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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 AngleBetweenPoints = require('../../math/angle/BetweenPoints'); var Body = require('./Body'); var Clamp = require('../../math/Clamp'); var Class = require('../../utils/Class'); var Collider = require('./Collider'); var CONST = require('./const'); var DistanceBetween = require('../../math/distance/DistanceBetween'); var DistanceBetweenPoints = require('../../math/distance/DistanceBetweenPoints'); var EventEmitter = require('eventemitter3'); var Events = require('./events'); var FuzzyEqual = require('../../math/fuzzy/Equal'); var FuzzyGreaterThan = require('../../math/fuzzy/GreaterThan'); var FuzzyLessThan = require('../../math/fuzzy/LessThan'); var GetOverlapX = require('./GetOverlapX'); var GetOverlapY = require('./GetOverlapY'); var GetTilesWithinWorldXY = require('../../tilemaps/components/GetTilesWithinWorldXY'); var GetValue = require('../../utils/object/GetValue'); var MATH_CONST = require('../../math/const'); var ProcessQueue = require('../../structs/ProcessQueue'); var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks'); var Rectangle = require('../../geom/rectangle/Rectangle'); var RTree = require('../../structs/RTree'); var SeparateTile = require('./tilemap/SeparateTile'); var SeparateX = require('./SeparateX'); var SeparateY = require('./SeparateY'); var Set = require('../../structs/Set'); var StaticBody = require('./StaticBody'); var TileIntersectsBody = require('./tilemap/TileIntersectsBody'); var TransformMatrix = require('../../gameobjects/components/TransformMatrix'); var Vector2 = require('../../math/Vector2'); var Wrap = require('../../math/Wrap'); /** * @classdesc * The Arcade Physics World. * * The World is responsible for creating, managing, colliding and updating all of the bodies within it. * * An instance of the World belongs to a Phaser.Scene and is accessed via the property `physics.world`. * * @class World * @extends Phaser.Events.EventEmitter * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this World instance belongs. * @param {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} config - An Arcade Physics Configuration object. */ var World = new Class({ Extends: EventEmitter, initialize: function World (scene, config) { EventEmitter.call(this); /** * The Scene this simulation belongs to. * * @name Phaser.Physics.Arcade.World#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * Dynamic Bodies in this simulation. * * @name Phaser.Physics.Arcade.World#bodies * @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.Body>} * @since 3.0.0 */ this.bodies = new Set(); /** * Static Bodies in this simulation. * * @name Phaser.Physics.Arcade.World#staticBodies * @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.StaticBody>} * @since 3.0.0 */ this.staticBodies = new Set(); /** * Static Bodies marked for deletion. * * @name Phaser.Physics.Arcade.World#pendingDestroy * @type {Phaser.Structs.Set.<(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)>} * @since 3.1.0 */ this.pendingDestroy = new Set(); /** * This simulation's collision processors. * * @name Phaser.Physics.Arcade.World#colliders * @type {Phaser.Structs.ProcessQueue.<Phaser.Physics.Arcade.Collider>} * @since 3.0.0 */ this.colliders = new ProcessQueue(); /** * Acceleration of Bodies due to gravity, in pixels per second. * * @name Phaser.Physics.Arcade.World#gravity * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0)); /** * A boundary constraining Bodies. * * @name Phaser.Physics.Arcade.World#bounds * @type {Phaser.Geom.Rectangle} * @since 3.0.0 */ this.bounds = new Rectangle( GetValue(config, 'x', 0), GetValue(config, 'y', 0), GetValue(config, 'width', scene.sys.scale.width), GetValue(config, 'height', scene.sys.scale.height) ); /** * The boundary edges that Bodies can collide with. * * @name Phaser.Physics.Arcade.World#checkCollision * @type {Phaser.Types.Physics.Arcade.CheckCollisionObject} * @since 3.0.0 */ this.checkCollision = { up: GetValue(config, 'checkCollision.up', true), down: GetValue(config, 'checkCollision.down', true), left: GetValue(config, 'checkCollision.left', true), right: GetValue(config, 'checkCollision.right', true) }; /** * The number of physics steps to be taken per second. * * This property is read-only. Use the `setFPS` method to modify it at run-time. * * @name Phaser.Physics.Arcade.World#fps * @readonly * @type {number} * @default 60 * @since 3.10.0 */ this.fps = GetValue(config, 'fps', 60); /** * Should Physics use a fixed update time-step (true) or sync to the render fps (false)?. * False value of this property disables fps and timeScale