mirror of
https://github.com/photonstorm/phaser
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2e72c9966b
When using setSize, empty height and width will automatically assign to match the current frame of the game object.
912 lines
21 KiB
JavaScript
912 lines
21 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var CircleContains = require('../../geom/circle/Contains');
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var Class = require('../../utils/Class');
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var CONST = require('./const');
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var RectangleContains = require('../../geom/rectangle/Contains');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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* [description]
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*
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* @class StaticBody
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* @memberOf Phaser.Physics.Arcade
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Arcade.World} world - [description]
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* @param {Phaser.GameObjects.GameObject} gameObject - [description]
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*/
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var StaticBody = new Class({
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initialize:
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function StaticBody (world, gameObject)
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{
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var width = (gameObject.width) ? gameObject.width : 64;
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var height = (gameObject.height) ? gameObject.height : 64;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#world
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* @type {Phaser.Physics.Arcade.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#gameObject
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* @type {Phaser.GameObjects.GameObject}
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* @since 3.0.0
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*/
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this.gameObject = gameObject;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#debugShowBody
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* @type {boolean}
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* @since 3.0.0
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*/
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this.debugShowBody = world.defaults.debugShowStaticBody;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#debugBodyColor
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* @type {integer}
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* @since 3.0.0
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*/
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this.debugBodyColor = world.defaults.staticBodyDebugColor;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#enable
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.enable = true;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#isCircle
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.isCircle = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#radius
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.radius = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#offset
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.offset = new Vector2();
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#position
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.position = new Vector2(gameObject.x - gameObject.displayOriginX, gameObject.y - gameObject.displayOriginY);
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#width
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* @type {number}
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* @since 3.0.0
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*/
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this.width = width;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#height
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* @type {number}
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* @since 3.0.0
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*/
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this.height = height;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#halfWidth
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* @type {number}
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* @since 3.0.0
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*/
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this.halfWidth = Math.abs(this.width / 2);
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#halfHeight
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* @type {number}
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* @since 3.0.0
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*/
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this.halfHeight = Math.abs(this.height / 2);
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#center
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.center = new Vector2(gameObject.x + this.halfWidth, gameObject.y + this.halfHeight);
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#velocity
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.velocity = Vector2.ZERO;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#allowGravity
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.allowGravity = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#gravity
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.gravity = Vector2.ZERO;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#bounce
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.bounce = Vector2.ZERO;
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// If true this Body will dispatch events
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#onWorldBounds
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.onWorldBounds = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#onCollide
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.onCollide = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#onOverlap
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.onOverlap = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#mass
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.mass = 1;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#immovable
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.immovable = true;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#customSeparateX
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.customSeparateX = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#customSeparateY
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.customSeparateY = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#overlapX
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.overlapX = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#overlapY
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.overlapY = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#overlapR
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.overlapR = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#embedded
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.embedded = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.collideWorldBounds = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#checkCollision
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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*/
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this.checkCollision = { none: false, up: true, down: true, left: true, right: true };
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#touching
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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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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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#wasTouching
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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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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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#blocked
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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*/
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this.blocked = { none: true, up: false, down: false, left: false, right: false };
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/**
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* [description]
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*
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* @name Phaser.Physics.Arcade.StaticBody#physicsType
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* @type {integer}
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* @since 3.0.0
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*/
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this.physicsType = CONST.STATIC_BODY;
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/**
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* The calculated change in the Body's horizontal position during the current step.
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* For a static body this is always zero.
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*
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* @name Phaser.Physics.Arcade.StaticBody#_dx
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* @type {number}
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* @private
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* @default 0
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* @since 3.10.0
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*/
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this._dx = 0;
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/**
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* The calculated change in the Body's vertical position during the current step.
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* For a static body this is always zero.
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*
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* @name Phaser.Physics.Arcade.StaticBody#_dy
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* @type {number}
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* @private
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* @default 0
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* @since 3.10.0
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*/
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this._dy = 0;
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},
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/**
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* Changes the Game Object this Body is bound to.
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* First it removes its reference from the old Game Object, then sets the new one.
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* You can optionally update the position and dimensions of this Body to reflect that of the new Game Object.
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*
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* @method Phaser.Physics.Arcade.StaticBody#setGameObject
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* @since 3.1.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The new Game Object that will own this Body.
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* @param {boolean} [update=true] - Reposition and resize this Body to match the new Game Object?
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setGameObject: function (gameObject, update)
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{
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if (gameObject && gameObject !== this.gameObject)
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{
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// Remove this body from the old game object
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this.gameObject.body = null;
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gameObject.body = this;
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// Update our reference
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this.gameObject = gameObject;
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}
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if (update)
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{
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this.updateFromGameObject();
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}
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return this;
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},
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/**
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* Updates this Static Body so that its position and dimensions are updated
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* based on the current Game Object it is bound to.
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*
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* @method Phaser.Physics.Arcade.StaticBody#updateFromGameObject
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* @since 3.1.0
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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updateFromGameObject: function ()
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{
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this.world.staticTree.remove(this);
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var gameObject = this.gameObject;
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gameObject.getTopLeft(this.position);
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this.width = gameObject.displayWidth;
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this.height = gameObject.displayHeight;
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this.halfWidth = Math.abs(this.width / 2);
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this.halfHeight = Math.abs(this.height / 2);
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this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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this.world.staticTree.insert(this);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Arcade.StaticBody#setOffset
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* @since 3.4.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setOffset: function (x, y)
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{
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if (y === undefined) { y = x; }
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this.world.staticTree.remove(this);
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this.position.x -= this.offset.x;
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this.position.y -= this.offset.y;
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this.offset.set(x, y);
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this.position.x += this.offset.x;
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this.position.y += this.offset.y;
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this.updateCenter();
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this.world.staticTree.insert(this);
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return this;
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},
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/**
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* Sets the size of the body.
