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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
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<ul class="dropdown-menu ">
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#append">append</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#apply">apply</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#applyInverse">applyInverse</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#clone">clone</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#contains">contains</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#fromArray">fromArray</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#identity">identity</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#rotate">rotate</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#scale">scale</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#scaleModes">scaleModes</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#sort">sort</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#toArray">toArray</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#translate">translate</a>
|
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</li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/physics/arcade/Body.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
|
|
* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
|
|
*
|
|
* @class Phaser.Physics.Arcade.Body
|
|
* @constructor
|
|
* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
|
|
*/
|
|
Phaser.Physics.Arcade.Body = function (sprite) {
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
|
|
*/
|
|
this.sprite = sprite;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = sprite.game;
|
|
|
|
/**
|
|
* @property {number} type - The type of physics system this body belongs to.
|
|
*/
|
|
this.type = Phaser.Physics.ARCADE;
|
|
|
|
/**
|
|
* @property {boolean} enable - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
|
|
* @default
|
|
*/
|
|
this.enable = true;
|
|
|
|
/**
|
|
* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
|
|
*/
|
|
this.offset = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} position - The position of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.position = new Phaser.Point(sprite.x, sprite.y);
|
|
|
|
/**
|
|
* @property {Phaser.Point} prev - The previous position of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.prev = new Phaser.Point(this.position.x, this.position.y);
|
|
|
|
/**
|
|
* @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
|
|
* @default
|
|
*/
|
|
this.allowRotation = true;
|
|
|
|
/**
|
|
* An Arcade Physics Body can have angularVelocity and angularAcceleration. Please understand that the collision Body
|
|
* itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.
|
|
* @property {number} rotation
|
|
*/
|
|
this.rotation = sprite.rotation;
|
|
|
|
/**
|
|
* @property {number} preRotation - The previous rotation of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.preRotation = sprite.rotation;
|
|
|
|
/**
|
|
* @property {number} width - The calculated width of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.width = sprite.width;
|
|
|
|
/**
|
|
* @property {number} height - The calculated height of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.height = sprite.height;
|
|
|
|
/**
|
|
* @property {number} sourceWidth - The un-scaled original size.
|
|
* @readonly
|
|
*/
|
|
this.sourceWidth = sprite.width;
|
|
|
|
/**
|
|
* @property {number} sourceHeight - The un-scaled original size.
|
|
* @readonly
|
|
*/
|
|
this.sourceHeight = sprite.height;
|
|
|
|
if (sprite.texture)
|
|
{
|
|
this.sourceWidth = sprite.texture.frame.width;
|
|
this.sourceHeight = sprite.texture.frame.height;
|
|
}
|
|
|
|
/**
|
|
* @property {number} halfWidth - The calculated width / 2 of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.halfWidth = Math.abs(sprite.width / 2);
|
|
|
|
/**
|
|
* @property {number} halfHeight - The calculated height / 2 of the physics body.
|
|
* @readonly
|
|
*/
|
|
this.halfHeight = Math.abs(sprite.height / 2);
|
|
|
|
/**
|
|
* @property {Phaser.Point} center - The center coordinate of the Physics Body.
|
|
* @readonly
|
|
*/
|
|
this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight);
|
|
|
|
/**
|
|
* @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second.
|
|
*/
|
|
this.velocity = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position.
|
|
* @readonly
|
|
*/
|
|
this.newVelocity = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @property {Phaser.Point} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.
|
|
*/
|
|
this.deltaMax = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
|
|
*/
|
|
this.acceleration = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
|
|
*/
|
|
this.drag = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local.
|
|
* @default
|
|
*/
|
|
this.allowGravity = true;
|
|
|
|
/**
|
|
* @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.
|
|
*/
|
|
this.gravity = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @property {Phaser.Point} bounce - The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
|
|
*/
|
|
this.bounce = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
|
|
* @default
|
|
*/
|
|
this.maxVelocity = new Phaser.Point(10000, 10000);
|
|
|
|
/**
|
|
* @property {Phaser.Point} friction - The amount of movement that will occur if another object 'rides' this one.
|
|
*/
|
|
this.friction = new Phaser.Point(1, 0);
|
|
|
|
/**
|
|
* @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in radians per second.
