mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 09:34:02 +00:00
965 lines
28 KiB
JavaScript
965 lines
28 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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 CircleContains = require('../../geom/circle/Contains');
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var Class = require('../../utils/Class');
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var CONST = require('./const');
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var RectangleContains = require('../../geom/rectangle/Contains');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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* A Static Arcade Physics Body.
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*
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* A Static Body never moves, and isn't automatically synchronized with its parent Game Object.
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* That means if you make any change to the parent's origin, position, or scale after creating or adding the body, you'll need to update the Body manually.
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*
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* A Static Body can collide with other Bodies, but is never moved by collisions.
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*
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* Its dynamic counterpart is {@link Phaser.Physics.Arcade.Body}.
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*
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* @class StaticBody
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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 simulation this Static Body belongs to.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Static Body belongs to.
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*/
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var StaticBody = new Class({
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initialize:
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function StaticBody (world, gameObject)
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{
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var width = (gameObject.width) ? gameObject.width : 64;
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var height = (gameObject.height) ? gameObject.height : 64;
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/**
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* The Arcade Physics simulation this Static Body belongs to.
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*
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* @name Phaser.Physics.Arcade.StaticBody#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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* The Game Object this Static Body belongs to.
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*
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* @name Phaser.Physics.Arcade.StaticBody#gameObject
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* @type {Phaser.GameObjects.GameObject}
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* @since 3.0.0
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*/
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this.gameObject = gameObject;
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/**
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* Whether the Static Body's boundary is drawn to the debug display.
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*
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* @name Phaser.Physics.Arcade.StaticBody#debugShowBody
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* @type {boolean}
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* @since 3.0.0
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*/
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this.debugShowBody = world.defaults.debugShowStaticBody;
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/**
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* The color of this Static Body on the debug display.
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*
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* @name Phaser.Physics.Arcade.StaticBody#debugBodyColor
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* @type {integer}
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* @since 3.0.0
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*/
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this.debugBodyColor = world.defaults.staticBodyDebugColor;
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/**
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* Whether this Static Body is updated by the physics simulation.
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*
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* @name Phaser.Physics.Arcade.StaticBody#enable
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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.enable = true;
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/**
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* Whether this Static Body's boundary is circular (`true`) or rectangular (`false`).
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*
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* @name Phaser.Physics.Arcade.StaticBody#isCircle
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.isCircle = false;
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/**
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* If this Static Body is circular, this is the unscaled radius of the Static Body's boundary, as set by {@link #setCircle}, in source pixels.
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* The true radius is equal to `halfWidth`.
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*
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* @name Phaser.Physics.Arcade.StaticBody#radius
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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.radius = 0;
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/**
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* The offset of this Static Body's actual position from any updated position.
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*
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* Unlike a dynamic Body, a Static Body does not follow its Game Object. As such, this offset is only applied when resizing the Static Body.
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*
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* @name Phaser.Physics.Arcade.StaticBody#offset
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.offset = new Vector2();
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/**
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* The position of this Static Body within the simulation.
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*
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* @name Phaser.Physics.Arcade.StaticBody#position
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.position = new Vector2(gameObject.x - gameObject.displayOriginX, gameObject.y - gameObject.displayOriginY);
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/**
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* The width of the Static Body's boundary, in pixels.
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* If the Static Body is circular, this is also the Static Body's diameter.
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*
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* @name Phaser.Physics.Arcade.StaticBody#width
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* @type {number}
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* @since 3.0.0
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*/
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this.width = width;
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/**
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* The height of the Static Body's boundary, in pixels.
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* If the Static Body is circular, this is also the Static Body's diameter.
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*
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* @name Phaser.Physics.Arcade.StaticBody#height
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* @type {number}
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* @since 3.0.0
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*/
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this.height = height;
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/**
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* Half the Static Body's width, in pixels.
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* If the Static Body is circular, this is also the Static Body's radius.
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*
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* @name Phaser.Physics.Arcade.StaticBody#halfWidth
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* @type {number}
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* @since 3.0.0
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*/
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this.halfWidth = Math.abs(this.width / 2);
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/**
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* Half the Static Body's height, in pixels.
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* If the Static Body is circular, this is also the Static Body's radius.
