mirror of
https://github.com/photonstorm/phaser
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153 lines
4 KiB
JavaScript
153 lines
4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 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 Body = require('../lib/body/Body');
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/**
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* Contains methods for changing the velocity of a Matter Body. Should be used as a mixin and not called directly.
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*
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* @namespace Phaser.Physics.Matter.Components.Velocity
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* @since 3.0.0
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*/
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var Velocity = {
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/**
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* Sets the horizontal velocity of the physics body.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#setVelocityX
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* @since 3.0.0
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*
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* @param {number} x - The horizontal velocity value.
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*
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* @return {this} This Game Object instance.
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*/
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setVelocityX: function (x)
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{
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this._tempVec2.set(x, this.body.velocity.y);
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Body.setVelocity(this.body, this._tempVec2);
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return this;
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},
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/**
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* Sets vertical velocity of the physics body.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#setVelocityY
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* @since 3.0.0
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*
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* @param {number} y - The vertical velocity value.
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*
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* @return {this} This Game Object instance.
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*/
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setVelocityY: function (y)
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{
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this._tempVec2.set(this.body.velocity.x, y);
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Body.setVelocity(this.body, this._tempVec2);
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return this;
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},
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/**
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* Sets both the horizontal and vertical velocity of the physics body.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#setVelocity
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* @since 3.0.0
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*
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* @param {number} x - The horizontal velocity value.
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* @param {number} [y=x] - The vertical velocity value, it can be either positive or negative. If not given, it will be the same as the `x` value.
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*
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* @return {this} This Game Object instance.
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*/
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setVelocity: function (x, y)
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{
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this._tempVec2.set(x, y);
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Body.setVelocity(this.body, this._tempVec2);
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return this;
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},
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/**
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* Gets the current linear velocity of the physics body.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#getVelocity
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* @since 3.60.0
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*
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* @return {Phaser.Types.Math.Vector2Like} The current linear velocity of the body.
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*/
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getVelocity: function ()
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{
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return Body.getVelocity(this.body);
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},
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/**
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* Sets the angular velocity of the body instantly.
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* Position, angle, force etc. are unchanged.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#setAngularVelocity
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* @since 3.0.0
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*
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* @param {number} velocity - The angular velocity.
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*
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* @return {this} This Game Object instance.
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*/
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setAngularVelocity: function (velocity)
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{
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Body.setAngularVelocity(this.body, velocity);
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return this;
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},
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/**
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* Gets the current rotational velocity of the body.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#getAngularVelocity
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* @since 3.60.0
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*
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* @return {number} The current angular velocity of the body.
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*/
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getAngularVelocity: function ()
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{
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return Body.getAngularVelocity(this.body);
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},
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/**
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* Sets the current rotational speed of the body.
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* Direction is maintained. Affects body angular velocity.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#setAngularSpeed
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* @since 3.60.0
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*
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* @param {number} speed - The angular speed.
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*
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* @return {this} This Game Object instance.
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*/
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setAngularSpeed: function (speed)
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{
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Body.setAngularSpeed(this.body, speed);
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return this;
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},
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/**
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* Gets the current rotational speed of the body.
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* Equivalent to the magnitude of its angular velocity.
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*
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* @method Phaser.Physics.Matter.Components.Velocity#getAngularSpeed
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* @since 3.60.0
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*
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* @return {number} The current angular velocity of the body.
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*/
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getAngularSpeed: function ()
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{
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return Body.getAngularSpeed(this.body);
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}
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};
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module.exports = Velocity;
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