mirror of
https://github.com/photonstorm/phaser
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706 lines
22 KiB
JavaScript
706 lines
22 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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, acceleration, bounce values etc all on the Body.
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*
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* @class Phaser.Physics.Arcade.Body
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* @classdesc Arcade Physics Body Constructor
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* @constructor
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* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
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*/
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Phaser.Physics.Arcade.Body = function (sprite) {
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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 = sprite.game;
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/**
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* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
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*/
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this.offset = new Phaser.Point();
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/**
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* @property {number} x - The x position of the physics body.
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* @readonly
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*/
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this.x = sprite.x;
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/**
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* @property {number} y - The y position of the physics body.
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* @readonly
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*/
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this.y = sprite.y;
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/**
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* @property {number} preX - The previous x position of the physics body.
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* @readonly
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*/
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this.preX = sprite.x;
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/**
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* @property {number} preY - The previous y position of the physics body.
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* @readonly
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*/
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this.preY = sprite.y;
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/**
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* @property {number} preRotation - The previous rotation of the physics body.
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* @readonly
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*/
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this.preRotation = sprite.angle;
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/**
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* @property {number} width - The calculated width of the physics body.
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*/
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this.width = sprite.currentFrame.sourceSizeW;
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/**
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* @property {number} height - The calculated height of the physics body.
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*/
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this.height = sprite.currentFrame.sourceSizeH;
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/**
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* @property {Phaser.Point} center - The center coordinate of the Physics Body.
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*/
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this.center = new Phaser.Point(this.x + this.halfWidth, this.y + this.halfHeight);
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/**
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* @property {Phaser.Point} motionVelocity - The data from the updateMotion function.
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*/
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this.motionVelocity = new Phaser.Point();
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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 {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
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*/
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this.acceleration = new Phaser.Point();
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/**
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* @property {number} speed - The speed in pixels per second sq. of the Body.
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*/
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this.speed = 0;
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/**
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* @property {number} angle - The angle of the Body in radians.
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*/
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this.angle = 0;
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/**
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* @property {number} minBounceVelocity - The minimum bounce velocity (could just be the bounce value?).
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*/
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// this.minBounceVelocity = 0.5;
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this._debug = 0;
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/**
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* @property {Phaser.Point} gravity - The gravity applied to the motion of the Body.
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*/
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this.gravity = new Phaser.Point();
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/**
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* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
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*/
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this.bounce = new Phaser.Point();
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/**
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* @property {Phaser.Point} minVelocity - When a body rebounds off another the minVelocity is checked, if the new velocity is lower than the minVelocity the body is stopped.
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* @default
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*/
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this.minVelocity = new Phaser.Point(20, 20);
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/**
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* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
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* @default
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*/
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this.maxVelocity = new Phaser.Point(10000, 10000);
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/**
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* @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body.
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* @default
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*/
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this.angularVelocity = 0;
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/**
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* @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body.
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* @default
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*/
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this.angularAcceleration = 0;
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/**
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* @property {number} angularDrag - The angular drag applied to the rotation of the Body.
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* @default
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*/
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this.angularDrag = 0;
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/**
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* @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach.
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* @default
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*/
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this.maxAngular = 1000;
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/**
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* @property {number} mass - The mass of the Body.
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* @default
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*/
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this.mass = 1;
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/**
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* Set the allowCollision properties to control which directions collision is processed for this Body.
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* For example allowCollision.up = false means it won't collide when the collision happened while moving up.
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* @property {object} allowCollision - An object containing allowed collision.
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*/
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this.allowCollision = { 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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* @property {boolean} immovable - An immovable Body will not receive any impacts or exchanges of velocity from other bodies.
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* @default
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*/
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this.immovable = false;
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/**
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* @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually.
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* @default
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*/
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this.moves = true;
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/**
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* @property {number} rotation - The amount the parent Sprite is rotated. Note: You cannot rotate an AABB.
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* @default
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*/
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this.rotation = 0;
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/**
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* @property {boolean} allowRotation - Allow angular rotation? This will cause the Sprite to be rotated via angularVelocity, etc. Note that the AABB remains un-rotated.
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* @default
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*/
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this.allowRotation = true;
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/**
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* @property {boolean} allowGravity - Allow this Body to be influenced by the global Gravity value? Note: It will always be influenced by the local gravity value.
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* @default
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*/
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this.allowGravity = true;
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/**
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* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
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* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
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* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
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* @default
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*/
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this.customSeparateX = false;
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/**
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* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
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* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
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* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
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* @default
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*/
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this.customSeparateY = false;
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/**
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* When this body collides with another, the amount of overlap is stored here.
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* @property {number} overlapX - The amount of horizontal overlap during the collision.
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*/
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this.overlapX = 0;
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/**
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* When this body collides with another, the amount of overlap is stored here.
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* @property {number} overlapY - The amount of vertical overlap during the collision.
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*/
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this.overlapY = 0;
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/**
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* @property {number} friction - The amount of friction this body experiences during motion.
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* @default
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*/
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this.friction = 0;
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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 = false;
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/**
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* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
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* For example if blocked.up is true then the Body cannot move up.