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*
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* @name Phaser.Physics.Arcade.StaticBody#halfHeight
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* @type {number}
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* @since 3.0.0
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*/
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this.halfHeight = Math.abs(this.height / 2);
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/**
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* The center of the Static Body's boundary.
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* This is the midpoint of its `position` (top-left corner) and its bottom-right corner.
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*
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* @name Phaser.Physics.Arcade.StaticBody#center
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
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*/
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this.center = new Vector2(gameObject.x + this.halfWidth, gameObject.y + this.halfHeight);
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/**
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* A constant zero velocity used by the Arcade Physics simulation for calculations.
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*
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* @name Phaser.Physics.Arcade.StaticBody#velocity
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* @type {Phaser.Math.Vector2}
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* @readonly
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* @since 3.0.0
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*/
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this.velocity = Vector2.ZERO;
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/**
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* A constant `false` value expected by the Arcade Physics simulation.
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*
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* @name Phaser.Physics.Arcade.StaticBody#allowGravity
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* @type {boolean}
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* @readonly
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* @default false
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* @since 3.0.0
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*/
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this.allowGravity = false;
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/**
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* Gravitational force applied specifically to this Body. Values are in pixels per second squared. Always zero for a Static Body.
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*
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* @name Phaser.Physics.Arcade.StaticBody#gravity
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* @type {Phaser.Math.Vector2}
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* @readonly
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* @since 3.0.0
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*/
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this.gravity = Vector2.ZERO;
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/**
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* Rebound, or restitution, following a collision, relative to 1. Always zero for a Static Body.
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*
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* @name Phaser.Physics.Arcade.StaticBody#bounce
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* @type {Phaser.Math.Vector2}
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* @readonly
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* @since 3.0.0
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*/
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this.bounce = Vector2.ZERO;
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// If true this Body will dispatch events
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/**
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* Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary (and `collideWorldBounds` is also true).
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*
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* @name Phaser.Physics.Arcade.StaticBody#onWorldBounds
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.onWorldBounds = false;
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/**
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* Whether the simulation emits a `collide` event when this StaticBody collides with another.
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*
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* @name Phaser.Physics.Arcade.StaticBody#onCollide
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.onCollide = false;
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/**
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* Whether the simulation emits an `overlap` event when this StaticBody overlaps with another.
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*
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* @name Phaser.Physics.Arcade.StaticBody#onOverlap
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.onOverlap = false;
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/**
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* The StaticBody's inertia, relative to a default unit (1). With `bounce`, this affects the exchange of momentum (velocities) during collisions.
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*
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* @name Phaser.Physics.Arcade.StaticBody#mass
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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.mass = 1;
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/**
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* Whether this object can be moved by collisions with another body.
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*
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* @name Phaser.Physics.Arcade.StaticBody#immovable
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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.immovable = true;
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/**
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* A flag disabling the default horizontal separation of colliding bodies. Pass your own `processHandler` to the collider.
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*
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* @name Phaser.Physics.Arcade.StaticBody#customSeparateX
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.customSeparateX = false;
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/**
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* A flag disabling the default vertical separation of colliding bodies. Pass your own `processHandler` to the collider.
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*
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* @name Phaser.Physics.Arcade.StaticBody#customSeparateY
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.customSeparateY = false;
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/**
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* The amount of horizontal overlap (before separation), if this Body is colliding with another.
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*
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* @name Phaser.Physics.Arcade.StaticBody#overlapX
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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.overlapX = 0;
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/**
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* The amount of vertical overlap (before separation), if this Body is colliding with another.
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*
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* @name Phaser.Physics.Arcade.StaticBody#overlapY
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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.overlapY = 0;
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/**
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* The amount of overlap (before separation), if this StaticBody is circular and colliding with another circular body.
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*
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* @name Phaser.Physics.Arcade.StaticBody#overlapR
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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.overlapR = 0;
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/**
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* Whether this StaticBody is overlapped with another and both have zero velocity.
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*
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* @name Phaser.Physics.Arcade.StaticBody#embedded
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.embedded = false;
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/**
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* Whether this StaticBody interacts with the world boundary.
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*
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* @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.collideWorldBounds = false;
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/**
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* Whether this StaticBody is checked for collisions and for which directions. You can set `checkCollision.none = false` to disable collision checks.
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*
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* @name Phaser.Physics.Arcade.StaticBody#checkCollision
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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*/
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this.checkCollision = { none: false, up: true, down: true, left: true, right: true };
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/**
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* Whether this StaticBody is colliding with another and in which direction.
