mirror of
https://github.com/photonstorm/phaser
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261 lines
8.8 KiB
JavaScript
261 lines
8.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 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 ArcadeSprite = require('./ArcadeSprite');
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var Class = require('../../utils/Class');
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var CONST = require('./const');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Group = require('../../gameobjects/group/Group');
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var IsPlainObject = require('../../utils/object/IsPlainObject');
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/**
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* @classdesc
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* An Arcade Physics Group object.
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*
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* All Game Objects created by this Group will automatically be given dynamic Arcade Physics bodies.
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*
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* Its static counterpart is {@link Phaser.Physics.Arcade.StaticGroup}.
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*
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* @class Group
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* @extends Phaser.GameObjects.Group
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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 physics simulation.
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* @param {Phaser.Scene} scene - The scene this group belongs to.
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* @param {(Phaser.GameObjects.GameObject[]|Phaser.Physics.Arcade.Types.PhysicsGroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
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* @param {Phaser.Physics.Arcade.Types.PhysicsGroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig} [config] - Settings for this group.
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*/
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var PhysicsGroup = new Class({
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Extends: Group,
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initialize:
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function PhysicsGroup (world, scene, children, config)
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{
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if (!children && !config)
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{
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config = {
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createCallback: this.createCallbackHandler,
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removeCallback: this.removeCallbackHandler
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};
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}
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else if (IsPlainObject(children))
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{
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// children is a plain object, so swizzle them:
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config = children;
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children = null;
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config.createCallback = this.createCallbackHandler;
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config.removeCallback = this.removeCallbackHandler;
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}
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else if (Array.isArray(children) && IsPlainObject(children[0]))
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{
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// children is an array of plain objects
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config = children;
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children = null;
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config.forEach(function (singleConfig)
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{
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singleConfig.createCallback = this.createCallbackHandler;
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singleConfig.removeCallback = this.removeCallbackHandler;
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});
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}
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else
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{
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// config is not defined and children is not a plain object nor an array of plain objects
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config = {
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createCallback: this.createCallbackHandler,
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removeCallback: this.removeCallbackHandler
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};
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}
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/**
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* The physics simulation.
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*
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* @name Phaser.Physics.Arcade.Group#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 class to create new Group members from.
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*
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* This should be either `Phaser.Physics.Arcade.Image`, `Phaser.Physics.Arcade.Sprite`, or a class extending one of those.
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*
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* @name Phaser.Physics.Arcade.Group#classType
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* @type {Phaser.GameObjects.Group.Types.GroupClassTypeConstructor}
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* @default ArcadeSprite
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* @since 3.0.0
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*/
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config.classType = GetFastValue(config, 'classType', ArcadeSprite);
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/**
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* The physics type of the Group's members.
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*
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* @name Phaser.Physics.Arcade.Group#physicsType
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* @type {integer}
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* @default Phaser.Physics.Arcade.DYNAMIC_BODY
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* @since 3.0.0
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*/
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this.physicsType = CONST.DYNAMIC_BODY;
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/**
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* Default physics properties applied to Game Objects added to the Group or created by the Group. Derived from the `config` argument.
