mirror of
https://github.com/photonstorm/phaser
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624 lines
20 KiB
JavaScript
624 lines
20 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var Bodies = require('./lib/factory/Bodies');
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var Class = require('../../utils/Class');
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var Composites = require('./lib/factory/Composites');
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var Constraint = require('./lib/constraint/Constraint');
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var MatterGameObject = require('./MatterGameObject');
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var MatterImage = require('./MatterImage');
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var MatterSprite = require('./MatterSprite');
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var MatterTileBody = require('./MatterTileBody');
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var PointerConstraint = require('./PointerConstraint');
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/**
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* @classdesc
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* [description]
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*
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* @class Factory
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* @memberOf Phaser.Physics.Matter
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Matter.World} world - [description]
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*/
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var Factory = new Class({
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initialize:
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function Factory (world)
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{
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Factory#world
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* @type {Phaser.Physics.Matter.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Factory#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = world.scene;
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/**
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* A reference to the Scene.Systems this Matter Physics instance belongs to.
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*
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* @name Phaser.Physics.Matter.Factory#sys
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.sys = world.scene.sys;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#rectangle
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} width - [description]
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* @param {number} height - [description]
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* @param {object} options - [description]
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*
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* @return {MatterJS.Body} A Matter JS Body.
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*/
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rectangle: function (x, y, width, height, options)
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{
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var body = Bodies.rectangle(x, y, width, height, options);
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this.world.add(body);
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return body;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#trapezoid
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} width - [description]
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* @param {number} height - [description]
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* @param {number} slope - [description]
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* @param {object} options - [description]
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*
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* @return {MatterJS.Body} A Matter JS Body.
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*/
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trapezoid: function (x, y, width, height, slope, options)
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{
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var body = Bodies.trapezoid(x, y, width, height, slope, options);
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this.world.add(body);
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return body;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#circle
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} radius - [description]
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* @param {object} options - [description]
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* @param {number} maxSides - [description]
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*
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* @return {MatterJS.Body} A Matter JS Body.
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*/
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circle: function (x, y, radius, options, maxSides)
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{
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var body = Bodies.circle(x, y, radius, options, maxSides);
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this.world.add(body);
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return body;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#polygon
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} sides - [description]
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* @param {number} radius - [description]
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* @param {object} options - [description]
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*
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* @return {MatterJS.Body} A Matter JS Body.
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*/
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polygon: function (x, y, sides, radius, options)
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{
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var body = Bodies.polygon(x, y, sides, radius, options);
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this.world.add(body);
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return body;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#fromVertices
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {array} vertexSets - [description]
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* @param {object} options - [description]
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* @param {boolean} flagInternal - [description]
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* @param {boolean} removeCollinear - [description]
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* @param {number} minimumArea - [description]
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*
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* @return {MatterJS.Body} A Matter JS Body.
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*/
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fromVertices: function (x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea)
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{
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var body = Bodies.fromVertices(x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea);
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this.world.add(body);
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return body;
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},
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/**
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* Create a new composite containing Matter Image objects created in a grid arrangement.
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* This function uses the body bounds to prevent overlaps.
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*
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* @method Phaser.Physics.Matter.Factory#imageStack
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* @since 3.0.0
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*
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} frame - An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.
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* @param {number} x - The horizontal position of this composite in the world.
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* @param {number} y - The vertical position of this composite in the world.
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* @param {number} columns - The number of columns in the grid.
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* @param {number} rows - The number of rows in the grid.
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* @param {number} [columnGap=0] - The distance between each column.
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* @param {number} [rowGap=0] - The distance between each row.
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* @param {object} [options] - [description]
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*
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* @return {MatterJS.Composite} A Matter JS Composite Stack.
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*/
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imageStack: function (key, frame, x, y, columns, rows, columnGap, rowGap, options)
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{
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if (columnGap === undefined) { columnGap = 0; }
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if (rowGap === undefined) { rowGap = 0; }
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if (options === undefined) { options = {}; }
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var world = this.world;
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var displayList = this.sys.displayList;
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options.addToWorld = false;
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var stack = Composites.stack(x, y, columns, rows, columnGap, rowGap, function (x, y)
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{
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var image = new MatterImage(world, x, y, key, frame, options);
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displayList.add(image);
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return image.body;
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});
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world.add(stack);
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return stack;
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},
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/**
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* Create a new composite containing bodies created in the callback in a grid arrangement.
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* This function uses the body bounds to prevent overlaps.
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*
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* @method Phaser.Physics.Matter.Factory#stack
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this composite in the world.
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* @param {number} y - The vertical position of this composite in the world.
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* @param {number} columns - The number of columns in the grid.
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* @param {number} rows - The number of rows in the grid.
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* @param {number} columnGap - The distance between each column.
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* @param {number} rowGap - The distance between each row.
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* @param {function} callback - The callback that creates the stack.
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*
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* @return {MatterJS.Composite} A new composite containing objects created in the callback.