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*
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* @name Phaser.Physics.Arcade.StaticBody#touching
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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*/
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* Whether this StaticBody was colliding with another during the last step, and in which direction.
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*
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* @name Phaser.Physics.Arcade.StaticBody#wasTouching
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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*/
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* Whether this StaticBody is colliding with a tile or the world boundary.
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*
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* @name Phaser.Physics.Arcade.StaticBody#blocked
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* @type {ArcadeBodyCollision}
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* @since 3.0.0
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*/
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this.blocked = { none: true, up: false, down: false, left: false, right: false };
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/**
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* The StaticBody's physics type (static by default).
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*
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* @name Phaser.Physics.Arcade.StaticBody#physicsType
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* @type {integer}
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* @since 3.0.0
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*/
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this.physicsType = CONST.STATIC_BODY;
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/**
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* The calculated change in the Body's horizontal position during the current step.
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* For a static body this is always zero.
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*
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* @name Phaser.Physics.Arcade.StaticBody#_dx
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* @type {number}
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* @private
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* @default 0
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* @since 3.10.0
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*/
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this._dx = 0;
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/**
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* The calculated change in the Body's vertical position during the current step.
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* For a static body this is always zero.
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*
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* @name Phaser.Physics.Arcade.StaticBody#_dy
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* @type {number}
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* @private
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* @default 0
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* @since 3.10.0
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*/
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this._dy = 0;
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},
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/**
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* Changes the Game Object this Body is bound to.
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* First it removes its reference from the old Game Object, then sets the new one.
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* You can optionally update the position and dimensions of this Body to reflect that of the new Game Object.
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*
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* @method Phaser.Physics.Arcade.StaticBody#setGameObject
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* @since 3.1.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The new Game Object that will own this Body.
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* @param {boolean} [update=true] - Reposition and resize this Body to match the new Game Object?
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*
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* @see Phaser.Physics.Arcade.StaticBody#updateFromGameObject
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*/
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setGameObject: function (gameObject, update)
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{
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if (gameObject && gameObject !== this.gameObject)
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{
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// Remove this body from the old game object
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this.gameObject.body = null;
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gameObject.body = this;
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// Update our reference
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this.gameObject = gameObject;
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}
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if (update)
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{
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this.updateFromGameObject();
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}
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return this;
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},
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/**
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* Updates this Static Body so that its position and dimensions are updated
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* based on the current Game Object it is bound to.
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*
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* @method Phaser.Physics.Arcade.StaticBody#updateFromGameObject
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* @since 3.1.0
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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updateFromGameObject: function ()
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{
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this.world.staticTree.remove(this);
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var gameObject = this.gameObject;
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gameObject.getTopLeft(this.position);
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this.width = gameObject.displayWidth;
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this.height = gameObject.displayHeight;
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this.halfWidth = Math.abs(this.width / 2);
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this.halfHeight = Math.abs(this.height / 2);
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this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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this.world.staticTree.insert(this);
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return this;
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},
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/**
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* Sets the offset of the body.
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*
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* @method Phaser.Physics.Arcade.StaticBody#setOffset
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* @since 3.4.0
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*
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* @param {number} x - The horizontal offset of the Body from the Game Object's center.
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* @param {number} y - The vertical offset of the Body from the Game Object's center.
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setOffset: function (x, y)
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{
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if (y === undefined) { y = x; }
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this.world.staticTree.remove(this);
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this.position.x -= this.offset.x;
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this.position.y -= this.offset.y;
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this.offset.set(x, y);
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this.position.x += this.offset.x;
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this.position.y += this.offset.y;
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this.updateCenter();
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this.world.staticTree.insert(this);
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return this;
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},
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/**
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* Sets the size of the body.
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* Resets the width and height to match current frame, if no width and height provided and a frame is found.
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*
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* @method Phaser.Physics.Arcade.StaticBody#setSize
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* @since 3.0.0
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*
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* @param {integer} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.
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* @param {integer} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.
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* @param {number} [offsetX] - The horizontal offset of the Body from the Game Object's center.
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* @param {number} [offsetY] - The vertical offset of the Body from the Game Object's center.
