phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
178 lines (153 loc) • 5.6 kB
JavaScript
var Matter = require('../../CustomMain');
/**
* A coordinate wrapping plugin for matter.js.
* See the readme for usage and examples.
* @module MatterWrap
*/
var MatterWrap = {
// plugin meta
name: 'matter-wrap', // PLUGIN_NAME
version: '0.1.4', // PLUGIN_VERSION
for: 'matter-js@^0.19.0',
silent: true, // no console log please
// installs the plugin where `base` is `Matter`
// you should not need to call this directly.
install: function(base) {
base.after('Engine.update', function() {
MatterWrap.Engine.update(this);
});
},
Engine: {
/**
* Updates the engine by wrapping bodies and composites inside `engine.world`.
* This is called automatically by the plugin.
* @function MatterWrap.Engine.update
* @param {Matter.Engine} engine The engine to update.
* @returns {void} No return value.
*/
update: function(engine) {
var world = engine.world,
bodies = Matter.Composite.allBodies(world),
composites = Matter.Composite.allComposites(world);
for (var i = 0; i < bodies.length; i += 1) {
var body = bodies[i];
if (body.plugin.wrap) {
MatterWrap.Body.wrap(body, body.plugin.wrap);
}
}
for (i = 0; i < composites.length; i += 1) {
var composite = composites[i];
if (composite.plugin.wrap) {
MatterWrap.Composite.wrap(composite, composite.plugin.wrap);
}
}
}
},
Bounds: {
/**
* Returns a translation vector that wraps the `objectBounds` inside the `bounds`.
* @function MatterWrap.Bounds.wrap
* @param {Matter.Bounds} objectBounds The bounds of the object to wrap inside the bounds.
* @param {Matter.Bounds} bounds The bounds to wrap the body inside.
* @returns {?Matter.Vector} A translation vector (only if wrapping is required).
*/
wrap: function(objectBounds, bounds) {
var x = null,
y = null;
if (typeof bounds.min.x !== 'undefined' && typeof bounds.max.x !== 'undefined') {
if (objectBounds.min.x > bounds.max.x) {
x = bounds.min.x - objectBounds.max.x;
} else if (objectBounds.max.x < bounds.min.x) {
x = bounds.max.x - objectBounds.min.x;
}
}
if (typeof bounds.min.y !== 'undefined' && typeof bounds.max.y !== 'undefined') {
if (objectBounds.min.y > bounds.max.y) {
y = bounds.min.y - objectBounds.max.y;
} else if (objectBounds.max.y < bounds.min.y) {
y = bounds.max.y - objectBounds.min.y;
}
}
if (x !== null || y !== null) {
return {
x: x || 0,
y: y || 0
};
}
}
},
Body: {
/**
* Wraps the `body` position such that it always stays within the given bounds.
* Upon crossing a boundary the body will appear on the opposite side of the bounds,
* while maintaining its velocity.
* This is called automatically by the plugin.
* @function MatterWrap.Body.wrap
* @param {Matter.Body} body The body to wrap.
* @param {Matter.Bounds} bounds The bounds to wrap the body inside.
* @returns {?Matter.Vector} The translation vector that was applied (only if wrapping was required).
*/
wrap: function(body, bounds) {
var translation = MatterWrap.Bounds.wrap(body.bounds, bounds);
if (translation) {
Matter.Body.translate(body, translation);
}
return translation;
}
},
Composite: {
/**
* Returns the union of the bounds of all of the composite's bodies
* (not accounting for constraints).
* @function MatterWrap.Composite.bounds
* @param {Matter.Composite} composite The composite.
* @returns {Matter.Bounds} The composite bounds.
*/
bounds: function(composite) {
var bodies = Matter.Composite.allBodies(composite),
vertices = [];
for (var i = 0; i < bodies.length; i += 1) {
var body = bodies[i];
vertices.push(body.bounds.min, body.bounds.max);
}
return Matter.Bounds.create(vertices);
},
/**
* Wraps the `composite` position such that it always stays within the given bounds.
* Upon crossing a boundary the composite will appear on the opposite side of the bounds,
* while maintaining its velocity.
* This is called automatically by the plugin.
* @function MatterWrap.Composite.wrap
* @param {Matter.Composite} composite The composite to wrap.
* @param {Matter.Bounds} bounds The bounds to wrap the composite inside.
* @returns {?Matter.Vector} The translation vector that was applied (only if wrapping was required).
*/
wrap: function(composite, bounds) {
var translation = MatterWrap.Bounds.wrap(
MatterWrap.Composite.bounds(composite),
bounds
);
if (translation) {
Matter.Composite.translate(composite, translation);
}
return translation;
}
}
};
module.exports = MatterWrap;
/**
* @namespace Matter.Body
* @see http://brm.io/matter-js/docs/classes/Body.html
*/
/**
* This plugin adds a new property `body.plugin.wrap` to instances of `Matter.Body`.
* This is a `Matter.Bounds` instance that specifies the wrapping region.
* @property {Matter.Bounds} body.plugin.wrap
* @memberof Matter.Body
*/
/**
* This plugin adds a new property `composite.plugin.wrap` to instances of `Matter.Composite`.
* This is a `Matter.Bounds` instance that specifies the wrapping region.
* @property {Matter.Bounds} composite.plugin.wrap
* @memberof Matter.Composite
*/