phaser/src/physics/arcade/StaticBody.js
2018-10-10 10:49:13 +01:00

946 lines
26 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CircleContains = require('../../geom/circle/Contains');
var Class = require('../../utils/Class');
var CONST = require('./const');
var RectangleContains = require('../../geom/rectangle/Contains');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* A Static Arcade Physics Body.
*
* A Static Body never moves, and isn't automatically synchronized with its parent Game Object.
* That means if you make any change to the parent's origin, position, or scale after creating or adding the body, you'll need to update the Body manually.
*
* A Static Body can collide with other Bodies, but is never moved by collisions.
*
* Its dynamic counterpart is {@link Phaser.Physics.Arcade.Body}.
*
* @class StaticBody
* @memberof Phaser.Physics.Arcade
* @constructor
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.World} world - [description]
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
*/
var StaticBody = new Class({
initialize:
function StaticBody (world, gameObject)
{
var width = (gameObject.width) ? gameObject.width : 64;
var height = (gameObject.height) ? gameObject.height : 64;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#world
* @type {Phaser.Physics.Arcade.World}
* @since 3.0.0
*/
this.world = world;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#gameObject
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.gameObject = gameObject;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#debugShowBody
* @type {boolean}
* @since 3.0.0
*/
this.debugShowBody = world.defaults.debugShowStaticBody;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#debugBodyColor
* @type {integer}
* @since 3.0.0
*/
this.debugBodyColor = world.defaults.staticBodyDebugColor;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#enable
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.enable = true;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#isCircle
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.isCircle = false;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#radius
* @type {number}
* @default 0
* @since 3.0.0
*/
this.radius = 0;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#offset
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.offset = new Vector2();
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#position
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.position = new Vector2(gameObject.x - gameObject.displayOriginX, gameObject.y - gameObject.displayOriginY);
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#width
* @type {number}
* @since 3.0.0
*/
this.width = width;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#height
* @type {number}
* @since 3.0.0
*/
this.height = height;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#halfWidth
* @type {number}
* @since 3.0.0
*/
this.halfWidth = Math.abs(this.width / 2);
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#halfHeight
* @type {number}
* @since 3.0.0
*/
this.halfHeight = Math.abs(this.height / 2);
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#center
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.center = new Vector2(gameObject.x + this.halfWidth, gameObject.y + this.halfHeight);
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#velocity
* @type {Phaser.Math.Vector2}
* @readonly
* @since 3.0.0
*/
this.velocity = Vector2.ZERO;
/**
* [description]
*
* @name Phaser.Physics.Arcade.StaticBody#allowGravity
* @type {boolean}
* @readonly
* @default false
* @since 3.0.0
*/
this.allowGravity = false;
/**
* Gravitational force applied specifically to this Body. Values are in pixels per second squared. Always zero for a Static Body.
*
* @name Phaser.Physics.Arcade.StaticBody#gravity
* @type {Phaser.Math.Vector2}
* @readonly
* @since 3.0.0
*/
this.gravity = Vector2.ZERO;
/**
* Rebound, or restitution, following a collision, relative to 1. Always zero for a Static Body.
*
* @name Phaser.Physics.Arcade.StaticBody#bounce
* @type {Phaser.Math.Vector2}
* @readonly
* @since 3.0.0
*/
this.bounce = Vector2.ZERO;
// If true this Body will dispatch events
/**
* Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary (and `collideWorldBounds` is also true).
*
* @name Phaser.Physics.Arcade.StaticBody#onWorldBounds
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.onWorldBounds = false;
/**
* Whether the simulation emits a `collide` event when this StaticBody collides with another.
*
* @name Phaser.Physics.Arcade.StaticBody#onCollide
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.onCollide = false;
/**
* Whether the simulation emits an `overlap` event when this StaticBody overlaps with another.
*
* @name Phaser.Physics.Arcade.StaticBody#onOverlap
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.onOverlap = false;
/**
* The StaticBody's inertia, relative to a default unit (1). With `bounce`, this affects the exchange of momentum (velocities) during collisions.
*
* @name Phaser.Physics.Arcade.StaticBody#mass
* @type {number}
* @default 1
* @since 3.0.0
*/
this.mass = 1;
/**
* Whether this object can be moved by collisions with another body.
*
* @name Phaser.Physics.Arcade.StaticBody#immovable
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.immovable = true;
/**
* A flag disabling the default horizontal separation of colliding bodies. Pass your own `processHandler` to the collider.
