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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var CollisionComponent = require('./components/Collision'); var CONST = require('./const'); var Events = require('./events'); var RadToDeg = require('../../math/RadToDeg'); var Rectangle = require('../../geom/rectangle/Rectangle'); var RectangleContains = require('../../geom/rectangle/Contains'); var SetCollisionObject = require('./SetCollisionObject'); var Vector2 = require('../../math/Vector2'); /** * @classdesc * A Dynamic Arcade Body. * * Its static counterpart is {@link Phaser.Physics.Arcade.StaticBody}. * * @class Body * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Arcade.Components.Collision * * @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Body belongs to. * @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object this Body belongs to. As of Phaser 3.60 this is now optional. */ var Body = new Class({ Mixins: [ CollisionComponent ], initialize: function Body (world, gameObject) { var width = 64; var height = 64; var dummyGameObject = { x: 0, y: 0, angle: 0, rotation: 0, scaleX: 1, scaleY: 1, displayOriginX: 0, displayOriginY: 0 }; var hasGameObject = (gameObject !== undefined); if (hasGameObject && gameObject.displayWidth) { width = gameObject.displayWidth; height = gameObject.displayHeight; } if (!hasGameObject) { gameObject = dummyGameObject; } /** * The Arcade Physics simulation this Body belongs to. * * @name Phaser.Physics.Arcade.Body#world * @type {Phaser.Physics.Arcade.World} * @since 3.0.0 */ this.world = world; /** * The Game Object this Body belongs to. * * As of Phaser 3.60 this is now optional and can be undefined. * * @name Phaser.Physics.Arcade.Body#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.gameObject = (hasGameObject) ? gameObject : undefined; /** * A quick-test flag that signifies this is a Body, used in the World collision handler. * * @name Phaser.Physics.Arcade.Body#isBody * @type {boolean} * @readonly * @since 3.60.0 */ this.isBody = true; /** * Transformations applied to this Body. * * @name Phaser.Physics.Arcade.Body#transform * @type {object} * @since 3.4.0 */ this.transform = { x: gameObject.x, y: gameObject.y, rotation: gameObject.angle, scaleX: gameObject.scaleX, scaleY: gameObject.scaleY, displayOriginX: gameObject.displayOriginX, displayOriginY: gameObject.displayOriginY }; /** * Whether the Body is drawn to the debug display. * * @name Phaser.Physics.Arcade.Body#debugShowBody * @type {boolean} * @since 3.0.0 */ this.debugShowBody = world.defaults.debugShowBody; /** * Whether the Body's velocity is drawn to the debug display. * * @name Phaser.Physics.Arcade.Body#debugShowVelocity * @type {boolean} * @since 3.0.0 */ this.debugShowVelocity = world.defaults.debugShowVelocity; /** * The color of this Body on the debug display. * * @name Phaser.Physics.Arcade.Body#debugBodyColor * @type {number} * @since 3.0.0 */ this.debugBodyColor = world.defaults.bodyDebugColor; /** * Whether this Body is updated by the physics simulation. * * @name Phaser.Physics.Arcade.Body#enable * @type {boolean} * @default true * @since 3.0.0 */ this.enable = true; /** * Whether this Body is circular (true) or rectangular (false). * * @name Phaser.Physics.Arcade.Body#isCircle * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setCircle */ this.isCircle = false; /** * If this Body is circular, this is the unscaled radius of the Body, as set by setCircle(), in source pixels. * The true radius is equal to `halfWidth`. * * @name Phaser.Physics.Arcade.Body#radius * @type {number} * @default 0 * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setCircle */ this.radius = 0; /** * The offset of this Body's position from its Game Object's position, in source pixels. * * @name Phaser.Physics.Arcade.Body#offset * @type {Phaser.Math.Vector2} * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setOffset */ this.offset = new Vector2(); /** * The position of this Body within the simulation. * * @name Phaser.Physics.Arcade.Body#position * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.position = new Vector2( gameObject.x - gameObject.scaleX * gameObject.displayOriginX, gameObject.y - gameObject.scaleY * gameObject.displayOriginY ); /** * The position of this Body during the previous step. * * @name Phaser.Physics.Arcade.Body#prev * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.prev = this.position.clone(); /** * The position of this Body during the previous frame. * * @name Phaser.Physics.Arcade.Body#prevFrame * @type {Phaser.Math.Vector2} * @since 3.20.0 */ this.prevFrame = this.position.clone(); /** * Whether