|
|
* @default
|
|
*/
|
|
this.angularVelocity = 0;
|
|
|
|
/**
|
|
* @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared.
|
|
* @default
|
|
*/
|
|
this.angularAcceleration = 0;
|
|
|
|
/**
|
|
* @property {number} angularDrag - The drag applied during the rotation of the Body.
|
|
* @default
|
|
*/
|
|
this.angularDrag = 0;
|
|
|
|
/**
|
|
* @property {number} maxAngular - The maximum angular velocity in radians per second that the Body can reach.
|
|
* @default
|
|
*/
|
|
this.maxAngular = 1000;
|
|
|
|
/**
|
|
* @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.
|
|
* @default
|
|
*/
|
|
this.mass = 1;
|
|
|
|
/**
|
|
* @property {number} angle - The angle of the Body in radians, as calculated by its angularVelocity.
|
|
* @readonly
|
|
*/
|
|
this.angle = 0;
|
|
|
|
/**
|
|
* @property {number} speed - The speed of the Body as calculated by its velocity.
|
|
* @readonly
|
|
*/
|
|
this.speed = 0;
|
|
|
|
/**
|
|
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
|
|
* @default
|
|
*/
|
|
this.facing = Phaser.NONE;
|
|
|
|
/**
|
|
* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
|
|
* @default
|
|
*/
|
|
this.immovable = false;
|
|
|
|
/**
|
|
* If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
|
|
* actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
|
|
* If you want the physics system to move the body around, then set moves to true.
|
|
* @property {boolean} moves - Set to true to allow the Physics system to move this Body, otherwise false to move it manually.
|
|
* @default
|
|
*/
|
|
this.moves = true;
|
|
|
|
/**
|
|
* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
|
|
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
|
|
* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
|
|
* @default
|
|
*/
|
|
this.customSeparateX = false;
|
|
|
|
/**
|
|
* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
|
|
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
|
|
* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
|
|
* @default
|
|
*/
|
|
this.customSeparateY = false;
|
|
|
|
/**
|
|
* When this body collides with another, the amount of overlap is stored here.
|
|
* @property {number} overlapX - The amount of horizontal overlap during the collision.
|
|
*/
|
|
this.overlapX = 0;
|
|
|
|
/**
|
|
* When this body collides with another, the amount of overlap is stored here.
|
|
* @property {number} overlapY - The amount of vertical overlap during the collision.
|
|
*/
|
|
this.overlapY = 0;
|
|
|
|
/**
|
|
* If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
|
|
* @property {boolean} embedded - Body embed value.
|
|
*/
|
|
this.embedded = false;
|
|
|
|
/**
|
|
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
|
|
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
|
|
*/
|
|
this.collideWorldBounds = false;
|
|
|
|
/**
|
|
* Set the checkCollision properties to control which directions collision is processed for this Body.
|
|
* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
|
|
* @property {object} checkCollision - An object containing allowed collision.
|
|
*/
|
|
this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
|
|
|
|
/**
|
|
* This object is populated with boolean values when the Body collides with another.
|
|
* touching.up = true means the collision happened to the top of this Body for example.
|
|
* @property {object} touching - An object containing touching results.
|
|
*/
|
|
this.touching = { none: true, up: false, down: false, left: false, right: false };
|
|
|
|
/**
|
|
* This object is populated with previous touching values from the bodies previous collision.
|
|
* @property {object} wasTouching - An object containing previous touching results.
|
|
*/
|
|
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
|
|
|
|
/**
|
|
* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
|
|
* For example if blocked.up is true then the Body cannot move up.
|
|
* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
|
|
*/
|
|
this.blocked = { up: false, down: false, left: false, right: false };
|
|
|
|
/**
|
|
* If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
|
|
* Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.
|
|
* @property {Phaser.Point} tilePadding - Extra padding to be added to this sprite's dimensions when checking for tile collision.
|
|
*/
|
|
this.tilePadding = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {boolean} dirty - If this Body in a preUpdate (true) or postUpdate (false) state?
|
|
*/
|
|
this.dirty = false;
|
|
|
|
/**
|
|
* @property {boolean} skipQuadTree - If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.