*
* @name Phaser.Physics.Arcade.StaticBody#customSeparateX
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.customSeparateX = false;
/**
* A flag disabling the default vertical separation of colliding bodies. Pass your own `processHandler` to the collider.
*
* @name Phaser.Physics.Arcade.StaticBody#customSeparateY
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.customSeparateY = false;
/**
* The amount of horizontal overlap (before separation), if this Body is colliding with another.
*
* @name Phaser.Physics.Arcade.StaticBody#overlapX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.overlapX = 0;
/**
* The amount of vertical overlap (before separation), if this Body is colliding with another.
*
* @name Phaser.Physics.Arcade.StaticBody#overlapY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.overlapY = 0;
/**
* The amount of overlap (before separation), if this StaticBody is circular and colliding with another circular body.
*
* @name Phaser.Physics.Arcade.StaticBody#overlapR
* @type {number}
* @default 0
* @since 3.0.0
*/
this.overlapR = 0;
/**
* Whether this StaticBody is overlapped with another and both have zero velocity.
*
* @name Phaser.Physics.Arcade.StaticBody#embedded
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.embedded = false;
/**
* Whether this StaticBody interacts with the world boundary.
*
* @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.collideWorldBounds = false;
/**
* Whether this StaticBody is checked for collisions and for which directions. You can set `checkCollision.none = false` to disable collision checks.
*
* @name Phaser.Physics.Arcade.StaticBody#checkCollision
* @type {ArcadeBodyCollision}
* @since 3.0.0
*/
this.checkCollision = { none: false, up: true, down: true, left: true, right: true };
/**
* Whether this StaticBody is colliding with another and in which direction.
*
* @name Phaser.Physics.Arcade.StaticBody#touching
* @type {ArcadeBodyCollision}
* @since 3.0.0
*/
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* Whether this StaticBody was colliding with another during the last step, and in which direction.
*
* @name Phaser.Physics.Arcade.StaticBody#wasTouching
* @type {ArcadeBodyCollision}
* @since 3.0.0
*/
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* Whether this StaticBody is colliding with a tile or the world boundary.
*
* @name Phaser.Physics.Arcade.StaticBody#blocked
* @type {ArcadeBodyCollision}
* @since 3.0.0
*/
this.blocked = { none: true, up: false, down: false, left: false, right: false };
/**
* The StaticBody's physics type (static by default).
*
* @name Phaser.Physics.Arcade.StaticBody#physicsType
* @type {integer}
* @since 3.0.0
*/
this.physicsType = CONST.STATIC_BODY;
/**
* The calculated change in the Body's horizontal position during the current step.
* For a static body this is always zero.
*
* @name Phaser.Physics.Arcade.StaticBody#_dx
* @type {number}
* @private
* @default 0
* @since 3.10.0
*/
this._dx = 0;
/**
* The calculated change in the Body's vertical position during the current step.
* For a static body this is always zero.
*
* @name Phaser.Physics.Arcade.StaticBody#_dy
* @type {number}
* @private
* @default 0
* @since 3.10.0
*/
this._dy = 0;
},
/**
* Changes the Game Object this Body is bound to.
* First it removes its reference from the old Game Object, then sets the new one.
* You can optionally update the position and dimensions of this Body to reflect that of the new Game Object.
*
* @method Phaser.Physics.Arcade.StaticBody#setGameObject
* @since 3.1.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The new Game Object that will own this Body.
* @param {boolean} [update=true] - Reposition and resize this Body to match the new Game Object?
*
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
*
* @see Phaser.Physics.Arcade.StaticBody#updateFromGameObject
*/
setGameObject: function (gameObject, update)
{
if (gameObject && gameObject !== this.gameObject)
{
// Remove this body from the old game object
this.gameObject.body = null;
gameObject.body = this;
// Update our reference
this.gameObject = gameObject;
}
if (update)
{
this.updateFromGameObject();
}
return this;
},
/**
* Updates this Static Body so that its position and dimensions are updated
* based on the current Game Object it is bound to.
*
* @method Phaser.Physics.Arcade.StaticBody#updateFromGameObject
* @since 3.1.0
*
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
*/
updateFromGameObject: function ()
{
this.world.staticTree.remove(this);
var gameObject = this.gameObject;
gameObject.getTopLeft(this.position);
this.width = gameObject.displayWidth;
this.height = gameObject.displayHeight;
this.halfWidth = Math.abs(this.width / 2);
this.halfHeight = Math.abs(this.height / 2);
this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
this.world.staticTree.insert(this);
return this;
},
/**
* Sets the offset of the body.