properties. * * @name Phaser.Physics.Arcade.World#fixedStep * @type {boolean} * @default true * @since 3.23.0 */ this.fixedStep = GetValue(config, 'fixedStep', true); /** * The amount of elapsed ms since the last frame. * * @name Phaser.Physics.Arcade.World#_elapsed * @private * @type {number} * @since 3.10.0 */ this._elapsed = 0; /** * Internal frame time value. * * @name Phaser.Physics.Arcade.World#_frameTime * @private * @type {number} * @since 3.10.0 */ this._frameTime = 1 / this.fps; /** * Internal frame time ms value. * * @name Phaser.Physics.Arcade.World#_frameTimeMS * @private * @type {number} * @since 3.10.0 */ this._frameTimeMS = 1000 * this._frameTime; /** * The number of steps that took place in the last frame. * * @name Phaser.Physics.Arcade.World#stepsLastFrame * @readonly * @type {number} * @since 3.10.0 */ this.stepsLastFrame = 0; /** * Scaling factor applied to the frame rate. * * - 1.0 = normal speed * - 2.0 = half speed * - 0.5 = double speed * * @name Phaser.Physics.Arcade.World#timeScale * @type {number} * @default 1 * @since 3.10.0 */ this.timeScale = GetValue(config, 'timeScale', 1); /** * The maximum absolute difference of a Body's per-step velocity and its overlap with another Body that will result in separation on *each axis*. * Larger values favor separation. * Smaller values favor no separation. * * @name Phaser.Physics.Arcade.World#OVERLAP_BIAS * @type {number} * @default 4 * @since 3.0.0 */ this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4); /** * The maximum absolute value of a Body's overlap with a tile that will result in separation on *each axis*. * Larger values favor separation. * Smaller values favor no separation. * The optimum value may be similar to the tile size. * * @name Phaser.Physics.Arcade.World#TILE_BIAS * @type {number} * @default 16 * @since 3.0.0 */ this.TILE_BIAS = GetValue(config, 'tileBias', 16); /** * Always separate overlapping Bodies horizontally before vertically. * False (the default) means Bodies are first separated on the axis of greater gravity, or the vertical axis if neither is greater. * * @name Phaser.Physics.Arcade.World#forceX * @type {boolean} * @default false * @since 3.0.0 */ this.forceX = GetValue(config, 'forceX', false); /** * Whether the simulation advances with the game loop. * * @name Phaser.Physics.Arcade.World#isPaused * @type {boolean} * @default false * @since 3.0.0 */ this.isPaused = GetValue(config, 'isPaused', false); /** * Temporary total of colliding Bodies. * * @name Phaser.Physics.Arcade.World#_total * @type {number} * @private * @default 0 * @since 3.0.0 */ this._total = 0; /** * Enables the debug display. * * @name Phaser.Physics.Arcade.World#drawDebug * @type {boolean} * @default false * @since 3.0.0 */ this.drawDebug = GetValue(config, 'debug', false); /** * The graphics object drawing the debug display. * * @name Phaser.Physics.Arcade.World#debugGraphic * @type {Phaser.GameObjects.Graphics} * @since 3.0.0 */ this.debugGraphic; /** * Default debug display settings for new Bodies. * * @name Phaser.Physics.Arcade.World#defaults * @type {Phaser.Types.Physics.Arcade.ArcadeWorldDefaults} * @since 3.0.0 */ this.defaults = { debugShowBody: GetValue(config, 'debugShowBody', true), debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true), debugShowVelocity: GetValue(config, 'debugShowVelocity', true), bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff), staticBodyDebugColor: GetValue(config, 'debugStaticBodyColor', 0x0000ff), velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00) }; /** * The maximum number of items per node on the RTree. * * This is ignored if `useTree` is `false`. If you have a large number of bodies in * your world then you may find search performance improves by increasing this value, * to allow more items per node and less node division. * * @name Phaser.Physics.Arcade.World#maxEntries * @type {number} * @default 16 * @since 3.0.0 */ this.maxEntries = GetValue(config, 'maxEntries', 16); /** * Should this Arcade Physics World use an RTree for Dynamic bodies? * * An RTree is a fast way of spatially sorting of all the bodies in the world. * However, at certain limits, the cost of clearing and inserting the bodies into the * tree every frame becomes more expensive than the search speed gains it provides. * * If you have a large number of dynamic bodies in your world then it may be best to * disable the use of the RTree by setting this property to `false` in the physics config. * * The number it can cope with depends on browser and device, but a conservative estimate * of around 5,000 bodies should be considered the max before disabling it. * * This only applies to