phaser/src/physics/arcade/World.js
2020-10-22 13:59:49 -07:00

2427 lines
87 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var AngleBetweenPoints = require('../../math/angle/BetweenPoints');
var Body = require('./Body');
var Clamp = require('../../math/Clamp');
var Class = require('../../utils/Class');
var Collider = require('./Collider');
var CONST = require('./const');
var DistanceBetween = require('../../math/distance/DistanceBetween');
var EventEmitter = require('eventemitter3');
var Events = require('./events');
var FuzzyEqual = require('../../math/fuzzy/Equal');
var FuzzyGreaterThan = require('../../math/fuzzy/GreaterThan');
var FuzzyLessThan = require('../../math/fuzzy/LessThan');
var GetOverlapX = require('./GetOverlapX');
var GetOverlapY = require('./GetOverlapY');
var GetTilesWithinWorldXY = require('../../tilemaps/components/GetTilesWithinWorldXY');
var GetValue = require('../../utils/object/GetValue');
var MATH_CONST = require('../../math/const');
var ProcessQueue = require('../../structs/ProcessQueue');
var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks');
var Rectangle = require('../../geom/rectangle/Rectangle');
var RTree = require('../../structs/RTree');
var SeparateTile = require('./tilemap/SeparateTile');
var SeparateX = require('./SeparateX');
var SeparateY = require('./SeparateY');
var Set = require('../../structs/Set');
var StaticBody = require('./StaticBody');
var TileIntersectsBody = require('./tilemap/TileIntersectsBody');
var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
var Vector2 = require('../../math/Vector2');
var Wrap = require('../../math/Wrap');
/**
* @classdesc
* The Arcade Physics World.
*
* The World is responsible for creating, managing, colliding and updating all of the bodies within it.
*
* An instance of the World belongs to a Phaser.Scene and is accessed via the property `physics.world`.
*
* @class World
* @extends Phaser.Events.EventEmitter
* @memberof Phaser.Physics.Arcade
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this World instance belongs.
* @param {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} config - An Arcade Physics Configuration object.
*/
var World = new Class({
Extends: EventEmitter,
initialize:
function World (scene, config)
{
EventEmitter.call(this);
/**
* The Scene this simulation belongs to.
*
* @name Phaser.Physics.Arcade.World#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
/**
* Dynamic Bodies in this simulation.
*
* @name Phaser.Physics.Arcade.World#bodies
* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.Body>}
* @since 3.0.0
*/
this.bodies = new Set();
/**
* Static Bodies in this simulation.
*
* @name Phaser.Physics.Arcade.World#staticBodies
* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.StaticBody>}
* @since 3.0.0
*/
this.staticBodies = new Set();
/**
* Static Bodies marked for deletion.
*
* @name Phaser.Physics.Arcade.World#pendingDestroy
* @type {Phaser.Structs.Set.<(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)>}
* @since 3.1.0
*/
this.pendingDestroy = new Set();
/**
* This simulation's collision processors.
*
* @name Phaser.Physics.Arcade.World#colliders
* @type {Phaser.Structs.ProcessQueue.<Phaser.Physics.Arcade.Collider>}
* @since 3.0.0
*/
this.colliders = new ProcessQueue();
/**
* Acceleration of Bodies due to gravity, in pixels per second.
*
* @name Phaser.Physics.Arcade.World#gravity
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
/**
* A boundary constraining Bodies.
*
* @name Phaser.Physics.Arcade.World#bounds
* @type {Phaser.Geom.Rectangle}
* @since 3.0.0
*/
this.bounds = new Rectangle(
GetValue(config, 'x', 0),
GetValue(config, 'y', 0),
GetValue(config, 'width', scene.sys.scale.width),
GetValue(config, 'height', scene.sys.scale.height)
);
/**
* The boundary edges that Bodies can collide with.
*
* @name Phaser.Physics.Arcade.World#checkCollision
* @type {Phaser.Types.Physics.Arcade.CheckCollisionObject}
* @since 3.0.0
*/
this.checkCollision = {
up: GetValue(config, 'checkCollision.up', true),
down: GetValue(config, 'checkCollision.down', true),
left: GetValue(config, 'checkCollision.left', true),
right: GetValue(config, 'checkCollision.right', true)
};
/**
* The number of physics steps to be taken per second.
*
* This property is read-only. Use the `setFPS` method to modify it at run-time.
*
* @name Phaser.Physics.Arcade.World#fps
* @readonly
* @type {number}
* @default 60
* @since 3.10.0
*/
this.fps = GetValue(config, 'fps', 60);
/**
* Should Physics use a fixed update time-step (true) or sync to the render fps (false)?.
* False value of this property disables fps and timeScale properties.
*
* @name Phaser.Physics.Arcade.World#fixedStep
* @type {boolean}
* @default true
* @since 3.23.0
*/
this.fixedStep = GetValue(config, 'fixedStep', true);
/**
* The amount of elapsed ms since the last frame.
*
* @name Phaser.Physics.Arcade.World#_elapsed
* @private
* @type {number}
* @since 3.10.0
*/
this._elapsed = 0;
/**
* Internal frame time value.
*
* @name Phaser.Physics.Arcade.World#_frameTime
* @private
* @type {number}
* @since 3.10.0
*/
this._frameTime = 1 / this.fps;
/**
* Internal frame time ms value.
*
* @name Phaser.Physics.Arcade.World#_frameTimeMS
* @private
* @type {number}
* @since 3.10.0
*/
this._frameTimeMS = 1000 * this._frameTime;
/**
* The number of steps that took place in the last frame.
*
* @name Phaser.Physics.Arcade.World#stepsLastFrame
* @readonly
* @type {number}
* @since 3.10.0
*/
this.stepsLastFrame = 0;
/**
* Scaling factor applied to the frame rate.
*
* - 1.0 = normal speed
* - 2.0 = half speed
* - 0.5 = double speed
*
* @name Phaser.Physics.Arcade.World#timeScale
* @type {number}
* @default 1
* @since 3.10.0
*/
this.timeScale = GetValue(config, 'timeScale', 1);
/**
* The maximum absolute difference of a Body's per-step velocity and its overlap with another Body that will result in separation on *each axis*.
* Larger values favor separation.
* Smaller values favor no separation.
*
* @name Phaser.Physics.Arcade.World#OVERLAP_BIAS
* @type {number}
* @default 4
* @since 3.0.0
*/
this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4);
/**
* The maximum absolute value of a Body's overlap with a tile that will result in separation on *each axis*.
* Larger values favor separation.
* Smaller values favor no separation.
* The optimum value may be similar to the tile size.
*
* @name Phaser.Physics.Arcade.World#TILE_BIAS
* @type {number}
* @default 16
* @since 3.0.0
*/
this.TILE_BIAS = GetValue(config, 'tileBias', 16);
/**
* Always separate overlapping Bodies horizontally before vertically.
* False (the default) means Bodies are first separated on the axis of greater gravity, or the vertical axis if neither is greater.
*
* @name Phaser.Physics.Arcade.World#forceX
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.forceX = GetValue(config, 'forceX', false);
/**
* Whether the simulation advances with the game loop.
