mirror of
https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
569 lines
17 KiB
JavaScript
569 lines
17 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
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* the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
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*
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* @class Phaser.Physics.Ninja.Body
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* @constructor
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* @param {Phaser.Physics.Ninja} system - The physics system this Body belongs to.
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* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
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* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
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* @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
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* @param {number} [radius=16] - If this body is using a Circle shape this controls the radius.
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* @param {number} [x=0] - The x coordinate of this Body. This is only used if a sprite is not provided.
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* @param {number} [y=0] - The y coordinate of this Body. This is only used if a sprite is not provided.
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* @param {number} [width=0] - The width of this Body. This is only used if a sprite is not provided.
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* @param {number} [height=0] - The height of this Body. This is only used if a sprite is not provided.
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*/
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Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius, x, y, width, height) {
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sprite = sprite || null;
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if (type === undefined) { type = 1; }
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if (id === undefined) { id = 1; }
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if (radius === undefined) { radius = 16; }
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/**
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* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
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*/
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this.sprite = sprite;
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = system.game;
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/**
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* @property {number} type - The type of physics system this body belongs to.
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*/
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this.type = Phaser.Physics.NINJA;
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/**
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* @property {Phaser.Physics.Ninja} system - The parent physics system.
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*/
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this.system = system;
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/**
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* @property {Phaser.Physics.Ninja.AABB} aabb - The AABB object this body is using for collision.
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*/
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this.aabb = null;
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/**
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* @property {Phaser.Physics.Ninja.Tile} tile - The Tile object this body is using for collision.
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*/
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this.tile = null;
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/**
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* @property {Phaser.Physics.Ninja.Circle} circle - The Circle object this body is using for collision.
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*/
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this.circle = null;
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/**
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* @property {object} shape - A local reference to the body shape.
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*/
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this.shape = null;
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// Setting drag to 0 and friction to 0 means you get a normalised speed (px psec)
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/**
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* @property {number} drag - The drag applied to this object as it moves.
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* @default
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*/
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this.drag = 1;
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/**
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* @property {number} friction - The friction applied to this object as it moves.
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* @default
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*/
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this.friction = 0.05;
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/**
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* @property {number} gravityScale - How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
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* @default
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*/
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this.gravityScale = 1;
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/**
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* @property {number} bounce - The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
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* @default
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*/
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this.bounce = 0.3;
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/**
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* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
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*/
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this.velocity = new Phaser.Point();
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/**
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* @property {number} facing - A const reference to the direction the Body is traveling or facing.
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* @default
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*/
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this.facing = Phaser.NONE;
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/**
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* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. Not fully implemented.
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* @default
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*/
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this.immovable = false;
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/**
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* 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.
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* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
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*/
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this.collideWorldBounds = true;
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/**
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* Set the checkCollision properties to control which directions collision is processed for this Body.
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* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
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* @property {object} checkCollision - An object containing allowed collision.
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*/
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this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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/**
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* This object is populated with boolean values when the Body collides with another.
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* touching.up = true means the collision happened to the top of this Body for example.
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* @property {object} touching - An object containing touching results.
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*/
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* This object is populated with previous touching values from the bodies previous collision.
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* @property {object} wasTouching - An object containing previous touching results.