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*
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* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
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*/
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setSize: function (width, height, offsetX, offsetY)
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{
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if (offsetX === undefined) { offsetX = this.offset.x; }
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if (offsetY === undefined) { offsetY = this.offset.y; }
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var gameObject = this.gameObject;
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if (!width && gameObject.frame)
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{
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width = gameObject.frame.realWidth;
|
|
}
|
|
|
|
if (!height && gameObject.frame)
|
|
{
|
|
height = gameObject.frame.realHeight;
|
|
}
|
|
|
|
this.world.staticTree.remove(this);
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.halfWidth = Math.floor(width / 2);
|
|
this.halfHeight = Math.floor(height / 2);
|
|
|
|
this.offset.set(offsetX, offsetY);
|
|
|
|
this.updateCenter();
|
|
|
|
this.isCircle = false;
|
|
this.radius = 0;
|
|
|
|
this.world.staticTree.insert(this);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets this Static Body to have a circular body and sets its sizes and position.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#setCircle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} radius - The radius of the StaticBody, in pixels.
|
|
* @param {number} [offsetX] - The horizontal offset of the StaticBody from its Game Object, in pixels.
|
|
* @param {number} [offsetY] - The vertical offset of the StaticBody from its Game Object, in pixels.
|
|
*
|
|
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
|
|
*/
|
|
setCircle: function (radius, offsetX, offsetY)
|
|
{
|
|
if (offsetX === undefined) { offsetX = this.offset.x; }
|
|
if (offsetY === undefined) { offsetY = this.offset.y; }
|
|
|
|
if (radius > 0)
|
|
{
|
|
this.world.staticTree.remove(this);
|
|
|
|
this.isCircle = true;
|
|
|
|
this.radius = radius;
|
|
|
|
this.width = radius * 2;
|
|
this.height = radius * 2;
|
|
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
|
|
this.offset.set(offsetX, offsetY);
|
|
|
|
this.updateCenter();
|
|
|
|
this.world.staticTree.insert(this);
|
|
}
|
|
else
|
|
{
|
|
this.isCircle = false;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Updates the StaticBody's `center` from its `position` and dimensions.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#updateCenter
|
|
* @since 3.0.0
|
|
*/
|
|
updateCenter: function ()
|
|
{
|
|
this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
},
|
|
|
|
/**
|
|
* Updates this Static Body's position based on the current Game Object it is bound to.
|
|
* Similar to `updateFromGameObject`, but doesn't modify the Body's dimensions.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#reset
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The x coordinate to reset the body to.
|
|
* @param {number} y - The y coordinate to reset the body to.
|
|
*/
|
|
reset: function (x, y)
|
|
{
|
|
var gameObject = this.gameObject;
|
|
|
|
if (x === undefined) { x = gameObject.x; }
|
|
if (y === undefined) { y = gameObject.y; }
|
|
|
|
this.world.staticTree.remove(this);
|
|
|
|
gameObject.getTopLeft(this.position);
|
|
|
|
this.updateCenter();
|
|
|
|
this.world.staticTree.insert(this);
|
|
},
|
|
|
|
/**
|
|
* NOOP function. A Static Body cannot be stopped.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#stop
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
|
|
*/
|
|
stop: function ()
|
|
{
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Returns the x and y coordinates of the top left and bottom right points of the StaticBody.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#getBounds
|
|
* @since 3.0.0
|
|
*
|
|
* @param {ArcadeBodyBounds} obj - The object which will hold the coordinates of the bounds.
|
|
*
|
|
* @return {ArcadeBodyBounds} The same object that was passed with `x`, `y`, `right` and `bottom` values matching the respective values of the StaticBody.
|
|
*/
|
|
getBounds: function (obj)
|
|
{
|
|
obj.x = this.x;
|
|
obj.y = this.y;
|
|
obj.right = this.right;
|
|
obj.bottom = this.bottom;
|
|
|
|
return obj;
|
|
},
|
|
|
|
/**
|
|
* Checks to see if a given x,y coordinate is colliding with this Static Body.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#hitTest
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The x coordinate to check against this body.
|
|
* @param {number} y - The y coordinate to check against this body.
|
|
*
|
|
* @return {boolean} `true` if the given coordinate lies within this body, otherwise `false`.
