mirror of
https://github.com/photonstorm/phaser
synced 2024-12-28 05:53:49 +00:00
5911b94d35
This reverts commit 854589ddbe
.
woops
979 lines
27 KiB
JavaScript
979 lines
27 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 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 Body = require('./Body');
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var Class = require('../../utils/Class');
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var COLLIDES = require('./COLLIDES');
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var CollisionMap = require('./CollisionMap');
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var EventEmitter = require('eventemitter3');
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var Events = require('./events');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var HasValue = require('../../utils/object/HasValue');
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var Set = require('../../structs/Set');
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var Solver = require('./Solver');
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var TILEMAP_FORMATS = require('../../tilemaps/Formats');
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var TYPE = require('./TYPE');
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/**
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* @classdesc
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* [description]
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*
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* @class World
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* @extends Phaser.Events.EventEmitter
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* @memberof Phaser.Physics.Impact
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to which this Impact World instance belongs.
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* @param {Phaser.Types.Physics.Impact.WorldConfig} config - [description]
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*/
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var World = new Class({
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Extends: EventEmitter,
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initialize:
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function World (scene, config)
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{
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EventEmitter.call(this);
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#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 = scene;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#bodies
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* @type {Phaser.Structs.Set.<Phaser.Physics.Impact.Body>}
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* @since 3.0.0
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*/
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this.bodies = new Set();
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#gravity
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.gravity = GetFastValue(config, 'gravity', 0);
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/**
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* Spatial hash cell dimensions
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*
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* @name Phaser.Physics.Impact.World#cellSize
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* @type {integer}
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* @default 64
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* @since 3.0.0
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*/
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this.cellSize = GetFastValue(config, 'cellSize', 64);
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#collisionMap
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* @type {Phaser.Physics.Impact.CollisionMap}
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* @since 3.0.0
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*/
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this.collisionMap = new CollisionMap();
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#timeScale
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.timeScale = GetFastValue(config, 'timeScale', 1);
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/**
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* Impacts maximum time step is 20 fps.
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*
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* @name Phaser.Physics.Impact.World#maxStep
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* @type {number}
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* @default 0.05
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* @since 3.0.0
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*/
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this.maxStep = GetFastValue(config, 'maxStep', 0.05);
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#enabled
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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.enabled = true;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#drawDebug
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* @type {boolean}
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* @since 3.0.0
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*/
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this.drawDebug = GetFastValue(config, 'debug', false);
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#debugGraphic
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* @type {Phaser.GameObjects.Graphics}
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* @since 3.0.0
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*/
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this.debugGraphic;
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var _maxVelocity = GetFastValue(config, 'maxVelocity', 100);
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#defaults
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* @type {Phaser.Types.Physics.Impact.WorldDefaults}
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* @since 3.0.0
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*/
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this.defaults = {
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debugShowBody: GetFastValue(config, 'debugShowBody', true),
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debugShowVelocity: GetFastValue(config, 'debugShowVelocity', true),
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bodyDebugColor: GetFastValue(config, 'debugBodyColor', 0xff00ff),
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velocityDebugColor: GetFastValue(config, 'debugVelocityColor', 0x00ff00),
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maxVelocityX: GetFastValue(config, 'maxVelocityX', _maxVelocity),
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maxVelocityY: GetFastValue(config, 'maxVelocityY', _maxVelocity),
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minBounceVelocity: GetFastValue(config, 'minBounceVelocity', 40),
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gravityFactor: GetFastValue(config, 'gravityFactor', 1),
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bounciness: GetFastValue(config, 'bounciness', 0)
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};
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/**
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* An object containing the 4 wall bodies that bound the physics world.
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*
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* @name Phaser.Physics.Impact.World#walls
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* @type {Phaser.Types.Physics.Impact.WorldWalls}
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* @since 3.0.0
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*/
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this.walls = { left: null, right: null, top: null, bottom: null };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#delta
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.delta = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.World#_lastId
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._lastId = 0;
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if (GetFastValue(config, 'setBounds', false))
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{
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var boundsConfig = config['setBounds'];
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if (typeof boundsConfig === 'boolean')
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{
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this.setBounds();
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}
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else
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{
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var x = GetFastValue(boundsConfig, 'x', 0);
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var y = GetFastValue(boundsConfig, 'y', 0);
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var width = GetFastValue(boundsConfig, 'width', scene.sys.scale.width);
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var height = GetFastValue(boundsConfig, 'height', scene.sys.scale.height);
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var thickness = GetFastValue(boundsConfig, 'thickness', 64);
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var left = GetFastValue(boundsConfig, 'left', true);
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var right = GetFastValue(boundsConfig, 'right', true);
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var top = GetFastValue(boundsConfig, 'top', true);
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var bottom = GetFastValue(boundsConfig, 'bottom', true);
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this.setBounds(x, y, width, height, thickness, left, right, top, bottom);
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}
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}
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if (this.drawDebug)
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{
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this.createDebugGraphic();
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}
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},
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/**
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* Sets the collision map for the world either from a Weltmeister JSON level in the cache or from
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* a 2D array. If loading from a Weltmeister level, the map must have a layer called "collision".