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*
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* @name Phaser.Physics.Arcade.Group#defaults
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* @type {Phaser.Physics.Arcade.Types.PhysicsGroupDefaults}
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* @since 3.0.0
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*/
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this.defaults = {
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setCollideWorldBounds: GetFastValue(config, 'collideWorldBounds', false),
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setAccelerationX: GetFastValue(config, 'accelerationX', 0),
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setAccelerationY: GetFastValue(config, 'accelerationY', 0),
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setAllowDrag: GetFastValue(config, 'allowDrag', true),
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setAllowGravity: GetFastValue(config, 'allowGravity', true),
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setAllowRotation: GetFastValue(config, 'allowRotation', true),
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setBounceX: GetFastValue(config, 'bounceX', 0),
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setBounceY: GetFastValue(config, 'bounceY', 0),
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setDragX: GetFastValue(config, 'dragX', 0),
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setDragY: GetFastValue(config, 'dragY', 0),
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setEnable: GetFastValue(config, 'enable', true),
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setGravityX: GetFastValue(config, 'gravityX', 0),
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setGravityY: GetFastValue(config, 'gravityY', 0),
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setFrictionX: GetFastValue(config, 'frictionX', 0),
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setFrictionY: GetFastValue(config, 'frictionY', 0),
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setVelocityX: GetFastValue(config, 'velocityX', 0),
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setVelocityY: GetFastValue(config, 'velocityY', 0),
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setAngularVelocity: GetFastValue(config, 'angularVelocity', 0),
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setAngularAcceleration: GetFastValue(config, 'angularAcceleration', 0),
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setAngularDrag: GetFastValue(config, 'angularDrag', 0),
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setMass: GetFastValue(config, 'mass', 1),
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setImmovable: GetFastValue(config, 'immovable', false)
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};
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Group.call(this, scene, children, config);
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},
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/**
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* Enables a Game Object's Body and assigns `defaults`. Called when a Group member is added or created.
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*
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* @method Phaser.Physics.Arcade.Group#createCallbackHandler
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} child - The Game Object being added.
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*/
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createCallbackHandler: function (child)
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{
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if (!child.body)
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{
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this.world.enableBody(child, CONST.DYNAMIC_BODY);
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}
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var body = child.body;
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for (var key in this.defaults)
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{
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body[key](this.defaults[key]);
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}
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},
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/**
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* Disables a Game Object's Body. Called when a Group member is removed.
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*
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* @method Phaser.Physics.Arcade.Group#removeCallbackHandler
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} child - The Game Object being removed.
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*/
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removeCallbackHandler: function (child)
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{
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if (child.body)
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{
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this.world.disableBody(child);
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}
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},
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/**
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* Sets the velocity of each Group member.
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*
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* @method Phaser.Physics.Arcade.Group#setVelocity
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* @since 3.0.0
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*
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* @param {number} x - The horizontal velocity.
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* @param {number} y - The vertical velocity.
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* @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (x, y), the second (x + step, y + step), and so on.
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*
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* @return {Phaser.Physics.Arcade.Group} This Physics Group object.
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*/
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setVelocity: function (x, y, step)
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{
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if (step === undefined) { step = 0; }
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var items = this.getChildren();
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for (var i = 0; i < items.length; i++)
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{
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items[i].body.velocity.set(x + (i * step), y + (i * step));
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}
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return this;
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},
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/**
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* Sets the horizontal velocity of each Group member.
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*
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* @method Phaser.Physics.Arcade.Group#setVelocityX
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* @since 3.0.0
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*
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* @param {number} value - The velocity value.
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* @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (x), the second (x + step), and so on.
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*
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* @return {Phaser.Physics.Arcade.Group} This Physics Group object.
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*/
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setVelocityX: function (value, step)
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{
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if (step === undefined) { step = 0; }
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var items = this.getChildren();
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for (var i = 0; i < items.length; i++)
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{
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items[i].body.velocity.x = value + (i * step);
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}
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return this;
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},
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/**
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* Sets the vertical velocity of each Group member.
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*
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* @method Phaser.Physics.Arcade.Group#setVelocityY
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* @since 3.0.0
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*
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* @param {number} value - The velocity value.
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* @param {number} [step=0] - The velocity increment. When set, the first member receives velocity (y), the second (y + step), and so on.
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*
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* @return {Phaser.Physics.Arcade.Group} This Physics Group object.
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*/
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setVelocityY: function (value, step)
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{
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if (step === undefined) { step = 0; }
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var items = this.getChildren();
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for (var i = 0; i < items.length; i++)
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{
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items[i].body.velocity.y = value + (i * step);
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}
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return this;
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}
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});
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module.exports = PhysicsGroup;
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