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synced 2024-12-18 00:53:42 +00:00
5b73bb21bb
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler. Newly generated docs
864 lines
20 KiB
HTML
864 lines
20 KiB
HTML
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<title>Phaser Source: physics/Physics.js</title>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: physics/Physics.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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/**
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* The Physics Manager is responsible for looking after all of the running physics systems.
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* Phaser supports 3 physics systems: Arcade Physics, P2 and Ninja Physics (with Box2D and Chipmunk in development)
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* Game Objects can belong to only 1 physics system, but you can have multiple systems active in a single game.
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*
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* For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
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* faster (due to being much simpler) Arcade Physics system.
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*
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* @class Phaser.Physics
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*
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
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*/
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Phaser.Physics = function (game, config) {
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config = config || {};
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {object} config - The physics configuration object as passed to the game on creation.
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*/
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this.config = config;
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/**
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* @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system.
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*/
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this.arcade = null;
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/**
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* @property {Phaser.Physics.P2} p2 - The P2.JS Physics system.
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*/
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this.p2 = null;
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/**
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* @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics System.
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*/
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this.ninja = null;
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/**
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* @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system (to be done).
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*/
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this.box2d = null;
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/**
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* @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done).
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*/
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this.chipmunk = null;
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this.parseConfig();
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};
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.ARCADE = 0;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.P2JS = 1;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.NINJA = 2;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.BOX2D = 3;
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|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.CHIPMUNK = 5;
|
|
|
|
Phaser.Physics.prototype = {
|
|
|
|
/**
|
|
* Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.
|
|
*
|
|
* @method Phaser.Physics#parseConfig
|
|
*/
|
|
parseConfig: function () {
|
|
|
|
if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade'))
|
|
{
|
|
// If Arcade isn't specified, we create it automatically if we can
|
|
this.arcade = new Phaser.Physics.Arcade(this.game);
|
|
this.game.time.deltaCap = 0.2;
|
|
}
|
|
|
|
if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja'))
|
|
{
|
|
this.ninja = new Phaser.Physics.Ninja(this.game);
|
|
}
|
|
|
|
if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2'))
|
|
{
|
|
this.p2 = new Phaser.Physics.P2(this.game, this.config);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This will create an instance of the requested physics simulation.
|
|
* Phaser.Physics.Arcade is running by default, but all others need activating directly.
|
|
* You can start the following physics systems:
|
|
* Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
|
|
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
|
|
* Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.
|
|
*
|
|
* @method Phaser.Physics#startSystem
|
|
* @param {number} The physics system to start.
|
|
*/
|
|
startSystem: function (system) {
|
|
|
|
if (system === Phaser.Physics.ARCADE)
|
|
{
|
|
this.arcade = new Phaser.Physics.Arcade(this.game);
|
|
}
|
|
else if (system === Phaser.Physics.P2JS)
|
|
{
|
|
this.p2 = new Phaser.Physics.P2(this.game, this.config);
|
|
}
|
|
if (system === Phaser.Physics.NINJA)
|
|
{
|
|
this.ninja = new Phaser.Physics.Ninja(this.game);
|
|
}
|
|
else if (system === Phaser.Physics.BOX2D && this.box2d === null)
|
|
{
|
|
throw new Error('The Box2D physics system has not been implemented yet.');
|
|
}
|
|
else if (system === Phaser.Physics.CHIPMUNK && this.chipmunk === null)
|
|
{
|
|
throw new Error('The Chipmunk physics system has not been implemented yet.');
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This will create a default physics body on the given game object or array of objects.
|
|
* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
|
|
* It can be for any of the physics systems that have been started:
|
|
*
|
|
* Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
|
|
* Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
|
|
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
|
|
* Phaser.Physics.BOX2D and Phaser.Physics.CHIPMUNK are still in development.
|
|
*
|
|
* If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
|
|
* individual physics systems `enable` methods instead of using this generic one.
|
|
*
|
|
* @method Phaser.Physics#enable
|
|
* @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
|
|
* @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.
|
|
* @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false.
|
|
*/
|
|
enable: function (object, system, debug) {
|
|
|
|
if (typeof system === 'undefined') { system = Phaser.Physics.ARCADE; }
|
|
if (typeof debug === 'undefined') { debug = false; }
|
|
|
|
if (system === Phaser.Physics.ARCADE)
|
|
{
|
|
this.arcade.enable(object);
|
|
}
|
|
else if (system === Phaser.Physics.P2JS && this.p2)
|
|
{
|
|
this.p2.enable(object, debug);
|
|
}
|
|
else if (system === Phaser.Physics.NINJA && this.ninja)
|
|
{
|
|
this.ninja.enableAABB(object);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* preUpdate checks.
|
|
*
|
|
* @method Phaser.Physics#preUpdate
|
|
* @protected
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
// ArcadePhysics / Ninja don't have a core to preUpdate
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.preUpdate();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all running physics systems.
|
|
*
|
|
* @method Phaser.Physics#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
// ArcadePhysics / Ninja don't have a core to update
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.update();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the physics bounds to match the world dimensions.
|
|
*
|
|
* @method Phaser.Physics#setBoundsToWorld
|
|
* @protected
|
|
*/
|
|
setBoundsToWorld: function () {
|
|
|
|
if (this.arcade)
|
|
{
|
|
this.arcade.setBoundsToWorld();
|
|
}
|
|
|
|
if (this.ninja)
|
|
{
|
|
this.ninja.setBoundsToWorld();
|
|
}
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.setBoundsToWorld();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.
|
|
*
|
|
* @method Phaser.Physics#clear
|
|
* @protected
|
|
*/
|
|
clear: function () {
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.clear();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.
|
|
*
|
|
* @method Phaser.Physics#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.destroy();
|
|
}
|
|
|
|
this.arcade = null;
|
|
this.ninja = null;
|
|
this.p2 = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Physics.prototype.constructor = Phaser.Physics;
|
|
</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Mar 28 2014 01:41:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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