mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
145 lines
3.6 KiB
JavaScript
145 lines
3.6 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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 PhysicsBody component manages the Game Objects physics body and physics enabling.
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* It also overrides the x and y properties, ensuring that any manual adjustment of them is reflected in the physics body itself.
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*
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* @class
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*/
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Phaser.Component.PhysicsBody = function () {};
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/**
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* The PhysicsBody component preUpdate handler.
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* Called automatically by the Game Object.
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*
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* @method
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*/
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Phaser.Component.PhysicsBody.preUpdate = function () {
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if (this.fresh && this.exists)
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{
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this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
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this.worldTransform.tx = this.world.x;
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this.worldTransform.ty = this.world.y;
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this.previousPosition.set(this.world.x, this.world.y);
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this.previousRotation = this.rotation;
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if (this.body)
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{
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this.body.preUpdate();
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}
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this.fresh = false;
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return false;
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}
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this.previousPosition.set(this.world.x, this.world.y);
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this.previousRotation = this.rotation;
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if (!this._exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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return true;
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};
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/**
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* The PhysicsBody component postUpdate handler.
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* Called automatically by the Game Object.
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*
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* @method
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*/
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Phaser.Component.PhysicsBody.postUpdate = function () {
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if (this.exists && this.body)
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{
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this.body.postUpdate();
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}
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};
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Phaser.Component.PhysicsBody.prototype = {
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/**
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* `body` is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
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* properties and methods via it.
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*
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* By default Game Objects won't add themselves to any physics system and their `body` property will be `null`.
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*
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* To enable this Game Object for physics you need to call `game.physics.enable(object, system)` where `object` is this object
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* and `system` is the Physics system you are using. If none is given it defaults to `Phaser.Physics.Arcade`.
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*
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* You can alternatively call `game.physics.arcade.enable(object)`, or add this Game Object to a physics enabled Group.
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*
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* Important: Enabling a Game Object for P2 or Ninja physics will automatically set its `anchor` property to 0.5,
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* so the physics body is centered on the Game Object.
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*
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* If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
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*
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* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
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* @default
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*/
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body: null,
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/**
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* The position of the Game Object on the x axis relative to the local coordinates of the parent.
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*
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* @property {number} x
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*/
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x: {
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get: function () {
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return this.position.x;
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},
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set: function (value) {
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this.position.x = value;
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if (this.body && !this.body.dirty)
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{
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this.body._reset = true;
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}
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}
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},
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/**
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* The position of the Game Object on the y axis relative to the local coordinates of the parent.
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*
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* @property {number} y
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*/
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y: {
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get: function () {
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return this.position.y;
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},
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set: function (value) {
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this.position.y = value;
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if (this.body && !this.body.dirty)
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{
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this.body._reset = true;
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}
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}
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}
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};
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