this Body's `rotation` is affected by its angular acceleration and angular velocity. * * @name Phaser.Physics.Arcade.Body#allowRotation * @type {boolean} * @default true * @since 3.0.0 */ this.allowRotation = true; /** * This body's rotation, in degrees, based on its angular acceleration and angular velocity. * The Body's rotation controls the `angle` of its Game Object. * It doesn't rotate the Body's own geometry, which is always an axis-aligned rectangle or a circle. * * @name Phaser.Physics.Arcade.Body#rotation * @type {number} * @since 3.0.0 */ this.rotation = gameObject.angle; /** * The Body rotation, in degrees, during the previous step. * * @name Phaser.Physics.Arcade.Body#preRotation * @type {number} * @since 3.0.0 */ this.preRotation = gameObject.angle; /** * The width of the Body, in pixels. * If the Body is circular, this is also the diameter. * If you wish to change the width use the `Body.setSize` method. * * @name Phaser.Physics.Arcade.Body#width * @type {number} * @readonly * @default 64 * @since 3.0.0 */ this.width = width; /** * The height of the Body, in pixels. * If the Body is circular, this is also the diameter. * If you wish to change the height use the `Body.setSize` method. * * @name Phaser.Physics.Arcade.Body#height * @type {number} * @readonly * @default 64 * @since 3.0.0 */ this.height = height; /** * The unscaled width of the Body, in source pixels, as set by setSize(). * The default is the width of the Body's Game Object's texture frame. * * @name Phaser.Physics.Arcade.Body#sourceWidth * @type {number} * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setSize */ this.sourceWidth = width; /** * The unscaled height of the Body, in source pixels, as set by setSize(). * The default is the height of the Body's Game Object's texture frame. * * @name Phaser.Physics.Arcade.Body#sourceHeight * @type {number} * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#setSize */ this.sourceHeight = height; if (gameObject.frame) { this.sourceWidth = gameObject.frame.realWidth; this.sourceHeight = gameObject.frame.realHeight; } /** * Half the Body's width, in pixels. * * @name Phaser.Physics.Arcade.Body#halfWidth * @type {number} * @since 3.0.0 */ this.halfWidth = Math.abs(width / 2); /** * Half the Body's height, in pixels. * * @name Phaser.Physics.Arcade.Body#halfHeight * @type {number} * @since 3.0.0 */ this.halfHeight = Math.abs(height / 2); /** * The center of the Body. * The midpoint of its `position` (top-left corner) and its bottom-right corner. * * @name Phaser.Physics.Arcade.Body#center * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.center = new Vector2(this.position.x + this.halfWidth, this.position.y + this.halfHeight); /** * The Body's velocity, in pixels per second. * * @name Phaser.Physics.Arcade.Body#velocity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.velocity = new Vector2(); /** * The Body's change in position (due to velocity) at the last step, in pixels. * * The size of this value depends on the simulation's step rate. * * @name Phaser.Physics.Arcade.Body#newVelocity * @type {Phaser.Math.Vector2} * @readonly * @since 3.0.0 */ this.newVelocity = new Vector2(); /** * The Body's absolute maximum change in position, in pixels per step. * * @name Phaser.Physics.Arcade.Body#deltaMax * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.deltaMax = new Vector2(); /** * The Body's change in velocity, in pixels per second squared. * * @name Phaser.Physics.Arcade.Body#acceleration * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.acceleration = new Vector2(); /** * Whether this Body's velocity is affected by its `drag`. * * @name Phaser.Physics.Arcade.Body#allowDrag * @type {boolean} * @default true * @since 3.0.0 */ this.allowDrag = true; /** * When `useDamping` is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared. * * When `useDamping` is true, this is a damping multiplier between 0 and 1. * A value of 0 means the Body stops instantly. * A value of 0.01 mean the Body keeps 1% of its velocity per second, losing 99%. * A value of 0.1 means the Body keeps 10% of its velocity per second, losing 90%. * A value of 1 means the Body loses no velocity. * You can use very small values (e.g., 0.001) to stop the Body quickly. * * The x and y components are applied separately. * * Drag is applied only when `acceleration` is zero. * * @name Phaser.Physics.Arcade.Body#drag * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.drag = new Vector2(); /** * Whether this Body's position is affected by gravity (local or world). * * @name Phaser.Physics.Arcade.Body#allowGravity * @type {boolean} * @default true * @since 3.0.0 * @see Phaser.Physics.Arcade.Body#gravity * @see Phaser.Physics.Arcade.World#gravity */ this.allowGravity = true; /** * Acceleration due to gravity (specific to this Body), in pixels per second squared. * Total gravity is the sum of this vector and the simulation's `gravity`. * * @name Phaser.Physics.Arcade.Body#gravity * @type {Phaser.Math.Vector2} * @since 3.0.0 * @see Phaser.Physics.Arcade.World#gravity */ this.gravity = new Vector2(); /** * Rebound following a collision, relative to 1. * * @name Phaser.Physics.Arcade.Body#bounce * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.bounce = new Vector2(); /** * Rebound following a collision with the world boundary, relative to 1. * If null, `bounce` is used instead. * * @name Phaser.Physics.Arcade.Body#worldBounce * @type {?Phaser.Math.Vector2} * @default null * @since 3.0.0 */ this.worldBounce = null; /** * The rectangle used for world boundary collisions. * * By default it is set to the world boundary rectangle. Or, if this Body was * created by a Physics Group, then whatever rectangle that Group defined. * * You can also change it by using the `Body.setBoundsRectangle` method. * * @name Phaser.Physics.Arcade.Body#customBoundsRectangle * @type {Phaser.Geom.Rectangle} * @since 3.20 */ this.customBoundsRectangle = world.bounds; /** * Whether the simulation emits a `worldbounds` event when this Body collides with the world boundary * (and `collideWorldBounds` is also true). * * @name Phaser.Physics.Arcade.Body#onWorldBounds * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.World#WORLD_BOUNDS */ this.onWorldBounds = false; /** * Whether the simulation emits a `collide` event when this Body collides with another. * * @name Phaser.Physics.Arcade.Body#onCollide * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.World#COLLIDE */ this.onCollide = false; /** * Whether the simulation emits an `overlap` event when this Body overlaps with another. * * @name Phaser.Physics.Arcade.Body#onOverlap * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.Physics.Arcade.World#OVERLAP */ this.onOverlap = false; /** * The absolute maximum velocity of this body, in pixels per second. * The horizontal and vertical components are applied separately. * * @name Phaser.Physics.Arcade.Body#maxVelocity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.maxVelocity = new Vector2(10000, 10000); /** * The maximum speed this Body is allowed to reach, in pixels per second. * * If not negative it limits the scalar value of speed. * * Any negative value means no maximum is being applied (the default). * * @name Phaser.Physics.Arcade.Body#maxSpeed * @type {number} * @default -1 * @since 3.16.0 */ this.maxSpeed = -1; /** * If this Body is `immovable` and in motion, `friction` is the proportion of this Body's motion received by the riding Body on each axis, relative to 1. * The horizontal component (x) is applied only when two colliding Bodies are separated vertically. * The vertical component (y) is applied only when two colliding Bodies are separated horizontally. * The default value (1, 0) moves the riding Body horizontally in equal proportion to this Body and vertically not at all. * * @name Phaser.Physics.Arcade.Body#friction * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.friction = new Vector2(1, 0); /** * If this Body is using `drag` for deceleration this property controls how the drag is applied. * If set to `true` drag will use a damping effect rather than a linear approach. If you are * creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in * the game Asteroids) then you will get a far smoother and more visually correct deceleration * by using damping, avoiding the axis-drift that is prone with linear deceleration. * * If you enable this property then you should use far smaller `drag` values than with linear, as * they are used as a multiplier on the velocity. Values such as 0.05 will give a nice slow * deceleration. * * @name Phaser.Physics.Arcade.Body#useDamping * @type {boolean} * @default false * @since 3.10.0 */ this.useDamping = false; /** * The rate of change of this Body's `rotation`, in degrees per second. * * @name Phaser.Physics.Arcade.Body#angularVelocity * @type {number} * @default 0 * @since 3.0.0 */ this.angularVelocity = 0; /** * The Body's angular acceleration (change in angular velocity), in degrees per second squared. * * @name Phaser.Physics.Arcade.Body#angularAcceleration * @type {number} * @default 0 * @since 3.0.0 */ this.angularAcceleration = 0; /** * Loss of angular velocity due to angular movement, in degrees per second. * * Angular drag is applied only when