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phaser

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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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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 */