phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
160 lines (136 loc) • 4.85 kB
JavaScript
/**
* The `Matter.Pairs` module contains methods for creating and manipulating collision pair sets.
*
* @class Pairs
*/
var Pairs = {};
module.exports = Pairs;
var Pair = require('./Pair');
var Common = require('../core/Common');
(function() {
var _pairMaxIdleLife = 1000;
/**
* Creates a new pairs structure.
* @method create
* @param {object} options
* @return {pairs} A new pairs structure
*/
Pairs.create = function(options) {
return Common.extend({
table: {},
list: [],
collisionStart: [],
collisionActive: [],
collisionEnd: []
}, options);
};
/**
* Updates pairs given a list of collisions.
* @method update
* @param {object} pairs
* @param {collision[]} collisions
* @param {number} timestamp
*/
Pairs.update = function(pairs, collisions, timestamp) {
var pairsList = pairs.list,
pairsTable = pairs.table,
collisionStart = pairs.collisionStart,
collisionEnd = pairs.collisionEnd,
collisionActive = pairs.collisionActive,
collision,
pairId,
pair,
i;
// clear collision state arrays, but maintain old reference
collisionStart.length = 0;
collisionEnd.length = 0;
collisionActive.length = 0;
for (i = 0; i < pairsList.length; i++) {
pairsList[i].confirmedActive = false;
}
for (i = 0; i < collisions.length; i++) {
collision = collisions[i];
if (collision.collided) {
pairId = Pair.id(collision.bodyA, collision.bodyB);
pair = pairsTable[pairId];
if (pair) {
// pair already exists (but may or may not be active)
if (pair.isActive) {
// pair exists and is active
collisionActive.push(pair);
} else {
// pair exists but was inactive, so a collision has just started again
collisionStart.push(pair);
}
// update the pair
Pair.update(pair, collision, timestamp);
pair.confirmedActive = true;
} else {
// pair did not exist, create a new pair
pair = Pair.create(collision, timestamp);
pairsTable[pairId] = pair;
// push the new pair
collisionStart.push(pair);
pairsList.push(pair);
}
}
}
// deactivate previously active pairs that are now inactive
for (i = 0; i < pairsList.length; i++) {
pair = pairsList[i];
if (!pair.confirmedActive) {
Pair.setActive(pair, false, timestamp);
collisionEnd.push(pair);
}
}
};
/**
* Finds and removes pairs that have been inactive for a set amount of time.
* @method removeOld
* @param {object} pairs
* @param {number} timestamp
*/
Pairs.removeOld = function(pairs, timestamp) {
var pairsList = pairs.list,
pairsTable = pairs.table,
indexesToRemove = [],
pair,
collision,
pairIndex,
i;
for (i = 0; i < pairsList.length; i++) {
pair = pairsList[i];
collision = pair.collision;
// never remove sleeping pairs
if (collision.bodyA.isSleeping || collision.bodyB.isSleeping) {
pair.timeUpdated = timestamp;
continue;
}
// if pair is inactive for too long, mark it to be removed
if (timestamp - pair.timeUpdated > _pairMaxIdleLife) {
indexesToRemove.push(i);
}
}
// remove marked pairs
for (i = 0; i < indexesToRemove.length; i++) {
pairIndex = indexesToRemove[i] - i;
pair = pairsList[pairIndex];
delete pairsTable[pair.id];
pairsList.splice(pairIndex, 1);
}
};
/**
* Clears the given pairs structure.
* @method clear
* @param {pairs} pairs
* @return {pairs} pairs
*/
Pairs.clear = function(pairs) {
pairs.table = {};
pairs.list.length = 0;
pairs.collisionStart.length = 0;
pairs.collisionActive.length = 0;
pairs.collisionEnd.length = 0;
return pairs;
};
})();