angular acceleration is zero. * * @name Phaser.Physics.Arcade.Body#angularDrag * @type {number} * @default 0 * @since 3.0.0 */ this.angularDrag = 0; /** * The Body's maximum angular velocity, in degrees per second. * * @name Phaser.Physics.Arcade.Body#maxAngular * @type {number} * @default 1000 * @since 3.0.0 */ this.maxAngular = 1000; /** * The Body's inertia, relative to a default unit (1). * With `bounce`, this affects the exchange of momentum (velocities) during collisions. * * @name Phaser.Physics.Arcade.Body#mass * @type {number} * @default 1 * @since 3.0.0 */ this.mass = 1; /** * The calculated angle of this Body's velocity vector, in radians, during the last step. * * @name Phaser.Physics.Arcade.Body#angle * @type {number} * @default 0 * @since 3.0.0 */ this.angle = 0; /** * The calculated magnitude of the Body's velocity, in pixels per second, during the last step. * * @name Phaser.Physics.Arcade.Body#speed * @type {number} * @default 0 * @since 3.0.0 */ this.speed = 0; /** * The direction of the Body's velocity, as calculated during the last step. * This is a numeric constant value (FACING_UP, FACING_DOWN, FACING_LEFT, FACING_RIGHT). * If the Body is moving on both axes, this describes motion on the vertical axis only. * * @name Phaser.Physics.Arcade.Body#facing * @type {number} * @since 3.0.0 * * @see Phaser.Physics.Arcade.FACING_UP * @see Phaser.Physics.Arcade.FACING_DOWN * @see Phaser.Physics.Arcade.FACING_LEFT * @see Phaser.Physics.Arcade.FACING_RIGHT */ this.facing = CONST.FACING_NONE; /** * Whether this Body can be moved by collisions with another Body. * * @name Phaser.Physics.Arcade.Body#immovable * @type {boolean} * @default false * @since 3.0.0 */ this.immovable = false; /** * Sets if this Body can be pushed by another Body. * * A body that cannot be pushed will reflect back all of the velocity it is given to the * colliding body. If that body is also not pushable, then the separation will be split * between them evenly. * * If you want your body to never move or seperate at all, see the `setImmovable` method. * * By default, Dynamic Bodies are always pushable. * * @name Phaser.Physics.Arcade.Body#pushable * @type {boolean} * @default true * @since 3.50.0 * @see Phaser.GameObjects.Components.Pushable#setPushable */ this.pushable = true; /** * The Slide Factor of this Body. * * The Slide Factor controls how much velocity is preserved when * this Body is pushed by another Body. * * The default value is 1, which means that it will take on all * velocity given in the push. You can adjust this value to control * how much velocity is retained by this Body when the push ends. * * A value of 0, for example, will allow this Body to be pushed * but then remain completely still after the push ends, such as * you see in a game like Sokoban. * * Or you can set a mid-point, such as 0.25 which will allow it * to keep 25% of the original velocity when the push ends. You * can combine this with the `setDrag()` method to create deceleration. * * @name Phaser.Physics.Arcade.Body#slideFactor * @type {Phaser.Math.Vector2} * @since 3.70.0 * @see Phaser.GameObjects.Components.Pushable#setSlideFactor */ this.slideFactor = new Vector2(1, 1); /** * Whether the Body's position and rotation are affected by its velocity, acceleration, drag, and gravity. * * @name Phaser.Physics.Arcade.Body#moves * @type {boolean} * @default true * @since 3.0.0 */ this.moves = true; /** * A flag disabling the default horizontal separation of colliding bodies. * Pass your own `collideCallback` to the collider. * * @name Phaser.Physics.Arcade.Body#customSeparateX * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateX = false; /** * A flag disabling the default vertical separation of colliding bodies. * Pass your own `collideCallback` to the collider. * * @name Phaser.Physics.Arcade.Body#customSeparateY * @type {boolean} * @default false * @since 3.0.0 */ this.customSeparateY = false; /** * The amount of horizontal overlap (before separation), if this Body is colliding with another. * * @name Phaser.Physics.Arcade.Body#overlapX * @type {number} * @default 0 * @since 3.0.0 */ this.overlapX = 0; /** * The amount of vertical overlap (before separation), if this Body is colliding with another. * * @name Phaser.Physics.Arcade.Body#overlapY * @type {number} * @default 0 * @since 3.0.0 */ this.overlapY = 0; /** * The amount of overlap (before separation), if this Body is circular and colliding with another circular body. * * @name Phaser.Physics.Arcade.Body#overlapR * @type {number} * @default 0 * @since 3.0.0 */ this.overlapR = 0; /** * Whether this Body is overlapped with another and