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* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
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*/
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this.blocked = { up: false, down: false, left: false, right: false };
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/**
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* @property {number} _dx - Internal cache var.
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* @private
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*/
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this._dx = 0;
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/**
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* @property {number} _dy - Internal cache var.
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* @private
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*/
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this._dy = 0;
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/**
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* @property {number} _sx - Internal cache var.
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* @private
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*/
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this._sx = sprite.scale.x;
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/**
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* @property {number} _sy - Internal cache var.
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* @private
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*/
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this._sy = sprite.scale.y;
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};
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Phaser.Physics.Arcade.Body.prototype = {
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/**
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* Internal method.
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*
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* @method Phaser.Physics.Arcade#updateBounds
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* @protected
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*/
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updateBounds: function (centerX, centerY, scaleX, scaleY) {
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// if (scaleX != this._sx || scaleY != this._sy)
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// {
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// this.width = this.sourceWidth * scaleX;
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// this.height = this.sourceHeight * scaleY;
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// this.halfWidth = Math.floor(this.width / 2);
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// this.halfHeight = Math.floor(this.height / 2);
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// this._sx = scaleX;
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// this._sy = scaleY;
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// this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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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.Arcade#preUpdate
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* @protected
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*/
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preUpdate: function () {
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// this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preRotation = this.sprite.angle;
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// This all needs to move - because a body may start the preUpdate already touching something
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// this.blocked.up = false;
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// this.blocked.down = false;
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// this.blocked.left = false;
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// this.blocked.right = false;
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this.x = this.preX;
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this.y = this.preY;
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this.rotation = this.preRotation;
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this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
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this.angle = Math.atan2(this.velocity.y, this.velocity.x);
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this._debug++;
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if (this.moves)
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{
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds();
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}
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this.game.physics.updateMotion(this);
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this.applyMotion();
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}
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},
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/**
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* Internal method used to check the Body against the World Bounds.
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*
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* @method Phaser.Physics.Arcade#checkWorldBounds
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* @protected
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*/
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checkWorldBounds: function () {
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if (this.x <= this.game.world.bounds.x)
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{
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this.overlapX = this.game.world.bounds.x - this.x;
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this.blocked.left = true;
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// console.log(this._debug, 'cwl', this.overlapX, this.x, this.game.world.bounds.x);
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}
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else if (this.right >= this.game.world.bounds.right)
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{
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this.overlapX = this.right - this.game.world.bounds.right;
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this.blocked.right = true;
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// console.log(this._debug, 'cwr', this.overlapX, this.x, this.game.world.bounds.x);
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}
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if (this.y <= this.game.world.bounds.y)
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{
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this.overlapY = this.game.world.bounds.y - this.y;
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this.blocked.up = true;
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// console.log(this._debug, 'cwu', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
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}
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else if (this.bottom >= this.game.world.bounds.bottom)
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{
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this.overlapY = this.bottom - this.game.world.bounds.bottom;
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this.blocked.down = true;
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// console.log(this._debug, 'cwd', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
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}
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this.blockedPoint.setTo(this.x, this.y);
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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.Arcade#applyMotion
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* @protected
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*/
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applyMotion: function () {
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if (this.friction > 0 && this.acceleration.isZero())
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{
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if (this.speed > this.friction)
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{
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this.speed -= this.friction;
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}
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else
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{
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this.speed = 0;
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}
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this.velocity.x = Math.cos(this.angle) * this.speed;
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this.velocity.y = Math.sin(this.angle) * this.speed;
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}
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// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
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if (this.blocked.left)
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{
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// Separate
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this.x += this.overlapX;
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// console.log(this._debug, 'blocked left', this.x, this.overlapX);
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this.velocity.x *= -this.bounce.x;
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this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
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// if (this._dx > this.minBounceVelocity)
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if (Math.abs(this.velocity.x) > this.minVelocity.x)
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{
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this.x += this._dx;
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this.velocity.x += this.motionVelocity.x;
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// console.log(this._debug, 'blocked left', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
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}