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*/
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stack: function (x, y, columns, rows, columnGap, rowGap, callback)
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{
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var stack = Composites.stack(x, y, columns, rows, columnGap, rowGap, callback);
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this.world.add(stack);
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return stack;
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},
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/**
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* Create a new composite containing bodies created in the callback in a pyramid arrangement.
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* This function uses the body bounds to prevent overlaps.
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*
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* @method Phaser.Physics.Matter.Factory#pyramid
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this composite in the world.
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* @param {number} y - The vertical position of this composite in the world.
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* @param {number} columns - The number of columns in the pyramid.
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* @param {number} rows - The number of rows in the pyramid.
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* @param {number} columnGap - The distance between each column.
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* @param {number} rowGap - The distance between each row.
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* @param {function} callback - [description]
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*
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* @return {MatterJS.Composite} A Matter JS Composite pyramid.
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*/
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pyramid: function (x, y, columns, rows, columnGap, rowGap, callback)
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{
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var stack = Composites.pyramid(x, y, columns, rows, columnGap, rowGap, callback);
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this.world.add(stack);
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return stack;
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},
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/**
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* Chains all bodies in the given composite together using constraints.
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*
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* @method Phaser.Physics.Matter.Factory#chain
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* @since 3.0.0
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*
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* @param {MatterJS.Composite} composite - [description]
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* @param {number} xOffsetA - [description]
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* @param {number} yOffsetA - [description]
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* @param {number} xOffsetB - [description]
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* @param {number} yOffsetB - [description]
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* @param {object} options - [description]
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*
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* @return {MatterJS.Composite} A new composite containing objects chained together with constraints.
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*/
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chain: function (composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options)
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{
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return Composites.chain(composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options);
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},
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/**
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* Connects bodies in the composite with constraints in a grid pattern, with optional cross braces.
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*
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* @method Phaser.Physics.Matter.Factory#mesh
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* @since 3.0.0
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*
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* @param {MatterJS.Composite} composite - [description]
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* @param {number} columns - [description]
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* @param {number} rows - [description]
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* @param {boolean} crossBrace - [description]
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* @param {object} options - [description]
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*
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* @return {MatterJS.Composite} The composite containing objects meshed together with constraints.
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*/
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mesh: function (composite, columns, rows, crossBrace, options)
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{
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return Composites.mesh(composite, columns, rows, crossBrace, options);
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},
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/**
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* Creates a composite with a Newton's Cradle setup of bodies and constraints.
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*
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* @method Phaser.Physics.Matter.Factory#newtonsCradle
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} number - [description]
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* @param {number} size - [description]
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* @param {number} length - [description]
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*
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* @return {MatterJS.Composite} A new composite newtonsCradle body.
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*/
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newtonsCradle: function (x, y, number, size, length)
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{
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var composite = Composites.newtonsCradle(x, y, number, size, length);
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this.world.add(composite);
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return composite;
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},
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/**
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* Creates a composite with simple car setup of bodies and constraints.
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*
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* @method Phaser.Physics.Matter.Factory#car
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* @since 3.0.0
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*
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {number} width - [description]
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* @param {number} height - [description]
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* @param {number} wheelSize - [description]
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*
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* @return {MatterJS.Composite} A new composite car body.
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*/
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car: function (x, y, width, height, wheelSize)
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{
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var composite = Composites.car(x, y, width, height, wheelSize);
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this.world.add(composite);
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return composite;
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},
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/**
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* Creates a simple soft body like object.
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*
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* @method Phaser.Physics.Matter.Factory#softBody
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this composite in the world.
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* @param {number} y - The vertical position of this composite in the world.
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* @param {number} columns - The number of columns in the Composite.
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* @param {number} rows - The number of rows in the Composite.
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* @param {number} columnGap - The distance between each column.
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* @param {number} rowGap - The distance between each row.
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* @param {boolean} crossBrace - [description]
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* @param {number} particleRadius - [description]
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* @param {object} particleOptions - [description]
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* @param {object} constraintOptions - [description]
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*
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* @return {MatterJS.Composite} A new composite simple soft body.
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*/
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softBody: function (x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions)
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{
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var composite = Composites.softBody(x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions);
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this.world.add(composite);
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return composite;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#joint
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* @since 3.0.0
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*
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* @param {MatterJS.Body} bodyA - [description]
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* @param {MatterJS.Body} bodyB - [description]
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* @param {number} length - [description]
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* @param {number} [stiffness=1] - [description]
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* @param {object} [options={}] - [description]
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*
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* @return {MatterJS.Constraint} A Matter JS Constraint.
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*/
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joint: function (bodyA, bodyB, length, stiffness, options)
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{
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return this.constraint(bodyA, bodyB, length, stiffness, options);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#spring
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* @since 3.0.0
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*
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* @param {MatterJS.Body} bodyA - [description]
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* @param {MatterJS.Body} bodyB - [description]
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* @param {number} length - [description]
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* @param {number} [stiffness=1] - [description]
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* @param {object} [options={}] - [description]
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*
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* @return {MatterJS.Constraint} A Matter JS Constraint.