both are not moving, on at least one axis. * * @name Phaser.Physics.Arcade.Body#embedded * @type {boolean} * @default false * @since 3.0.0 */ this.embedded = false; /** * Whether this Body interacts with the world boundary. * * @name Phaser.Physics.Arcade.Body#collideWorldBounds * @type {boolean} * @default false * @since 3.0.0 */ this.collideWorldBounds = false; /** * Whether this Body is checked for collisions and for which directions. * You can set `checkCollision.none = true` to disable collision checks. * * @name Phaser.Physics.Arcade.Body#checkCollision * @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision} * @since 3.0.0 */ this.checkCollision = SetCollisionObject(false); /** * Whether this Body is colliding with a Body or Static Body and in which direction. * In a collision where both bodies have zero velocity, `embedded` will be set instead. * * @name Phaser.Physics.Arcade.Body#touching * @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision} * @since 3.0.0 * * @see Phaser.Physics.Arcade.Body#blocked * @see Phaser.Physics.Arcade.Body#embedded */ this.touching = SetCollisionObject(true); /** * This Body's `touching` value during the previous step. * * @name Phaser.Physics.Arcade.Body#wasTouching * @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision} * @since 3.0.0 * * @see Phaser.Physics.Arcade.Body#touching */ this.wasTouching = SetCollisionObject(true); /** * Whether this Body is colliding with a Static Body, a tile, or the world boundary. * In a collision with a Static Body, if this Body has zero velocity then `embedded` will be set instead. * * @name Phaser.Physics.Arcade.Body#blocked * @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision} * @since 3.0.0 * * @see Phaser.Physics.Arcade.Body#embedded * @see Phaser.Physics.Arcade.Body#touching */ this.blocked = SetCollisionObject(true); /** * Whether to automatically synchronize this Body's dimensions to the dimensions of its Game Object's visual bounds. * * @name Phaser.Physics.Arcade.Body#syncBounds * @type {boolean} * @default false * @since 3.0.0 * @see Phaser.GameObjects.Components.GetBounds#getBounds */ this.syncBounds = false; /** * The Body's physics type (dynamic or static). * * @name Phaser.Physics.Arcade.Body#physicsType * @type {number} * @readonly * @default Phaser.Physics.Arcade.DYNAMIC_BODY * @since 3.0.0 */ this.physicsType = CONST.DYNAMIC_BODY; /** * The Arcade Physics Body Collision Category. * * This can be set to any valid collision bitfield value. * * See the `setCollisionCategory` method for more details. * * @name Phaser.Physics.Arcade.Body#collisionCategory * @type {number} * @since 3.70.0 */ this.collisionCategory = 0x0001; /** * The Arcade Physics Body Collision Mask. * * See the `setCollidesWith` method for more details. * * @name Phaser.Physics.Arcade.Body#collisionMask * @type {number} * @since 3.70.0 */ this.collisionMask = 1; /** * Cached horizontal scale of the Body's Game Object. * * @name Phaser.Physics.Arcade.Body#_sx * @type {number} * @private * @since 3.0.0 */ this._sx = gameObject.scaleX; /** * Cached vertical scale of the Body's Game Object. * * @name Phaser.Physics.Arcade.Body#_sy * @type {number} * @private * @since 3.0.0 */ this._sy = gameObject.scaleY; /** * The calculated change in the Body's horizontal position during the last step. * * @name Phaser.Physics.Arcade.Body#_dx * @type {number} * @private * @default 0 * @since 3.0.0 */ this._dx = 0; /** * The calculated change in the Body's vertical position during the last step. * * @name Phaser.Physics.Arcade.Body#_dy * @type {number} * @private * @default 0 * @since 3.0.0 */ this._dy = 0; /** * The final calculated change in the Body's horizontal position as of `postUpdate`. * * @name Phaser.Physics.Arcade.Body#_tx * @type {number} * @private * @default 0 * @since 3.22.0 */ this._tx = 0; /** * The final calculated change in the Body's vertical position as of `postUpdate`. * * @name Phaser.Physics.Arcade.Body#_ty * @type {number} * @private * @default 0 * @since 3.22.0 */ this._ty = 0; /** * Stores the Game Object's bounds. * * @name Phaser.Physics.Arcade.Body#_bounds * @type {Phaser.Geom.Rectangle} * @private * @since 3.0.0 */ this._bounds = new Rectangle(); /** * Is this Body under direct control, outside of the physics engine? For example, * are you trying to move it via a Tween? Or have it follow a path? If so then * you can enable this boolean so that the Body will calculate its velocity based * purely on its change in position each frame. This allows you to then tween * the position and still have it collide with other objects. However, setting * the velocity will