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*/
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* @property {number} maxSpeed - The maximum speed this body can travel at (taking drag and friction into account)
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* @default
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*/
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this.maxSpeed = 8;
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if (sprite)
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{
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x = sprite.x;
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y = sprite.y;
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width = sprite.width;
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height = sprite.height;
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if (sprite.anchor.x === 0)
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{
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x += (sprite.width * 0.5);
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}
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if (sprite.anchor.y === 0)
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{
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y += (sprite.height * 0.5);
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}
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}
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if (type === 1)
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{
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this.aabb = new Phaser.Physics.Ninja.AABB(this, x, y, width, height);
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this.shape = this.aabb;
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}
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else if (type === 2)
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{
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this.circle = new Phaser.Physics.Ninja.Circle(this, x, y, radius);
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this.shape = this.circle;
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}
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else if (type === 3)
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{
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this.tile = new Phaser.Physics.Ninja.Tile(this, x, y, width, height, id);
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this.shape = this.tile;
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}
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};
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Phaser.Physics.Ninja.Body.prototype = {
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Ninja.Body#preUpdate
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* @protected
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*/
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preUpdate: function () {
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// Store and reset collision flags
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this.wasTouching.none = this.touching.none;
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this.wasTouching.up = this.touching.up;
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this.wasTouching.down = this.touching.down;
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this.wasTouching.left = this.touching.left;
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this.wasTouching.right = this.touching.right;
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this.touching.none = true;
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this.touching.up = false;
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this.touching.down = false;
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this.touching.left = false;
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this.touching.right = false;
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this.shape.integrate();
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if (this.collideWorldBounds)
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{
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this.shape.collideWorldBounds();
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}
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},
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Ninja.Body#postUpdate
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* @protected
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*/
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postUpdate: function () {
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if (this.sprite)
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{
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if (this.sprite.type === Phaser.TILESPRITE)
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{
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// TileSprites don't use their anchor property, so we need to adjust the coordinates
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this.sprite.x = this.shape.pos.x - this.shape.xw;
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this.sprite.y = this.shape.pos.y - this.shape.yw;
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}
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else
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{
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this.sprite.x = this.shape.pos.x;
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this.sprite.y = this.shape.pos.y;
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}
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}
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if (this.velocity.x < 0)
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{
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this.facing = Phaser.LEFT;
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}
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else if (this.velocity.x > 0)
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{
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this.facing = Phaser.RIGHT;
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}
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if (this.velocity.y < 0)
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{
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this.facing = Phaser.UP;
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}
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else if (this.velocity.y > 0)
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{
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this.facing = Phaser.DOWN;
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}
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},
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/**
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* Stops all movement of this body.
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*
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* @method Phaser.Physics.Ninja.Body#setZeroVelocity
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*/
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setZeroVelocity: function () {
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this.shape.oldpos.x = this.shape.pos.x;
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this.shape.oldpos.y = this.shape.pos.y;
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},
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/**
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* Moves the Body forwards based on its current angle and the given speed.
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* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
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*
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* @method Phaser.Physics.Body#moveTo
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* @param {number} speed - The speed at which it should move forwards.
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* @param {number} angle - The angle in which it should move, given in degrees.
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*/
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moveTo: function (speed, angle) {
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var magnitude = speed * this.game.time.physicsElapsed;
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var angle = this.game.math.degToRad(angle);
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this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle));
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this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle));
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},
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/**
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* Moves the Body backwards based on its current angle and the given speed.
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* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
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*
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* @method Phaser.Physics.Body#moveBackward
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* @param {number} speed - The speed at which it should move backwards.
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* @param {number} angle - The angle in which it should move, given in degrees.
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*/
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moveFrom: function (speed, angle) {
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var magnitude = -speed * this.game.time.physicsElapsed;
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var angle = this.game.math.degToRad(angle);
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this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle));
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this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle));
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},
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/**
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* If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.
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* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
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*
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* @method Phaser.Physics.Body#moveLeft
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* @param {number} speed - The speed at which it should move to the left, in pixels per second.
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*/
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moveLeft: function (speed) {
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var fx = -speed * this.game.time.physicsElapsed;
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this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx));
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},
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/**
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* If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.
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* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
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*
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* @method Phaser.Physics.Body#moveRight
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* @param {number} speed - The speed at which it should move to the right, in pixels per second.
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*/
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moveRight: function (speed) {
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var fx = speed * this.game.time.physicsElapsed;
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this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx));
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},
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/**
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* If this Body is dynamic then this will move it up by setting its y velocity to the given speed.
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* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
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*
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* @method Phaser.Physics.Body#moveUp
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* @param {number} speed - The speed at which it should move up, in pixels per second.
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*/
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moveUp: function (speed) {
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var fx = -speed * this.game.time.physicsElapsed;
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this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx));
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},
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/**
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* If this Body is dynamic then this will move it down by setting its y velocity to the given speed.