|
|
*/
|
|
this.skipQuadTree = false;
|
|
|
|
/**
|
|
* @property {boolean} _reset - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._reset = true;
|
|
|
|
/**
|
|
* @property {number} _sx - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._sx = sprite.scale.x;
|
|
|
|
/**
|
|
* @property {number} _sy - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._sy = sprite.scale.y;
|
|
|
|
/**
|
|
* @property {number} _dx - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._dx = 0;
|
|
|
|
/**
|
|
* @property {number} _dy - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._dy = 0;
|
|
|
|
};
|
|
|
|
Phaser.Physics.Arcade.Body.prototype = {
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#updateBounds
|
|
* @protected
|
|
*/
|
|
updateBounds: function () {
|
|
|
|
var asx = Math.abs(this.sprite.scale.x);
|
|
var asy = Math.abs(this.sprite.scale.y);
|
|
|
|
if (asx !== this._sx || asy !== this._sy)
|
|
{
|
|
this.width = this.sourceWidth * asx;
|
|
this.height = this.sourceHeight * asy;
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
this._sx = asx;
|
|
this._sy = asy;
|
|
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
|
|
this._reset = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#preUpdate
|
|
* @protected
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
if (!this.enable || this.game.physics.arcade.isPaused)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
// Store and reset collision flags
|
|
this.wasTouching.none = this.touching.none;
|
|
this.wasTouching.up = this.touching.up;
|
|
this.wasTouching.down = this.touching.down;
|
|
this.wasTouching.left = this.touching.left;
|
|
this.wasTouching.right = this.touching.right;
|
|
|
|
this.touching.none = true;
|
|
this.touching.up = false;
|
|
this.touching.down = false;
|
|
this.touching.left = false;
|
|
this.touching.right = false;
|
|
|
|
this.blocked.up = false;
|
|
this.blocked.down = false;
|
|
this.blocked.left = false;
|
|
this.blocked.right = false;
|
|
|
|
this.embedded = false;
|
|
|
|
this.updateBounds();
|
|
|
|
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
|
this.rotation = this.sprite.angle;
|
|
|
|
this.preRotation = this.rotation;
|
|
|
|
if (this._reset || this.sprite.fresh)
|
|
{
|
|
this.prev.x = this.position.x;
|
|
this.prev.y = this.position.y;
|
|
}
|
|
|
|
if (this.moves)
|
|
{
|
|
this.game.physics.arcade.updateMotion(this);
|
|
|
|
this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed);
|
|
|
|
this.position.x += this.newVelocity.x;
|
|
this.position.y += this.newVelocity.y;
|
|
|
|
if (this.position.x !== this.prev.x || this.position.y !== this.prev.y)
|
|
{
|
|
this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
|
|
this.angle = Math.atan2(this.velocity.y, this.velocity.x);
|
|
}
|
|
|
|
// Now the State update will throw collision checks at the Body
|
|
// And finally we'll integrate the new position back to the Sprite in postUpdate
|
|
|
|
if (this.collideWorldBounds)
|
|
{
|
|
this.checkWorldBounds();
|
|
}
|
|
}
|
|
|
|
this._dx = this.deltaX();
|
|
this._dy = this.deltaY();
|
|
|
|
this._reset = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#postUpdate
|
|
* @protected
|
|
*/
|
|
postUpdate: function () {
|
|
|
|
// Only allow postUpdate to be called once per frame
|
|
if (!this.enable || !this.dirty)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.dirty = false;
|
|
|
|
if (this.deltaX() < 0)
|
|
{
|
|
this.facing = Phaser.LEFT;
|
|
}
|
|
else if (this.deltaX() > 0)
|
|
{
|
|
this.facing = Phaser.RIGHT;
|
|
}
|
|
|
|
if (this.deltaY() < 0)
|
|
{
|
|
this.facing = Phaser.UP;
|
|
}
|
|
else if (this.deltaY() > 0)
|
|
{
|
|