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*
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* @method Phaser.Physics.Impact.World#setCollisionMap
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* @since 3.0.0
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*
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* @param {(string|integer[][])} key - Either a string key that corresponds to a Weltmeister level
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* in the cache, or a 2D array of collision IDs.
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* @param {integer} tileSize - The size of a tile. This is optional if loading from a Weltmeister
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* level in the cache.
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*
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* @return {?Phaser.Physics.Impact.CollisionMap} The newly created CollisionMap, or null if the method failed to
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* create the CollisionMap.
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*/
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setCollisionMap: function (key, tileSize)
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{
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if (typeof key === 'string')
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{
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var tilemapData = this.scene.cache.tilemap.get(key);
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if (!tilemapData || tilemapData.format !== TILEMAP_FORMATS.WELTMEISTER)
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{
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console.warn('The specified key does not correspond to a Weltmeister tilemap: ' + key);
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return null;
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}
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var layers = tilemapData.data.layer;
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var collisionLayer;
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for (var i = 0; i < layers.length; i++)
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{
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if (layers[i].name === 'collision')
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{
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collisionLayer = layers[i];
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break;
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}
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}
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if (tileSize === undefined) { tileSize = collisionLayer.tilesize; }
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this.collisionMap = new CollisionMap(tileSize, collisionLayer.data);
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}
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else if (Array.isArray(key))
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{
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this.collisionMap = new CollisionMap(tileSize, key);
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}
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else
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{
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console.warn('Invalid Weltmeister collision map data: ' + key);
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}
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return this.collisionMap;
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},
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/**
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* Sets the collision map for the world from a tilemap layer. Only tiles that are marked as
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* colliding will be used. You can specify the mapping from tiles to slope IDs in a couple of
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* ways. The easiest is to use Tiled and the slopeTileProperty option. Alternatively, you can
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* manually create a slopeMap that stores the mapping between tile indices and slope IDs.
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*
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* @method Phaser.Physics.Impact.World#setCollisionMapFromTilemapLayer
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* @since 3.0.0
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*
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The tilemap layer to use.
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* @param {Phaser.Types.Physics.Impact.CollisionOptions} [options] - Options for controlling the mapping from tiles to slope IDs.
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*
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* @return {Phaser.Physics.Impact.CollisionMap} The newly created CollisionMap.
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*/
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setCollisionMapFromTilemapLayer: function (tilemapLayer, options)
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{
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if (options === undefined) { options = {}; }
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var slopeProperty = GetFastValue(options, 'slopeProperty', null);
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var slopeMap = GetFastValue(options, 'slopeMap', null);
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var collidingSlope = GetFastValue(options, 'defaultCollidingSlope', null);
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var nonCollidingSlope = GetFastValue(options, 'defaultNonCollidingSlope', 0);
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var layerData = tilemapLayer.layer;
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var tileSize = layerData.baseTileWidth;
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var collisionData = [];
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for (var ty = 0; ty < layerData.height; ty++)
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{
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collisionData[ty] = [];
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for (var tx = 0; tx < layerData.width; tx++)
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{
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var tile = layerData.data[ty][tx];
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if (tile && tile.collides)
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{
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if (slopeProperty !== null && HasValue(tile.properties, slopeProperty))
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{
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collisionData[ty][tx] = parseInt(tile.properties[slopeProperty], 10);
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}
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else if (slopeMap !== null && HasValue(slopeMap, tile.index))
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{
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collisionData[ty][tx] = slopeMap[tile.index];
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}
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else if (collidingSlope !== null)
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{
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collisionData[ty][tx] = collidingSlope;
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}
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else
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{
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collisionData[ty][tx] = tile.index;
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}
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}
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else
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{
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collisionData[ty][tx] = nonCollidingSlope;
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}
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}
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}
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this.collisionMap = new CollisionMap(tileSize, collisionData);
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return this.collisionMap;
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},
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/**
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* Sets the bounds of the Physics world to match the given world pixel dimensions.
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* You can optionally set which 'walls' to create: left, right, top or bottom.
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* If none of the walls are given it will default to use the walls settings it had previously.
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* I.e. if you previously told it to not have the left or right walls, and you then adjust the world size
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* the newly created bounds will also not have the left and right walls.
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* Explicitly state them in the parameters to override this.
