mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 14:10:42 +00:00
211 lines
5.2 KiB
JavaScript
211 lines
5.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Factory = require('./Factory');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Merge = require('../../utils/object/Merge');
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var PluginCache = require('../../plugins/PluginCache');
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var SceneEvents = require('../../scene/events');
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var World = require('./World');
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/**
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* @classdesc
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* [description]
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*
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* @class ImpactPhysics
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* @memberof Phaser.Physics.Impact
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - [description]
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*/
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var ImpactPhysics = new Class({
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initialize:
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function ImpactPhysics (scene)
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{
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactPhysics#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 = scene;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactPhysics#systems
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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.systems = scene.sys;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactPhysics#config
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* @type {object}
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* @since 3.0.0
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*/
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this.config = this.getConfig();
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactPhysics#world
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* @type {Phaser.Physics.Impact.World}
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* @since 3.0.0
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*/
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this.world;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactPhysics#add
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* @type {Phaser.Physics.Impact.Factory}
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* @since 3.0.0
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*/
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this.add;
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
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scene.sys.events.on(SceneEvents.START, this.start, this);
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},
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/**
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* This method is called automatically, only once, when the Scene is first created.
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* Do not invoke it directly.
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#boot
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* @private
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* @since 3.5.1
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*/
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boot: function ()
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{
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this.world = new World(this.scene, this.config);
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this.add = new Factory(this.world);
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, this);
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},
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/**
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* This method is called automatically by the Scene when it is starting up.
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* It is responsible for creating local systems, properties and listening for Scene events.
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* Do not invoke it directly.
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#start
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* @private
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* @since 3.5.0
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*/
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start: function ()
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{
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if (!this.world)
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{
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this.world = new World(this.scene, this.config);
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this.add = new Factory(this.world);
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}
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var eventEmitter = this.systems.events;
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eventEmitter.on(SceneEvents.UPDATE, this.world.update, this.world);
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eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#getConfig
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* @since 3.0.0
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*
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* @return {object} [description]
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*/
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getConfig: function ()
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{
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var gameConfig = this.systems.game.config.physics;
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var sceneConfig = this.systems.settings.physics;
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var config = Merge(
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GetFastValue(sceneConfig, 'impact', {}),
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GetFastValue(gameConfig, 'impact', {})
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);
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return config;
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#pause
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* @since 3.0.0
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*
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* @return {Phaser.Physics.Impact.World} The Impact World object.
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*/
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pause: function ()
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{
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return this.world.pause();
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},
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/**
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* [description]
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#resume
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* @since 3.0.0
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*
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* @return {Phaser.Physics.Impact.World} The Impact World object.
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*/
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resume: function ()
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{
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return this.world.resume();
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},
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/**
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* The Scene that owns this plugin is shutting down.
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* We need to kill and reset all internal properties as well as stop listening to Scene events.
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#shutdown
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* @private
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* @since 3.0.0
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*/
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shutdown: function ()
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{
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var eventEmitter = this.systems.events;
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eventEmitter.off(SceneEvents.UPDATE, this.world.update, this.world);
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eventEmitter.off(SceneEvents.SHUTDOWN, this.shutdown, this);
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this.add.destroy();
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this.world.destroy();
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this.add = null;
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this.world = null;
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},
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/**
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* The Scene that owns this plugin is being destroyed.
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* We need to shutdown and then kill off all external references.
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*
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* @method Phaser.Physics.Impact.ImpactPhysics#destroy
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* @private
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.shutdown();
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this.scene.sys.events.off(SceneEvents.START, this.start, this);
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this.scene = null;
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this.systems = null;
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}
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});
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PluginCache.register('ImpactPhysics', ImpactPhysics, 'impactPhysics');
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module.exports = ImpactPhysics;
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