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*/
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spring: function (bodyA, bodyB, length, stiffness, options)
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{
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return this.constraint(bodyA, bodyB, length, stiffness, options);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#constraint
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* @since 3.0.0
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*
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* @param {MatterJS.Body} bodyA - [description]
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* @param {MatterJS.Body} bodyB - [description]
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* @param {number} length - [description]
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* @param {number} [stiffness=1] - [description]
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* @param {object} [options={}] - [description]
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*
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* @return {MatterJS.Constraint} A Matter JS Constraint.
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*/
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constraint: function (bodyA, bodyB, length, stiffness, options)
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{
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if (stiffness === undefined) { stiffness = 1; }
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if (options === undefined) { options = {}; }
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options.bodyA = (bodyA.type === 'body') ? bodyA : bodyA.body;
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options.bodyB = (bodyB.type === 'body') ? bodyB : bodyB.body;
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options.length = length;
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options.stiffness = stiffness;
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var constraint = Constraint.create(options);
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this.world.add(constraint);
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return constraint;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#worldConstraint
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* @since 3.0.0
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*
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* @param {MatterJS.Body} bodyB - [description]
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* @param {number} length - [description]
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* @param {number} [stiffness=1] - [description]
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* @param {object} [options={}] - [description]
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*
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* @return {MatterJS.Constraint} A Matter JS Constraint.
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*/
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worldConstraint: function (bodyB, length, stiffness, options)
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{
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if (stiffness === undefined) { stiffness = 1; }
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if (options === undefined) { options = {}; }
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options.bodyB = (bodyB.type === 'body') ? bodyB : bodyB.body;
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options.length = length;
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options.stiffness = stiffness;
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var constraint = Constraint.create(options);
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this.world.add(constraint);
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return constraint;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#mouseSpring
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* @since 3.0.0
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*
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* @param {object} options - [description]
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*
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* @return {MatterJS.Constraint} A Matter JS Constraint.
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*/
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mouseSpring: function (options)
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{
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return this.pointerConstraint(options);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Matter.Factory#pointerConstraint
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* @since 3.0.0
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*
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* @param {object} options - [description]
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*
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* @return {MatterJS.Constraint} A Matter JS Constraint.
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*/
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pointerConstraint: function (options)
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{
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if (options === undefined) { options = {}; }
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if (!options.hasOwnProperty('render'))
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{
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options.render = { visible: false };
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}
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|
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var pointerConstraint = new PointerConstraint(this.scene, this.world, options);
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|
|
|
this.world.add(pointerConstraint.constraint);
|
|
|
|
return pointerConstraint;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Matter.Factory#image
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal position of this Game Object in the world.
|
|
* @param {number} y - The vertical position of this Game Object in the world.
|
|
* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.
|
|
* @param {object} [options={}] - [description]
|
|
*
|
|
* @return {Phaser.Physics.Matter.Image} [description]
|
|
*/
|
|
image: function (x, y, key, frame, options)
|
|
{
|
|
var image = new MatterImage(this.world, x, y, key, frame, options);
|
|
|
|
this.sys.displayList.add(image);
|
|
|
|
return image;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Matter.Factory#tileBody
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Tilemaps.Tile} tile - [description]
|
|
* @param {object} options - [description]
|
|
*
|
|
* @return {Phaser.Physics.Matter.TileBody} [description]
|
|
*/
|
|
tileBody: function (tile, options)
|
|
{
|
|
var tileBody = new MatterTileBody(this.world, tile, options);
|
|
|
|
return tileBody;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Matter.Factory#sprite
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal position of this Game Object in the world.
|
|
* @param {number} y - The vertical position of this Game Object in the world.
|
|
* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.
|
|
* @param {object} [options={}] - [description]
|
|
*
|
|
* @return {Phaser.Physics.Matter.Sprite} [description]
|
|
*/
|
|
sprite: function (x, y, key, frame, options)
|
|
{
|
|
var sprite = new MatterSprite(this.world, x, y, key, frame, options);
|
|
|
|
this.sys.displayList.add(sprite);
|
|
this.sys.updateList.add(sprite);
|
|
|
|
return sprite;
|
|
},
|
|
|
|
/**
|
|
* [description]
|
|
*
|
|
* @method Phaser.Physics.Matter.Factory#gameObject
|
|
* @since 3.3.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to inject the Matter Body in to.
|
|
* @param {object} options - [description]
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that had the Matter Body injected into it.
|
|
*/
|
|
gameObject: function (gameObject, options)
|
|
{
|
|
return MatterGameObject(this.world, gameObject, options);
|
|
},
|
|
|
|
/**
|
|
* Destroys this Factory.
|
|
*
|
|
* @method Phaser.Physics.Matter.Factory#destroy
|
|
* @since 3.5.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.world = null;
|
|
this.scene = null;
|
|
this.sys = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = Factory;
|