mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
173 lines
5.1 KiB
JavaScript
173 lines
5.1 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Physics - Body
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* A binding between a Sprite and a physics object (AABB or Circle)
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*/
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(function (Physics) {
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var Body = (function () {
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function Body(sprite, type) {
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.angularDrag = 0;
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this.maxAngular = 10000;
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this.deltaX = 0;
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this.deltaY = 0;
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this.sprite = sprite;
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this.game = sprite.game;
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this.type = type;
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this.aabb = new Phaser.Physics.AABB(sprite.game, sprite.x, sprite.y, sprite.width, sprite.height);
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this.velocity = new Phaser.Vec2();
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this.acceleration = new Phaser.Vec2();
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this.drag = new Phaser.Vec2();
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this.gravity = new Phaser.Vec2();
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this.maxVelocity = new Phaser.Vec2(10000, 10000);
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.angularDrag = 0;
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this.maxAngular = 10000;
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//this.touching = Phaser.Types.NONE;
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//this.wasTouching = Phaser.Types.NONE;
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this.allowCollisions = Phaser.Types.ANY;
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//this.position = new Phaser.Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight);
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//this.oldPosition = new Phaser.Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight);
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//this.offset = new Phaser.Vec2;
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}
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return Body;
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})();
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Physics.Body = Body;
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//public wasTouching: number;
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//public mass: number = 1;
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//public position: Phaser.Vec2;
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//public oldPosition: Phaser.Vec2;
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//public offset: Phaser.Vec2;
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//public bounds: Phaser.Rectangle;
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/*
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private _width: number = 0;
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private _height: number = 0;
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public get x(): number {
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return this.sprite.x + this.offset.x;
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}
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public get y(): number {
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return this.sprite.y + this.offset.y;
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}
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public set width(value: number) {
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this._width = value;
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}
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public set height(value: number) {
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this._height = value;
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}
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public get width(): number {
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return this._width * this.sprite.transform.scale.x;
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}
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public get height(): number {
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return this._height * this.sprite.transform.scale.y;
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}
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public preUpdate() {
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this.oldPosition.copyFrom(this.position);
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this.bounds.x = this.x;
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this.bounds.y = this.y;
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this.bounds.width = this.width;
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this.bounds.height = this.height;
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}
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// Shall we do this? Or just update the values directly in the separate functions? But then the bounds will be out of sync - as long as
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// the bounds are updated and used in calculations then we can do one final sprite movement here I guess?
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public postUpdate() {
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// if this is all it does maybe move elsewhere? Sprite postUpdate?
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if (this.type !== Phaser.Types.BODY_DISABLED)
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{
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//this.game.world.physics.updateMotion(this);
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this.wasTouching = this.touching;
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this.touching = Phaser.Types.NONE;
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}
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this.position.setTo(this.x, this.y);
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}
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public get hullWidth(): number {
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if (this.deltaX > 0)
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{
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return this.bounds.width + this.deltaX;
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}
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else
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{
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return this.bounds.width - this.deltaX;
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}
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}
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public get hullHeight(): number {
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if (this.deltaY > 0)
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{
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return this.bounds.height + this.deltaY;
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}
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else
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{
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return this.bounds.height - this.deltaY;
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}
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}
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public get hullX(): number {
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if (this.position.x < this.oldPosition.x)
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{
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return this.position.x;
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}
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else
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{
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return this.oldPosition.x;
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}
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}
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public get hullY(): number {
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if (this.position.y < this.oldPosition.y)
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{
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return this.position.y;
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}
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else
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{
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return this.oldPosition.y;
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}
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}
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public get deltaXAbs(): number {
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return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
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}
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public get deltaYAbs(): number {
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return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
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}
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public get deltaX(): number {
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return this.position.x - this.oldPosition.x;
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}
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public get deltaY(): number {
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return this.position.y - this.oldPosition.y;
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}
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*/
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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