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1085 lines
27 KiB
HTML
1085 lines
27 KiB
HTML
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<title>Phaser Source: physics/arcade/Body.js</title>
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<h1 class="page-title">Source: physics/arcade/Body.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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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} screenX - The x position of the physics body translated to screen space.
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* @readonly
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*/
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this.screenX = sprite.x;
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/**
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* @property {number} screenY - The y position of the physics body translated to screen space.
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* @readonly
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*/
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this.screenY = sprite.y;
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/**
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* @property {number} sourceWidth - The un-scaled original size.
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* @readonly
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*/
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this.sourceWidth = sprite.currentFrame.sourceSizeW;
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/**
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* @property {number} sourceHeight - The un-scaled original size.
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* @readonly
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*/
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this.sourceHeight = sprite.currentFrame.sourceSizeH;
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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 .numInternal ID cache
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*/
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this.height = sprite.currentFrame.sourceSizeH;
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/**
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* @property {number} halfWidth - The calculated width / 2 of the physics body.
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*/
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this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
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/**
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* @property {number} halfHeight - The calculated height / 2 of the physics body.
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*/
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this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
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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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* @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 {Phaser.Point} drag - The drag applied to the motion of the Body.
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*/
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this.drag = new Phaser.Point;
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/**
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* @property {Phaser.Point} gravity - A private Gravity setting for 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} 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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* @property {boolean} skipQuadTree - If the Body is an irregular shape you can set this to true to avoid it being added to the World quad tree.
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* @default
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*/
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this.skipQuadTree = false;
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/**
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* @property {Array} quadTreeIDs - Internal ID cache.
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* @protected
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*/
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this.quadTreeIDs = [];
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/**
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* @property {number} quadTreeIndex - Internal ID cache.
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* @protected
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*/
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this.quadTreeIndex = -1;
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// Allow collision
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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 };
|
|
|
|
/**
|
|
* This object is populated with previous touching values from the bodies previous collision.
|
|
* @property {object} wasTouching - An object containing previous touching results.
|
|
*/
|
|
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
|
|
|
|
/**
|
|
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
|
|
* @default
|
|
*/
|
|
this.facing = Phaser.NONE;
|
|
|
|
/**
|
|
* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
|
|
* @default
|
|
*/
|
|
this.immovable = false;
|
|
|
|
/**
|
|
* @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually.
|
|
* @default
|
|
*/
|
|
this.moves = true;
|
|
|
|
/**
|
|
* @property {number} rotation - The amount the Body is rotated.
|
|
* @default
|
|
*/
|
|
this.rotation = 0;
|
|
|
|
/**
|
|
* @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
|
|
* @default
|
|
*/
|
|
this.allowRotation = true;
|
|
|
|
/**
|
|
* @property {boolean} allowGravity - Allow this Body to be influenced by the global Gravity?
|
|
* @default
|
|
*/
|
|
this.allowGravity = true;
|
|
|
|
/**
|
|
* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
|
|
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
|
|
* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
|
|
* @default
|
|
*/
|
|
this.customSeparateX = false;
|
|
|
|
/**
|
|
* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
|
|
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
|
|
* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
|
|
* @default
|
|
*/
|
|
this.customSeparateY = false;
|
|
|
|
/**
|
|
* When this body collides with another, the amount of overlap is stored here.
|
|
* @property {number} overlapX - The amount of horizontal overlap during the collision.
|
|
*/
|
|
this.overlapX = 0;
|
|
|
|
/**
|
|
* When this body collides with another, the amount of overlap is stored here.
|
|
* @property {number} overlapY - The amount of vertical overlap during the collision.
|
|
*/
|
|
this.overlapY = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} hullX - The dynamically calculated hull used during collision.
|
|
*/
|
|
this.hullX = new Phaser.Rectangle();
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} hullY - The dynamically calculated hull used during collision.
|
|
*/
|
|
this.hullY = new Phaser.Rectangle();
|
|
|
|
/**
|
|
* If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
|
|
* @property {boolean} embedded - Body embed value.
|
|
*/
|
|
this.embedded = false;
|
|
|
|
/**
|
|
* 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.
