mirror of
https://github.com/photonstorm/phaser
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157 lines
3.8 KiB
JavaScript
157 lines
3.8 KiB
JavaScript
// Phaser.Physics.Impact.Body
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var Class = require('../../utils/Class');
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var COLLIDES = require('./COLLIDES');
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var GetVelocity = require('./GetVelocity');
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var TYPE = require('./TYPE');
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var UpdateMotion = require('./UpdateMotion');
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/**
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* An Impact.js compatible physics body.
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* This re-creates the properties you'd get on an Entity and the math needed to update them.
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*/
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var Body = new Class({
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initialize:
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function Body (world, x, y, sx, sy)
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{
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if (sx === undefined) { sx = 16; }
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if (sy === undefined) { sy = sx; }
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this.world = world;
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this.gameObject = null;
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this.enabled = true;
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this.parent;
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this.id = world.getNextID();
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this.name = '';
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this.size = { x: sx, y: sy };
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this.pos = { x: x, y: y };
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this.last = { x: x, y: y };
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this.vel = { x: 0, y: 0 };
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this.accel = { x: 0, y: 0 };
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this.friction = { x: 0, y: 0 };
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this.maxVel = { x: 100, y: 100 };
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this.standing = false;
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this.gravityFactor = 1;
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this.bounciness = 0;
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this.minBounceVelocity = 40;
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this.accelGround = 0;
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this.accelAir = 0;
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this.jumpSpeed = 0;
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this.type = TYPE.NONE;
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this.checkAgainst = TYPE.NONE;
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this.collides = COLLIDES.NEVER;
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// min 44 deg, max 136 deg
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this.slopeStanding = { min: 0.767944870877505, max: 2.3736477827122884 };
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},
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reset: function ()
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{
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// TODO
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},
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update: function (delta)
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{
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this.last.x = this.pos.x;
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this.last.y = this.pos.y;
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this.vel.y += this.world.gravity * delta * this.gravityFactor;
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this.vel.x = GetVelocity(delta, this.vel.x, this.accel.x, this.friction.x, this.maxVel.x);
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this.vel.y = GetVelocity(delta, this.vel.y, this.accel.y, this.friction.y, this.maxVel.y);
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var mx = this.vel.x * delta;
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var my = this.vel.y * delta;
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var res = this.world.collisionMap.trace(this.pos.x, this.pos.y, mx, my, this.size.x, this.size.y);
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if (this.handleMovementTrace(res))
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{
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UpdateMotion(this, res);
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}
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if (this.gameObject)
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{
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this.gameObject.setPosition(this.pos.x, this.pos.y);
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}
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},
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handleMovementTrace: function (res)
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{
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return true;
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},
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skipHash: function ()
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{
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return (!this.enabled || (this.type === 0 && this.checkAgainst === 0 && this.collides === 0));
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},
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touches: function (other)
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{
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return !(
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this.pos.x >= other.pos.x + other.size.x ||
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this.pos.x + this.size.x <= other.pos.x ||
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this.pos.y >= other.pos.y + other.size.y ||
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this.pos.y + this.size.y <= other.pos.y
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);
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},
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setGameObject: function (gameObject)
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{
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this.gameObject = gameObject;
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return this;
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},
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toJSON: function ()
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{
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var output = {
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name: this.name,
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size: { x: this.size.x, y: this.size.y },
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pos: { x: this.pos.x, y: this.pos.y },
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vel: { x: this.vel.x, y: this.vel.y },
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accel: { x: this.accel.x, y: this.accel.y },
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friction: { x: this.friction.x, y: this.friction.y },
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maxVel: { x: this.maxVel.x, y: this.maxVel.y },
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gravityFactor: this.gravityFactor,
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bounciness: this.bounciness,
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minBounceVelocity: this.minBounceVelocity,
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type: this.type,
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checkAgainst: this.checkAgainst,
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collides: this.collides
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};
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return output;
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},
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fromJSON: function (config)
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{
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// TODO
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},
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check: function (other)
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{
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// Overridden by user code
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},
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collideWith: function (other, axis)
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{
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// Overridden by user code
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}
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});
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module.exports = Body;
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