dynamic bodies. Static bodies are always kept in an RTree, * because they don't have to be cleared every frame, so you benefit from the * massive search speeds all the time. * * @name Phaser.Physics.Arcade.World#useTree * @type {boolean} * @default true * @since 3.10.0 */ this.useTree = GetValue(config, 'useTree', true); /** * The spatial index of Dynamic Bodies. * * @name Phaser.Physics.Arcade.World#tree * @type {Phaser.Structs.RTree} * @since 3.0.0 */ this.tree = new RTree(this.maxEntries); /** * The spatial index of Static Bodies. * * @name Phaser.Physics.Arcade.World#staticTree * @type {Phaser.Structs.RTree} * @since 3.0.0 */ this.staticTree = new RTree(this.maxEntries); /** * Recycled input for tree searches. * * @name Phaser.Physics.Arcade.World#treeMinMax * @type {Phaser.Types.Physics.Arcade.ArcadeWorldTreeMinMax} * @since 3.0.0 */ this.treeMinMax = { minX: 0, minY: 0, maxX: 0, maxY: 0 }; /** * A temporary Transform Matrix used by bodies for calculations without them needing their own local copy. * * @name Phaser.Physics.Arcade.World#_tempMatrix * @type {Phaser.GameObjects.Components.TransformMatrix} * @private * @since 3.12.0 */ this._tempMatrix = new TransformMatrix(); /** * A temporary Transform Matrix used by bodies for calculations without them needing their own local copy. * * @name Phaser.Physics.Arcade.World#_tempMatrix2 * @type {Phaser.GameObjects.Components.TransformMatrix} * @private * @since 3.12.0 */ this._tempMatrix2 = new TransformMatrix(); /** * The Filtering Options passed to `GetTilesWithinWorldXY` as part of the `collideSpriteVsTilemapLayer` check. * * @name Phaser.Physics.Arcade.World#tileFilterOptions * @type {Phaser.Types.Tilemaps.FilteringOptions} * @since 3.60.0 */ this.tileFilterOptions = { isColliding: true, isNotEmpty: true, hasInterestingFace: true }; if (this.drawDebug) { this.createDebugGraphic(); } }, /** * Adds an Arcade Physics Body to a Game Object, an array of Game Objects, or the children of a Group. * * The difference between this and the `enableBody` method is that you can pass arrays or Groups * to this method. * * You can specify if the bodies are to be Dynamic or Static. A dynamic body can move via velocity and * acceleration. A static body remains fixed in place and as such is able to use an optimized search * tree, making it ideal for static elements such as level objects. You can still collide and overlap * with static bodies. * * Normally, rather than calling this method directly, you'd use the helper methods available in the * Arcade Physics Factory, such as: * * ```javascript * this.physics.add.image(x, y, textureKey); * this.physics.add.sprite(x, y, textureKey); * ``` * * Calling factory methods encapsulates the creation of a Game Object and the creation of its * body at the same time. If you are creating custom classes then you can pass them to this * method to have their bodies created. * * @method Phaser.Physics.Arcade.World#enable * @since 3.0.0 * * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object - The object, or objects, on which to create the bodies. * @param {number} [bodyType] - The type of Body to create. Either `DYNAMIC_BODY` or `STATIC_BODY`. */ enable: function (object, bodyType) { if (bodyType === undefined) { bodyType = CONST.DYNAMIC_BODY; } if (!Array.isArray(object)) { object = [ object ]; } for (var i = 0; i < object.length; i++) { var entry = object[i]; if (entry.isParent) { var children = entry.getChildren(); for (var c = 0; c < children.length; c++) { var child = children[c]; if (child.isParent) { // Handle Groups nested inside of Groups this.enable(child, bodyType); } else { this.enableBody(child, bodyType); } } } else { this.enableBody(entry, bodyType); } } }, /** * Creates an Arcade Physics Body on a single Game Object. * * If the Game Object already has a body, this method will simply add it back into the simulation. * * You can specify if the body is Dynamic or Static. A dynamic body can move via velocity and * acceleration. A static body remains fixed in place and as such is able to use an optimized search * tree, making it ideal for static elements such as level objects. You can still collide and overlap * with static bodies. * * Normally, rather than calling this method directly, you'd use the helper methods available in the * Arcade Physics Factory, such as: * * ```javascript * this.physics.add.image(x, y, textureKey); * this.physics.add.sprite(x, y, textureKey); * ``` * * Calling factory methods encapsulates the creation of a Game Object and the creation of its * body at the same time. If you are creating custom classes then you can pass them to this * method to have their bodies