mirror of
https://github.com/photonstorm/phaser
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265 lines
10 KiB
JavaScript
265 lines
10 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 ArcadeImage = require('./ArcadeImage');
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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 PhysicsGroup = require('./PhysicsGroup');
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var StaticPhysicsGroup = require('./StaticPhysicsGroup');
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/**
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* @classdesc
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* The Arcade Physics Factory allows you to easily create Arcade Physics enabled Game Objects.
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* Objects that are created by this Factory are automatically added to the physics world.
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*
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* @class Factory
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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 instance.
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*/
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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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/**
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* A reference to the Arcade Physics World.
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*
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* @name Phaser.Physics.Arcade.Factory#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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* A reference to the Scene this Arcade Physics instance belongs to.
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*
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* @name Phaser.Physics.Arcade.Factory#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = world.scene;
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/**
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* A reference to the Scene.Systems this Arcade Physics instance belongs to.
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*
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* @name Phaser.Physics.Arcade.Factory#sys
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.sys = world.scene.sys;
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},
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/**
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* Creates a new Arcade Physics Collider object.
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*
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* @method Phaser.Physics.Arcade.Factory#collider
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* @since 3.0.0
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*
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for collision.
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for collision.
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* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
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* @param {*} [callbackContext] - The scope in which to call the callbacks.
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*
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* @return {Phaser.Physics.Arcade.Collider} The Collider that was created.
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*/
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collider: function (object1, object2, collideCallback, processCallback, callbackContext)
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{
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return this.world.addCollider(object1, object2, collideCallback, processCallback, callbackContext);
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},
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/**
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* Creates a new Arcade Physics Collider Overlap object.
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*
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* @method Phaser.Physics.Arcade.Factory#overlap
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* @since 3.0.0
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*
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for overlap.
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for overlap.
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* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
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* @param {*} [callbackContext] - The scope in which to call the callbacks.
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*
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* @return {Phaser.Physics.Arcade.Collider} The Collider that was created.
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*/
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overlap: function (object1, object2, collideCallback, processCallback, callbackContext)
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{
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return this.world.addOverlap(object1, object2, collideCallback, processCallback, callbackContext);
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},
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/**
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* Adds an Arcade Physics Body to the given Game Object.
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*
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* @method Phaser.Physics.Arcade.Factory#existing
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - A Game Object.
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* @param {boolean} [isStatic=false] - Create a Static body (true) or Dynamic body (false).
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object.
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*/
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existing: function (gameObject, isStatic)
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{
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var type = (isStatic) ? CONST.STATIC_BODY : CONST.DYNAMIC_BODY;
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this.world.enableBody(gameObject, type);
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return gameObject;
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},
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/**
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* Creates a new Arcade Image object with a Static body.
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*
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* @method Phaser.Physics.Arcade.Factory#staticImage
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.Physics.Arcade.Image} The Image object that was created.
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*/
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staticImage: function (x, y, key, frame)
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{
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var image = new ArcadeImage(this.scene, x, y, key, frame);
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this.sys.displayList.add(image);
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this.world.enableBody(image, CONST.STATIC_BODY);
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return image;
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},
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/**
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* Creates a new Arcade Image object with a Dynamic body.
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*
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* @method Phaser.Physics.Arcade.Factory#image
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.Physics.Arcade.Image} The Image object that was created.
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*/
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image: function (x, y, key, frame)
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{
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var image = new ArcadeImage(this.scene, x, y, key, frame);
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this.sys.displayList.add(image);
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this.world.enableBody(image, CONST.DYNAMIC_BODY);
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return image;
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},
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/**
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* Creates a new Arcade Sprite object with a Static body.
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*
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* @method Phaser.Physics.Arcade.Factory#staticSprite
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.Physics.Arcade.Sprite} The Sprite object that was created.
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*/
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staticSprite: function (x, y, key, frame)
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{
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var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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this.world.enableBody(sprite, CONST.STATIC_BODY);
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return sprite;
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},
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/**
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* Creates a new Arcade Sprite object with a Dynamic body.
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*
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* @method Phaser.Physics.Arcade.Factory#sprite
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.Physics.Arcade.Sprite} The Sprite object that was created.
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*/
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sprite: function (x, y, key, frame)
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{
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var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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this.world.enableBody(sprite, CONST.DYNAMIC_BODY);
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return sprite;
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},
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/**
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* Creates a Static Physics Group object.
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* All Game Objects created by this Group will automatically be static Arcade Physics objects.
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*
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* @method Phaser.Physics.Arcade.Factory#staticGroup
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* @since 3.0.0
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*
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* @param {(Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group.Types.GroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
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* @param {Phaser.GameObjects.Group.Types.GroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig} [config] - Settings for this group.
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*
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* @return {Phaser.Physics.Arcade.StaticGroup} The Static Group object that was created.
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*/
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staticGroup: function (children, config)
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{
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return this.sys.updateList.add(new StaticPhysicsGroup(this.world, this.world.scene, children, config));
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},
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/**
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* Creates a Physics Group object.
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* All Game Objects created by this Group will automatically be dynamic Arcade Physics objects.
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*
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* @method Phaser.Physics.Arcade.Factory#group
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* @since 3.0.0
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*
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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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* @return {Phaser.Physics.Arcade.Group} The Group object that was created.
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*/
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group: function (children, config)
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{
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return this.sys.updateList.add(new PhysicsGroup(this.world, this.world.scene, children, config));
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},
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/**
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* Destroys this Factory.
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*
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* @method Phaser.Physics.Arcade.Factory#destroy
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* @since 3.5.0
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*/
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destroy: function ()
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{
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this.world = null;
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this.scene = null;
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this.sys = null;
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}
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});
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module.exports = Factory;
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