*
* @method Phaser.Physics.Arcade.StaticBody#setOffset
* @since 3.4.0
*
* @param {number} x - The horizontal offset of the Body from the Game Object's center.
* @param {number} y - The vertical offset of the Body from the Game Object's center.
*
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
*/
setOffset: function (x, y)
{
if (y === undefined) { y = x; }
this.world.staticTree.remove(this);
this.position.x -= this.offset.x;
this.position.y -= this.offset.y;
this.offset.set(x, y);
this.position.x += this.offset.x;
this.position.y += this.offset.y;
this.updateCenter();
this.world.staticTree.insert(this);
return this;
},
/**
* Sets the size of the body.
* Resets the width and height to match current frame, if no width and height provided and a frame is found.
*
* @method Phaser.Physics.Arcade.StaticBody#setSize
* @since 3.0.0
*
* @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.
* @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.
* @param {number} [offsetX] - The horizontal offset of the Body from the Game Object's center.
* @param {number} [offsetY] - The vertical offset of the Body from the Game Object's center.
*
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
*/
setSize: function (width, height, offsetX, offsetY)
{
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { offsetY = this.offset.y; }
var gameObject = this.gameObject;
if (!width && gameObject.frame)
{
width = gameObject.frame.realWidth;
}
if (!height && gameObject.frame)
{
height = gameObject.frame.realHeight;
}
this.world.staticTree.remove(this);
this.width = width;
this.height = height;
this.halfWidth = Math.floor(width / 2);
this.halfHeight = Math.floor(height / 2);
this.offset.set(offsetX, offsetY);
this.updateCenter();
this.isCircle = false;
this.radius = 0;
this.world.staticTree.insert(this);
return this;
},
/**
* Sets this Static Body to have a circular body and sets its sizes and position.
*
* @method Phaser.Physics.Arcade.StaticBody#setCircle
* @since 3.0.0
*
* @param {number} radius - The radius of the StaticBody, in pixels.
* @param {number} [offsetX] - The horizontal offset of the StaticBody from its Game Object, in pixels.
* @param {number} [offsetY] - The vertical offset of the StaticBody from its Game Object, in pixels.
*
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
*/
setCircle: function (radius, offsetX, offsetY)
{
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { offsetY = this.offset.y; }
if (radius > 0)
{
this.world.staticTree.remove(this);
this.isCircle = true;
this.radius = radius;
this.width = radius * 2;
this.height = radius * 2;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.offset.set(offsetX, offsetY);
this.updateCenter();
this.world.staticTree.insert(this);
}
else
{
this.isCircle = false;
}
return this;
},
/**
* Updates the StaticBody's `center` from its `position` and dimensions.
*
* @method Phaser.Physics.Arcade.StaticBody#updateCenter
* @since 3.0.0
*/
updateCenter: function ()
{
this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
},
/**
* Updates this Static Body's position based on the current Game Object it is bound to.
* Similar to `updateFromGameObject`, but doesn't modify the Body's dimensions.
*
* @method Phaser.Physics.Arcade.StaticBody#reset
* @since 3.0.0
*
* @param {number} x - The x coordinate to reset the body to.
* @param {number} y - The y coordinate to reset the body to.
*/
reset: function (x, y)
{
var gameObject = this.gameObject;
if (x === undefined) { x = gameObject.x; }
if (y === undefined) { y = gameObject.y; }
this.world.staticTree.remove(this);
gameObject.getTopLeft(this.position);
this.updateCenter();
this.world.staticTree.insert(this);
},
/**
* NOOP function. A Static Body cannot be stopped.
*
* @method Phaser.Physics.Arcade.StaticBody#stop
* @since 3.0.0
*
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
*/
stop: function ()
{
return this;
},
/**
* Returns the x and y coordinates of the top left and bottom right points of the StaticBody.
*
* @method Phaser.Physics.Arcade.StaticBody#getBounds
* @since 3.0.0
*
* @param {ArcadeBodyBounds} obj - The object which will hold the coordinates of the bounds.
*
* @return {ArcadeBodyBounds} The same object that was passed with `x`, `y`, `right` and `bottom` values matching the respective values of the StaticBody.
