phaser/docs/src_gameobjects_components_PhysicsBody.js.html
2015-03-26 02:55:18 +00:00

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<h1 class="page-title">Source: src/gameobjects/components/PhysicsBody.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The PhysicsBody component manages the Game Objects physics body and physics enabling.
* It also overrides the x and y properties, ensuring that any manual adjustment of them is reflect in the physics body itself.
*
* @class
*/
Phaser.Component.PhysicsBody = function () {};
/**
* The PhysicsBody component preUpdate handler.
* Called automatically by the Game Object.
*
* @method
*/
Phaser.Component.PhysicsBody.preUpdate = function () {
if (this.fresh &amp;&amp; this.exists)
{
this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
this.worldTransform.tx = this.world.x;
this.worldTransform.ty = this.world.y;
this.previousPosition.set(this.world.x, this.world.y);
this.previousRotation = this.rotation;
if (this.body)
{
this.body.preUpdate();
}
this.fresh = false;
return false;
}
this.previousPosition.set(this.world.x, this.world.y);
this.previousRotation = this.rotation;
if (!this._exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
return true;
};
/**
* The PhysicsBody component postUpdate handler.
* Called automatically by the Game Object.
*
* @method
*/
Phaser.Component.PhysicsBody.postUpdate = function () {
if (this.exists &amp;&amp; this.body)
{
this.body.postUpdate();
}
};
Phaser.Component.PhysicsBody.prototype = {
/**
* `body` is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
* properties and methods via it.
*
* By default Game Objects won't add themselves to any physics system and their `body` property will be `null`.
*
* To enable this Game Object for physics you need to call `game.physics.enable(object, system)` where `object` is this object
* and `system` is the Physics system you are using. If none is given it defaults to `Phaser.Physics.Arcade`.
*
* You can alternatively call `game.physics.arcade.enable(object)`, or add this Game Object to a physics enabled Group.
*
* Important: Enabling a Game Object for P2 or Ninja physics will automatically set its `anchor` property to 0.5,
* so the physics body is centered on the Game Object.
*
* If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
*
* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
* @default
*/
body: null,
/**
* The position of the Game Object on the x axis relative to the local coordinates of the parent.
*
* @property {number} x
*/
x: {
get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
if (this.body &amp;&amp; !this.body.dirty)
{
this.body._reset = true;
}
}
},
/**
* The position of the Game Object on the y axis relative to the local coordinates of the parent.
*
* @property {number} y
*/
y: {
get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
if (this.body &amp;&amp; !this.body.dirty)
{
this.body._reset = true;
}
}
}
};
</pre>
</article>
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