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* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
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*
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* @method Phaser.Physics.Body#moveDown
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* @param {number} speed - The speed at which it should move down, in pixels per second.
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*/
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moveDown: function (speed) {
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var fx = speed * this.game.time.physicsElapsed;
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this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx));
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},
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/**
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* Resets all Body values and repositions on the Sprite.
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*
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* @method Phaser.Physics.Ninja.Body#reset
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*/
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reset: function () {
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this.velocity.set(0);
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this.shape.pos.x = this.sprite.x;
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this.shape.pos.y = this.sprite.y;
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this.shape.oldpos.copyFrom(this.shape.pos);
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},
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/**
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* Returns the absolute delta x value.
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*
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* @method Phaser.Physics.Ninja.Body#deltaAbsX
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* @return {number} The absolute delta value.
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*/
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deltaAbsX: function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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},
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/**
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* Returns the absolute delta y value.
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*
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* @method Phaser.Physics.Ninja.Body#deltaAbsY
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* @return {number} The absolute delta value.
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*/
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deltaAbsY: function () {
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return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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},
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/**
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* Returns the delta x value. The difference between Body.x now and in the previous step.
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*
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* @method Phaser.Physics.Ninja.Body#deltaX
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* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
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*/
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deltaX: function () {
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return this.shape.pos.x - this.shape.oldpos.x;
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},
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/**
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* Returns the delta y value. The difference between Body.y now and in the previous step.
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*
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* @method Phaser.Physics.Ninja.Body#deltaY
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* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
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*/
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deltaY: function () {
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return this.shape.pos.y - this.shape.oldpos.y;
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},
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/**
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* Destroys this body's reference to the sprite and system, and destroys its shape.
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*
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* @method Phaser.Physics.Ninja.Body#destroy
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*/
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destroy: function() {
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this.sprite = null;
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this.system = null;
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this.aabb = null;
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this.tile = null;
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this.circle = null;
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this.shape.destroy();
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this.shape = null;
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}
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};
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/**
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* @name Phaser.Physics.Ninja.Body#x
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* @property {number} x - The x position.
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "x", {
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get: function () {
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return this.shape.pos.x;
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},
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set: function (value) {
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this.shape.pos.x = value;
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#y
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* @property {number} y - The y position.
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "y", {
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get: function () {
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return this.shape.pos.y;
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},
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set: function (value) {
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this.shape.pos.y = value;
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#width
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* @property {number} width - The width of this Body
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "width", {
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get: function () {
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return this.shape.width;
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#height
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* @property {number} height - The height of this Body
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "height", {
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get: function () {
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return this.shape.height;
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#bottom
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* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "bottom", {
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get: function () {
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return this.shape.pos.y + this.shape.yw;
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#right
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* @property {number} right - The right value of this Body (same as Body.x + Body.width)
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "right", {
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get: function () {
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return this.shape.pos.x + this.shape.xw;
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#speed
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* @property {number} speed - The speed of this Body
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "speed", {
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get: function () {
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return Math.sqrt(this.shape.velocity.x * this.shape.velocity.x + this.shape.velocity.y * this.shape.velocity.y);
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}
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});
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/**
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* @name Phaser.Physics.Ninja.Body#angle
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* @property {number} angle - The angle of this Body
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* @readonly
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*/
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Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "angle", {
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get: function () {
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return Math.atan2(this.shape.velocity.y, this.shape.velocity.x);
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}
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});
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/**
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* Render Sprite's Body.
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*
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* @method Phaser.Physics.Ninja.Body#render
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* @param {object} context - The context to render to.
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* @param {Phaser.Physics.Ninja.Body} body - The Body to render.
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* @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug shape to be rendered. (format is css color string).
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* @param {boolean} [filled=true] - Render the shape as a filled (default, true) or a stroked (false)
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*/
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Phaser.Physics.Ninja.Body.render = function(context, body, color, filled) {
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color = color || 'rgba(0,255,0,0.4)';
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|
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if (filled === undefined)
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{
|
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filled = true;
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}
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if (body.aabb || body.circle)
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{
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body.shape.render(context, body.game.camera.x, body.game.camera.y, color, filled);
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}
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};
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