|
|
|
|
displayObject.body.acceleration.setTo(Math.cos(this._angle) * speed, Math.sin(this._angle) * speed);
|
|
displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax);
|
|
|
|
return this._angle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)
|
|
* You must give a maximum speed value, beyond which the display object won't go any faster.
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
*
|
|
* @method Phaser.Physics.Arcade#accelerateToPointer
|
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* @param {any} displayObject - The display object to move.
|
|
* @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
|
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* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
|
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* @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.
|
|
* @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.
|
|
*/
|
|
accelerateToPointer: function (displayObject, pointer, speed, xSpeedMax, ySpeedMax) {
|
|
|
|
if (typeof speed === 'undefined') { speed = 60; }
|
|
if (typeof pointer === 'undefined') { pointer = this.game.input.activePointer; }
|
|
if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; }
|
|
if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; }
|
|
|
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this._angle = this.angleToPointer(displayObject, pointer);
|
|
|
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displayObject.body.acceleration.setTo(Math.cos(this._angle) * speed, Math.sin(this._angle) * speed);
|
|
displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax);
|
|
|
|
return this._angle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
|
|
* You must give a maximum speed value, beyond which the display object won't go any faster.
|
|
* Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.
|
|
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
|
|
*
|
|
* @method Phaser.Physics.Arcade#accelerateToXY
|
|
* @param {any} displayObject - The display object to move.
|
|
* @param {number} x - The x coordinate to accelerate towards.
|
|
* @param {number} y - The y coordinate to accelerate towards.
|
|
* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
|
|
* @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.
|
|
* @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.
|
|
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.
|
|
*/
|
|
accelerateToXY: function (displayObject, x, y, speed, xSpeedMax, ySpeedMax) {
|
|
|
|
if (typeof speed === 'undefined') { speed = 60; }
|
|
if (typeof xSpeedMax === 'undefined') { xSpeedMax = 1000; }
|
|
if (typeof ySpeedMax === 'undefined') { ySpeedMax = 1000; }
|
|
|
|
this._angle = this.angleToXY(displayObject, x, y);
|
|
|
|
displayObject.body.acceleration.setTo(Math.cos(this._angle) * speed, Math.sin(this._angle) * speed);
|
|
displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax);
|
|
|
|
return this._angle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the distance between two display objects (like Sprites).
|
|
*
|
|
* @method Phaser.Physics.Arcade#distanceBetween
|
|
* @param {any} source - The Display Object to test from.
|
|
* @param {any} target - The Display Object to test to.
|
|
* @return {number} The distance between the source and target objects.
|
|
*/
|
|
distanceBetween: function (source, target) {
|
|
|
|
this._dx = source.x - target.x;
|
|
this._dy = source.y - target.y;
|
|
|
|
return Math.sqrt(this._dx * this._dx + this._dy * this._dy);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the distance between a display object (like a Sprite) and the given x/y coordinates.
|
|
* The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
|
|
* If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
|
|
*
|
|
* @method Phaser.Physics.Arcade#distanceToXY
|
|
* @param {any} displayObject - The Display Object to test from.
|
|
* @param {number} x - The x coordinate to move towards.
|
|
* @param {number} y - The y coordinate to move towards.
|
|
* @return {number} The distance between the object and the x/y coordinates.
|
|
*/
|
|
distanceToXY: function (displayObject, x, y) {
|
|
|
|
this._dx = displayObject.x - x;
|
|
this._dy = displayObject.y - y;
|
|
|
|
return Math.sqrt(this._dx * this._dx + this._dy * this._dy);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used.
|
|
* The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
|
|
* If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
|
|
*
|
|
* @method Phaser.Physics.Arcade#distanceToPointer
|
|
* @param {any} displayObject - The Display Object to test from.
|
|
* @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
|
|
* @return {number} The distance between the object and the Pointer.
|
|
*/
|
|
distanceToPointer: function (displayObject, pointer) {
|
|
|
|
pointer = pointer || this.game.input.activePointer;
|
|
|
|
this._dx = displayObject.worldX - pointer.x;
|
|
this._dy = displayObject.worldY - pointer.y;
|
|
|
|
return Math.sqrt(this._dx * this._dx + this._dy * this._dy);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle in radians between two display objects (like Sprites).
|
|
*
|
|
* @method Phaser.Physics.Arcade#angleBetween
|
|
* @param {any} source - The Display Object to test from.
|
|
* @param {any} target - The Display Object to test to.
|
|
* @return {number} The angle in radians between the source and target display objects.
|
|
*/
|
|
angleBetween: function (source, target) {
|
|
|
|
this._dx = target.x - source.x;
|
|
this._dy = target.y - source.y;
|
|
|
|
return Math.atan2(this._dy, this._dx);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.
|
|
*
|
|
* @method Phaser.Physics.Arcade#angleToXY
|
|
* @param {any} displayObject - The Display Object to test from.
|
|
* @param {number} x - The x coordinate to get the angle to.
|
|
* @param {number} y - The y coordinate to get the angle to.
|
|
* @return {number} The angle in radians between displayObject.x/y to Pointer.x/y
|
|
*/
|
|
angleToXY: function (displayObject, x, y) {
|
|
|
|
this._dx = x - displayObject.x;
|
|
this._dy = y - displayObject.y;
|
|
|
|
return Math.atan2(this._dy, this._dx);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.
|
|
*
|
|
* @method Phaser.Physics.Arcade#angleToPointer
|
|
* @param {any} displayObject - The Display Object to test from.
|
|
* @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
|
|
* @return {number} The angle in radians between displayObject.x/y to Pointer.x/y
|
|
*/
|
|
angleToPointer: function (displayObject, pointer) {
|
|
|
|
pointer = pointer || this.game.input.activePointer;
|
|
|
|
this._dx = pointer.worldX - displayObject.x;
|
|
this._dy = pointer.worldY - displayObject.y;
|
|
|
|
return Math.atan2(this._dy, this._dx);
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
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</section>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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