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* Resets the body to match the current frame if no width or height is provided.
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*
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* @method Phaser.Physics.Arcade.StaticBody#setSize
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* @since 3.0.0
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*
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* @param {number} width - [description]
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* @param {number} height - [description]
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* @param {number} [offsetX] - [description]
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* @param {number} [offsetY] - [description]
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setSize: function (width, height, offsetX, offsetY)
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{
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if (width === undefined) { width = this.gameObject.frame.data.sourceSize.w; }
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if (height === undefined) { height = this.gameObject.frame.data.sourceSize.h; }
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if (offsetX === undefined) { offsetX = this.offset.x; }
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if (offsetY === undefined) { offsetY = this.offset.y; }
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this.world.staticTree.remove(this);
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this.width = width;
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this.height = height;
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this.halfWidth = Math.floor(width / 2);
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this.halfHeight = Math.floor(height / 2);
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this.offset.set(offsetX, offsetY);
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this.updateCenter();
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this.isCircle = false;
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this.radius = 0;
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this.world.staticTree.insert(this);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Arcade.StaticBody#setCircle
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* @since 3.0.0
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*
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* @param {number} radius - [description]
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* @param {number} [offsetX] - [description]
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* @param {number} [offsetY] - [description]
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setCircle: function (radius, offsetX, offsetY)
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{
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if (offsetX === undefined) { offsetX = this.offset.x; }
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if (offsetY === undefined) { offsetY = this.offset.y; }
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if (radius > 0)
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{
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this.world.staticTree.remove(this);
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this.isCircle = true;
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this.radius = radius;
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this.width = radius * 2;
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this.height = radius * 2;
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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.set(offsetX, offsetY);
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this.updateCenter();
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this.world.staticTree.insert(this);
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}
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else
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{
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this.isCircle = false;
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}
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Arcade.StaticBody#updateCenter
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* @since 3.0.0
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*/
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updateCenter: function ()
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{
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this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Arcade.StaticBody#reset
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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*/
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reset: function (x, y)
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{
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var gameObject = this.gameObject;
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if (x === undefined) { x = gameObject.x; }
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if (y === undefined) { y = gameObject.y; }
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this.world.staticTree.remove(this);
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gameObject.getTopLeft(this.position);
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this.updateCenter();
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this.world.staticTree.insert(this);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Arcade.StaticBody#stop
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* @since 3.0.0
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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stop: function ()
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{
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return this;
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},
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/**
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* [description]
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|
*
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* @method Phaser.Physics.Arcade.StaticBody#getBounds
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* @since 3.0.0
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*
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* @param {ArcadeBodyBounds} obj - [description]
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*
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* @return {ArcadeBodyBounds} [description]
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*/
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getBounds: function (obj)
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{
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obj.x = this.x;
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obj.y = this.y;
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obj.right = this.right;
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obj.bottom = this.bottom;
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return obj;
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},
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/**
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* [description]
|
|
*
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* @method Phaser.Physics.Arcade.StaticBody#hitTest
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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*
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* @return {boolean} [description]
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*/
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hitTest: function (x, y)
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{
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return (this.isCircle) ? CircleContains(this, x, y) : RectangleContains(this, x, y);
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},
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/**
|
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* [description]
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|
*
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* @method Phaser.Physics.Arcade.StaticBody#deltaAbsX
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* @since 3.0.0
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*
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* @return {number} [description]
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*/
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deltaAbsX: function ()
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{
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return 0;
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},
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/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsY
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|
* @since 3.0.0
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*
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* @return {number} [description]
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*/
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deltaAbsY: function ()
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{
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return 0;
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},
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/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaX
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* @since 3.0.0
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*
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* @return {number} [description]
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*/
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deltaX: function ()
|
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{
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return 0;
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},
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/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaY
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|
* @since 3.0.0
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*
|
|
* @return {number} [description]
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*/
|
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deltaY: function ()
|
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{
|
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return 0;
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},
|
|
|
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/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaZ
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} [description]
|
|
*/
|
|
deltaZ: function ()
|
|
{
|
|
return 0;
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},
|
|
|
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/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.enable = false;
|
|
|
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this.world.pendingDestroy.set(this);
|
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},
|
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|
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/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#drawDebug
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.Graphics} graphic - [description]
|
|
*/
|
|
drawDebug: function (graphic)
|
|
{
|
|
var pos = this.position;
|
|
|
|
if (this.debugShowBody)
|
|
{
|
|
graphic.lineStyle(1, this.debugBodyColor, 1);
|
|
graphic.strokeRect(pos.x, pos.y, this.width, this.height);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#willDrawDebug
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} [description]
|
|
*/
|
|
willDrawDebug: function ()
|
|
{
|
|
return this.debugShowBody;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#setMass
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - [description]
|
|
*
|
|
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
|
|
*/
|
|
setMass: function (value)
|
|
{
|
|
if (value <= 0)
|
|
{
|
|
// Causes havoc otherwise
|
|
value = 0.1;
|
|
}
|
|
|
|
this.mass = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#x
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
x: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.world.staticTree.remove(this);
|
|
|
|
this.position.x = value;
|
|
|
|
this.world.staticTree.insert(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#y
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
y: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.world.staticTree.remove(this);
|
|
|
|
this.position.y = value;
|
|
|
|
this.world.staticTree.insert(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#left
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.0.0
|
|
*/
|
|
left: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#right
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.0.0
|
|
*/
|
|
right: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x + this.width;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#top
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.0.0
|
|
*/
|
|
top: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#bottom
|
|
* @type {number}
|
|
* @readOnly
|
|
* @since 3.0.0
|
|
*/
|
|
bottom: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y + this.height;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = StaticBody;
|