*
* @name Phaser.Physics.Arcade.World#isPaused
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.isPaused = GetValue(config, 'isPaused', false);
/**
* Temporary total of colliding Bodies.
*
* @name Phaser.Physics.Arcade.World#_total
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._total = 0;
/**
* Enables the debug display.
*
* @name Phaser.Physics.Arcade.World#drawDebug
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.drawDebug = GetValue(config, 'debug', false);
/**
* The graphics object drawing the debug display.
*
* @name Phaser.Physics.Arcade.World#debugGraphic
* @type {Phaser.GameObjects.Graphics}
* @since 3.0.0
*/
this.debugGraphic;
/**
* Default debug display settings for new Bodies.
*
* @name Phaser.Physics.Arcade.World#defaults
* @type {Phaser.Types.Physics.Arcade.ArcadeWorldDefaults}
* @since 3.0.0
*/
this.defaults = {
debugShowBody: GetValue(config, 'debugShowBody', true),
debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true),
debugShowVelocity: GetValue(config, 'debugShowVelocity', true),
bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff),
staticBodyDebugColor: GetValue(config, 'debugStaticBodyColor', 0x0000ff),
velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00)
};
/**
* The maximum number of items per node on the RTree.
*
* This is ignored if `useTree` is `false`. If you have a large number of bodies in
* your world then you may find search performance improves by increasing this value,
* to allow more items per node and less node division.
*
* @name Phaser.Physics.Arcade.World#maxEntries
* @type {integer}
* @default 16
* @since 3.0.0
*/
this.maxEntries = GetValue(config, 'maxEntries', 16);
/**
* Should this Arcade Physics World use an RTree for Dynamic bodies?
*
* An RTree is a fast way of spatially sorting of all the bodies in the world.
* However, at certain limits, the cost of clearing and inserting the bodies into the
* tree every frame becomes more expensive than the search speed gains it provides.
*
* If you have a large number of dynamic bodies in your world then it may be best to
* disable the use of the RTree by setting this property to `false` in the physics config.
*
* The number it can cope with depends on browser and device, but a conservative estimate
* of around 5,000 bodies should be considered the max before disabling it.
*
* This only applies to dynamic bodies. Static bodies are always kept in an RTree,
* because they don't have to be cleared every frame, so you benefit from the
* massive search speeds all the time.
*
* @name Phaser.Physics.Arcade.World#useTree
* @type {boolean}
* @default true
* @since 3.10.0
*/
this.useTree = GetValue(config, 'useTree', true);
/**
* The spatial index of Dynamic Bodies.
*
* @name Phaser.Physics.Arcade.World#tree
* @type {Phaser.Structs.RTree}
* @since 3.0.0
*/
this.tree = new RTree(this.maxEntries);
/**
* The spatial index of Static Bodies.
*
* @name Phaser.Physics.Arcade.World#staticTree
* @type {Phaser.Structs.RTree}
* @since 3.0.0
*/
this.staticTree = new RTree(this.maxEntries);
/**
* Recycled input for tree searches.
*
* @name Phaser.Physics.Arcade.World#treeMinMax
* @type {Phaser.Types.Physics.Arcade.ArcadeWorldTreeMinMax}
* @since 3.0.0
*/
this.treeMinMax = { minX: 0, minY: 0, maxX: 0, maxY: 0 };
/**
* A temporary Transform Matrix used by bodies for calculations without them needing their own local copy.
*
* @name Phaser.Physics.Arcade.World#_tempMatrix
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @private
* @since 3.12.0
*/
this._tempMatrix = new TransformMatrix();
/**
* A temporary Transform Matrix used by bodies for calculations without them needing their own local copy.
*
* @name Phaser.Physics.Arcade.World#_tempMatrix2
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @private
* @since 3.12.0
*/
this._tempMatrix2 = new TransformMatrix();
if (this.drawDebug)
{
this.createDebugGraphic();
}
},
/**
* Adds an Arcade Physics Body to a Game Object, an array of Game Objects, or the children of a Group.
*
* The difference between this and the `enableBody` method is that you can pass arrays or Groups
* to this method.
*
* You can specify if the bodies are to be Dynamic or Static. A dynamic body can move via velocity and
* acceleration. A static body remains fixed in place and as such is able to use an optimized search
* tree, making it ideal for static elements such as level objects. You can still collide and overlap
* with static bodies.
*
* Normally, rather than calling this method directly, you'd use the helper methods available in the
* Arcade Physics Factory, such as:
*
* ```javascript
* this.physics.add.image(x, y, textureKey);
* this.physics.add.sprite(x, y, textureKey);
* ```
*
* Calling factory methods encapsulates the creation of a Game Object and the creation of its
* body at the same time. If you are creating custom classes then you can pass them to this
* method to have their bodies created.
*
* @method Phaser.Physics.Arcade.World#enable
* @since 3.0.0
*
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object - The object, or objects, on which to create the bodies.
* @param {integer} [bodyType] - The type of Body to create. Either `DYNAMIC_BODY` or `STATIC_BODY`.
*/
enable: function (object, bodyType)
{
if (bodyType === undefined) { bodyType = CONST.DYNAMIC_BODY; }
if (!Array.isArray(object))
{
object = [ object ];
}
for (var i = 0; i < object.length; i++)
{
var entry = object[i];
if (entry.isParent)
{
var children = entry.getChildren();
for (var c = 0; c < children.length; c++)
{
var child = children[c];
if (child.isParent)
{
// Handle Groups nested inside of Groups
this.enable(child, bodyType);
}
else
{
this.enableBody(child, bodyType);
}
}
}
else
{
this.enableBody(entry, bodyType);
}
}
},
/**
* Creates an Arcade Physics Body on a single Game Object.
*
* If the Game Object already has a body, this method will simply add it back into the simulation.
*
* You can specify if the body is Dynamic or Static. A dynamic body can move via velocity and
* acceleration. A static body remains fixed in place and as such is able to use an optimized search
* tree, making it ideal for static elements such as level objects. You can still collide and overlap
* with static bodies.
*
* Normally, rather than calling this method directly, you'd use the helper methods available in the
* Arcade Physics Factory, such as:
*
* ```javascript
* this.physics.add.image(x, y, textureKey);
* this.physics.add.sprite(x, y, textureKey);
* ```
*
* Calling factory methods encapsulates the creation of a Game Object and the creation of its
* body at the same time. If you are creating custom classes then you can pass them to this
* method to have their bodies created.
*
* @method Phaser.Physics.Arcade.World#enableBody
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} object - The Game Object on which to create the body.
* @param {integer} [bodyType] - The type of Body to create. Either `DYNAMIC_BODY` or `STATIC_BODY`.
*
* @return {Phaser.GameObjects.GameObject} The Game Object on which the body was created.
