phaser-ce
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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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JavaScript
/**
* @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;