mirror of
https://github.com/photonstorm/phaser
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177 lines
5.1 KiB
JavaScript
177 lines
5.1 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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/**
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* @classdesc
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* An Arcade Physics Collider will automatically check for collision, or overlaps, between two objects
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* every step. If a collision, or overlap, occurs it will invoke the given callbacks.
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*
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* @class Collider
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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 - The Arcade physics World that will manage the collisions.
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* @param {boolean} overlapOnly - Whether to check for collisions or overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for collision.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object to check for collision.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} collideCallback - The callback to invoke when the two objects collide.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} processCallback - The callback to invoke when the two objects collide. Must return a boolean.
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* @param {any} callbackContext - The scope in which to call the callbacks.
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*/
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var Collider = new Class({
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initialize:
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function Collider (world, overlapOnly, object1, object2, collideCallback, processCallback, callbackContext)
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{
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/**
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* The world in which the bodies will collide.
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*
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* @name Phaser.Physics.Arcade.Collider#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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* The name of the collider (unused by Phaser).
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*
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* @name Phaser.Physics.Arcade.Collider#name
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* @type {string}
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* @since 3.1.0
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*/
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this.name = '';
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/**
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* Whether the collider is active.
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*
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* @name Phaser.Physics.Arcade.Collider#active
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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.active = true;
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/**
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* Whether to check for collisions or overlaps.
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*
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* @name Phaser.Physics.Arcade.Collider#overlapOnly
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* @type {boolean}
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* @since 3.0.0
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*/
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this.overlapOnly = overlapOnly;
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/**
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* The first object to check for collision.
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*
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* @name Phaser.Physics.Arcade.Collider#object1
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* @type {Phaser.Types.Physics.Arcade.ArcadeColliderType}
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* @since 3.0.0
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*/
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this.object1 = object1;
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/**
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* The second object to check for collision.
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*
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* @name Phaser.Physics.Arcade.Collider#object2
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* @type {Phaser.Types.Physics.Arcade.ArcadeColliderType}
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* @since 3.0.0
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*/
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this.object2 = object2;
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/**
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* The callback to invoke when the two objects collide.
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*
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* @name Phaser.Physics.Arcade.Collider#collideCallback
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* @type {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback}
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* @since 3.0.0
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*/
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this.collideCallback = collideCallback;
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/**
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* If a processCallback exists it must return true or collision checking will be skipped.
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*
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* @name Phaser.Physics.Arcade.Collider#processCallback
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* @type {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback}
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* @since 3.0.0
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*/
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this.processCallback = processCallback;
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/**
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* The context the collideCallback and processCallback will run in.
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*
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* @name Phaser.Physics.Arcade.Collider#callbackContext
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* @type {object}
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* @since 3.0.0
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*/
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this.callbackContext = callbackContext;
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},
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/**
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* A name for the Collider.
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*
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* Phaser does not use this value, it's for your own reference.
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*
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* @method Phaser.Physics.Arcade.Collider#setName
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* @since 3.1.0
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*
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* @param {string} name - The name to assign to the Collider.
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*
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* @return {Phaser.Physics.Arcade.Collider} This Collider instance.
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*/
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setName: function (name)
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{
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this.name = name;
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return this;
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},
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/**
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* Called by World as part of its step processing, initial operation of collision checking.
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*
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* @method Phaser.Physics.Arcade.Collider#update
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* @since 3.0.0
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*/
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update: function ()
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{
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this.world.collideObjects(
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this.object1,
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this.object2,
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this.collideCallback,
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this.processCallback,
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this.callbackContext,
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this.overlapOnly
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);
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},
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/**
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* Removes Collider from World and disposes of its resources.
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*
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* @method Phaser.Physics.Arcade.Collider#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.world.removeCollider(this);
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this.active = false;
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this.world = null;
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this.object1 = null;
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this.object2 = null;
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this.collideCallback = null;
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this.processCallback = null;
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this.callbackContext = null;
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}
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});
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module.exports = Collider;
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