created. * * @method Phaser.Physics.Arcade.World#enableBody * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} object - The Game Object on which to create the body. * @param {number} [bodyType] - The type of Body to create. Either `DYNAMIC_BODY` or `STATIC_BODY`. * * @return {Phaser.GameObjects.GameObject} The Game Object on which the body was created. */ enableBody: function (object, bodyType) { if (bodyType === undefined) { bodyType = CONST.DYNAMIC_BODY; } if (object.hasTransformComponent) { if (!object.body) { if (bodyType === CONST.DYNAMIC_BODY) { object.body = new Body(this, object); } else if (bodyType === CONST.STATIC_BODY) { object.body = new StaticBody(this, object); } } this.add(object.body); } return object; }, /** * Adds an existing Arcade Physics Body or StaticBody to the simulation. * * The body is enabled and added to the local search trees. * * @method Phaser.Physics.Arcade.World#add * @since 3.10.0 * * @param {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} body - The Body to be added to the simulation. * * @return {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} The Body that was added to the simulation. */ add: function (body) { if (body.physicsType === CONST.DYNAMIC_BODY) { this.bodies.set(body); } else if (body.physicsType === CONST.STATIC_BODY) { this.staticBodies.set(body); this.staticTree.insert(body); } body.enable = true; return body; }, /** * Disables the Arcade Physics Body of a Game Object, an array of Game Objects, or the children of a Group. * * The difference between this and the `disableBody` method is that you can pass arrays or Groups * to this method. * * The body itself is not deleted, it just has its `enable` property set to false, which * means you can re-enable it again at any point by passing it to enable `World.enable` or `World.add`. * * @method Phaser.Physics.Arcade.World#disable * @since 3.0.0 * * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object - The object, or objects, on which to disable the bodies. */ disable: function (object) { if (!Array.isArray(object)) { object = [ object ]; } for (var i = 0; i < object.length; i++) { var entry = object[i]; if (entry.isParent) { var children = entry.getChildren(); for (var c = 0; c < children.length; c++) { var child = children[c]; if (child.isParent) { // Handle Groups nested inside of Groups this.disable(child); } else { this.disableBody(child.body); } } } else { this.disableBody(entry.body); } } }, /** * Disables an existing Arcade Physics Body or StaticBody and removes it from the simulation. * * The body is disabled and removed from the local search trees. * * The body itself is not deleted, it just has its `enable` property set to false, which * means you can re-enable it again at any point by passing it to enable `World.enable` or `World.add`. * * @method Phaser.Physics.Arcade.World#disableBody * @since 3.0.0 * * @param {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} body - The Body to be disabled. */ disableBody: function (body) { this.remove(body); body.enable = false; }, /** * Removes an existing Arcade Physics Body or StaticBody from the simulation. * * The body is disabled and removed from the local search trees. * * The body itself is not deleted, it just has its `enabled` property set to false, which * means you can re-enable it again at any point by passing it to enable `enable` or `add`. * * @method Phaser.Physics.Arcade.World#remove * @since 3.0.0 * * @param {(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} body - The body to be removed from the simulation. */ remove: function (body) { if (body.physicsType === CONST.DYNAMIC_BODY) { this.tree.remove(body); this.bodies.delete(body); } else if (body.physicsType === CONST.STATIC_BODY) { this.staticBodies.delete(body); this.staticTree.remove(body); } }, /** * Creates a Graphics Game Object that the world will use to render the debug display to. * * This is called automatically when the World is instantiated if the `debug` config property * was set to `true`. However, you can call it at any point should you need to display the * debug Graphic from a fixed point. * * You can control which objects are drawn to the Graphics object, and the colors they use, * by setting the debug properties in the physics config. * * You should not typically use this in a production game. Use it to aid during debugging. * * @method Phaser.Physics.Arcade.World#createDebugGraphic * @since 3.0.0 * * @return {Phaser.GameObjects.Graphics} The Graphics object that was created for use by the World. */ createDebugGraphic: function () { var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 }); graphic.setDepth(Number.MAX_VALUE); this.debugGraphic = graphic; this.drawDebug = true; return graphic; }, /** * Sets the position, size and properties of the World boundary. * * The World boundary is an invisible rectangle that defines the edges of the World. * If a Body is set to collide with the world bounds then it will automatically stop * when it reaches any of the edges. You can optionally set which edges of the boundary * should be checked against. * * @method Phaser.Physics.Arcade.World#setBounds * @since 3.0.0 * * @param {number} x - The top-left x coordinate of the boundary. * @param {number} y - The top-left y coordinate of the boundary. * @param {number} width - The width of the boundary. * @param {number} height - The height of the boundary. * @param {boolean} [checkLeft] - Should bodies check against the left edge of the boundary? * @param {boolean} [checkRight] - Should bodies check against the right edge of the boundary? * @param {boolean} [checkUp] - Should bodies check against the top edge of the boundary? * @param {boolean} [checkDown] - Should bodies check against the bottom edge of the boundary? * * @return {Phaser.Physics.Arcade.World} This World object. */ setBounds: function (x, y, width, height, checkLeft, checkRight, checkUp, checkDown) { this.bounds.setTo(x, y, width, height); if (checkLeft !== undefined) { this.setBoundsCollision(checkLeft, checkRight, checkUp, checkDown); } return this; }, /** * Enables or disables collisions on each edge of the World boundary. * * @method Phaser.Physics.Arcade.World#setBoundsCollision * @since 3.0.0 * * @param {boolean} [left=true] - Should bodies check against the left edge of the boundary? * @param {boolean} [right=true] - Should bodies check against the right edge of the boundary? * @param {boolean} [up=true] - Should bodies check against the top edge of the boundary? * @param {boolean} [down=true] - Should bodies check against the bottom edge of the boundary? * * @return {Phaser.Physics.Arcade.World} This World object. */ setBoundsCollision: function (left, right, up, down) { if (left === undefined) { left = true; } if (right === undefined) { right = true; } if (up === undefined) { up = true; } if (down === undefined) { down = true; } this.checkCollision.left = left; this.checkCollision.right = right; this.checkCollision.up = up; this.checkCollision.down = down; return this; }, /** * Pauses the simulation. * * A paused simulation does not update any existing bodies, or run any Colliders. * * However, you can still enable and disable bodies within it, or manually run collide or overlap * checks. * * @method Phaser.Physics.Arcade.World#pause * @fires Phaser.Physics.Arcade.Events#PAUSE * @since 3.0.0 * * @return {Phaser.Physics.Arcade.World} This World object. */ pause: function () { this.isPaused = true; this.emit(Events.PAUSE); return this; }, /** * Resumes the simulation, if paused. * * @method Phaser.Physics.Arcade.World#resume * @fires Phaser.Physics.Arcade.Events#RESUME * @since 3.0.0 * * @return {Phaser.Physics.Arcade.World} This World object. */ resume: function () { this.isPaused = false; this.emit(Events.RESUME); return this; }, /** * Creates a new Collider object and adds it to the simulation. * * A Collider is a way to automatically perform collision checks between two objects, * calling the collide and process callbacks if they occur. * * Colliders are run as part of the World update, after all of the Bodies have updated. * * By creating a Collider you don't need then call `World.collide` in your `update` loop, * as it will be handled for you automatically. * * @method Phaser.Physics.Arcade.World#addCollider * @since 3.0.0 * @see Phaser.Physics.Arcade.World#collide * * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for collision. * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object to check for collision. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean. * @param {*} [callbackContext] - The scope in which to call the callbacks. * * @return {Phaser.Physics.Arcade.Collider} The Collider that was created. */ addCollider: function (object1, object2, collideCallback, processCallback, callbackContext) { if (collideCallback === undefined) { collideCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = collideCallback; } var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext); this.colliders.add(collider); return collider; }, /** * Creates a new Overlap Collider object and adds it to the simulation. * * A Collider is a way to automatically perform overlap checks between two objects, * calling the collide and process callbacks if they occur. * * Colliders are run as part of the World update, after all of the Bodies have updated. * * By creating a Collider you don't need then call `World.overlap` in your `update` loop, * as it will be handled for you automatically. * * @method Phaser.Physics.Arcade.World#addOverlap * @since 3.0.0 * * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for overlap. * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object to check for overlap. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects overlap. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects overlap. Must return a boolean. * @param {*} [callbackContext] - The scope in which to call the callbacks. * * @return {Phaser.Physics.Arcade.Collider} The Collider that was created. */ addOverlap: function (object1, object2, collideCallback, processCallback, callbackContext) { if (collideCallback === undefined) { collideCallback = null; } if (processCallback === undefined) { processCallback = null; } if (callbackContext === undefined) { callbackContext = collideCallback; } var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext); this.colliders.add(collider); return collider; }, /** * Removes a Collider from the simulation so it is no longer processed. * * This method does not destroy the Collider. If you wish to add it back at a later stage you can call * `World.colliders.add(Collider)`. * * If you no longer need the Collider you can call the `Collider.destroy` method instead, which will * automatically clear all of its references and then remove it from the World. If you call destroy on * a Collider you _don't_ need to pass it to this method too. * * @method Phaser.Physics.Arcade.World#removeCollider * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Collider} collider - The Collider to remove from the simulation. * * @return {Phaser.Physics.Arcade.World} This World object. */ removeCollider: function (collider) { this.colliders.remove(collider); return this; }, /** * Sets the frame rate to run the simulation at. * * The frame rate value is used to simulate a fixed update time step. This fixed * time step allows for a straightforward implementation of a deterministic game state. * * This frame rate is independent of the frequency at which the game is rendering. The * higher you set the fps, the more physics simulation steps will occur per game step. * Conversely, the lower you set it, the less will take place. * * You can optionally advance the simulation directly yourself by calling the `step` method. * * @method Phaser.Physics.Arcade.World#setFPS * @since 3.10.0 * * @param {number} framerate - The frame rate to advance the simulation at. * * @return {this} This World object. */ setFPS: function (framerate) { this.fps = framerate; this._frameTime = 1 / this.fps; this._frameTimeMS = 1000 * this._frameTime; return this; }, /** * Advances the simulation based on the elapsed time and fps rate. * * This is called automatically by your Scene and does not need to be invoked directly. * * @method Phaser.Physics.Arcade.World#update * @fires Phaser.Physics.Arcade.Events#WORLD_STEP * @since 3.0.0 * * @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout. * @param {number} delta - The delta time, in ms, elapsed since the last frame. */ update: function (time, delta) { if (this.isPaused || this.bodies.size === 0) { return; } var i; var fixedDelta = this._frameTime; var msPerFrame = this._frameTimeMS * this.timeScale; this._elapsed += delta; // Update all active bodies var body; var bodies = this.bodies.entries; // Will a step happen this frame? var willStep = (this._elapsed >= msPerFrame); if (!this.fixedStep) { fixedDelta = delta * 0.001; willStep = true; this._elapsed = 0; } for (i = 0; i < bodies.length; i++) { body = bodies[i]; if (body.enable) { body.preUpdate(willStep, fixedDelta); } } // We know that a step will happen this frame, so let's bundle it all together to save branching and iteration costs if (willStep) { this._elapsed -= msPerFrame; this.stepsLastFrame = 1; // Optionally populate our dynamic collision tree if (this.useTree) { this.tree.clear(); this.tree.load(bodies); } // Process any colliders var colliders = this.colliders.update(); for (i = 0; i < colliders.length; i++) { var collider = colliders[i]; if (collider.active) { collider.update(); } } this.emit(Events.WORLD_STEP, fixedDelta); } // Process any additional steps this frame while (this._elapsed >= msPerFrame) { this._elapsed -= msPerFrame; this.step(fixedDelta); } }, /** * Advances the simulation by a time increment. * * @method Phaser.Physics.Arcade.World#step * @fires Phaser.Physics.Arcade.Events#WORLD_STEP * @since 3.10.0 * * @param {number} delta - The delta time amount, in seconds, by which to advance the simulation. */ step: function (delta) { // Update all active bodies var i; var body; var bodies = this.bodies.entries; var len = bodies.length; for (i = 0; i < len; i++) { body = bodies[i]; if (body.enable) { body.update(delta); } } // Optionally populate our dynamic collision tree if (this.useTree) { this.tree.clear(); this.tree.load(bodies); } // Process any colliders var colliders = this.colliders.update(); for (i = 0; i < colliders.length; i++) { var collider = colliders[i]; if (collider.active) { collider.update(); } } this.emit(Events.WORLD_STEP, delta); this.stepsLastFrame++; }, /** * Advances the simulation by a single step. * * @method Phaser.Physics.Arcade.World#singleStep * @fires Phaser.Physics.Arcade.Events#WORLD_STEP * @since 3.70.0 */ singleStep: function () { this.update(0, this._frameTimeMS); this.postUpdate(); }, /** * Updates bodies, draws the debug display, and handles pending queue operations. * * @method Phaser.Physics.Arcade.World#postUpdate * @since 3.0.0 */ postUpdate: function () { var i; var body; var bodies = this.bodies.entries; var len = bodies.length; var dynamic = this.bodies; var staticBodies = this.staticBodies; // We don't need to postUpdate if there wasn't a step this frame if (this.stepsLastFrame) { this.stepsLastFrame = 0; for (i = 0; i < len; i++) { body = bodies[i]; if (body.enable) { body.postUpdate(); } } } if (this.drawDebug) { var graphics = this.debugGraphic; graphics.clear(); for (i = 0; i < len; i++) { body = bodies[i]; if (body.willDrawDebug()) { body.drawDebug(graphics); } } bodies = staticBodies.entries; len = bodies.length; for (i = 0; i < len; i++) { body = bodies[i]; if (body.willDrawDebug()) { body.drawDebug(graphics); } } } var pending = this.pendingDestroy; if (pending.size > 0) { var dynamicTree = this.tree; var staticTree = this.staticTree; bodies = pending.entries; len = bodies.length; for (i = 0; i < len; i++) { body = bodies[i]; if (body.physicsType === CONST.DYNAMIC_BODY) { dynamicTree.remove(body); dynamic.delete(body); } else if (body.physicsType === CONST.STATIC_BODY) { staticTree.remove(body); staticBodies.delete(body); } body.world = undefined; body.gameObject = undefined; } pending.clear(); } }, /** * Calculates a Body's velocity and updates its position. * * @method Phaser.Physics.Arcade.World#updateMotion * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body to be updated. * @param {number} delta - The delta value to be used in the motion calculations, in seconds. */ updateMotion: function (body, delta) { if (body.allowRotation) { this.computeAngularVelocity(body, delta); } this.computeVelocity(body, delta); }, /** * Calculates a Body's angular velocity. * * @method Phaser.Physics.Arcade.World#computeAngularVelocity * @since 3.10.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for. * @param {number} delta - The delta value to be used in the calculation, in seconds. */ computeAngularVelocity: function (body, delta) { var velocity = body.angularVelocity; var acceleration = body.angularAcceleration; var drag = body.angularDrag; var max = body.maxAngular; if (acceleration) { velocity += acceleration * delta; } else if (body.allowDrag && drag) { drag *= delta; if (FuzzyGreaterThan(velocity - drag, 0, 0.1)) { velocity -= drag; } else if (FuzzyLessThan(velocity + drag, 0, 0.1)) { velocity += drag; } else { velocity = 0; } } velocity = Clamp(velocity, -max, max); var velocityDelta = velocity - body.angularVelocity; body.angularVelocity += velocityDelta; body.rotation += (body.angularVelocity * delta); }, /** * Calculates a Body's per-axis velocity. * * @method Phaser.Physics.Arcade.World#computeVelocity * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for. * @param {number} delta - The delta value to be used in the calculation, in seconds. */ computeVelocity: function (body, delta) { var velocityX = body.velocity.x; var accelerationX = body.acceleration.x; var dragX = body.drag.x; var maxX = body.maxVelocity.x; var velocityY = body.velocity.y; var accelerationY = body.acceleration.y; var dragY = body.drag.y; var maxY = body.maxVelocity.y; var speed = body.speed; var maxSpeed = body.maxSpeed; var allowDrag = body.allowDrag; var useDamping = body.useDamping; if (body.allowGravity) { velocityX += (this.gravity.x + body.gravity.x) * delta; velocityY += (this.gravity.y + body.gravity.y) * delta; } if (accelerationX) { velocityX += accelerationX * delta; } else if (allowDrag && dragX) { if (useDamping) { // Damping based deceleration dragX = Math.pow(dragX, delta); velocityX *= dragX; speed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); if (FuzzyEqual(speed, 0, 0.001)) { velocityX = 0; } } else { // Linear deceleration dragX *= delta; if (FuzzyGreaterThan(velocityX - dragX, 0, 0.01)) { velocityX -= dragX; } else if (FuzzyLessThan(velocityX + dragX, 0, 0.01)) { velocityX += dragX; } else { velocityX = 0; } } } if (accelerationY) { velocityY += accelerationY * delta; } else if (allowDrag && dragY) { if (useDamping) { // Damping based deceleration dragY = Math.pow(dragY, delta); velocityY *= dragY; speed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); if (FuzzyEqual(speed, 0, 0.001)) { velocityY = 0; } } else { // Linear deceleration dragY *= delta; if (FuzzyGreaterThan(velocityY - dragY, 0, 0.01)) { velocityY -= dragY; } else if (FuzzyLessThan(velocityY + dragY, 0, 0.01)) { velocityY += dragY; } else { velocityY = 0; } } } velocityX = Clamp(velocityX, -maxX, maxX); velocityY = Clamp(velocityY, -maxY, maxY); body.velocity.set(velocityX, velocityY); if (maxSpeed > -1 && body.velocity.length() > maxSpeed) { body.velocity.normalize().scale(maxSpeed); speed = maxSpeed; } body.speed = speed; }, /** * Separates two Bodies. * * @method Phaser.Physics.Arcade.World#separate * @fires Phaser.Physics.Arcade.Events#COLLIDE * @fires Phaser.Physics.Arcade.Events#OVERLAP * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to be separated. * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to be separated. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - The process callback. * @param {*} [callbackContext] - The context in which to invoke the callback. * @param {boolean} [overlapOnly] - If this a collide or overlap check? * * @return {boolean} True if separation occurred, otherwise false. */ separate: function (body1, body2, processCallback, callbackContext, overlapOnly) { var overlapX; var overlapY; var result = false; var runSeparation = true; if ( !body1.enable || !body2.enable || body1.checkCollision.none || body2.checkCollision.none || !this.intersects(body1, body2)) { return result; } // They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort. if (processCallback && processCallback.call(callbackContext, (body1.gameObject || body1), (body2.gameObject || body2)) === false) { return result; } // Circle vs. Circle, or Circle vs. Rect if (body1.isCircle || body2.isCircle) { var circleResults = this.separateCircle(body1, body2, overlapOnly); if (circleResults.result) { // We got a satisfactory result from the separateCircle method result = true; runSeparation = false; } else { // Further processing required overlapX = circleResults.x; overlapY = circleResults.y; runSeparation = true; } } if (runSeparation) { var resultX = false; var resultY = false; var bias = this.OVERLAP_BIAS; // Do we separate on x first or y first or both? if (overlapOnly) { // No separation but we need to calculate overlapX, overlapY, etc. resultX = SeparateX(body1, body2, overlapOnly, bias, overlapX); resultY = SeparateY(body1, body2, overlapOnly, bias, overlapY); } else if (this.forceX || Math.abs(this.gravity.y + body1.gravity.y) < Math.abs(this.gravity.x + body1.gravity.x)) { resultX = SeparateX(body1, body2, overlapOnly, bias, overlapX); // Are they still intersecting? Let's do the other axis then if (this.intersects(body1, body2)) { resultY = SeparateY(body1, body2, overlapOnly, bias, overlapY); } } else { resultY = SeparateY(body1, body2, overlapOnly, bias, overlapY); // Are they still intersecting? Let's do the other axis then if (this.intersects(body1, body2)) { resultX = SeparateX(body1, body2, overlapOnly, bias, overlapX); } } result = (resultX || resultY); } if (result) { if (overlapOnly) { if (body1.onOverlap || body2.onOverlap) { this.emit(Events.OVERLAP, body1.gameObject, body2.gameObject, body1, body2); } } else if (body1.onCollide || body2.onCollide) { this.emit(Events.COLLIDE, body1.gameObject, body2.gameObject, body1, body2); } } return result; }, /** * Separates two Bodies, when both are circular. * * @method Phaser.Physics.Arcade.World#separateCircle * @fires Phaser.Physics.Arcade.Events#COLLIDE * @fires Phaser.Physics.Arcade.Events#OVERLAP * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to be separated. * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to be separated. * @param {boolean} [overlapOnly] - If this a collide or overlap check? * * @return {boolean} True if separation occurred, otherwise false. */ separateCircle: function (body1, body2, overlapOnly) { // Set the AABB overlap, blocked and touching values into the bodies (we don't use the return values here) GetOverlapX(body1, body2, false, 0); GetOverlapY(body1, body2, false, 0); var body1IsCircle = body1.isCircle; var body2IsCircle = body2.isCircle; var body1Center = body1.center; var body2Center = body2.center; var body1Immovable = bo