|
|
*/
|
|
hitTest: function (x, y)
|
|
{
|
|
return (this.isCircle) ? CircleContains(this, x, y) : RectangleContains(this, x, y);
|
|
},
|
|
|
|
/**
|
|
* NOOP
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#postUpdate
|
|
* @since 3.12.0
|
|
*/
|
|
postUpdate: function ()
|
|
{
|
|
},
|
|
|
|
/**
|
|
* The absolute (non-negative) change in this StaticBody's horizontal position from the previous step. Always zero.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsX
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} Always zero for a Static Body.
|
|
*/
|
|
deltaAbsX: function ()
|
|
{
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* The absolute (non-negative) change in this StaticBody's vertical position from the previous step. Always zero.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaAbsY
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} Always zero for a Static Body.
|
|
*/
|
|
deltaAbsY: function ()
|
|
{
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* The change in this StaticBody's horizontal position from the previous step. Always zero.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaX
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The change in this StaticBody's velocity from the previous step. Always zero.
|
|
*/
|
|
deltaX: function ()
|
|
{
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* The change in this StaticBody's vertical position from the previous step. Always zero.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaY
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The change in this StaticBody's velocity from the previous step. Always zero.
|
|
*/
|
|
deltaY: function ()
|
|
{
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* The change in this StaticBody's rotation from the previous step. Always zero.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#deltaZ
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} The change in this StaticBody's rotation from the previous step. Always zero.
|
|
*/
|
|
deltaZ: function ()
|
|
{
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* Disables this Body and marks it for destruction during the next step.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.enable = false;
|
|
|
|
this.world.pendingDestroy.set(this);
|
|
},
|
|
|
|
/**
|
|
* Draws a graphical representation of the StaticBody for visual debugging purposes.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#drawDebug
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.Graphics} graphic - The Graphics object to use for the debug drawing of the StaticBody.
|
|
*/
|
|
drawDebug: function (graphic)
|
|
{
|
|
var pos = this.position;
|
|
|
|
var x = pos.x + this.halfWidth;
|
|
var y = pos.y + this.halfHeight;
|
|
|
|
if (this.debugShowBody)
|
|
{
|
|
graphic.lineStyle(1, this.debugBodyColor, 1);
|
|
if (this.isCircle)
|
|
{
|
|
graphic.strokeCircle(x, y, this.width / 2);
|
|
}
|
|
else
|
|
{
|
|
graphic.strokeRect(pos.x, pos.y, this.width, this.height);
|
|
}
|
|
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Indicates whether the StaticBody is going to be showing a debug visualization during postUpdate.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#willDrawDebug
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} Whether or not the StaticBody is going to show the debug visualization during postUpdate.
|
|
*/
|
|
willDrawDebug: function ()
|
|
{
|
|
return this.debugShowBody;
|
|
},
|
|
|
|
/**
|
|
* Sets the Mass of the StaticBody. Will set the Mass to 0.1 if the value passed is less than or equal to zero.
|
|
*
|
|
* @method Phaser.Physics.Arcade.StaticBody#setMass
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - The value to set the Mass to. Values of zero or less are changed to 0.1.
|
|
*
|
|
* @return {Phaser.Physics.Arcade.StaticBody} This Static Body object.
|
|
*/
|
|
setMass: function (value)
|
|
{
|
|
if (value <= 0)
|
|
{
|
|
// Causes havoc otherwise
|
|
value = 0.1;
|
|
}
|
|
|
|
this.mass = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* The x coordinate of the StaticBody.
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#x
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
x: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.world.staticTree.remove(this);
|
|
|
|
this.position.x = value;
|
|
|
|
this.world.staticTree.insert(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The y coordinate of the StaticBody.
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#y
|
|
* @type {number}
|
|
* @since 3.0.0
|
|
*/
|
|
y: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.world.staticTree.remove(this);
|
|
|
|
this.position.y = value;
|
|
|
|
this.world.staticTree.insert(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the left-most x coordinate of the area of the StaticBody.
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#left
|
|
* @type {number}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
left: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The right-most x coordinate of the area of the StaticBody.
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#right
|
|
* @type {number}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
right: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.x + this.width;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The highest y coordinate of the area of the StaticBody.
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#top
|
|
* @type {number}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
top: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The lowest y coordinate of the area of the StaticBody. (y + height)
|
|
*
|
|
* @name Phaser.Physics.Arcade.StaticBody#bottom
|
|
* @type {number}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
bottom: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.position.y + this.height;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = StaticBody;
|