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*
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* @method Phaser.Physics.Impact.World#setBounds
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* @since 3.0.0
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*
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* @param {number} [x] - The x coordinate of the top-left corner of the bounds.
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* @param {number} [y] - The y coordinate of the top-left corner of the bounds.
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* @param {number} [width] - The width of the bounds.
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* @param {number} [height] - The height of the bounds.
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* @param {number} [thickness=64] - [description]
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* @param {boolean} [left=true] - If true will create the left bounds wall.
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* @param {boolean} [right=true] - If true will create the right bounds wall.
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* @param {boolean} [top=true] - If true will create the top bounds wall.
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* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
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*
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* @return {Phaser.Physics.Impact.World} This World object.
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*/
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setBounds: function (x, y, width, height, thickness, left, right, top, bottom)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (width === undefined) { width = this.scene.sys.scale.width; }
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if (height === undefined) { height = this.scene.sys.scale.height; }
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if (thickness === undefined) { thickness = 64; }
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if (left === undefined) { left = true; }
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if (right === undefined) { right = true; }
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if (top === undefined) { top = true; }
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if (bottom === undefined) { bottom = true; }
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this.updateWall(left, 'left', x - thickness, y, thickness, height);
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this.updateWall(right, 'right', x + width, y, thickness, height);
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this.updateWall(top, 'top', x, y - thickness, width, thickness);
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this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
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return this;
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},
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/**
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* position = 'left', 'right', 'top' or 'bottom'
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*
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* @method Phaser.Physics.Impact.World#updateWall
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* @since 3.0.0
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*
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* @param {boolean} add - [description]
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* @param {string} position - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} width - [description]
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* @param {number} height - [description]
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*/
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updateWall: function (add, position, x, y, width, height)
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{
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var wall = this.walls[position];
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if (add)
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{
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if (wall)
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{
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wall.resetSize(x, y, width, height);
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}
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else
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{
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this.walls[position] = this.create(x, y, width, height);
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this.walls[position].name = position;
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this.walls[position].gravityFactor = 0;
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this.walls[position].collides = COLLIDES.FIXED;
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}
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}
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else
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{
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if (wall)
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{
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this.bodies.remove(wall);
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}
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this.walls[position] = null;
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}
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},
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/**
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* Creates a Graphics Game Object used for debug display and enables the world for debug drawing.
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*
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* @method Phaser.Physics.Impact.World#createDebugGraphic
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.Graphics} The Graphics object created that will have the debug visuals drawn to it.
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*/
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createDebugGraphic: function ()
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{
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var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
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graphic.setDepth(Number.MAX_VALUE);
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this.debugGraphic = graphic;
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this.drawDebug = true;
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return graphic;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.World#getNextID
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* @since 3.0.0
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*
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* @return {integer} [description]
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*/
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getNextID: function ()
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{
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return this._lastId++;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.World#create
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} sizeX - [description]
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* @param {number} sizeY - [description]
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*
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* @return {Phaser.Physics.Impact.Body} The Body that was added to this World.
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*/
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create: function (x, y, sizeX, sizeY)
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{
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var body = new Body(this, x, y, sizeX, sizeY);
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this.bodies.set(body);
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return body;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.World#remove
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} object - The Body to remove from this World.
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*/
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remove: function (object)
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{
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this.bodies.delete(object);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.World#pause
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* @fires Phaser.Physics.Impact.Events#PAUSE
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* @since 3.0.0
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*
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* @return {Phaser.Physics.Impact.World} This World object.
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*/
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pause: function ()
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{
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this.enabled = false;
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this.emit(Events.PAUSE);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.World#resume
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* @fires Phaser.Physics.Impact.Events#RESUME
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* @since 3.0.0
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*
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* @return {Phaser.Physics.Impact.World} This World object.
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*/
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resume: function ()
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{
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this.enabled = true;
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this.emit(Events.RESUME);
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.World#update
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* @since 3.0.0
|
|
*
|
|
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
|
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
|
*/
|
|
update: function (time, delta)
|
|
{
|
|
if (!this.enabled || this.bodies.size === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Impact uses a divided delta value that is clamped to the maxStep (20fps) maximum
|
|
|
|
var clampedDelta = Math.min(delta / 1000, this.maxStep) * this.timeScale;
|
|
|
|
this.delta = clampedDelta;
|
|
|
|
// Update all active bodies
|
|
|
|
var i;
|
|
var body;
|
|
var bodies = this.bodies.entries;
|
|
var len = bodies.length;
|
|
var hash = {};
|
|
var size = this.cellSize;
|
|
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
body = bodies[i];
|
|
|
|
if (body.enabled)
|
|
{
|
|
body.update(clampedDelta);
|
|
}
|
|
}
|
|
|
|
// Run collision against them all now they're in the new positions from the update
|
|
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
body = bodies[i];
|
|
|
|
if (body && !body.skipHash())
|
|
{
|
|
this.checkHash(body, hash, size);
|
|
}
|
|
}
|
|
|
|
if (this.drawDebug)
|
|
{
|
|
var graphics = this.debugGraphic;
|
|
|
|
graphics.clear();
|
|
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
body = bodies[i];
|
|
|
|
if (body && body.willDrawDebug())
|
|
{
|
|
body.drawDebug(graphics);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Check the body against the spatial hash.
