mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
234 lines
6.2 KiB
JavaScript
234 lines
6.2 KiB
JavaScript
var Bodies = require('./lib/factory/Bodies');
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var Class = require('../../utils/Class');
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var Composites = require('./lib/factory/Composites');
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var Constraint = require('./lib/constraint/Constraint');
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var MatterImage = require('./MatterImage');
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var MatterSprite = require('./MatterSprite');
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var PointerConstraint = require('./PointerConstraint');
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// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
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// There are several properties available to use:
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
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// this.displayList - a reference to the Display List the Scene owns
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// this.updateList - a reference to the Update List the Scene owns
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var Factory = new Class({
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initialize:
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function Factory (world)
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{
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this.world = world;
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this.scene = world.scene;
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this.sys = world.scene.sys;
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},
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rectangle: function (x, y, width, height, options)
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{
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var body = Bodies.rectangle(x, y, width, height, options);
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this.world.add(body);
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return body;
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},
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trapezoid: function (x, y, width, height, slope, options)
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{
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var body = Bodies.trapezoid(x, y, width, height, slope, options);
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this.world.add(body);
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return body;
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},
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circle: function (x, y, radius, options, maxSides)
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{
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var body = Bodies.circle(x, y, radius, options, maxSides);
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this.world.add(body);
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return body;
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},
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polygon: function (x, y, sides, radius, options)
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{
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var body = Bodies.polygon(x, y, sides, radius, options);
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this.world.add(body);
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return body;
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},
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fromVertices: function (x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea)
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{
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var body = Bodies.fromVertices(x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea);
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this.world.add(body);
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return body;
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},
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imageStack: function (key, frame, x, y, columns, rows, columnGap, rowGap, options)
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{
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if (columnGap === undefined) { columnGap = 0; }
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if (rowGap === undefined) { rowGap = 0; }
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if (options === undefined) { options = {}; }
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var world = this.world;
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var displayList = this.sys.displayList;
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options.addToWorld = false;
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var stack = Composites.stack(x, y, columns, rows, columnGap, rowGap, function (x, y)
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{
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var image = new MatterImage(world, x, y, key, frame, options);
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displayList.add(image);
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return image.body;
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});
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world.add(stack);
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return stack;
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},
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stack: function (x, y, columns, rows, columnGap, rowGap, callback)
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{
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var stack = Composites.stack(x, y, columns, rows, columnGap, rowGap, callback);
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this.world.add(stack);
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return stack;
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},
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pyramid: function (x, y, columns, rows, columnGap, rowGap, callback)
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{
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var stack = Composites.pyramid(x, y, columns, rows, columnGap, rowGap, callback);
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this.world.add(stack);
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return stack;
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},
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chain: function (composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options)
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{
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return Composites.chain(composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options);
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},
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mesh: function (composite, columns, rows, crossBrace, options)
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{
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return Composites.mesh(composite, columns, rows, crossBrace, options);
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},
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newtonsCradle: function (x, y, number, size, length)
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{
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var composite = Composites.newtonsCradle(x, y, number, size, length);
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this.world.add(composite);
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return composite;
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},
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car: function (x, y, width, height, wheelSize)
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{
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var composite = Composites.car(x, y, width, height, wheelSize);
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this.world.add(composite);
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return composite;
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},
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softBody: function (x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions)
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{
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var composite = Composites.softBody(x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions);
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this.world.add(composite);
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return composite;
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},
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// To help those used to Box2D
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joint: function (bodyA, bodyB, length, stiffness, options)
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{
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return this.constraint(bodyA, bodyB, length, stiffness, options);
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},
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spring: function (bodyA, bodyB, length, stiffness, options)
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{
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return this.constraint(bodyA, bodyB, length, stiffness, options);
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},
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constraint: function (bodyA, bodyB, length, stiffness, options)
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{
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if (stiffness === undefined) { stiffness = 1; }
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if (options === undefined) { options = {}; }
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options.bodyA = (bodyA.type === 'body') ? bodyA : bodyA.body;
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options.bodyB = (bodyB.type === 'body') ? bodyB : bodyB.body;
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options.length = length;
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options.stiffness = stiffness;
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var constraint = Constraint.create(options);
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this.world.add(constraint);
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return constraint;
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},
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worldConstraint: function (bodyB, length, stiffness, options)
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{
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if (stiffness === undefined) { stiffness = 1; }
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if (options === undefined) { options = {}; }
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options.bodyB = (bodyB.type === 'body') ? bodyB : bodyB.body;
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options.length = length;
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options.stiffness = stiffness;
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var constraint = Constraint.create(options);
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this.world.add(constraint);
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return constraint;
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},
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mouseSpring: function (options)
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{
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return this.pointerConstraint(options);
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},
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pointerConstraint: function (options)
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{
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var pointerConstraint = new PointerConstraint(this.scene, this.world, options);
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this.world.add(pointerConstraint.constraint);
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return pointerConstraint;
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},
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image: function (x, y, key, frame, options)
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{
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var image = new MatterImage(this.world, x, y, key, frame, options);
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this.sys.displayList.add(image);
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return image;
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},
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sprite: function (x, y, key, frame, options)
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{
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var sprite = new MatterSprite(this.world, x, y, key, frame, options);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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return sprite;
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}
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});
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module.exports = Factory;
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