|
|
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
|
|
*/
|
|
this.collideWorldBounds = false;
|
|
|
|
};
|
|
|
|
Phaser.Physics.Arcade.Body.prototype = {
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade#updateBounds
|
|
* @protected
|
|
*/
|
|
updateBounds: function (centerX, centerY, scaleX, scaleY) {
|
|
|
|
if (scaleX != this._sx || scaleY != this._sy)
|
|
{
|
|
this.width = this.sourceWidth * scaleX;
|
|
this.height = this.sourceHeight * scaleY;
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
this._sx = scaleX;
|
|
this._sy = scaleY;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade#preUpdate
|
|
* @protected
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
// Store and reset collision flags
|
|
this.wasTouching.none = this.touching.none;
|
|
this.wasTouching.up = this.touching.up;
|
|
this.wasTouching.down = this.touching.down;
|
|
this.wasTouching.left = this.touching.left;
|
|
this.wasTouching.right = this.touching.right;
|
|
|
|
this.touching.none = true;
|
|
this.touching.up = false;
|
|
this.touching.down = false;
|
|
this.touching.left = false;
|
|
this.touching.right = false;
|
|
|
|
this.embedded = false;
|
|
|
|
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
|
|
|
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
this.preY = (this.sprite.worldTransform[5] - (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;
|
|
|
|
if (this.moves)
|
|
{
|
|
this.game.physics.updateMotion(this);
|
|
|
|
if (this.collideWorldBounds)
|
|
{
|
|
this.checkWorldBounds();
|
|
}
|
|
|
|
this.updateHulls();Array }
|
|
|
|
if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
|
|
{
|
|
this.quadTreeIDs = [];
|
|
this.quadTreeIndex = -1;
|
|
this.game.physics.quadTree.insert(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade#postUpdate
|
|
* @protected
|
|
*/
|
|
postUpdate: function () {
|
|
|
|
// Calculate forward-facing edge
|
|
if (this.deltaX() == 0 && this.deltaY() == 0)
|
|
{
|
|
// Can't work it out from the Body, how about from x position?
|
|
if (this.sprite.deltaX() == 0 && this.sprite.deltaY() == 0)
|
|
{
|
|
// still as a statue
|
|
}
|
|
}
|
|
|
|
if (this.deltaX() < 0)
|
|
{
|
|
this.facing = Phaser.LEFT;
|
|
}
|
|
else if (this.deltaX() > 0)
|
|
{
|
|
this.facing = Phaser.RIGHT;
|
|
}
|
|
|
|
if (this.deltaY() < 0)
|
|
{
|
|
this.facing = Phaser.UP;
|
|
}
|
|
else if (this.deltaY() > 0)
|
|
{
|
|
this.facing = Phaser.DOWN;
|
|
}
|
|
|
|
this.sprite.x += this.deltaX();
|
|
this.sprite.y += this.deltaY();
|
|
|
|
if (this.allowRotation)
|
|
{
|
|
this.sprite.angle += this.deltaZ();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade#updateHulls
|
|
* @protected
|
|
*/
|
|
updateHulls: function () {
|
|
|
|
this.hullX.setTo(this.x, this.preY, this.width, this.height);
|
|
this.hullY.setTo(this.preX, this.y, this.width, this.height);
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Arcade#checkWorldBounds
|
|
* @protected
|
|
*/
|
|
checkWorldBounds: function () {
|
|
|
|
if (this.x < this.game.world.bounds.x)
|
|
{
|
|
this.x = this.game.world.bounds.x;
|
|
this.velocity.x *= -this.bounce.x;
|
|
}
|
|
else if (this.right > this.game.world.bounds.right)
|
|
{
|
|
this.x = this.game.world.bounds.right - this.width;
|
|
this.velocity.x *= -this.bounce.x;
|
|
}
|
|
|
|
if (this.y < this.game.world.bounds.y)
|
|
{
|
|
this.y = this.game.world.bounds.y;
|
|
this.velocity.y *= -this.bounce.y;
|
|
}
|
|
else if (this.bottom > this.game.world.bounds.bottom)
|
|
{
|
|
this.y = this.game.world.bounds.bottom - this.height;
|
|
this.velocity.y *= -this.bounce.y;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* You can modify the size of the physics Body to be any dimension you need.
|
|
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
|
|
* is the position of the Body relative to the top-left of the Sprite.
|
|
*
|
|
* @method Phaser.Physics.Arcade#setSize
|
|
* @param {number} width - The width of the Body.
|
|
* @param {number} height - The height of the Body.
|
|
* @param {number} offsetX - The X offset of the Body from the Sprite position.
|
|
* @param {number} offsetY - The Y offset of the Body from the Sprite position.
|
|
*/
|
|
setSize: function (width, height, offsetX, offsetY) {
|
|
|
|
offsetX = offsetX || this.offset.x;
|
|
offsetY = offsetY || this.offset.y;
|
|
|
|
this.sourceWidth = width;
|
|
this.sourceHeight = height;
|
|
this.width = this.sourceWidth * this._sx;
|
|
this.height = this.sourceHeight * this._sy;
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
this.offset.setTo(offsetX, offsetY);
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
this.preY = (this.sprite.worldTransform[5] - (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;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaX
|
|
* @return {number} The delta value.
|
|
*/
|
|
deltaX: function () {
|
|
return this.x - this.preX;
|
|
},
|
|
|
|
/**
|
|
* Returns the delta y value.
|
|
*
|
|
* @method Phaser.Physics.Arcade.Body#deltaY
|
|
* @return {number} The delta value.
|
|
*/
|
|
deltaY: function () {
|
|
return this.y - this.preY;
|
|
},
|
|
|
|
deltaZ: function () {
|
|
return this.rotation - this.preRotation;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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