mirror of
https://github.com/photonstorm/phaser
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613 lines
15 KiB
JavaScript
613 lines
15 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 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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* @callback BodyUpdateCallback
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*
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* @param {Phaser.Physics.Impact.Body} body - [description]
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*/
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/**
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* @typedef {object} JSONImpactBody
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* @todo Replace object types
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*
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* @property {string} name - [description]
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* @property {object} size - [description]
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* @property {object} pos - [description]
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* @property {object} vel - [description]
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* @property {object} accel - [description]
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* @property {object} friction - [description]
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* @property {object} maxVel - [description]
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* @property {number} gravityFactor - [description]
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* @property {number} bounciness - [description]
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* @property {number} minBounceVelocity - [description]
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* @property {Phaser.Physics.Impact.TYPE} type - [description]
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* @property {Phaser.Physics.Impact.TYPE} checkAgainst - [description]
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* @property {Phaser.Physics.Impact.COLLIDES} collides - [description]
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*/
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/**
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* @classdesc
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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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* @class Body
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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.Physics.Impact.World} world - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} [sx=16] - [description]
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* @param {number} [sy=16] - [description]
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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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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#world
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* @type {Phaser.Physics.Impact.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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* [description]
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*
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* @name Phaser.Physics.Impact.Body#gameObject
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* @type {Phaser.GameObjects.GameObject}
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* @default null
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* @since 3.0.0
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*/
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this.gameObject = null;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#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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* The ImpactBody, ImpactSprite or ImpactImage object that owns this Body, if any.
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*
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* @name Phaser.Physics.Impact.Body#parent
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* @type {?(Phaser.Physics.Impact.ImpactBody|Phaser.Physics.Impact.ImpactImage|Phaser.Physics.Impact.ImpactSprite)}
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* @since 3.0.0
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*/
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this.parent;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#id
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* @type {integer}
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* @since 3.0.0
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*/
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this.id = world.getNextID();
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#name
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* @type {string}
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* @default ''
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* @since 3.0.0
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*/
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this.name = '';
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#size
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.size = { x: sx, y: sy };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#offset
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.offset = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#pos
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.pos = { x: x, y: y };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#last
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.last = { x: x, y: y };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#vel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.vel = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#accel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.accel = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#friction
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.friction = { x: 0, y: 0 };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#maxVel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.maxVel = { x: world.defaults.maxVelocityX, y: world.defaults.maxVelocityY };
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#standing
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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.standing = false;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#gravityFactor
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* @type {number}
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* @since 3.0.0
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*/
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this.gravityFactor = world.defaults.gravityFactor;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#bounciness
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* @type {number}
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* @since 3.0.0
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*/
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this.bounciness = world.defaults.bounciness;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#minBounceVelocity
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* @type {number}
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* @since 3.0.0
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*/
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this.minBounceVelocity = world.defaults.minBounceVelocity;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#accelGround
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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.accelGround = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#accelAir
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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.accelAir = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#jumpSpeed
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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.jumpSpeed = 0;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#type
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* @type {Phaser.Physics.Impact.TYPE}
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* @since 3.0.0
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*/
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this.type = TYPE.NONE;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#checkAgainst
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* @type {Phaser.Physics.Impact.TYPE}
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* @since 3.0.0
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*/
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this.checkAgainst = TYPE.NONE;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#collides
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* @type {Phaser.Physics.Impact.COLLIDES}
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* @since 3.0.0
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*/
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this.collides = COLLIDES.NEVER;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#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.debugShowBody;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#debugShowVelocity
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* @type {boolean}
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* @since 3.0.0
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*/
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this.debugShowVelocity = world.defaults.debugShowVelocity;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#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.bodyDebugColor;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.Body#updateCallback
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* @type {?BodyUpdateCallback}
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* @since 3.0.0
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*/
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this.updateCallback;
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/**
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* min 44 deg, max 136 deg
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*
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* @name Phaser.Physics.Impact.Body#slopeStanding
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* @type {{ min: number, max: number }}
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* @since 3.0.0
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*/
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this.slopeStanding = { min: 0.767944870877505, max: 2.3736477827122884 };
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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.Body#reset
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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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*/
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reset: function (x, y)
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{
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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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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#update
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* @since 3.0.0
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*
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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update: function (delta)
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{
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var pos = this.pos;
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this.last.x = pos.x;
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this.last.y = 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(pos.x, 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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var go = this.gameObject;
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if (go)
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{
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go.x = (pos.x - this.offset.x) + go.displayOriginX * go.scaleX;
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go.y = (pos.y - this.offset.y) + go.displayOriginY * go.scaleY;
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}
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if (this.updateCallback)
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{
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this.updateCallback(this);
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}
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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.Body#drawDebug
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Graphics} graphic - [description]
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*/
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drawDebug: function (graphic)
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{
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var pos = this.pos;
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if (this.debugShowBody)
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{
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graphic.lineStyle(1, this.debugBodyColor, 1);
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graphic.strokeRect(pos.x, pos.y, this.size.x, this.size.y);
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}
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if (this.debugShowVelocity)
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{
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var x = pos.x + this.size.x / 2;
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var y = pos.y + this.size.y / 2;
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graphic.lineStyle(1, this.world.defaults.velocityDebugColor, 1);
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graphic.lineBetween(x, y, x + this.vel.x, y + this.vel.y);
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}
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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.Body#willDrawDebug
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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willDrawDebug: function ()
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{
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return (this.debugShowBody || this.debugShowVelocity);
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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.Body#skipHash
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* @since 3.0.0
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*
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* @return {boolean} [description]
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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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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#touches
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} other - [description]
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*
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* @return {boolean} [description]
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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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/**
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* Reset the size and position of the physics body.
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*
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* @method Phaser.Physics.Impact.Body#resetSize
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* @since 3.0.0
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*
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* @param {number} x - The x coordinate to position the body.
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* @param {number} y - The y coordinate to position the body.
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* @param {number} width - The width of the body.
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* @param {number} height - The height of the body.
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*
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* @return {Phaser.Physics.Impact.Body} This Body object.
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*/
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resetSize: function (x, y, width, height)
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{
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this.pos.x = x;
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this.pos.y = y;
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this.size.x = width;
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this.size.y = height;
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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.Body#toJSON
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* @since 3.0.0
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*
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* @return {JSONImpactBody} [description]
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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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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.Body#fromJSON
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* @todo Code it!
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* @since 3.0.0
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*
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* @param {object} config - [description]
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*/
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fromJSON: function ()
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{
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},
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/**
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* Can be overridden by user code
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*
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* @method Phaser.Physics.Impact.Body#check
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} other - [description]
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*/
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check: function ()
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{
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},
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/**
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* Can be overridden by user code
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*
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* @method Phaser.Physics.Impact.Body#collideWith
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} other - [description]
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* @param {string} axis - [description]
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*/
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collideWith: function (other, axis)
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{
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if (this.parent && this.parent._collideCallback)
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{
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this.parent._collideCallback.call(this.parent._callbackScope, this, other, axis);
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}
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},
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/**
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* Can be overridden by user code but must return a boolean.
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*
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* @method Phaser.Physics.Impact.Body#handleMovementTrace
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* @since 3.0.0
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*
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* @param {number} res - [description]
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*
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* @return {boolean} [description]
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*/
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handleMovementTrace: function ()
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{
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return true;
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},
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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.Body#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.world.remove(this);
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this.enabled = false;
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this.world = null;
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this.gameObject = null;
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this.parent = null;
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}
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});
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module.exports = Body;
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