phaser-multires
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
1,572 lines (1,215 loc) • 116 kB
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<a href="Phaser.DOM.html">DOM</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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<a href="Phaser.Easing.Circular.html">Circular</a>
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Linear.html">Linear</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
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<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
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<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
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<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PointerMode.html">PointerMode</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenData.html">TweenData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Video.html">Video</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Weapon.html">Weapon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EarCut.html">EarCut</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_UP">ANGLE_UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#AUTO">AUTO</a>
</li>
<li class="class-depth-0">
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
</li>
<li class="class-depth-0">
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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<h1 class="page-title">Source: src/physics/arcade/World.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.
*
* @class Phaser.Physics.Arcade
* @constructor
* @param {Phaser.Game} game - reference to the current game instance.
*/
Phaser.Physics.Arcade = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
*/
this.gravity = new Phaser.Point();
/**
* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);
/**
* Set the checkCollision properties to control for which bounds collision is processed.
* For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom.
* @property {object} checkCollision - An object containing allowed collision flags.
*/
this.checkCollision = { up: true, down: true, left: true, right: true };
/**
* @property {number} maxObjects - Used by the QuadTree to set the maximum number of objects per quad.
*/
this.maxObjects = 10;
/**
* @property {number} maxLevels - Used by the QuadTree to set the maximum number of iteration levels.
*/
this.maxLevels = 4;
/**
* @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
*/
this.OVERLAP_BIAS = 4;
/**
* @property {boolean} forceX - If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.
*/
this.forceX = false;
/**
* @property {number} sortDirection - Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT.
* @default
*/
this.sortDirection = Phaser.Physics.Arcade.LEFT_RIGHT;
/**
* @property {boolean} skipQuadTree - If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via `Body.skipQuadTree`.
*/
this.skipQuadTree = true;
/**
* @property {boolean} isPaused - If `true` the `Body.preUpdate` method will be skipped, halting all motion for all bodies. Note that other methods such as `collide` will still work, so be careful not to call them on paused bodies.
*/
this.isPaused = false;
/**
* @property {Phaser.QuadTree} quadTree - The world QuadTree.
*/
this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
/**
* @property {number} _total - Internal cache var.
* @private
*/
this._total = 0;
// By default we want the bounds the same size as the world bounds
this.setBoundsToWorld();
};
Phaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;
/**
* A constant used for the sortDirection value.
* Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.
* @constant
* @type {number}
*/
Phaser.Physics.Arcade.SORT_NONE = 0;
/**
* A constant used for the sortDirection value.
* Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)
* @constant
* @type {number}
*/
Phaser.Physics.Arcade.LEFT_RIGHT = 1;
/**
* A constant used for the sortDirection value.
* Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards)
* @constant
* @type {number}
*/
Phaser.Physics.Arcade.RIGHT_LEFT = 2;
/**
* A constant used for the sortDirection value.
* Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)
* @constant
* @type {number}
*/
Phaser.Physics.Arcade.TOP_BOTTOM = 3;
/**
* A constant used for the sortDirection value.
* Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up)
* @constant
* @type {number}
*/
Phaser.Physics.Arcade.BOTTOM_TOP = 4;
Phaser.Physics.Arcade.prototype = {
/**
* Updates the size of this physics world.
*
* @method Phaser.Physics.Arcade#setBounds
* @param {number} x - Top left most corner of the world.
* @param {number} y - Top left most corner of the world.
* @param {number} width - New width of the world. Can never be smaller than the Game.width.
* @param {number} height - New height of the world. Can never be smaller than the Game.height.
*/
setBounds: function (x, y, width, height) {
this.bounds.setTo(x, y, width, height);
},
/**
* Updates the size of this physics world to match the size of the game world.
*
* @method Phaser.Physics.Arcade#setBoundsToWorld
*/
setBoundsToWorld: function () {
this.bounds.copyFrom(this.game.world.bounds);
},
/**
* This will create an Arcade 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.
*
* @method Phaser.Physics.Arcade#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} [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, children) {
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, children);
}
else
{
this.enableBody(object[i]);
if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0)
{
this.enable(object[i], true);
}
}
}
}
else
{
if (object instanceof Phaser.Group)
{
// If it's a Group then we do it on the children regardless
this.enable(object.children, children);
}
else
{
this.enableBody(object);
if (children && object.hasOwnProperty('children') && object.children.length > 0)
{
this.enable(object.children, true);
}
}
}
},
/**
* Creates an Arcade 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.
*
* When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array.
*
* @method Phaser.Physics.Arcade#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.
*/
enableBody: function (object) {
if (object.hasOwnProperty('body') && object.body === null)
{
object.body = new Phaser.Physics.Arcade.Body(object);
if (object.parent && object.parent instanceof Phaser.Group)
{
object.parent.addToHash(object);
}
}
},
/**
* Called automatically by a Physics body, it updates all motion related values on the Body unless `World.isPaused` is `true`.
*
* @method Phaser.Physics.Arcade#updateMotion
* @param {Phaser.Physics.Arcade.Body} The Body object to be updated.
*/
updateMotion: function (body) {
var velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity;
body.angularVelocity += velocityDelta;
body.rotation += (body.angularVelocity * this.game.time.physicsElapsed);
body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x);
body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y);
},
/**
* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
* Based on a function in Flixel by @ADAMATOMIC
*
* @method Phaser.Physics.Arcade#computeVelocity
* @param {number} axis - 0 for nothing, 1 for horizontal, 2 for vertical.
* @param {Phaser.Physics.Arcade.Body} body - The Body object to be updated.
* @param {number} velocity - Any component of velocity (e.g. 20).
* @param {number} acceleration - Rate at which the velocity is changing.
* @param {number} drag - Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
* @param {number} [max=10000] - An absolute value cap for the velocity.
* @return {number} The altered Velocity value.
*/
computeVelocity: function (axis, body, velocity, acceleration, drag, max) {
if (max === undefined) { max = 10000; }
if (axis === 1 && body.allowGravity)
{
velocity += (this.gravity.x + body.gravity.x) * this.game.time.physicsElapsed;
}
else if (axis === 2 && body.allowGravity)
{
velocity += (this.gravity.y + body.gravity.y) * this.game.time.physicsElapsed;
}
if (acceleration)
{
velocity += acceleration * this.game.time.physicsElapsed;
}
else if (drag)
{
drag *= this.game.time.physicsElapsed;
if (velocity - drag > 0)
{
velocity -= drag;
}
else if (velocity + drag < 0)
{
velocity += drag;
}
else
{
velocity = 0;
}
}
if (velocity > max)
{
velocity = max;
}
else if (velocity < -max)
{
velocity = -max;
}
return velocity;
},
/**
* Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
* You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
* Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
* Both the first and second parameter can be arrays of objects, of differing types.
* If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.
* NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).
*
* @method Phaser.Physics.Arcade#overlap
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|array} object1 - The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {function} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.
* @param {object} [callbackContext] - The context in which to run the callbacks.
* @return {boolean} True if an overlap occurred otherwise false.
*/
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) {
overlapCallback = overlapCallback || null;
processCallback = processCallback || null;
callbackContext = callbackContext || overlapCallback;
this._total = 0;
if (!Array.isArray(object1) && Array.isArray(object2))
{
for (var i = 0; i < object2.length; i++)
{