*/
getBounds: function (obj)
{
obj.x = this.x;
obj.y = this.y;
obj.right = this.right;
obj.bottom = this.bottom;
return obj;
},
/**
* Checks to see if a given x,y coordinate is colliding with this Static Body.
*
* @method Phaser.Physics.Arcade.StaticBody#hitTest
* @since 3.0.0
*
* @param {number} x - The x coordinate to check against this body.
* @param {number} y - The y coordinate to check against this body.
*
* @return {boolean} `true` if the given coordinate lies within this body, otherwise `false`.
*/
hitTest: function (x, y)
{
return (this.isCircle) ? CircleContains(this, x, y) : RectangleContains(this, x, y);
},
/**
* NOOP
*
* @method Phaser.Physics.Arcade.StaticBody#postUpdate
* @since 3.12.0
*/
postUpdate: function ()
{
},
/**
* The absolute (non-negative) change in this StaticBody's horizontal position from the previous step. Always zero.
*
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsX
* @since 3.0.0
*
* @return {number} Always zero for a Static Body.
*/
deltaAbsX: function ()
{
return 0;
},
/**
* The absolute (non-negative) change in this StaticBody's vertical position from the previous step. Always zero.
*
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsY
* @since 3.0.0
*
* @return {number} Always zero for a Static Body.
*/
deltaAbsY: function ()
{
return 0;
},
/**
* The change in this StaticBody's horizontal position from the previous step. Always zero.
*
* @method Phaser.Physics.Arcade.StaticBody#deltaX
* @since 3.0.0
*
* @return {number} Always zero for a Static Body.
*/
deltaX: function ()
{
return 0;
},
/**
* The change in this StaticBody's vertical position from the previous step. Always zero.
*
* @method Phaser.Physics.Arcade.StaticBody#deltaY
* @since 3.0.0
*
* @return {number} 0
*/
deltaY: function ()
{
return 0;
},
/**
* [description]
*
* @method Phaser.Physics.Arcade.StaticBody#deltaZ
* @since 3.0.0
*
* @return {number} 0
*/
deltaZ: function ()
{
return 0;
},
/**
* Disables this Body and marks it for destruction during the next step.
*
* @method Phaser.Physics.Arcade.StaticBody#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.enable = false;
this.world.pendingDestroy.set(this);
},
/**
* Draws a graphical representation of the StaticBody for visual debugging purposes.
*
* @method Phaser.Physics.Arcade.StaticBody#drawDebug
* @since 3.0.0
*
* @param {Phaser.GameObjects.Graphics} graphic - The Graphics object to use for the debug drawing of the StaticBody.
*/
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);
}
},
/**
* Indicates whether the StaticBody is going to be showing a debug visualization during postUpdate.
*
* @method Phaser.Physics.Arcade.StaticBody#willDrawDebug
* @since 3.0.0
*
* @return {boolean} Whether or not the StaticBody is going to show the debug visualization during postUpdate.
*/
willDrawDebug: function ()
{
return this.debugShowBody;
},
/**
* Sets the Mass of the StaticBody. Will set the Mass to 0.1 if the value passed is less than or equal to zero.
*
* @method Phaser.Physics.Arcade.StaticBody#setMass
* @since 3.0.0
*
* @param {number} value - The value to set the Mass to. Values of zero or less are changed to 0.1.
*
* @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;
},
/**
* The x coordinate of the StaticBody.
*
* @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);
}
},
/**
* The y coordinate of the StaticBody.
*
* @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);
}
},
/**
* Returns the left-most x coordinate of the area of the StaticBody.
*
* @name Phaser.Physics.Arcade.StaticBody#left
* @type {number}
* @readonly
* @since 3.0.0
*/
left: {
get: function ()
{
return this.position.x;
}
},
/**
* The right-most x coordinate of the area of the StaticBody.
*
* @name Phaser.Physics.Arcade.StaticBody#right
* @type {number}
* @readonly
* @since 3.0.0
*/
right: {
get: function ()
{
return this.position.x + this.width;
}
},
/**
* The highest y coordinate of the area of the StaticBody.
*
* @name Phaser.Physics.Arcade.StaticBody#top
* @type {number}
* @readonly
* @since 3.0.0
*/
top: {
get: function ()
{
return this.position.y;
}
},
/**
* The lowest y coordinate of the area of the StaticBody. (y + height)
*
* @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;