*/
enableBody: function (object, bodyType)
{
if (bodyType === undefined) { bodyType = CONST.DYNAMIC_BODY; }
if (!object.body)
{
if (bodyType === CONST.DYNAMIC_BODY)
{
object.body = new Body(this, object);
}
else if (bodyType === CONST.STATIC_BODY)
{
object.body = new StaticBody(this, object);
}
}
this.add(object.body);
return object;
},
/**
* Adds an existing Arcade Physics Body or StaticBody to the simulation.
*
* The body is enabled and added to the local search trees.
*
* @method Phaser.Physics.Arcade.World#add
* @since 3.10.0
*
* @param {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} body - The Body to be added to the simulation.
*
* @return {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} The Body that was added to the simulation.
*/
add: function (body)
{
if (body.physicsType === CONST.DYNAMIC_BODY)
{
this.bodies.set(body);
}
else if (body.physicsType === CONST.STATIC_BODY)
{
this.staticBodies.set(body);
this.staticTree.insert(body);
}
body.enable = true;
return body;
},
/**
* Disables the Arcade Physics Body of a Game Object, an array of Game Objects, or the children of a Group.
*
* The difference between this and the `disableBody` method is that you can pass arrays or Groups
* to this method.
*
* The body itself is not deleted, it just has its `enable` property set to false, which
* means you can re-enable it again at any point by passing it to enable `World.enable` or `World.add`.
*
* @method Phaser.Physics.Arcade.World#disable
* @since 3.0.0
*
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object - The object, or objects, on which to disable the bodies.
*/
disable: function (object)
{
if (!Array.isArray(object))
{
object = [ object ];
}
for (var i = 0; i < object.length; i++)
{
var entry = object[i];
if (entry.isParent)
{
var children = entry.getChildren();
for (var c = 0; c < children.length; c++)
{
var child = children[c];
if (child.isParent)
{
// Handle Groups nested inside of Groups
this.disable(child);
}
else
{
this.disableBody(child.body);
}
}
}
else
{
this.disableBody(entry.body);
}
}
},
/**
* Disables an existing Arcade Physics Body or StaticBody and removes it from the simulation.
*
* The body is disabled and removed from the local search trees.
*
* The body itself is not deleted, it just has its `enable` property set to false, which
* means you can re-enable it again at any point by passing it to enable `World.enable` or `World.add`.
*
* @method Phaser.Physics.Arcade.World#disableBody
* @since 3.0.0
*
* @param {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} body - The Body to be disabled.
*/
disableBody: function (body)
{
this.remove(body);
body.enable = false;
},
/**
* Removes an existing Arcade Physics Body or StaticBody from the simulation.
*
* The body is disabled and removed from the local search trees.
*
* The body itself is not deleted, it just has its `enabled` property set to false, which
* means you can re-enable it again at any point by passing it to enable `enable` or `add`.
*
* @method Phaser.Physics.Arcade.World#remove
* @since 3.0.0
*
* @param {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} body - The body to be removed from the simulation.
*/
remove: function (body)
{
if (body.physicsType === CONST.DYNAMIC_BODY)
{
this.tree.remove(body);
this.bodies.delete(body);
}
else if (body.physicsType === CONST.STATIC_BODY)
{
this.staticBodies.delete(body);
this.staticTree.remove(body);
}
},
/**
* Creates a Graphics Game Object that the world will use to render the debug display to.
*
* This is called automatically when the World is instantiated if the `debug` config property
* was set to `true`. However, you can call it at any point should you need to display the
* debug Graphic from a fixed point.
*
* You can control which objects are drawn to the Graphics object, and the colors they use,
* by setting the debug properties in the physics config.
*
* You should not typically use this in a production game. Use it to aid during debugging.
*
* @method Phaser.Physics.Arcade.World#createDebugGraphic
* @since 3.0.0
*
* @return {Phaser.GameObjects.Graphics} The Graphics object that was created for use by the World.
*/
createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
graphic.setDepth(Number.MAX_VALUE);
this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
},
/**
* Sets the position, size and properties of the World boundary.
*
* The World boundary is an invisible rectangle that defines the edges of the World.
* If a Body is set to collide with the world bounds then it will automatically stop
* when it reaches any of the edges. You can optionally set which edges of the boundary
* should be checked against.
*
* @method Phaser.Physics.Arcade.World#setBounds
* @since 3.0.0
*
* @param {number} x - The top-left x coordinate of the boundary.
* @param {number} y - The top-left y coordinate of the boundary.
* @param {number} width - The width of the boundary.
* @param {number} height - The height of the boundary.
* @param {boolean} [checkLeft] - Should bodies check against the left edge of the boundary?
* @param {boolean} [checkRight] - Should bodies check against the right edge of the boundary?
* @param {boolean} [checkUp] - Should bodies check against the top edge of the boundary?
* @param {boolean} [checkDown] - Should bodies check against the bottom edge of the boundary?
*
* @return {Phaser.Physics.Arcade.World} This World object.
*/
setBounds: function (x, y, width, height, checkLeft, checkRight, checkUp, checkDown)
{
this.bounds.setTo(x, y, width, height);
if (checkLeft !== undefined)
{
this.setBoundsCollision(checkLeft, checkRight, checkUp, checkDown);
}
return this;
},
/**
* Enables or disables collisions on each edge of the World boundary.
*
* @method Phaser.Physics.Arcade.World#setBoundsCollision
* @since 3.0.0
*
* @param {boolean} [left=true] - Should bodies check against the left edge of the boundary?
* @param {boolean} [right=true] - Should bodies check against the right edge of the boundary?
* @param {boolean} [up=true] - Should bodies check against the top edge of the boundary?
* @param {boolean} [down=true] - Should bodies check against the bottom edge of the boundary?
*
* @return {Phaser.Physics.Arcade.World} This World object.
*/
setBoundsCollision: function (left, right, up, down)
{
if (left === undefined) { left = true; }
if (right === undefined) { right = true; }
if (up === undefined) { up = true; }
if (down === undefined) { down = true; }
this.checkCollision.left = left;
this.checkCollision.right = right;
this.checkCollision.up = up;
this.checkCollision.down = down;
return this;
},
/**
* Pauses the simulation.
*
* A paused simulation does not update any existing bodies, or run any Colliders.
*
* However, you can still enable and disable bodies within it, or manually run collide or overlap
* checks.
*
* @method Phaser.Physics.Arcade.World#pause
* @fires Phaser.Physics.Arcade.Events#PAUSE
* @since 3.0.0
*
* @return {Phaser.Physics.Arcade.World} This World object.
*/
pause: function ()
{
this.isPaused = true;
this.emit(Events.PAUSE);
return this;
},
/**
* Resumes the simulation, if paused.
*
* @method Phaser.Physics.Arcade.World#resume
* @fires Phaser.Physics.Arcade.Events#RESUME
* @since 3.0.0
*
* @return {Phaser.Physics.Arcade.World} This World object.
*/
resume: function ()
{
this.isPaused = false;
this.emit(Events.RESUME);
return this;
},
/**
* Creates a new Collider object and adds it to the simulation.
*
* A Collider is a way to automatically perform collision checks between two objects,
* calling the collide and process callbacks if they occur.
*
* Colliders are run as part of the World update, after all of the Bodies have updated.