this.facing = Phaser.DOWN;
|
|
}
|
|
|
|
if (this.moves)
|
|
{
|
|
this._dx = this.deltaX();
|
|
this._dy = this.deltaY();
|
|
|
|
if (this.deltaMax.x !== 0 && this._dx !== 0)
|
|
{
|
|
if (this._dx < 0 && this._dx < -this.deltaMax.x)
|
|
{
|
|
this._dx = -this.deltaMax.x;
|
|
}
|
|
else if (this._dx > 0 && this._dx > this.deltaMax.x)
|
|
{
|
|
this._dx = this.deltaMax.x;
|
|
}
|
|
}
|
|
|
|
if (this.deltaMax.y !== 0 && this._dy !== 0)
|
|
{
|
|
if (this._dy < 0 && this._dy < -this.deltaMax.y)
|
|
{
|
|
this._dy = -this.deltaMax.y;
|
|
}
|
|
else if (this._dy > 0 && this._dy > this.deltaMax.y)
|
|
{
|
|
this._dy = this.deltaMax.y;
|
|
}
|
|
}
|
|
|
|
this.sprite.position.x += this._dx;
|
|
this.sprite.position.y += this._dy;
|
|
this._reset = true;
|
|
}
|
|
|
|
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
|
|
if (this.allowRotation)
|
|
{
|
|
this.sprite.angle += this.deltaZ();
|
|
}
|
|
|
|
this.prev.x = this.position.x;
|
|
this.prev.y = this.position.y;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes this body's reference to its parent sprite, freeing it up for gc.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.sprite.body = null;
|
|
this.sprite = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#checkWorldBounds
|
|
* @protected
|
|
*/
|
|
checkWorldBounds: function () {
|
|
|
|
if (this.position.x < this.game.physics.arcade.bounds.x && this.game.physics.arcade.checkCollision.left)
|
|
{
|
|
this.position.x = this.game.physics.arcade.bounds.x;
|
|
this.velocity.x *= -this.bounce.x;
|
|
this.blocked.left = true;
|
|
}
|
|
else if (this.right > this.game.physics.arcade.bounds.right && this.game.physics.arcade.checkCollision.right)
|
|
{
|
|
this.position.x = this.game.physics.arcade.bounds.right - this.width;
|
|
this.velocity.x *= -this.bounce.x;
|
|
this.blocked.right = true;
|
|
}
|
|
|
|
if (this.position.y < this.game.physics.arcade.bounds.y && this.game.physics.arcade.checkCollision.up)
|
|
{
|
|
this.position.y = this.game.physics.arcade.bounds.y;
|
|
this.velocity.y *= -this.bounce.y;
|
|
this.blocked.up = true;
|
|
}
|
|
else if (this.bottom > this.game.physics.arcade.bounds.bottom && this.game.physics.arcade.checkCollision.down)
|
|
{
|
|
this.position.y = this.game.physics.arcade.bounds.bottom - this.height;
|
|
this.velocity.y *= -this.bounce.y;
|
|
this.blocked.down = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* You can modify the size of the physics Body to be any dimension you need.
|
|
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
|
|
* is the position of the Body relative to the top-left of the Sprite.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#setSize
|
|
* @param {number} width - The width of the Body.
|
|
* @param {number} height - The height of the Body.
|
|
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
|
|
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
|
|
*/
|
|
setSize: function (width, height, offsetX, offsetY) {
|
|
|
|
if (typeof offsetX === 'undefined') { offsetX = this.offset.x; }
|
|
if (typeof offsetY === 'undefined') { offsetY = this.offset.y; }
|
|
|
|
this.sourceWidth = width;
|
|
this.sourceHeight = height;
|
|
this.width = this.sourceWidth * this._sx;
|
|
this.height = this.sourceHeight * this._sy;
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
this.offset.setTo(offsetX, offsetY);
|
|
|
|
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets all Body values (velocity, acceleration, rotation, etc)
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#reset
|
|
* @param {number} x - The new x position of the Body.
|
|
* @param {number} y - The new y position of the Body.
