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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Add an extra properties to p2 that we need p2.Body.prototype.parent = null; p2.Spring.prototype.parent = null; /** * This is your main access to the P2 Physics World. * From here you can create materials, listen for events and add bodies into the physics simulation. * * @class Phaser.Physics.P2 * @constructor * @param {Phaser.Game} game - Reference to the current game instance. * @param {object} [config] - Physics configuration object passed in from the game constructor. */ Phaser.Physics.P2 = function (game, config) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; if (config === undefined) { config = { gravity: [ 0, 0 ], broadphase: new p2.SAPBroadphase() }; } else { if (!config.hasOwnProperty('gravity')) { config.gravity = [ 0, 0 ]; } if (!config.hasOwnProperty('broadphase')) { config.broadphase = new p2.SAPBroadphase(); } } /** * @property {object} config - The p2 World configuration object. * @protected */ this.config = config; /** * @property {p2.World} world - The p2 World in which the simulation is run. * @protected */ this.world = new p2.World(this.config); /** * @property {number} frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property. * @default */ this.frameRate = 1 / 60; /** * @property {boolean} useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.delta, which is a delta time value. * @default */ this.useElapsedTime = false; /** * @property {boolean} paused - The paused state of the P2 World. * @default */ this.paused = false; /** * @property {array<Phaser.Physics.P2.Material>} materials - A local array of all created Materials. * @protected */ this.materials = []; /** * @property {Phaser.Physics.P2.InversePointProxy} gravity - The gravity applied to all bodies each step. */ this.gravity = new Phaser.Physics.P2.InversePointProxy(this, this.world.gravity); /** * @property {object} walls - An object containing the 4 wall bodies that bound the physics world. */ this.walls = { left: null, right: null, top: null, bottom: null }; /** * This signal is dispatched when a new Body is added to the World. * * It sends 1 argument: `body` which is the `Phaser.Physics.P2.Body` that was added to the world. * * @property {Phaser.Signal} onBodyAdded */ this.onBodyAdded = new Phaser.Signal(); /** * This signal is dispatched when a Body is removed to the World. * * It sends 1 argument: `body` which is the `Phaser.Physics.P2.Body` that was removed from the world. * * @property {Phaser.Signal} onBodyRemoved */ this.onBodyRemoved = new Phaser.Signal(); /** * This signal is dispatched when a Spring is added to the World. * * It sends 1 argument: `spring` which is either a `Phaser.Physics.P2.Spring`, `p2.LinearSpring` or `p2.RotationalSpring` that was added to the world. * * @property {Phaser.Signal} onSpringAdded */ this.onSpringAdded = new Phaser.Signal(); /** * This signal is dispatched when a Spring is removed from the World. * * It sends 1 argument: `spring` which is either a `Phaser.Physics.P2.Spring`, `p2.LinearSpring` or `p2.RotationalSpring` that was removed from the world. * * @property {Phaser.Signal} onSpringRemoved */ this.onSpringRemoved = new Phaser.Signal(); /** * This signal is dispatched when a Constraint is added to the World. * * It sends 1 argument: `constraint` which is the `Phaser.Physics.P2.Constraint` that was added to the world. * * @property {Phaser.Signal} onConstraintAdded */ this.onConstraintAdded = new Phaser.Signal(); /** * This signal is dispatched when a Constraint is removed from the World. * * It sends 1 argument: `constraint` which is the `Phaser.Physics.P2.Constraint` that was removed from the world. * * @property {Phaser.Signal} onConstraintRemoved */ this.onConstraintRemoved = new Phaser.Signal(); /** * This signal is dispatched when a Contact Material is added to the World. * * It sends 1 argument: `material` which is the `Phaser.Physics.P2.ContactMaterial` that was added to the world. * * @property {Phaser.Signal} onContactMaterialAdded */ this.onContactMaterialAdded = new Phaser.Signal(); /** * This signal is dispatched when a Contact Material is removed from the World. * * It sends 1 argument: `material` which is the `Phaser.Physics.P2.ContactMaterial` that was removed from the world. * * @property {Phaser.Signal} onContactMaterialRemoved */ this.onContactMaterialRemoved = new Phaser.Signal(); /** * @property {function} postBroadphaseCallback - A postBroadphase callback. */ this.postBroadphaseCallback = null; /** * @property {object} callbackContext - The context under which the callbacks are fired. */ this.callbackContext = null; /** * This Signal is dispatched when a first contact is created between two bodies. This happens *before* the step has been done. * * It sends 5 arguments: `bodyA`, `bodyB`, `shapeA`, `shapeB` and `contactEquations`. * * It is possible that in certain situations the `bodyA` or `bodyB` values are `null`. You should check for this * in your own code to avoid processing potentially null physics bodies. * * @property {Phaser.Signal} onBeginContact */ this.onBeginContact = new Phaser.Signal(); /** * This Signal is dispatched when final contact occurs between two bodies. This happens *before* the step has been done. * * It sends 4 arguments: `bodyA`, `bodyB`, `shapeA` and `shapeB`. * * It is possible that in certain situations the `bodyA` or `bodyB` values are `null`. You should check for this * in your own code to avoid processing potentially null physics bodies. * * @property {Phaser.Signal} onEndContact */ this.onEndContact = new Phaser.Signal(); // Pixel to meter function overrides if (config.hasOwnProperty('mpx') && config.hasOwnProperty('pxm') && config.hasOwnProperty('mpxi') && config.hasOwnProperty('pxmi')) { this.mpx = config.mpx; this.mpxi = config.mpxi; this.pxm = config.pxm; this.pxmi = config.pxmi; } // Hook into the World events this.world.on('beginContact', this.beginContactHandler, this); this.world.on('endContact', this.endContactHandler, this); /** * @property {array} collisionGroups - An array containing the collision groups that have been defined in the World. */ this.collisionGroups = []; /** * @property {Phaser.Physics.P2.CollisionGroup} nothingCollisionGroup - A default collision group. */ this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1); /** * @property {Phaser.Physics.P2.CollisionGroup} boundsCollisionGroup - A default collision group. */ this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2); /** * @property {Phaser.Physics.P2.CollisionGroup} everythingCollisionGroup - A default collision group. */ this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648); /** * @property {array} boundsCollidesWith - An array of the bodies the world bounds collides with. */ this.boundsCollidesWith = []; /** * @property {array} _toRemove - Internal var used to hold references to bodies to remove from the world on the next step. * @private */ this._toRemove = []; /** * @property {number} _collisionGroupID - Internal var. * @private */ this._collisionGroupID = 2; /** * @property {boolean} _boundsLeft - Internal var that keeps track of world bounds settings. * @private */ this._boundsLeft = true; /** * @property {boolean} _boundsRight - Internal var that keeps track of world bounds settings. * @private */ this._boundsRight = true; /** * @property {boolean} _boundsTop - Internal var that keeps track of world bounds settings. * @private */ this._boundsTop = true; /** * @property {boolean} _boundsBottom - Internal var that keeps track of world bounds settings. * @private */ this._boundsBottom = true; /** * @property {boolean} _boundsOwnGroup - Internal var that keeps track of world bounds settings. * @private */ this._boundsOwnGroup = false; // By default we want everything colliding with everything this.setBoundsToWorld(true, true, true, true, false); }; Phaser.Physics.P2.prototype = { /** * This will add a P2 Physics body into the removal list for the next step. * * @method Phaser.Physics.P2#removeBodyNextStep * @param {Phaser.Physics.P2.Body} body - The body to remove at the start of the next step. */ removeBodyNextStep: function (body) { this._toRemove.push(body); }, /** * Called at the start of the core update loop. Purges flagged bodies from the world. * * @method Phaser.Physics.P2#preUpdate */ preUpdate: function () { var i = this._toRemove.length; while (i--) { this.removeBody(this._toRemove[i]); } this._toRemove.length = 0; }, /** * This will create a P2 Physics body on the given game object or array of game objects. * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. * Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered. * * @method Phaser.Physics.P2#enable * @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property. * @param {boolean} [debug=false] - Create a debug object to go with this body? * @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go. */ enable: function (object, debug, children) { if (debug === undefined) { debug = false; } if (children === undefined) { children = true; } var i = 1; if (Array.isArray(object)) { i = object.length; while (i--) { if (object[i] instanceof Phaser.Group) { // If it's a Group then we do it on the children regardless this.enable(object[i].children, debug, children); } else { this.enableBody(object[i], debug); if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0) { this.enable(object[i], debug, true); } } } } else if (object instanceof Phaser.Group) { // If it's a Group then we do it on the children regardless this.enable(object.children, debug, children); } else { this.enableBody(object, debug); if (children && object.hasOwnProperty('children') && object.children.length > 0) { this.enable(object.children, debug, true); } } }, /** * Creates a P2 Physics body on the given game object. * A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled. * * @method Phaser.Physics.P2#enableBody * @param {object} object - The game object to create the physics body on. A body will only be created if this object has a null `body` property. * @param {boolean} debug - Create a debug object to go with this body? */ enableBody: function (object, debug) { if (object.hasOwnProperty('body') && object.body === null) { object.body = new Phaser.Physics.P2.Body(this.game, object, object.x, object.y, 1); object.body.debug = debug; if (typeof object.anchor !== 'undefined') { object.anchor.set(0.5); } } }, /** * Impact event handling is disabled by default. Enable it before any impact events will be dispatched. * In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks. * * @method Phaser.Physics.P2#setImpactEvents * @param {boolean} state - Set to true to enable impact events, or false to disable. */ setImpactEvents: function (state) { if (state) { this.world.on('impact', this.impactHandler, this); } else { this.world.off('impact', this.impactHandler, this); } }, /** * Sets a callback to be fired after the Broadphase has collected collision pairs in the world. * Just because a pair exists it doesn't mean they *will* collide, just that they potentially could do. * If your calback returns `false` the pair will be removed from the narrowphase. This will stop them testing for collision this step. * Returning `true` from the callback will ensure they are checked in the narrowphase. * * @method Phaser.Physics.P2#setPostBroadphaseCallback * @param {function} callback - The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback. * @param {object} context - The context under which the callback will be fired. */ setPostBroadphaseCallback: function (callback, context) { this.postBroadphaseCallback = callback; this.callbackContext = context; if (callback !== null) { this.world.on('postBroadphase', this.postBroadphaseHandler, this); } else { this.world.off('postBroadphase', this.postBroadphaseHandler, this); } }, /** * Internal handler for the postBroadphase event. * * @method Phaser.Physics.P2#postBroadphaseHandler * @private * @param {object} event - The event data. */ postBroadphaseHandler: function (event) { if (!this.postBroadphaseCallback || event.pairs.length === 0) { return; } for (var i = event.pairs.length - 2; i >= 0; i -= 2) { if (event.pairs[i].parent && event.pairs[i + 1].parent && !this.postBroadphaseCallback.call(this.callbackContext, event.pairs[i].parent, event.pairs[i + 1].parent)) { event.pairs.splice(i, 2); } } }, /** * Handles a p2 impact event. * * @method Phaser.Physics.P2#impactHandler * @private * @param {object} event - The event data. */ impactHandler: function (event) { if (event.bodyA.parent && event.bodyB.parent) { // Body vs. Body callbacks var a = event.bodyA.parent; var b = event.bodyB.parent; if (a._bodyCallbacks[event.bodyB.id]) { a._bodyCallbacks[event.bodyB.id].call(a._bodyCallbackContext[event.bodyB.id], a, b, event.shapeA, event.shapeB); } if (b._bodyCallbacks[event.bodyA.id]) { b._bodyCallbacks[event.bodyA.id].call(b._bodyCallbackContext[event.bodyA.id], b, a, event.shapeB, event.shapeA); } // Body vs. Group callbacks if (a._groupCallbacks[event.shapeB.collisionGroup]) { a._groupCallbacks[event.shapeB.collisionGroup].call(a._groupCallbackContext[event.shapeB.collisionGroup], a, b, event.shapeA, event.shapeB); } if (b._groupCallbacks[event.shapeA.collisionGroup]) { b._groupCallbacks[event.shapeA.collisionGroup].call(b._groupCallbackContext[event.shapeA.collisionGroup], b, a, event.shapeB, event.shapeA); } } }, /** * Handles a p2 begin contact event. * * @method Phaser.Physics.P2#beginContactHandler * @param {object} event - The event data. */ beginContactHandler: function (event) { if (event.bodyA && event.bodyB) { this.onBeginContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB, event.contactEquations); if (event.bodyA.parent) { event.bodyA.parent.onBeginContact.dispatch(event.bodyB.parent, event.bodyB, event.shapeA, event.shapeB, event.contactEquations); } if (event.bodyB.parent) { event.bodyB.parent.onBeginContact.dispatch(event.bodyA.parent, event.bodyA, event.shapeB, event.shapeA, event.contactEquations); } } }, /** * Handles a p2 end contact event. * * @method Phaser.Physics.P2#endContactHandler * @param {object} event - The event data. */ endContactHandler: function (event) { if (event.bodyA && event.bodyB) { this.onEndContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB); if (event.bodyA.parent) { event.bodyA.parent.onEndContact.dispatch(event.bodyB.parent, event.bodyB, event.shapeA, event.shapeB); } if (event.bodyB.parent) { event.bodyB.parent.onEndContact.dispatch(event.bodyA.parent, event.bodyA, event.shapeB, event.shapeA); } } }, /** * Sets the bounds of the Physics world to match the Game.World dimensions. * You can optionally set which 'walls' to create: left, right, top or bottom. * * @method Phaser.Physics#setBoundsToWorld * @param {boolean} [left=true] - If true will create the left bounds wall. * @param {boolean} [right=true] - If true will create the right bounds wall. * @param {boolean} [top=true] - If true will create the top bounds wall. * @param {boolean} [bottom=true] - If true will create the bottom bounds wall. * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ setBoundsToWorld: function (left, right, top, bottom, setCollisionGroup) { this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, left, right, top, bottom, setCollisionGroup); }, /** * Sets the given material against the 4 bounds of this World. * * @method Phaser.Physics#setWorldMaterial * @param {Phaser.Physics.P2.Material} material - The material to set. * @param {boolean} [left=true] - If true will set the material on the left bounds wall. * @param {boolean} [right=true] - If true will set the material on the right bounds wall. * @param {boolean} [top=true] - If true will set the material on the top bounds wall. * @param {boolean} [bottom=true] - If true will set the material on the bottom bounds wall. */ setWorldMaterial: function (material, left, right, top, bottom) { if (left === undefined) { left = true; } if (right === undefined) { right = true; } if (top === undefined) { top = true; } if (bottom === undefined) { bottom = true; } if (left && this.walls.left) { this.walls.left.shapes[0].material = material; } if (right && this.walls.right) { this.walls.right.shapes[0].material = material; } if (top && this.walls.top) { this.walls.top.shapes[0].material = material; } if (bottom && this.walls.bottom) { this.walls.bottom.shapes[0].material = material; } }, /** * By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face. * If you start to use your own collision groups then your objects will no longer collide with the bounds. * To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group. * * @method Phaser.Physics.P2#updateBoundsCollisionGroup * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ updateBoundsCollisionGroup: function (setCollisionGroup) { if (setCollisionGroup === undefined) { setCollisionGroup = true; } var mask = (setCollisionGroup) ? this.boundsCollisionGroup.mask : this.everythingCollisionGroup.mask; if (this.walls.left) { this.walls.left.shapes[0].collisionGroup = mask; } if (this.walls.right) { this.walls.right.shapes[0].collisionGroup = mask; } if (this.walls.top) { this.walls.top.shapes[0].collisionGroup = mask; } if (this.walls.bottom) { this.walls.bottom.shapes[0].collisionGroup = mask; } this._boundsOwnGroup = setCollisionGroup; }, /** * Sets the bounds of the Physics world to match the given world pixel dimensions. * You can optionally set which 'walls' to create: left, right, top or bottom. * If none of the walls are given it will default to use the walls settings it had previously. * I.e. if you previously told it to not have the left or right walls, and you then adjust the world size * the newly created bounds will also not have the left and right walls. * Explicitly state them in the parameters to override this. * * @method Phaser.Physics.P2#setBounds * @param {number} x - The x coordinate of the top-left corner of the bounds. * @param {number} y - The y coordinate of the top-left corner of the bounds. * @param {number} width - The width of the bounds. * @param {number} height - The height of the bounds. * @param {boolean} [left=true] - If true will create the left bounds wall. * @param {boolean} [right=true] - If true will create the right bounds wall. * @param {boolean} [top=true] - If true will create the top bounds wall. * @param {boolean} [bottom=true] - If true will create the bottom bounds wall. * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ setBounds: function (x, y, width, height, left, right, top, bottom, setCollisionGroup) { if (left === undefined) { left = this._boundsLeft; } if (right === undefined) { right = this._boundsRight; } if (top === undefined) { top = this._boundsTop; } if (bottom === undefined) { bottom = this._boundsBottom; } if (setCollisionGroup === undefined) { setCollisionGroup = this._boundsOwnGroup; } this.setupWall(left, 'left', x, y, 1.5707963267948966, setCollisionGroup); this.setupWall(right, 'right', x + width, y, -1.5707963267948966, setCollisionGroup); this.setupWall(top, 'top', x, y, -3.141592653589793, setCollisionGroup); this.setupWall(bottom, 'bottom', x, y + height, 0, setCollisionGroup); // Remember the bounds settings in case they change later on via World.setBounds this._boundsLeft = left; this._boundsRight = right; this._boundsTop = top; this._boundsBottom = bottom; this._boundsOwnGroup = setCollisionGroup; }, /** * Internal method called by setBounds. Responsible for creating, updating or * removing the wall body shapes. * * @method Phaser.Physics.P2#setupWall * @private * @param {boolean} create - True to create the wall shape, false to remove it. * @param {string} wall - The wall segment to update. * @param {number} x - The x coordinate of the wall. * @param {number} y - The y coordinate of the wall. * @param {float} angle - The angle of the wall. * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group. */ setupWall: function (create, wall, x, y, angle, setCollisionGroup) { if (create) { // We need a left wall. Do we have one already? if (this.walls[wall]) { this.walls[wall].position = [ this.pxmi(x), this.pxmi(y) ]; } else { this.walls[wall] = new p2.Body({ mass: 0, position: [ this.pxmi(x), this.pxmi(y) ], angle: angle }); this.walls[wall].addShape(new p2.Plane()); this.world.addBody(this.walls[wall]); } if (setCollisionGroup) { this.walls[wall].shapes[0].collisionGroup = this.boundsCollisionGroup.mask; } } else if (this.walls[wall]) { this.world.removeBody(this.walls[wall]); this.walls[wall] = null; } }, /** * Pauses the P2 World independent of the game pause state. * * @method Phaser.Physics.P2#pause */ pause: function () { this.paused = true; }, /** * Resumes a paused P2 World. * * @method Phaser.Physics.P2#resume */ resume: function () { this.paused = false; }, /** * Internal P2 update loop. * * @method Phaser.Physics.P2#update */ update: function () { // Do nothing if the physics engine was paused before if (this.paused) { return; } if (this.useElapsedTime) { this.world.step(0.001 * this.game.time.delta); } else { this.world.step(this.frameRate); } }, /** * Called by Phaser.Physics when a State swap occurs. * Starts the begin and end Contact listeners again. * * @method Phaser.Physics.P2#reset */ reset: function () { this.world.on('beginContact', this.beginContactHandler, this); this.world.on('endContact', this.endContactHandler, this); this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1); this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2); this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648); this._collisionGroupID = 2; this.setBoundsToWorld(true, true, true, true, false); }, /** * Clears all bodies from the simulation, resets callbacks and resets the collision bitmask. * * The P2 world is also cleared: * * * Removes all solver equations * * Removes all constraints * * Removes all bodies * * Removes all springs * * Removes all contact materials * * This is called automatically when you switch state. * * @method Phaser.Physics.P2#clear */ clear: function () { this.world.time = 0; this.world.fixedStepTime = 0; // Remove all solver equations if (this.world.solver && this.world.solver.equations.length) { this.world.solver.removeAllEquations(); } // Remove all constraints var cs = this.world.constraints; for (var i = cs.length - 1; i >= 0; i--) { this.world.removeConstraint(cs[i]); } // Remove all bodies var bodies = this.world.bodies; for (var i = bodies.length - 1; i >= 0; i--) { this.world.removeBody(bodies[i]); } // Remove all springs var springs = this.world.springs; for (var i = springs.length - 1; i >= 0; i--) { this.world.removeSpring(springs[i]); } // Remove all contact materials var cms = this.world.contactMaterials; for (var i = cms.length - 1; i >= 0; i--) { this.world.removeContactMaterial(cms[i]); } this.world.off('beginContact', this.beginContactHandler, this); this.world.off('endContact', this.endContactHandler, this); this.postBroadphaseCallback = null; this.callbackContext = null; this.impactCallback = null; this.collisionGroups = []; this._toRemove = []; this.boundsCollidesWith = []; // Remove the world bounds this.walls = { left: null, right: null, top: null, bottom: null }; }, /** * Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call `clear` on a State change. * * @method Phaser.Physics.P2#destroy */ destroy: function () { this.clear(); this.game = null; }, /** * Add a body to the world. * * @method Phaser.Physics.P2#addBody * @param {Phaser.Physics.P2.Body} body - The Body to add to the World. * @return {boolean} True if the Body was added successfully, otherwise false. */ addBody: function (body) { if (body.data.world) { return false; } else { this.world.addBody(body.data); this.onBodyAdded.dispatch(body); return true; } }, /** * Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with. * * @method Phaser.Physics.P2#removeBody * @param {Phaser.Physics.P2.Body} body - The Body to remove from the World. * @return {Phaser.Physics.P2.Body} The Body that was removed. */ removeBody: function (body) { if (body.data.world === this.world) { this.world.removeBody(body.data); this.onBodyRemoved.dispatch(body); } return body; }, /** * Adds a Spring to the world. * * @method Phaser.Physics.P2#addSpring * @param {Phaser.Physics.P2.Spring|p2.LinearSpring|p2.RotationalSpring} spring - The Spring to add to the World. * @return {Phaser.Physics.P2.Spring} The Spring that was added. */ addSpring: function (spring) { if (spring instanceof Phaser.Physics.P2.Spring || spring instanceof Phaser.Physics.P2.RotationalSpring) { this.world.addSpring(spring.data); } else { this.world.addSpring(spring); } this.onSpringAdded.dispatch(spring); return spring; }, /** * Removes a Spring from the world. * * @method Phaser.Physics.P2#removeSpring * @param {Phaser.Physics.P2.Spring} spring - The Spring to remove from the World. * @return {Phaser.Physics.P2.Spring} The Spring that was removed. */ removeSpring: function (spring) { if (spring instanceof Phaser.Physics.P2.Spring || spring instanceof Phaser.Physics.P2.RotationalSpring) { this.world.removeSpring(spring.data); } else { this.world.removeSpring(spring); } this.onSpringRemoved.dispatch(spring); return spring; }, /** * Creates a constraint that tries to keep the distance between two bodies constant. * * @method Phaser.Physics.P2#createDistanceConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {number} distance - The distance to keep between the bodies. * @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0]. * @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0]. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.DistanceConstraint} The constraint */ createDistanceConstraint: function (bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)); } }, /** * Creates a constraint that tries to keep the relative angle between two bodies constant. * * @method Phaser.Physics.P2#createGearConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {number} [angle=0] - The relative angle * @param {number} [ratio=1] - The gear ratio. * @return {Phaser.Physics.P2.GearConstraint} The constraint */ createGearConstraint: function (bodyA, bodyB, angle, ratio) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.GearConstraint(this, bodyA, bodyB, angle, ratio)); } }, /** * Connects two bodies at given offset points, letting them rotate relative to each other around this point. * The pivot points are given in world (pixel) coordinates. * * @method Phaser.Physics.P2#createRevoluteConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Array} pivotA - The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies. * @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value. * @return {Phaser.Physics.P2.RevoluteConstraint} The constraint */ createRevoluteConstraint: function (bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.RevoluteConstraint(this, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot)); } }, /** * Locks the relative position between two bodies. * * @method Phaser.Physics.P2#createLockConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [angle=0] - The angle of bodyB in bodyA's frame. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.LockConstraint} The constraint */ createLockConstraint: function (bodyA, bodyB, offset, angle, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.LockConstraint(this, bodyA, bodyB, offset, angle, maxForce)); } }, /** * Constraint that only allows bodies to move along a line, relative to each other. * See http://www.iforce2d.net/b2dtut/joints-prismatic * * @method Phaser.Physics.P2#createPrismaticConstraint * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body. * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body. * @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point. * @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32]. * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies. * @return {Phaser.Physics.P2.PrismaticConstraint} The constraint */ createPrismaticConstraint: function (bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) { bodyA = this.getBody(bodyA); bodyB = this.getBody(bodyB); if (!bodyA || !bodyB) { console.warn('Cannot create Constraint, invalid body objects given'); } else { return this.addConstraint(new Phaser.Physics.P2.PrismaticConstraint(this, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce)); } }, /** * Adds a Constraint to the world. * * @method Phaser.Physics.P2#addConstraint * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to add to the World. * @return {Phaser.Physics.P2.Constraint} The Constraint that was added. */ addConstraint: function (constraint) { this.world.addConstraint(constraint); this.onConstraintAdded.dispatch(constraint); return constraint; }, /** * Removes a Constraint from the world. * * @method Phaser.Physics.P2#removeConstraint * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to be removed from the World. * @return {Phaser.Physics.P2.Constraint} The Constraint that was removed. */ removeConstraint: function (constraint) { this.world.removeConstraint(constraint); this.onConstraintRemoved.dispatch(constraint); return constraint; }, /** * Adds a Contact Material to the world. * * @method Phaser.Physics.P2#addContactMaterial * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be added to the World. * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was added. */ addContactMaterial: function (material) { this.world.addContactMaterial(material); this.onContactMaterialAdded.dispatch(material); return material; }, /** * Removes a Contact Material from the world. * * @method Phaser.Physics.P2#removeContactMaterial * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be removed from the World. * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was removed. */ removeContactMaterial: function (material) { this.world.removeContactMaterial(material); this.onContactMaterialRemoved.dispatch(material); return material; }, /** * Gets a Contact Material based on the two given Materials. * * @method Phaser.Physics.P2#getContactMaterial * @param {Phaser.Physics.P2.Material} materialA - The first Material to search for. * @param {Phaser.Physics.P2.Material} materialB - The second Material to search for. * @return {Phaser.Physics.P2.ContactMaterial|boolean} The Contact Material or false if none was found matching the Materials given. */ getContactMaterial: function (materialA, materialB) { return this.world.getContactMaterial(materialA, materialB); }, /** * Sets the given Material against all Shapes owned by all the Bodies in the given array. * * @method Phaser.Physics.P2#setMaterial * @param {Phaser.Physics.P2.Material} material - The Material to be applied to the given Bodies. * @param {array<Phaser.Physics.P2.Body>} bodies - An Array of Body objects that the given Material will be set on. */ setMaterial: function (material, bodies) { var i = bodies.length; while (i--) { bodies[i].setMaterial(material); } }, /** * Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial(). * Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials. * Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials. * * @method Phaser.Physics.P2#createMaterial * @param {string} [name] - Optional name of the Material. Each Material has a unique ID but string names are handy for debugging. * @param {Phaser.Physics.P2.Body} [body] - Optional Body. If given it will assign the newly created Material to the Body shapes. * @return {Phaser.Physics.P2.Material} The Material that was created. This is also stored in Phaser.Physics.P2.materials. */ createMaterial: function (name, body) { name = name || ''; var material = new Phaser.Physics.P2.Material(name); this.materials.push(material); if (typeof body !== 'undefined') { body.setMaterial(material); } return material; }, /** * Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly. * * @method Phaser.Physics.P2#createContactMaterial * @param {Phaser.Physics.P2.Material} [materialA] - The first Material to create the ContactMaterial from. If undefined it will create a new Material object first. * @param {Phaser.Physics.P2.Material} [materialB] - The second Material to create the ContactMaterial from. If undefined it will create a new Material object first. * @param {object} [options] - Material options object. * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was created. */ createContactMaterial: function (materialA, materialB, options) { if (materialA === undefined) { materialA = this.createMaterial(); } if (materialB === undefined) { materialB = this.createMaterial(); } var contact = new Phaser.Physics.P2.ContactMaterial(materialA, materialB, options); return this.addContactMaterial(contact); }, /** * Populates and returns an array with references to of all current Bodies in the world. * * @method Phaser.Physics.P2#getBodies * @return {array<Phaser.Physics.P2.Body>} An array containing all current Bodies in the world. */ getBodies: function () { var output = []; var i = this.world.bodies.length; while (i--) { output.push(this.world.bodies[i].parent); } return output; }, /** * Checks the given object to see if it has a p2.Body and if so returns it. * * @method Phaser.Physics.P2#getBody * @param {object} object - The object to check for a p2.Body on. * @return {p2.Body} The p2.Body, or null if not found. */ getBody: function (object) { if (object instanceof p2.Body) { // Native p2 body return object; } else if (object instanceof Phaser.Physics.P2.Body) { // Phaser P2 Body return object.data; } else if (object['body'] && object['body'].type === Phaser.Physics.P2JS) { // Sprite, TileSprite, etc return object.body.data; } return null; }, /** * Populates and returns an array of all current Springs in the world. * * @method Phaser.Physics.P2#getSprings * @return {array<Phaser.Physics.P2.Spring>} An array containing all current Springs in the world. */ getSprings: function () { var output = []; var i = this.world.springs.length; while (i--) { output.push(this.world.springs[i].parent); } return output; }, /** * Populates and returns an array of all current Constraints in the world. * You will get an array of p2 constraints back. This can be of mixed types, for example the array may contain * PrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type. * * @method Phaser.Physics.P2#getConstraints * @return {array<Phaser.Physics.P2.Constraint>} An array containing all current Constraints in the world. */ getConstraints: function () { var output = []; var i = this.world.constraints.length; while (i--) { output.push(this.world.constraints[i]); } return output; }, /** * Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to * (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property. * * @method Phaser.Physics.P2#hitTest * @param {Phaser.Point} worldPoint - Point to use for intersection tests. The points values must be in world (pixel) coordinates. * @param {Array<Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body>} [bodies] - A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies) * @param {number} [precision=5] - Used for matching against particles and lines. Adds some margin to these infinitesimal objects. * @param {boolean} [filterStatic=false] - If true all Static objects will be removed from the results array. * @return {Array} Array of bodies that overlap the point. */ hitTest: function (worldPoint, bodies, precision, filterStatic) { if (bodies === undefined) { bodies = this.world.bodies; } if (precision === undefined) { precision = 5; } if (filterStatic === undefined) { filterStatic = false; } var physicsPosition = [ this.pxmi(worldPoint.x), this.pxmi(worldPoint.y) ]; var query = []; var i = bodies.length; while (i--) { if (bodies[i] instanceof Phaser.Physics.P2.Body && !(filterStatic && bodies[i].data.type === p2.Body.STATIC)) { query.push(bodies[i].data); } else if (bodies[i] instanceof p2.Body && bodies[i].parent && !(filterStatic && bodies[i].type === p2.Body.STATIC)) { query.push(bodies[i]); } else if (bodies[i] instanceof Phaser.Sprite && bodies[i].hasOwnProperty('body') && !(filterStatic && bodies[i].body.data.type === p2.Body.STATIC)) { query.push(bodies[i].body.data); } } return this.world.hitTest(physicsPosition, query, precision); }, /** * Converts the current world into a JSON object. * * @method Phaser.Physics.P2#toJSON * @return {object} A JSON representation of the world. */ toJSON: function () { return this.world.toJSON(); }, /** * Creates a new Collision Group and optionally applies it to the given object. * Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups. * * @method Phaser.Physics.P2#createCollisionGroup * @param {Phaser.Group|Phaser.Sprite} [object] - An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children. */ createCollisionGroup: function (object) { var bitmask = Math.pow(2, this._collisionGroupID); if (this.walls.left) { this.walls.left.shapes[0].collisionMask = this.walls.left.shapes[0].collisionMask | bitmask; } if (this.walls.right) { this.walls.right.shapes[0].collisionMask = this.walls.right.shapes[0].collisionMask | bitmask; } if (this.walls.top) { this.walls.top.shapes[0].collisionMask = this.walls.top.shapes[0].collisionMask | bitmask;