have no impact on this Body while this is set. * * @name Phaser.Physics.Arcade.Body#directControl * @type {boolean} * @since 3.70.0 */ this.directControl = false; /** * Stores the previous position of the Game Object when directControl is enabled. * * @name Phaser.Physics.Arcade.Body#autoFrame * @type {Phaser.Math.Vector2} * @private * @since 3.70.0 */ this.autoFrame = this.position.clone(); }, /** * Updates the Body's `transform`, `width`, `height`, and `center` from its Game Object. * The Body's `position` isn't changed. * * @method Phaser.Physics.Arcade.Body#updateBounds * @since 3.0.0 */ updateBounds: function () { var sprite = this.gameObject; // Container? var transform = this.transform; if (sprite.parentContainer) { var matrix = sprite.getWorldTransformMatrix(this.world._tempMatrix, this.world._tempMatrix2); transform.x = matrix.tx; transform.y = matrix.ty; transform.rotation = RadToDeg(matrix.rotation); transform.scaleX = matrix.scaleX; transform.scaleY = matrix.scaleY; transform.displayOriginX = sprite.displayOriginX; transform.displayOriginY = sprite.displayOriginY; } else { transform.x = sprite.x; transform.y = sprite.y; transform.rotation = sprite.angle; transform.scaleX = sprite.scaleX; transform.scaleY = sprite.scaleY; transform.displayOriginX = sprite.displayOriginX; transform.displayOriginY = sprite.displayOriginY; } var recalc = false; if (this.syncBounds) { var b = sprite.getBounds(this._bounds); this.width = b.width; this.height = b.height; recalc = true; } else { var asx = Math.abs(transform.scaleX); var asy = Math.abs(transform.scaleY); if (this._sx !== asx || this._sy !== asy) { this.width = this.sourceWidth * asx; this.height = this.sourceHeight * asy; this._sx = asx; this._sy = asy; recalc = true; } } if (recalc) { this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.updateCenter(); } }, /** * Updates the Body's `center` from its `position`, `width`, and `height`. * * @method Phaser.Physics.Arcade.Body#updateCenter * @since 3.0.0 */ updateCenter: function () { this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight); }, /** * Updates the Body's `position`, `width`, `height`, and `center` from its Game Object and `offset`. * * You don't need to call this for Dynamic Bodies, as it happens automatically during the physics step. * But you could use it if you have modified the Body offset or Game Object transform and need to immediately * read the Body's new `position` or `center`. * * To resynchronize the Body with its Game Object, use `reset()` instead. * * @method Phaser.Physics.Arcade.Body#updateFromGameObject * @since 3.24.0 */ updateFromGameObject: function () { this.updateBounds(); var transform = this.transform; this.position.x = transform.x + transform.scaleX * (this.offset.x - transform.displayOriginX); this.position.y = transform.y + transform.scaleY * (this.offset.y - transform.displayOriginY); this.updateCenter(); }, /** * Prepares the Body for a physics step by resetting the `wasTouching`, `touching` and `blocked` states. * * This method is only called if the physics world is going to run a step this frame. * * @method Phaser.Physics.Arcade.Body#resetFlags * @since 3.18.0 * * @param {boolean} [clear=false] - Set the `wasTouching` values to their defaults. */ resetFlags: function (clear) { if (clear === undefined) { clear = false; } // Store and reset collision flags var wasTouching = this.wasTouching; var touching = this.touching; var blocked = this.blocked; if (clear) { SetCollisionObject(true, wasTouching); } else { wasTouching.none = touching.none; wasTouching.up = touching.up; wasTouching.down = touching.down; wasTouching.left = touching.left; wasTouching.right = touching.right; } SetCollisionObject(true, touching); SetCollisionObject(true, blocked); this.overlapR = 0; this.overlapX = 0; this.overlapY = 0; this.embedded = false; }, /** * Syncs the position body position with the parent Game Object. * * This method is called every game frame, regardless if the world steps or not. * * @method Phaser.Physics.Arcade.Body#preUpdate * @since 3.17.0 * * @param {boolean} willStep - Will this Body run an update as well? * @param {number} delta - The delta time, in seconds, elapsed since the last frame. */ preUpdate: function (willStep, delta) { if (willStep) { this.resetFlags(); } if (this.gameObject) { this.updateFromGameObject(); } this.rotation = this.transform.rotation; this.preRotation = this.rotation; if (this.moves) { var pos = this.position; this.prev.x = pos.x; this.prev.y = pos.y; this.prevFrame.x = pos.x; this.prevFrame.y = pos.y; } if (willStep) { this.update(delta); } }, /** * Performs a single physics