*
* By creating a Collider you don't need then call `World.collide` in your `update` loop,
* as it will be handled for you automatically.
*
* @method Phaser.Physics.Arcade.World#addCollider
* @since 3.0.0
* @see Phaser.Physics.Arcade.World#collide
*
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for collision.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object to check for collision.
* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
* @param {*} [callbackContext] - The scope in which to call the callbacks.
*
* @return {Phaser.Physics.Arcade.Collider} The Collider that was created.
*/
addCollider: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext);
this.colliders.add(collider);
return collider;
},
/**
* Creates a new Overlap Collider object and adds it to the simulation.
*
* A Collider is a way to automatically perform overlap checks between two objects,
* calling the collide and process callbacks if they occur.
*
* Colliders are run as part of the World update, after all of the Bodies have updated.
*
* By creating a Collider you don't need then call `World.overlap` in your `update` loop,
* as it will be handled for you automatically.
*
* @method Phaser.Physics.Arcade.World#addOverlap
* @since 3.0.0
*
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for overlap.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object to check for overlap.
* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects overlap.
* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects overlap. Must return a boolean.
* @param {*} [callbackContext] - The scope in which to call the callbacks.
*
* @return {Phaser.Physics.Arcade.Collider} The Collider that was created.
*/
addOverlap: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext);
this.colliders.add(collider);
return collider;
},
/**
* Removes a Collider from the simulation so it is no longer processed.
*
* This method does not destroy the Collider. If you wish to add it back at a later stage you can call
* `World.colliders.add(Collider)`.
*
* If you no longer need the Collider you can call the `Collider.destroy` method instead, which will
* automatically clear all of its references and then remove it from the World. If you call destroy on
* a Collider you _don't_ need to pass it to this method too.
*
* @method Phaser.Physics.Arcade.World#removeCollider
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Collider} collider - The Collider to remove from the simulation.
*
* @return {Phaser.Physics.Arcade.World} This World object.
*/
removeCollider: function (collider)
{
this.colliders.remove(collider);
return this;
},
/**
* Sets the frame rate to run the simulation at.
*
* The frame rate value is used to simulate a fixed update time step. This fixed
* time step allows for a straightforward implementation of a deterministic game state.
*
* This frame rate is independent of the frequency at which the game is rendering. The
* higher you set the fps, the more physics simulation steps will occur per game step.
* Conversely, the lower you set it, the less will take place.
*
* You can optionally advance the simulation directly yourself by calling the `step` method.
*
* @method Phaser.Physics.Arcade.World#setFPS
* @since 3.10.0
*
* @param {integer} framerate - The frame rate to advance the simulation at.
*
* @return {this} This World object.
*/
setFPS: function (framerate)
{
this.fps = framerate;
this._frameTime = 1 / this.fps;
this._frameTimeMS = 1000 * this._frameTime;
return this;
},
/**
* Advances the simulation based on the elapsed time and fps rate.
*
* This is called automatically by your Scene and does not need to be invoked directly.
*
* @method Phaser.Physics.Arcade.World#update
* @fires Phaser.Physics.Arcade.Events#WORLD_STEP
* @since 3.0.0
*
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
update: function (time, delta)
{
if (this.isPaused || this.bodies.size === 0)
{
return;
}
var i;
var fixedDelta = this._frameTime;
var msPerFrame = this._frameTimeMS * this.timeScale;
this._elapsed += delta;
// Update all active bodies
var body;
var bodies = this.bodies.entries;
// Will a step happen this frame?
var willStep = (this._elapsed >= msPerFrame);
if (!this.fixedStep)
{
fixedDelta = delta * 0.001;
willStep = true;
this._elapsed = 0;
}
for (i = 0; i < bodies.length; i++)
{
body = bodies[i];
if (body.enable)
{
body.preUpdate(willStep, fixedDelta);
}
}
// We know that a step will happen this frame, so let's bundle it all together to save branching and iteration costs
if (willStep)
{
this._elapsed -= msPerFrame;
this.stepsLastFrame = 1;
// Optionally populate our dynamic collision tree
if (this.useTree)
{
this.tree.clear();
this.tree.load(bodies);
}
// Process any colliders
var colliders = this.colliders.update();
for (i = 0; i < colliders.length; i++)
{
var collider = colliders[i];
if (collider.active)
{
collider.update();
}
}
this.emit(Events.WORLD_STEP);
}
// Process any additional steps this frame
while (this._elapsed >= msPerFrame)
{
this._elapsed -= msPerFrame;
this.step(fixedDelta);
}
},
/**
* Advances the simulation by a time increment.
*
* @method Phaser.Physics.Arcade.World#step
* @fires Phaser.Physics.Arcade.Events#WORLD_STEP
* @since 3.10.0
*
* @param {number} delta - The delta time amount, in seconds, by which to advance the simulation.
*/
step: function (delta)
{
// Update all active bodies
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.update(delta);
}
}
// Optionally populate our dynamic collision tree
if (this.useTree)
{
this.tree.clear();
this.tree.load(bodies);
}
// Process any colliders
var colliders = this.colliders.update();
for (i = 0; i < colliders.length; i++)
{
var collider = colliders[i];
if (collider.active)
{
collider.update();
}
}
this.emit(Events.WORLD_STEP);
this.stepsLastFrame++;
},
/**
* Updates bodies, draws the debug display, and handles pending queue operations.
*
* @method Phaser.Physics.Arcade.World#postUpdate
* @since 3.0.0
*/
postUpdate: function ()
{
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
var dynamic = this.bodies;
var staticBodies = this.staticBodies;
// We don't need to postUpdate if there wasn't a step this frame
if (this.stepsLastFrame)
{
this.stepsLastFrame = 0;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.postUpdate();
}
}
}
if (this.drawDebug)
{
var graphics = this.debugGraphic;
graphics.clear();
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
bodies = staticBodies.entries;
len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
}
var pending = this.pendingDestroy;
if (pending.size > 0)
{
var dynamicTree = this.tree;
var staticTree = this.staticTree;
bodies = pending.entries;
len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.physicsType === CONST.DYNAMIC_BODY)
{
dynamicTree.remove(body);
dynamic.delete(body);
}
else if (body.physicsType === CONST.STATIC_BODY)
{
staticTree.remove(body);
staticBodies.delete(body);
}
body.world = undefined;
body.gameObject = undefined;
}
pending.clear();
}
},
/**
* Calculates a Body's velocity and updates its position.
*
* @method Phaser.Physics.Arcade.World#updateMotion
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body to be updated.
* @param {number} delta - The delta value to be used in the motion calculations, in seconds.
*/
updateMotion: function (body, delta)
{
if (body.allowRotation)
{
this.computeAngularVelocity(body, delta);
}
this.computeVelocity(body, delta);
},
/**
* Calculates a Body's angular velocity.
*
* @method Phaser.Physics.Arcade.World#computeAngularVelocity
* @since 3.10.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for.
* @param {number} delta - The delta value to be used in the calculation, in seconds.
