mirror of
https://github.com/photonstorm/phaser
synced 2024-12-17 16:43:30 +00:00
427 lines
11 KiB
JavaScript
427 lines
11 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Physics Manager is responsible for looking after all of the running physics systems.
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* Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin.
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*
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* Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game.
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*
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* For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
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* faster (due to being much simpler) Arcade Physics system.
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*
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* @class Phaser.Physics
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
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*/
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Phaser.Physics = function (game, config) {
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config = config || {};
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {object} config - The physics configuration object as passed to the game on creation.
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*/
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this.config = config;
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/**
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* @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system.
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*/
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this.arcade = null;
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/**
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* @property {Phaser.Physics.P2} p2 - The P2.JS Physics system.
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*/
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this.p2 = null;
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/**
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* @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics system.
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*/
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this.ninja = null;
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/**
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* @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system.
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*/
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this.box2d = null;
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/**
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* @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done).
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*/
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this.chipmunk = null;
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/**
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* @property {Phaser.Physics.Matter} matter - The MatterJS Physics system (coming soon).
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*/
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this.matter = null;
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this.parseConfig();
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};
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.ARCADE = 0;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.P2JS = 1;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.NINJA = 2;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.BOX2D = 3;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.CHIPMUNK = 4;
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.MATTERJS = 5;
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Phaser.Physics.prototype = {
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/**
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* Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.
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*
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* @method Phaser.Physics#parseConfig
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*/
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parseConfig: function () {
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if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade'))
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{
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// If Arcade isn't specified, we create it automatically if we can
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this.arcade = new Phaser.Physics.Arcade(this.game);
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}
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if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja'))
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{
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this.ninja = new Phaser.Physics.Ninja(this.game);
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}
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if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2'))
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{
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this.p2 = new Phaser.Physics.P2(this.game, this.config);
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}
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if (this.config.hasOwnProperty('box2d') && this.config['box2d'] === true && Phaser.Physics.hasOwnProperty('BOX2D'))
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{
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this.box2d = new Phaser.Physics.BOX2D(this.game, this.config);
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}
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if (this.config.hasOwnProperty('matter') && this.config['matter'] === true && Phaser.Physics.hasOwnProperty('Matter'))
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{
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this.matter = new Phaser.Physics.Matter(this.game, this.config);
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}
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},
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/**
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* This will create an instance of the requested physics simulation.
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* Phaser.Physics.Arcade is running by default, but all others need activating directly.
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*
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* You can start the following physics systems:
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*
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* Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
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* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
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* Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io)
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*
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* Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them.
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* They are not bundled into the core Phaser library.
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*
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* If the physics world has already been created (i.e. in another state in your game) then
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* calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors
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* then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`.
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*
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* @method Phaser.Physics#startSystem
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* @param {number} system - The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D.
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*/
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startSystem: function (system) {
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if (system === Phaser.Physics.ARCADE)
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{
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this.arcade = new Phaser.Physics.Arcade(this.game);
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}
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else if (system === Phaser.Physics.P2JS)
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{
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if (this.p2 === null)
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{
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this.p2 = new Phaser.Physics.P2(this.game, this.config);
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}
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else
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{
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this.p2.reset();
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}
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}
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else if (system === Phaser.Physics.NINJA)
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{
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this.ninja = new Phaser.Physics.Ninja(this.game);
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}
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else if (system === Phaser.Physics.BOX2D)
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{
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if (this.box2d === null)
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{
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this.box2d = new Phaser.Physics.Box2D(this.game, this.config);
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}
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else
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{
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this.box2d.reset();
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}
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}
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else if (system === Phaser.Physics.MATTERJS)
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{
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if (this.matter === null)
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{
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this.matter = new Phaser.Physics.Matter(this.game, this.config);
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}
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else
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{
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this.matter.reset();
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}
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}
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},
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/**
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* This will create a default physics body on the given game object or array of objects.
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* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
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* It can be for any of the physics systems that have been started:
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*
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* Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
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* Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
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* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
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* Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5
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* Phaser.Physics.MATTER - A full-body and light-weight advanced physics system (still in development)
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* Phaser.Physics.CHIPMUNK is still in development.
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*
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* If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
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* individual physics systems `enable` methods instead of using this generic one.
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*
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* @method Phaser.Physics#enable
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* @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
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* @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.
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* @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false.
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*/
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enable: function (object, system, debug) {
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if (system === undefined) { system = Phaser.Physics.ARCADE; }
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if (debug === undefined) { debug = false; }
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if (system === Phaser.Physics.ARCADE)
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{
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this.arcade.enable(object);
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}
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else if (system === Phaser.Physics.P2JS && this.p2)
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{
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this.p2.enable(object, debug);
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}
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else if (system === Phaser.Physics.NINJA && this.ninja)
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{
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this.ninja.enableAABB(object);
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}
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else if (system === Phaser.Physics.BOX2D && this.box2d)
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{
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this.box2d.enable(object);
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}
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else if (system === Phaser.Physics.MATTERJS && this.matter)
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{
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this.matter.enable(object);
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}
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},
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/**
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* preUpdate checks.
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*
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* @method Phaser.Physics#preUpdate
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* @protected
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*/
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preUpdate: function () {
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// ArcadePhysics / Ninja don't have a core to preUpdate
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if (this.p2)
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{
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this.p2.preUpdate();
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}
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if (this.box2d)
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{
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this.box2d.preUpdate();
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}
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if (this.matter)
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{
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this.matter.preUpdate();
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}
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},
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/**
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* Updates all running physics systems.
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*
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* @method Phaser.Physics#update
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* @protected
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*/
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update: function () {
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// ArcadePhysics / Ninja don't have a core to update
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if (this.p2)
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{
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this.p2.update();
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}
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if (this.box2d)
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{
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this.box2d.update();
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}
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if (this.matter)
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{
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this.matter.update();
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}
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},
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/**
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* Updates the physics bounds to match the world dimensions.
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*
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* @method Phaser.Physics#setBoundsToWorld
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* @protected
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*/
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setBoundsToWorld: function () {
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if (this.arcade)
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{
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this.arcade.setBoundsToWorld();
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}
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if (this.ninja)
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{
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this.ninja.setBoundsToWorld();
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}
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if (this.p2)
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{
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this.p2.setBoundsToWorld();
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}
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if (this.box2d)
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{
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this.box2d.setBoundsToWorld();
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}
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if (this.matter)
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{
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this.matter.setBoundsToWorld();
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}
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},
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/**
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* Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.
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*
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* @method Phaser.Physics#clear
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* @protected
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*/
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clear: function () {
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if (this.p2)
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{
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this.p2.clear();
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}
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if (this.box2d)
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{
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this.box2d.clear();
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}
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if (this.matter)
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{
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this.matter.clear();
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}
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},
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/**
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* Resets the active physics system. Called automatically on a Phaser.State swap.
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*
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* @method Phaser.Physics#reset
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* @protected
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*/
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reset: function () {
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if (this.p2)
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{
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this.p2.reset();
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}
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if (this.box2d)
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{
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this.box2d.reset();
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}
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if (this.matter)
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{
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this.matter.reset();
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}
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},
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/**
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* Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.
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*
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* @method Phaser.Physics#destroy
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*/
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destroy: function () {
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if (this.p2)
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{
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this.p2.destroy();
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}
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if (this.box2d)
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{
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this.box2d.destroy();
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}
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if (this.matter)
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{
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this.matter.destroy();
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}
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this.arcade = null;
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this.ninja = null;
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this.p2 = null;
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this.box2d = null;
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this.matter = null;
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}
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};
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Phaser.Physics.prototype.constructor = Phaser.Physics;
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