|
|
*
|
|
* @method Phaser.Physics.Impact.World#checkHash
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body} body - [description]
|
|
* @param {object} hash - [description]
|
|
* @param {number} size - [description]
|
|
*/
|
|
checkHash: function (body, hash, size)
|
|
{
|
|
var checked = {};
|
|
|
|
var xmin = Math.floor(body.pos.x / size);
|
|
var ymin = Math.floor(body.pos.y / size);
|
|
var xmax = Math.floor((body.pos.x + body.size.x) / size) + 1;
|
|
var ymax = Math.floor((body.pos.y + body.size.y) / size) + 1;
|
|
|
|
for (var x = xmin; x < xmax; x++)
|
|
{
|
|
for (var y = ymin; y < ymax; y++)
|
|
{
|
|
if (!hash[x])
|
|
{
|
|
hash[x] = {};
|
|
hash[x][y] = [ body ];
|
|
}
|
|
else if (!hash[x][y])
|
|
{
|
|
hash[x][y] = [ body ];
|
|
}
|
|
else
|
|
{
|
|
var cell = hash[x][y];
|
|
|
|
for (var c = 0; c < cell.length; c++)
|
|
{
|
|
if (body.touches(cell[c]) && !checked[cell[c].id])
|
|
{
|
|
checked[cell[c].id] = true;
|
|
|
|
this.checkBodies(body, cell[c]);
|
|
}
|
|
}
|
|
|
|
cell.push(body);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#checkBodies
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body} bodyA - [description]
|
|
* @param {Phaser.Physics.Impact.Body} bodyB - [description]
|
|
*/
|
|
checkBodies: function (bodyA, bodyB)
|
|
{
|
|
// 2 fixed bodies won't do anything
|
|
if (bodyA.collides === COLLIDES.FIXED && bodyB.collides === COLLIDES.FIXED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// bitwise checks
|
|
if (bodyA.checkAgainst & bodyB.type)
|
|
{
|
|
bodyA.check(bodyB);
|
|
}
|
|
|
|
if (bodyB.checkAgainst & bodyA.type)
|
|
{
|
|
bodyB.check(bodyA);
|
|
}
|
|
|
|
if (bodyA.collides && bodyB.collides && bodyA.collides + bodyB.collides > COLLIDES.ACTIVE)
|
|
{
|
|
Solver(this, bodyA, bodyB);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setCollidesNever
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the collides value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setCollidesNever: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].collides = COLLIDES.NEVER;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setLite
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the collides value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setLite: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].collides = COLLIDES.LITE;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setPassive
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the collides value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setPassive: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].collides = COLLIDES.PASSIVE;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setActive
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the collides value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setActive: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].collides = COLLIDES.ACTIVE;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setFixed
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the collides value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setFixed: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].collides = COLLIDES.FIXED;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setTypeNone
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setTypeNone: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].type = TYPE.NONE;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setTypeA
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setTypeA: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].type = TYPE.A;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setTypeB
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setTypeB: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].type = TYPE.B;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setAvsB
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setAvsB: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].type = TYPE.A;
|
|
bodies[i].checkAgainst = TYPE.B;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setBvsA
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setBvsA: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].type = TYPE.B;
|
|
bodies[i].checkAgainst = TYPE.A;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setCheckAgainstNone
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setCheckAgainstNone: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].checkAgainst = TYPE.NONE;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setCheckAgainstA
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setCheckAgainstA: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].checkAgainst = TYPE.A;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#setCheckAgainstB
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Physics.Impact.Body[]} bodies - An Array of Impact Bodies to set the type value on.
|
|
*
|
|
* @return {Phaser.Physics.Impact.World} This World object.
|
|
*/
|
|
setCheckAgainstB: function (bodies)
|
|
{
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
bodies[i].checkAgainst = TYPE.B;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#shutdown
|
|
* @since 3.0.0
|
|
*/
|
|
shutdown: function ()
|
|
{
|
|
this.removeAllListeners();
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Impact.World#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.removeAllListeners();
|
|
|
|
this.scene = null;
|
|
|
|
this.bodies.clear();
|
|
|
|
this.bodies = null;
|
|
|
|
this.collisionMap = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = World;
|