*/
computeAngularVelocity: function (body, delta)
{
var velocity = body.angularVelocity;
var acceleration = body.angularAcceleration;
var drag = body.angularDrag;
var max = body.maxAngular;
if (acceleration)
{
velocity += acceleration * delta;
}
else if (body.allowDrag && drag)
{
drag *= delta;
if (FuzzyGreaterThan(velocity - drag, 0, 0.1))
{
velocity -= drag;
}
else if (FuzzyLessThan(velocity + drag, 0, 0.1))
{
velocity += drag;
}
else
{
velocity = 0;
}
}
velocity = Clamp(velocity, -max, max);
var velocityDelta = velocity - body.angularVelocity;
body.angularVelocity += velocityDelta;
body.rotation += (body.angularVelocity * delta);
},
/**
* Calculates a Body's per-axis velocity.
*
* @method Phaser.Physics.Arcade.World#computeVelocity
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for.
* @param {number} delta - The delta value to be used in the calculation, in seconds.
*/
computeVelocity: function (body, delta)
{
var velocityX = body.velocity.x;
var accelerationX = body.acceleration.x;
var dragX = body.drag.x;
var maxX = body.maxVelocity.x;
var velocityY = body.velocity.y;
var accelerationY = body.acceleration.y;
var dragY = body.drag.y;
var maxY = body.maxVelocity.y;
var speed = body.speed;
var maxSpeed = body.maxSpeed;
var allowDrag = body.allowDrag;
var useDamping = body.useDamping;
if (body.allowGravity)
{
velocityX += (this.gravity.x + body.gravity.x) * delta;
velocityY += (this.gravity.y + body.gravity.y) * delta;
}
if (accelerationX)
{
velocityX += accelerationX * delta;
}
else if (allowDrag && dragX)
{
if (useDamping)
{
// Damping based deceleration
dragX = Math.pow(dragX, delta);
velocityX *= dragX;
speed = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
if (FuzzyEqual(speed, 0, 0.001))
{
velocityX = 0;
}
}
else
{
// Linear deceleration
dragX *= delta;
if (FuzzyGreaterThan(velocityX - dragX, 0, 0.01))
{
velocityX -= dragX;
}
else if (FuzzyLessThan(velocityX + dragX, 0, 0.01))
{
velocityX += dragX;
}
else
{
velocityX = 0;
}
}
}
if (accelerationY)
{
velocityY += accelerationY * delta;
}
else if (allowDrag && dragY)
{
if (useDamping)
{
// Damping based deceleration
dragY = Math.pow(dragY, delta);
velocityY *= dragY;
speed = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
if (FuzzyEqual(speed, 0, 0.001))
{
velocityY = 0;
}
}
else
{
// Linear deceleration
dragY *= delta;
if (FuzzyGreaterThan(velocityY - dragY, 0, 0.01))
{
velocityY -= dragY;
}
else if (FuzzyLessThan(velocityY + dragY, 0, 0.01))
{
velocityY += dragY;
}
else
{
velocityY = 0;
}
}
}
velocityX = Clamp(velocityX, -maxX, maxX);
velocityY = Clamp(velocityY, -maxY, maxY);
body.velocity.set(velocityX, velocityY);
if (maxSpeed > -1 && speed > maxSpeed)
{
body.velocity.normalize().scale(maxSpeed);
speed = maxSpeed;
}
body.speed = speed;
},
/**
* Separates two Bodies.
*
* @method Phaser.Physics.Arcade.World#separate
* @fires Phaser.Physics.Arcade.Events#COLLIDE
* @fires Phaser.Physics.Arcade.Events#OVERLAP
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to be separated.
* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to be separated.
* @param {ArcadePhysicsCallback} [processCallback] - The process callback.
* @param {*} [callbackContext] - The context in which to invoke the callback.
* @param {boolean} [overlapOnly] - If this a collide or overlap check?
* @param {boolean} [intersects] - Assert that the bodies intersect and should not be tested before separation.
*
* @return {boolean} True if separation occurred, otherwise false.
*/
separate: function (body1, body2, processCallback, callbackContext, overlapOnly, intersects)
{
if (
!intersects &&
!body1.enable ||
!body2.enable ||
body1.checkCollision.none ||
body2.checkCollision.none ||
!this.intersects(body1, body2))
{
return false;
}
// They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort.
if (processCallback && processCallback.call(callbackContext, body1.gameObject, body2.gameObject) === false)
{
return false;
}
// Circle vs. Circle quick bail out
if (body1.isCircle && body2.isCircle)
{
return this.separateCircle(body1, body2, overlapOnly);
}
// We define the behavior of bodies in a collision circle and rectangle
// If a collision occurs in the corner points of the rectangle, the body behave like circles
// Either body1 or body2 is a circle
if (body1.isCircle !== body2.isCircle)
{
var bodyRect = (body1.isCircle) ? body2 : body1;
var bodyCircle = (body1.isCircle) ? body1 : body2;
var rect = {
x: bodyRect.x,
y: bodyRect.y,
right: bodyRect.right,
bottom: bodyRect.bottom
};
var circle = bodyCircle.center;
if (circle.y < rect.y || circle.y > rect.bottom)
{
if (circle.x < rect.x || circle.x > rect.right)
{
return this.separateCircle(body1, body2, overlapOnly);
}
}
}
var resultX = false;
var resultY = false;
// Do we separate on x first or y first or both?
if (overlapOnly)
{
// No separation but we need to calculate overlapX, overlapY, etc.
resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS);
resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS);
}
else if (this.forceX || Math.abs(this.gravity.y + body1.gravity.y) < Math.abs(this.gravity.x + body1.gravity.x))
{
resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS);
// Are they still intersecting? Let's do the other axis then
if (this.intersects(body1, body2))
{
resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS);
}
}
else
{
resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS);
// Are they still intersecting? Let's do the other axis then
if (this.intersects(body1, body2))
{
resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS);
}
}
var result = (resultX || resultY);
if (result)
{
if (overlapOnly)
{
if (body1.onOverlap || body2.onOverlap)
{
this.emit(Events.OVERLAP, body1.gameObject, body2.gameObject, body1, body2);
}
}
else if (body1.onCollide || body2.onCollide)
{
this.emit(Events.COLLIDE, body1.gameObject, body2.gameObject, body1, body2);
}
}
return result;
},
/**
* Separates two Bodies, when both are circular.
*
* @method Phaser.Physics.Arcade.World#separateCircle
* @fires Phaser.Physics.Arcade.Events#COLLIDE
* @fires Phaser.Physics.Arcade.Events#OVERLAP
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to be separated.
* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to be separated.
* @param {boolean} [overlapOnly] - If this a collide or overlap check?
* @param {number} [bias] - A small value added to the calculations.
*
* @return {boolean} True if separation occurred, otherwise false.