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else
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{
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// Kill it dead :)
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this.preX = this.x; // because we don't want any delta from a separation
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this.velocity.x = 0;
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this.motionVelocity.x = 0;
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// console.log(this._debug, 'blocked left KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
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}
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}
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else if (this.blocked.right)
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{
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// Separate
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this.x -= this.overlapX;
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this.velocity.x *= -this.bounce.x;
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this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
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if (this._dx < -this.minBounceVelocity)
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{
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this.x += this._dx;
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this.velocity.x += this.motionVelocity.x;
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// console.log(this._debug, 'blocked right', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
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}
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else
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{
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// Kill it dead :)
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this.preX = this.x; // because we don't want any delta from a separation
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this.velocity.x = 0;
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this.motionVelocity.x = 0;
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// console.log(this._debug, 'blocked right KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
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}
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}
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else
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{
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this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
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this.velocity.x += this.motionVelocity.x;
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}
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// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
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if (this.blocked.up)
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{
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// Separate
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this.y += this.overlapY;
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this.velocity.y *= -this.bounce.y;
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this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
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// if (this._dy > this.minBounceVelocity)
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if (Math.abs(this.velocity.y) > this.minVelocity.y)
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{
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this.y += this._dy;
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this.velocity.y += this.motionVelocity.y;
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}
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else
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{
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// Kill it dead :)
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this.preY = this.y; // because we don't want any delta from a separation
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this.velocity.y = 0;
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this.motionVelocity.y = 0;
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// console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY());
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}
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}
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else if (this.blocked.down)
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{
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// Separate
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this.y -= this.overlapY;
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this.velocity.y *= -this.bounce.y;
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this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
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// if (this._dy < -this.minBounceVelocity)
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if (Math.abs(this.velocity.y) > this.minVelocity.y)
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{
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this.y += this._dy;
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this.velocity.y += this.motionVelocity.y;
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// console.log(this._debug, 'rb', this._dy, 'delta', this.deltaY(), 'newy', this.y);
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}
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else
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{
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// Kill it dead :)
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this.preY = this.y; // because we don't want any delta from a separation
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this.velocity.y = 0;
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this.motionVelocity.y = 0;
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// console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY());
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}
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}
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else
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{
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|
this.y += this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
this.velocity.y += this.motionVelocity.y;
|
|
}
|
|
|
|
if (this.velocity.x > this.maxVelocity.x)
|
|
{
|
|
this.velocity.x = this.maxVelocity.x;
|
|
}
|
|
else if (this.velocity.x < -this.maxVelocity.x)
|
|
{
|
|
this.velocity.x = -this.maxVelocity.x;
|
|
}
|
|
|
|
if (this.velocity.y > this.maxVelocity.y)
|
|
{
|
|
this.velocity.y = this.maxVelocity.y;
|
|
}
|
|
else if (this.velocity.y < -this.maxVelocity.y)
|
|
{
|
|
this.velocity.y = -this.maxVelocity.y;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method. This is called directly before the sprites are sent to the renderer.
|
|
*
|
|
* @method Phaser.Physics.Arcade#postUpdate
|
|
* @protected
|
|
*/
|
|
postUpdate: function () {
|
|
|
|
if (this.moves)
|
|
{
|
|
// this.sprite.x += this.deltaX();
|
|
// this.sprite.y += this.deltaY();
|
|
|
|
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
|
|
|
if (this.allowRotation)
|
|
{
|
|
this.sprite.angle += this.deltaZ();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets all Body values (velocity, acceleration, rotation, etc)
|
|
*
|
|
* @method Phaser.Physics.Arcade#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.velocity.setTo(0, 0);
|
|
this.acceleration.setTo(0, 0);
|
|
|
|
this.angularVelocity = 0;
|
|
this.angularAcceleration = 0;
|
|
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
|
this.preRotation = this.sprite.angle;
|
|
|
|
this.x = this.preX;
|
|
this.y = this.preY;
|
|
this.rotation = this.preRotation;
|
|
|
|
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the absolute delta x value.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaAbsX
|
|
* @return {number} The absolute delta value.
|
|
*/
|
|
deltaAbsX: function () {
|
|
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
|
},
|
|
|
|
/**
|
|
* Returns the absolute delta y value.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaAbsY
|
|
* @return {number} The absolute delta value.
|
|
*/
|
|
deltaAbsY: function () {
|
|
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
|
},
|
|
|
|
/**
|
|
* Returns the delta x value. The difference between Body.x now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaX
|
|
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
|
|
*/
|
|
deltaX: function () {
|
|
return this.x - this.preX;
|
|
},
|
|
|
|
/**
|
|
* Returns the delta y value. The difference between Body.y now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaY
|
|
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
|
|
*/
|
|
deltaY: function () {
|
|
return this.y - this.preY;
|
|
},
|
|
|
|
deltaZ: function () {
|
|
return this.rotation - this.preRotation;
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;
|
|
|
|
/**
|
|
* @name Phaser.Physics.Arcade.Body#bottom
|
|
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
|
|
|
|
/**
|
|
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
|
* @method bottom
|
|
* @return {number}
|
|
*/
|
|
get: function () {
|
|
return this.y + this.height;
|
|
},
|
|
|
|
/**
|
|
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
|
* @method bottom
|
|
* @param {number} value
|
|
*/
|
|
set: function (value) {
|
|
|
|
if (value <= this.y)
|
|
{
|
|
this.height = 0;
|
|
}
|
|
else
|
|
{
|
|
this.height = (this.y - value);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Arcade.Body#right
|
|
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
|
|
|
|
/**
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
* However it does affect the width property.
|
|
* @method right
|
|
* @return {number}
|
|
*/
|
|
get: function () {
|
|
return this.x + this.width;
|
|
},
|
|
|
|
/**
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
* However it does affect the width property.
|
|
* @method right
|
|
* @param {number} value
|
|
*/
|
|
set: function (value) {
|
|
|
|
if (value <= this.x)
|
|
{
|
|
this.width = 0;
|
|
}
|
|
else
|
|
{
|
|
this.width = this.x + value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|