|
|
*/
|
|
reset: function (x, y) {
|
|
|
|
this.velocity.set(0);
|
|
this.acceleration.set(0);
|
|
|
|
this.speed = 0;
|
|
this.angularVelocity = 0;
|
|
this.angularAcceleration = 0;
|
|
|
|
this.position.x = (x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
this.position.y = (y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
|
|
|
this.prev.x = this.position.x;
|
|
this.prev.y = this.position.y;
|
|
|
|
this.rotation = this.sprite.angle;
|
|
this.preRotation = this.rotation;
|
|
|
|
this._sx = this.sprite.scale.x;
|
|
this._sy = this.sprite.scale.y;
|
|
|
|
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
|
|
},
|
|
|
|
/**
|
|
* Tests if a world point lies within this Body.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#hitTest
|
|
* @param {number} x - The world x coordinate to test.
|
|
* @param {number} y - The world y coordinate to test.
|
|
* @return {boolean} True if the given coordinates are inside this Body, otherwise false.
|
|
*/
|
|
hitTest: function (x, y) {
|
|
return Phaser.Rectangle.contains(this, x, y);
|
|
},
|
|
|
|
/**
|
|
* Returns true if the bottom of this Body is in contact with either the world bounds or a tile.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#onFloor
|
|
* @return {boolean} True if in contact with either the world bounds or a tile.
|
|
*/
|
|
onFloor: function () {
|
|
return this.blocked.down;
|
|
},
|
|
|
|
/**
|
|
* Returns true if either side of this Body is in contact with either the world bounds or a tile.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#onWall
|
|
* @return {boolean} True if in contact with either the world bounds or a tile.
|
|
*/
|
|
onWall: function () {
|
|
return (this.blocked.left || this.blocked.right);
|
|
},
|
|
|
|
/**
|
|
* Returns the absolute delta x value.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaAbsX
|
|
* @return {number} The absolute delta value.
|
|
*/
|
|
deltaAbsX: function () {
|
|
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
|
},
|
|
|
|
/**
|
|
* Returns the absolute delta y value.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaAbsY
|
|
* @return {number} The absolute delta value.
|
|
*/
|
|
deltaAbsY: function () {
|
|
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
|
},
|
|
|
|
/**
|
|
* Returns the delta x value. The difference between Body.x now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaX
|
|
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
|
|
*/
|
|
deltaX: function () {
|
|
return this.position.x - this.prev.x;
|
|
},
|
|
|
|
/**
|
|
* Returns the delta y value. The difference between Body.y now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaY
|
|
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
|
|
*/
|
|
deltaY: function () {
|
|
return this.position.y - this.prev.y;
|
|
},
|
|
|
|
/**
|
|
* Returns the delta z value. The difference between Body.rotation now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaZ
|
|
* @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise.
|
|
*/
|
|
deltaZ: function () {
|
|
return this.rotation - this.preRotation;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Physics.Arcade.Body#bottom
|
|
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return this.position.y + this.height;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Arcade.Body#right
|
|
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
|
|
|
|
get: function () {
|
|
return this.position.x + this.width;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Arcade.Body#x
|
|
* @property {number} x - The x position.
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.position.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.position.x = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Arcade.Body#y
|
|
* @property {number} y - The y position.
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.position.y = value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Render Sprite Body.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#render
|
|
* @param {object} context - The context to render to.
|
|
* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
|
|
* @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
|
|
*/
|
|
Phaser.Physics.Arcade.Body.render = function (context, body, color, filled) {
|
|
|
|
if (typeof filled === 'undefined') { filled = true; }
|
|
|
|
color = color || 'rgba(0,255,0,0.4)';
|
|
|
|
if (filled)
|
|
{
|
|
context.fillStyle = color;
|
|
context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
|
|
}
|
|
else
|
|
{
|
|
context.strokeStyle = color;
|
|
context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Render Sprite Body Physics Data as text.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#renderBodyInfo
|
|
* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
Phaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) {
|
|
|
|
debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height);
|
|
debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body._dx.toFixed(2), 'deltaY: ' + body._dy.toFixed(2));
|
|
debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2));
|
|
debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2));
|
|
debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down);
|
|
debug.line('blocked left: ' + body.blocked.left, 'right: ' + body.blocked.right, 'up: ' + body.blocked.up, 'down: ' + body.blocked.down);
|
|
|
|
};
|
|
|
|
Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;
|
|
</pre>
|
|
</article>
|
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</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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