*/
separateCircle: function (body1, body2, overlapOnly, bias)
{
// Set the bounding box overlap values into the bodies themselves (hence we don't use the return values here)
GetOverlapX(body1, body2, false, bias);
GetOverlapY(body1, body2, false, bias);
var overlap = 0;
if (body1.isCircle !== body2.isCircle)
{
var rect = {
x: (body2.isCircle) ? body1.position.x : body2.position.x,
y: (body2.isCircle) ? body1.position.y : body2.position.y,
right: (body2.isCircle) ? body1.right : body2.right,
bottom: (body2.isCircle) ? body1.bottom : body2.bottom
};
var circle = {
x: (body1.isCircle) ? body1.center.x : body2.center.x,
y: (body1.isCircle) ? body1.center.y : body2.center.y,
radius: (body1.isCircle) ? body1.halfWidth : body2.halfWidth
};
if (circle.y < rect.y)
{
if (circle.x < rect.x)
{
overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.y) - circle.radius;
}
else if (circle.x > rect.right)
{
overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.y) - circle.radius;
}
}
else if (circle.y > rect.bottom)
{
if (circle.x < rect.x)
{
overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.bottom) - circle.radius;
}
else if (circle.x > rect.right)
{
overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.bottom) - circle.radius;
}
}
overlap *= -1;
}
else
{
overlap = (body1.halfWidth + body2.halfWidth) - DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y);
}
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)
{
if (overlap !== 0 && (body1.onOverlap || body2.onOverlap))
{
this.emit(Events.OVERLAP, body1.gameObject, body2.gameObject, body1, body2);
}
// return true if there was some overlap, otherwise false
return (overlap !== 0);
}
var dx = body1.center.x - body2.center.x;
var dy = body1.center.y - body2.center.y;
var d = Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2));
var nx = ((body2.center.x - body1.center.x) / d) || 0;
var ny = ((body2.center.y - body1.center.y) / d) || 0;
var p = 2 * (body1.velocity.x * nx + body1.velocity.y * ny - body2.velocity.x * nx - body2.velocity.y * ny) / (body1.mass + body2.mass);
if (body1.immovable || body2.immovable)
{
p *= 2;
}
if (!body1.immovable)
{
body1.velocity.x = (body1.velocity.x - p / body1.mass * nx);
body1.velocity.y = (body1.velocity.y - p / body1.mass * ny);
}
if (!body2.immovable)
{
body2.velocity.x = (body2.velocity.x + p / body2.mass * nx);
body2.velocity.y = (body2.velocity.y + p / body2.mass * ny);
}
if (!body1.immovable && !body2.immovable)
{
overlap /= 2;
}
// TODO this is inadequate for circle-rectangle separation
var angle = AngleBetweenPoints(body1.center, body2.center);
var overlapX = (overlap + MATH_CONST.EPSILON) * Math.cos(angle);
var overlapY = (overlap + MATH_CONST.EPSILON) * Math.sin(angle);
if (!body1.immovable)
{
body1.x -= overlapX;
body1.y -= overlapY;
body1.updateCenter();
}
if (!body2.immovable)
{
body2.x += overlapX;
body2.y += overlapY;
body2.updateCenter();
}
body1.velocity.x *= body1.bounce.x;
body1.velocity.y *= body1.bounce.y;
body2.velocity.x *= body2.bounce.x;
body2.velocity.y *= body2.bounce.y;
if (body1.onCollide || body2.onCollide)
{
this.emit(Events.COLLIDE, body1.gameObject, body2.gameObject, body1, body2);
}
return true;
},
/**
* Checks to see if two Bodies intersect at all.
*
* @method Phaser.Physics.Arcade.World#intersects
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - The first body to check.
* @param {Phaser.Physics.Arcade.Body} body2 - The second body to check.
*
* @return {boolean} True if the two bodies intersect, otherwise false.
*/
intersects: function (body1, body2)
{
if (body1 === body2)
{
return false;
}
if (!body1.isCircle && !body2.isCircle)
{
// Rect vs. Rect
return !(
body1.right <= body2.position.x ||
body1.bottom <= body2.position.y ||
body1.position.x >= body2.right ||
body1.position.y >= body2.bottom
);
}
else if (body1.isCircle)
{
if (body2.isCircle)
{
// Circle vs. Circle
return DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y) <= (body1.halfWidth + body2.halfWidth);
}
else
{
// Circle vs. Rect
return this.circleBodyIntersects(body1, body2);
}
}
else
{
// Rect vs. Circle
return this.circleBodyIntersects(body2, body1);
}
},
/**
* Tests if a circular Body intersects with another Body.
*
* @method Phaser.Physics.Arcade.World#circleBodyIntersects
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} circle - The circular body to test.
* @param {Phaser.Physics.Arcade.Body} body - The rectangular body to test.
*
* @return {boolean} True if the two bodies intersect, otherwise false.
*/
circleBodyIntersects: function (circle, body)
{
var x = Clamp(circle.center.x, body.left, body.right);
var y = Clamp(circle.center.y, body.top, body.bottom);
var dx = (circle.center.x - x) * (circle.center.x - x);
var dy = (circle.center.y - y) * (circle.center.y - y);
return (dx + dy) <= (circle.halfWidth * circle.halfWidth);
},
/**
* Tests if Game Objects overlap.
*
* See details in {@link Phaser.Physics.Arcade.World#collide}.
*
* @method Phaser.Physics.Arcade.World#overlap
* @since 3.0.0
*
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
* @param {ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.
* @param {*} [callbackContext] - The context in which to run the callbacks.
*
* @return {boolean} True if at least one Game Object overlaps another.
*
* @see Phaser.Physics.Arcade.World#collide
*/
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
{
if (overlapCallback === undefined) { overlapCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = overlapCallback; }
return this.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true);
},
/**
* Performs a collision check and separation between the two physics enabled objects given, which can be single
* Game Objects, arrays of Game Objects, Physics Groups, arrays of Physics Groups or normal Groups.
*
* If you don't require separation then use {@link Phaser.Physics.Arcade.World#overlap} instead.
*
* If two Groups or arrays are passed, each member of one will be tested against each member of the other.
*
* If **only** one Group is passed (as `object1`), each member of the Group will be collided against the other members.
*
* If **only** one Array is passed, the array is iterated and every element in it is tested against the others.
*
* Two callbacks can be provided; they receive the colliding game objects as arguments.
* If an overlap is detected, the `processCallback` is called first. It can cancel the collision by returning false.
* Next the objects are separated and `collideCallback` is invoked.
*
* Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable
* for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.
* The separation that stops two objects penetrating may create a new penetration against a different object. If you
* require a high level of stability please consider using an alternative physics system, such as Matter.js.
*
* @method Phaser.Physics.Arcade.World#collide
* @since 3.0.0
*
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
*
* @return {boolean} `true` if any overlapping Game Objects were separated, otherwise `false`.
*/
collide: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
return this.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false);
},
/**
* Internal helper function. Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideObjects
* @private
* @since 3.0.0
*
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for collision.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object to check for collision.
* @param {ArcadePhysicsCallback} collideCallback - The callback to invoke when the two objects collide.
* @param {ArcadePhysicsCallback} processCallback - The callback to invoke when the two objects collide. Must return a boolean.
* @param {any} callbackContext - The scope in which to call the callbacks.
* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideObjects: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
{
var i;
var j;
if (object1.isParent && object1.physicsType === undefined)
{
object1 = object1.children.entries;
}
if (object2 && object2.isParent && object2.physicsType === undefined)
{
object2 = object2.children.entries;
}
var object1isArray = Array.isArray(object1);
var object2isArray = Array.isArray(object2);
this._total = 0;
if (!object1isArray && !object2isArray)
{
// Neither of them are arrays - do this first as it's the most common use-case
this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (!object1isArray && object2isArray)
{
// Object 2 is an Array
for (i = 0; i < object2.length; i++)
{
this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
else if (object1isArray && !object2isArray)
{
// Object 1 is an Array
if (!object2)
{
// Special case for array vs. self
for (i = 0; i < object1.length; i++)
{
var child = object1[i];
for (j = i + 1; j < object1.length; j++)
{
if (i === j)
{
continue;
}
this.collideHandler(child, object1[j], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
}
else
{
for (i = 0; i < object1.length; i++)
{
this.collideHandler(object1[i], object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
}
else
{
// They're both arrays
for (i = 0; i < object1.length; i++)
{
for (j = 0; j < object2.length; j++)
{
this.collideHandler(object1[i], object2[j], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
}
return (this._total > 0);
},
/**
* Internal helper function. Please use Phaser.Physics.Arcade.World#collide and Phaser.Physics.Arcade.World#overlap instead.
*
* @method Phaser.Physics.Arcade.World#collideHandler
* @private
* @since 3.0.0
*
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object or array of objects to check, or `undefined`.
* @param {ArcadePhysicsCallback} collideCallback - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} processCallback - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} callbackContext - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
{
// Collide Group with Self
// Only collide valid objects
if (object2 === undefined && object1.isParent)
{
return this.collideGroupVsGroup(object1, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
// If neither of the objects are set then bail out
if (!object1 || !object2)
{
return false;
}
// A Body
if (object1.body)
{
if (object2.body)
{
return this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isParent)
{
return this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isTilemap)
{
return this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
// GROUPS
else if (object1.isParent)
{
if (object2.body)
{
return this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isParent)
{
return this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isTilemap)
{
return this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
// TILEMAP LAYERS
else if (object1.isTilemap)
{
if (object2.body)
{
return this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isParent)
{
return this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
},
/**
* Internal handler for Sprite vs. Sprite collisions.
* Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideSpriteVsSprite
* @private
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} sprite1 - The first object to check for collision.
* @param {Phaser.GameObjects.GameObject} sprite2 - The second object to check for collision.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (!sprite1.body || !sprite2.body)
{
return false;
}
if (this.separate(sprite1.body, sprite2.body, processCallback, callbackContext, overlapOnly))
{
if (collideCallback)
{
collideCallback.call(callbackContext, sprite1, sprite2);
}
this._total++;
}
return true;
},
/**
* Internal handler for Sprite vs. Group collisions.
* Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideSpriteVsGroup
* @private
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {Phaser.GameObjects.Group} group - The second object to check for collision.
* @param {ArcadePhysicsCallback} collideCallback - The callback to invoke when the two objects collide.
* @param {ArcadePhysicsCallback} processCallback - The callback to invoke when the two objects collide. Must return a boolean.
* @param {any} callbackContext - The scope in which to call the callbacks.
* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
*
* @return {boolean} `true` if the Sprite collided with the given Group, otherwise `false`.
*/
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext, overlapOnly)
{
var bodyA = sprite.body;
if (group.length === 0 || !bodyA || !bodyA.enable || bodyA.checkCollision.none)
{
return;
}
// Does sprite collide with anything?
var i;
var len;
var bodyB;
if (this.useTree || group.physicsType === CONST.STATIC_BODY)
{
var minMax = this.treeMinMax;
minMax.minX = bodyA.left;
minMax.minY = bodyA.top;
minMax.maxX = bodyA.right;
minMax.maxY = bodyA.bottom;
var results = (group.physicsType === CONST.DYNAMIC_BODY) ? this.tree.search(minMax) : this.staticTree.search(minMax);
len = results.length;
for (i = 0; i < len; i++)
{
bodyB = results[i];
if (bodyA === bodyB || !bodyB.enable || bodyB.checkCollision.none || !group.contains(bodyB.gameObject))
{
// Skip if comparing against itself, or if bodyB isn't collidable, or if bodyB isn't actually part of the Group
continue;
}
if (this.separate(bodyA, bodyB, processCallback, callbackContext, overlapOnly, true))
{
if (collideCallback)
{
collideCallback.call(callbackContext, bodyA.gameObject, bodyB.gameObject);
}
this._total++;
}
}
}
else
{
var children = group.getChildren();
var skipIndex = group.children.entries.indexOf(sprite);
len = children.length;
for (i = 0; i < len; i++)
{
bodyB = children[i].body;
if (!bodyB || i === skipIndex || !bodyB.enable)
{
continue;
}
if (this.separate(bodyA, bodyB, processCallback, callbackContext, overlapOnly))
{
if (collideCallback)
{
collideCallback.call(callbackContext, bodyA.gameObject, bodyB.gameObject);
}
this._total++;
}
}
}
},
/**
* Internal handler for Group vs. Tilemap collisions.
* Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideGroupVsTilemapLayer
* @private
* @since 3.0.0
*
* @param {Phaser.GameObjects.Group} group - The first object to check for collision.
* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The second object to check for collision.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)
{
var children = group.getChildren();
if (children.length === 0)
{
return false;
}
var didCollide = false;
for (var i = 0; i < children.length; i++)
{
if (children[i].body)
{
if (this.collideSpriteVsTilemapLayer(children[i], tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly))
{
didCollide = true;
}
}
}
return didCollide;
},
/**
* This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.
*
* You should generally use the `collide` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
* tile filtering and culling for you, as well as handle the interesting face collision automatically.
*
* This method is offered for those who would like to check for collision with specific Tiles in a layer, without
* having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions
* on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
* you should filter them before passing them to this method.
*
* Important: Use of this method skips the `interesting faces` system that Tilemap Layers use. This means if you have
* say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the
* tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on
* dynamic maps, this method can prove very useful.
*
* @method Phaser.Physics.Arcade.World#collideTiles
* @fires Phaser.Physics.Arcade.Events#TILE_COLLIDE
* @since 3.17.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
{
if (!sprite.body.enable || tiles.length === 0)
{
return false;
}
else
{
return this.collideSpriteVsTilesHandler(sprite, tiles, collideCallback, processCallback, callbackContext, false, false);
}
},
/**
* This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.
*
* You should generally use the `overlap` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
* tile filtering and culling for you, as well as handle the interesting face collision automatically.
*
* This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without
* having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap
* tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
* you should filter them before passing them to this method.
*
* @method Phaser.Physics.Arcade.World#overlapTiles
* @fires Phaser.Physics.Arcade.Events#TILE_OVERLAP
* @since 3.17.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext)
{
if (!sprite.body.enable || tiles.length === 0)
{
return false;
}
else
{
return this.collideSpriteVsTilesHandler(sprite, tiles, collideCallback, processCallback, callbackContext, true, false);
}
},
/**
* Internal handler for Sprite vs. Tilemap collisions.
* Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideSpriteVsTilemapLayer
* @fires Phaser.Physics.Arcade.Events#TILE_COLLIDE
* @fires Phaser.Physics.Arcade.Events#TILE_OVERLAP
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The second object to check for collision.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
* @param {boolean} [overlapOnly] - Whether this is a collision or overlap check.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)
{
var body = sprite.body;
if (!body.enable || body.checkCollision.none)
{
return false;
}
var x = body.position.x;
var y = body.position.y;
var w = body.width;
var h = body.height;
var layerData = tilemapLayer.layer;
if (layerData.tileWidth > layerData.baseTileWidth)
{
// The x origin of a tile is the left side, so x and width need to be adjusted.
var xDiff = (layerData.tileWidth - layerData.baseTileWidth) * tilemapLayer.scaleX;
x -= xDiff;
w += xDiff;
}
if (layerData.tileHeight > layerData.baseTileHeight)
{
// The y origin of a tile is the bottom side, so just the height needs to be adjusted.
var yDiff = (layerData.tileHeight - layerData.baseTileHeight) * tilemapLayer.scaleY;
h += yDiff;
}
var mapData = GetTilesWithinWorldXY(x, y, w, h, null, tilemapLayer.scene.cameras.main, tilemapLayer.layer);
if (mapData.length === 0)
{
return false;
}
else
{
return this.collideSpriteVsTilesHandler(sprite, mapData, collideCallback, processCallback, callbackContext, overlapOnly, true);
}
},
/**
* Internal handler for Sprite vs. Tilemap collisions.
* Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideSpriteVsTilesHandler
* @fires Phaser.Physics.Arcade.Events#TILE_COLLIDE
* @fires Phaser.Physics.Arcade.Events#TILE_OVERLAP
* @private
* @since 3.17.0
*
* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The second object to check for collision.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
* @param {boolean} [overlapOnly] - Whether this is a collision or overlap check.
* @param {boolean} [isLayer] - Is this check coming from a TilemapLayer or an array of tiles?
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideSpriteVsTilesHandler: function (sprite, tiles, collideCallback, processCallback, callbackContext, overlapOnly, isLayer)
{
var body = sprite.body;
var tile;
var tileWorldRect = { left: 0, right: 0, top: 0, bottom: 0 };
var tilemapLayer;
var collision = false;
for (var i = 0; i < tiles.length; i++)
{
tile = tiles[i];
tilemapLayer = tile.tilemapLayer;
var point = tilemapLayer.tileToWorldXY(tile.x, tile.y);
tileWorldRect.left = point.x;
tileWorldRect.top = point.y;
// If the maps base tile size differs from the layer tile size, only the top of the rect
// needs to be adjusted since its origin is (0, 1).
if (tile.baseHeight !== tile.height)
{
tileWorldRect.top -= (tile.height - tile.baseHeight) * tilemapLayer.scaleY;
}
tileWorldRect.right = tileWorldRect.left + tile.width * tilemapLayer.scaleX;
tileWorldRect.bottom = tileWorldRect.top + tile.height * tilemapLayer.scaleY;
if (TileIntersectsBody(tileWorldRect, body)
&& (!processCallback || processCallback.call(callbackContext, sprite, tile))
&& ProcessTileCallbacks(tile, sprite)
&& (overlapOnly || SeparateTile(i, body, tile, tileWorldRect, tilemapLayer, this.TILE_BIAS, isLayer)))
{
this._total++;
collision = true;
if (collideCallback)
{
collideCallback.call(callbackContext, sprite, tile);
}
if (overlapOnly && body.onOverlap)
{
this.emit(Events.TILE_OVERLAP, sprite, tile, body);
}
else if (body.onCollide)
{
this.emit(Events.TILE_COLLIDE, sprite, tile, body);
}
}
}
return collision;
},
/**
* Internal helper for Group vs. Group collisions.
* Please use Phaser.Physics.Arcade.World#collide instead.
*
* @method Phaser.Physics.Arcade.World#collideGroupVsGroup
* @private
* @since 3.0.0
*
* @param {Phaser.GameObjects.Group} group1 - The first object to check for collision.
* @param {Phaser.GameObjects.Group} group2 - The second object to check for collision.
* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
* @param {any} [callbackContext] - The context in which to run the callbacks.
* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
*
* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
*/
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (group1.length === 0 || group2.length === 0)
{
return;
}
var children = group1.getChildren();
for (var i = 0; i < children.length; i++)
{
this.collideSpriteVsGroup(children[i], group2, collideCallback, processCallback, callbackContext, overlapOnly);
}
},
/**
* Wrap an object's coordinates (or several objects' coordinates) within {@link Phaser.Physics.Arcade.World#bounds}.
*
* If the object is outside any boundary edge (left, top, right, bottom), it will be moved to the same offset from the opposite edge (the interior).
*
* @method Phaser.Physics.Arcade.World#wrap
* @since 3.3.0
*
* @param {any} object - A Game Object, a Group, an object with `x` and `y` coordinates, or an array of such objects.
* @param {number} [padding=0] - An amount added to each boundary edge during the operation.
*/
wrap: function (object, padding)
{
if (object.body)
{
this.wrapObject(object, padding);
}
else if (object.getChildren)
{
this.wrapArray(object.getChildren(), padding);
}
else if (Array.isArray(object))
{
this.wrapArray(object, padding);
}
else
{
this.wrapObject(object, padding);
}
},
/**
* Wrap each object's coordinates within {@link Phaser.Physics.Arcade.World#bounds}.
*
* @method Phaser.Physics.Arcade.World#wrapArray
* @since 3.3.0
*
* @param {Array.<*>} objects - An array of objects to be wrapped.
* @param {number} [padding=0] - An amount added to the boundary.
*/
wrapArray: function (objects, padding)
{
for (var i = 0; i < objects.length; i++)
{
this.wrapObject(objects[i], padding);
}
},
/**
* Wrap an object's coordinates within {@link Phaser.Physics.Arcade.World#bounds}.
*
* @method Phaser.Physics.Arcade.World#wrapObject
* @since 3.3.0
*
* @param {*} object - A Game Object, a Physics Body, or any object with `x` and `y` coordinates
* @param {number} [padding=0] - An amount added to the boundary.
*/
wrapObject: function (object, padding)
{
if (padding === undefined) { padding = 0; }
object.x = Wrap(object.x, this.bounds.left - padding, this.bounds.right + padding);
object.y = Wrap(object.y, this.bounds.top - padding, this.bounds.bottom + padding);
},
/**
* Shuts down the simulation, clearing physics data and removing listeners.
*
* @method Phaser.Physics.Arcade.World#shutdown
* @since 3.0.0
*/
shutdown: function ()
{
this.tree.clear();
this.staticTree.clear();
this.bodies.clear();
this.staticBodies.clear();
this.colliders.destroy();
this.removeAllListeners();
},
/**
* Shuts down the simulation and disconnects it from the current scene.
*
* @method Phaser.Physics.Arcade.World#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
this.scene = null;
}
});
module.exports = World;