step and updates the body velocity, angle, speed and other properties. * * This method can be called multiple times per game frame, depending on the physics step rate. * * The results are synced back to the Game Object in `postUpdate`. * * @method Phaser.Physics.Arcade.Body#update * @fires Phaser.Physics.Arcade.Events#WORLD_BOUNDS * @since 3.0.0 * * @param {number} delta - The delta time, in seconds, elapsed since the last frame. */ update: function (delta) { var prev = this.prev; var pos = this.position; var vel = this.velocity; prev.set(pos.x, pos.y); if (!this.moves) { this._dx = pos.x - prev.x; this._dy = pos.y - prev.y; return; } if (this.directControl) { var autoFrame = this.autoFrame; vel.set( (pos.x - autoFrame.x) / delta, (pos.y - autoFrame.y) / delta ); this.world.updateMotion(this, delta); this._dx = pos.x - autoFrame.x; this._dy = pos.y - autoFrame.y; } else { this.world.updateMotion(this, delta); this.newVelocity.set(vel.x * delta, vel.y * delta); pos.add(this.newVelocity); this._dx = pos.x - prev.x; this._dy = pos.y - prev.y; } var vx = vel.x; var vy = vel.y; this.updateCenter(); this.angle = Math.atan2(vy, vx); this.speed = Math.sqrt(vx * vx + vy * vy); // Now the update will throw collision checks at the Body // And finally we'll integrate the new position back to the Sprite in postUpdate if (this.collideWorldBounds && this.checkWorldBounds() && this.onWorldBounds) { var blocked = this.blocked; this.world.emit(Events.WORLD_BOUNDS, this, blocked.up, blocked.down, blocked.left, blocked.right); } }, /** * Feeds the Body results back into the parent Game Object. * * This method is called every game frame, regardless if the world steps or not. * * @method Phaser.Physics.Arcade.Body#postUpdate * @since 3.0.0 */ postUpdate: function () { var pos = this.position; var dx = pos.x - this.prevFrame.x; var dy = pos.y - this.prevFrame.y; var gameObject = this.gameObject; if (this.moves) { var mx = this.deltaMax.x; var my = this.deltaMax.y; if (mx !== 0 && dx !== 0) { if (dx < 0 && dx < -mx) { dx = -mx; } else if (dx > 0 && dx > mx) { dx = mx; } } if (my !== 0 && dy !== 0) { if (dy < 0 && dy < -my) { dy = -my; } else if (dy > 0 && dy > my) { dy = my; } } if (gameObject) { gameObject.x += dx; gameObject.y += dy; } } if (dx < 0) { this.facing = CONST.FACING_LEFT; } else if (dx > 0) { this.facing = CONST.FACING_RIGHT; } if (dy < 0) { this.facing = CONST.FACING_UP; } else if (dy > 0) { this.facing = CONST.FACING_DOWN; } if (this.allowRotation && gameObject) { gameObject.angle += this.deltaZ(); } this._tx = dx; this._ty = dy; this.autoFrame.set(pos.x, pos.y); }, /** * Sets a custom collision boundary rectangle. Use if you want to have a custom * boundary instead of the world boundaries. * * @method Phaser.Physics.Arcade.Body#setBoundsRectangle * @since 3.20 * * @param {?Phaser.Geom.Rectangle} [bounds] - The new boundary rectangle. Pass `null` to use the World bounds. * * @return {this} This Body object. */ setBoundsRectangle: function (bounds) { this.customBoundsRectangle = (!bounds) ? this.world.bounds : bounds; return this; }, /** * Checks for collisions between this Body and the world boundary and separates them. * * @method Phaser.Physics.Arcade.Body#checkWorldBounds * @since 3.0.0 * * @return {boolean} True if this Body is colliding with the world boundary. */ checkWorldBounds: function () { var pos = this.position; var vel = this.velocity; var blocked = this.blocked; var bounds = this.customBoundsRectangle; var check = this.world.checkCollision; var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x; var by = (this.worldBounce) ? -this.worldBounce.y : -this.bounce.y; var wasSet = false; if (pos.x < bounds.x && check.left) { pos.x = bounds.x; vel.x *= bx; blocked.left = true; wasSet = true; } else if (this.right > bounds.right && check.right) { pos.x = bounds.right - this.width; vel.x *= bx; blocked.right = true; wasSet = true; } if (pos.y < bounds.y && check.up) { pos.y = bounds.y; vel.y *= by; blocked.up = true; wasSet = true; } else if (this.bottom > bounds.bottom && check.down) { pos.y = bounds.bottom - this.height; vel.y *= by; blocked.down = true; wasSet = true; } if (wasSet) { this.blocked.none = false; this.updateCenter(); } return wasSet; }, /** * Sets the offset of the Body's position from its Game Object's position. * The Body's `position` isn't changed until the next `preUpdate`. * * @method Phaser.Physics.Arcade.Body#setOffset * @since 3.0.0 * * @param {number} x - The horizontal offset, in source pixels. * @param {number} [y=x] - The vertical offset, in source pixels. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setOffset: function (x, y) { if (y === undefined) { y = x; } this.offset.set(x, y); return this; }, /** * Assign this Body to a new Game Object. * * Removes this body from the Physics World, assigns to the new Game Object, calls `setSize` and then * adds this body back into the World again, setting it enabled, unless the `enable` argument is set to `false`. * * If this body already has a Game Object, then it will remove itself from that Game Object first. * * If the given `gameObject` doesn't have a `body` property, it is created and this Body is assigned to it. * * @method Phaser.Physics.Arcade.Body#setGameObject * @since 3.60.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to assign this Body to. * @param {boolean} [enable=true] - Automatically enable this Body for physics. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setGameObject: function (gameObject, enable) { if (enable === undefined) { enable = true; } if (!gameObject || !gameObject.hasTransformComponent) { // We need a valid Game Object to continue return this; } var world = this.world; if (this.gameObject && this.gameObject.body) { world.disable(this.gameObject); // Disconnect the current Game Object this.gameObject.body = null; } if (gameObject.body) { // Remove the body from the world, but don't disable the Game Object world.disable(gameObject); } this.gameObject = gameObject; gameObject.body = this; // This will remove the body from the tree, if it's in there and add the new one in this.setSize(); this.enable = enable; return this; }, /** * Sizes and positions this Body, as a rectangle. * Modifies the Body `offset` if `center` is true (the default). * Resets the width and height to match current frame, if no width and height provided and a frame is found. * * @method Phaser.Physics.Arcade.Body#setSize * @since 3.0.0 * * @param {number} [width] - The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width. * @param {number} [height] - The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height. * @param {boolean} [center=true] - Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setSize: function (width, height, center) { if (center === undefined) { center = true; } var gameObject = this.gameObject; if (gameObject) { if (!width && gameObject.frame) { width = gameObject.frame.realWidth; } if (!height && gameObject.frame) { height = gameObject.frame.realHeight; } } this.sourceWidth = width; this.sourceHeight = height; this.width = this.sourceWidth * this._sx; this.height = this.sourceHeight * this._sy; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.updateCenter(); if (center && gameObject && gameObject.getCenter) { var ox = (gameObject.width - width) / 2; var oy = (gameObject.height - height) / 2; this.offset.set(ox, oy); } this.isCircle = false; this.radius = 0; return this; }, /** * Sizes and positions this Body, as a circle. * * @method Phaser.Physics.Arcade.Body#setCircle * @since 3.0.0 * * @param {number} radius - The radius of the Body, in source pixels. * @param {number} [offsetX] - The horizontal offset of the Body from its Game Object, in source pixels. * @param {number} [offsetY] - The vertical offset of the Body from its Game Object, in source pixels. * * @return {Phaser.Physics.Arcade.Body} This Body object. */ setCircle: function (radius, offsetX, offsetY) { if (offsetX === undefined) { offsetX = this.offset.x; } if (offsetY === undefined) { offsetY = this.offset.y; } if (radius > 0) { this.isCircle = true; this.radius = radius; this.sourceWidth = radius * 2; this.sourceHeight = radius * 2; this.width = this.sourceWidth * this._sx; this.height = this.sourceHeight * this._sy; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.offset.set(offsetX, offsetY); this.updateCenter(); } else { this.isCircle = false; } return this; }, /** * Sets this Body's parent Game Object to the given coordinates and resets this Body at the new coordinates. * If the Body had any velocity or acceleration it is lost as a result of calling this. * * @method Phaser.Physics.Arcade.Body#reset * @since 3.0.0 * * @param {number} x - The horizontal position to place the Game Object. * @param {number} y - The vertical position to place the Game Object. */ reset: function (x, y) { this.stop(); var gameObject = this.gameObject; if (gameObject) { gameObject.setPosition(x, y); this.rotation = gameObject.angle; this.preRotation = gameObject.angle; } var pos = this.position; if (gameObject && gameObject.getTopLeft) { gameObject.getTopLeft(pos); } else { pos.set(x, y); } this.prev.copy(pos); this.prevFrame.copy(pos); this.autoFrame.copy(pos); if (gameObject) { this.updateBounds(); } this.updateCenter(); if