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Body.js.html
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<!DOCTYPE html>
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<title>Phaser Source: physics/arcade/Body.js</title>
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<h1 class="page-title">Source: physics/arcade/Body.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey <[email protected]>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
*
* @class Phaser.Physics.Arcade.Body
* @classdesc Arcade Physics Body Constructor
* @constructor
* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
*/
Phaser.Physics.Arcade.Body = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = sprite.game;
/**
* @property {number} type - The type of physics system this body belongs to.
*/
this.type = Phaser.Physics.ARCADE;
/**
* @property {boolean} enable - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
* @default
*/
this.enable = true;
/**
* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
*/
this.offset = new Phaser.Point();
/**
* @property {Phaser.Point} position - The position of the physics body.
* @readonly
*/
this.position = new Phaser.Point(sprite.x, sprite.y);
/**
* @property {Phaser.Point} prev - The previous position of the physics body.
* @readonly
*/
this.prev = new Phaser.Point(this.position.x, this.position.y);
/**
* @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
* @default
*/
this.allowRotation = true;
/**
* @property {number} rotation - The amount the Body is rotated.
*/
this.rotation = sprite.rotation;
/**
* @property {number} preRotation - The previous rotation of the physics body.
* @readonly
*/
this.preRotation = sprite.rotation;
/**
* @property {number} sourceWidth - The un-scaled original size.
* @readonly
*/
this.sourceWidth = sprite.texture.frame.width;
/**
* @property {number} sourceHeight - The un-scaled original size.
* @readonly
*/
this.sourceHeight = sprite.texture.frame.height;
/**
* @property {number} width - The calculated width of the physics body.
*/
this.width = sprite.width;
/**
* @property .numInternal ID cache
*/
this.height = sprite.height;
/**
* @property {number} halfWidth - The calculated width / 2 of the physics body.
*/
this.halfWidth = Math.abs(sprite.width / 2);
/**
* @property {number} halfHeight - The calculated height / 2 of the physics body.
*/
this.halfHeight = Math.abs(sprite.height / 2);
/**
* @property {Phaser.Point} center - The center coordinate of the Physics Body.
*/
this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight);
/**
* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
*/
this.velocity = new Phaser.Point();
/**
* @property {Phaser.Point} newVelocity - New velocity.
* @readonly
*/
this.newVelocity = new Phaser.Point(0, 0);
/**
* @property {Phaser.Point} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.
*/
this.deltaMax = new Phaser.Point(0, 0);
/**
* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
*/
this.acceleration = new Phaser.Point();
/**
* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
*/
this.drag = new Phaser.Point();
/**
* @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local.
* @default
*/
this.allowGravity = true;
/**
* @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.
*/
this.gravity = new Phaser.Point(0, 0);
/**
* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
*/
this.bounce = new Phaser.Point();
/**
* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
* @default
*/
this.maxVelocity = new Phaser.Point(10000, 10000);
/**
* @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body.
* @default
*/
this.angularVelocity = 0;
/**
* @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body.
* @default
*/
this.angularAcceleration = 0;
/**
* @property {number} angularDrag - The angular drag applied to the rotation of the Body.
* @default
*/
this.angularDrag = 0;
/**
* @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach.
* @default
*/
this.maxAngular = 1000;
/**
* @property {number} mass - The mass of the Body.
* @default
*/
this.mass = 1;
/**
* @property {number} angle - The angle of the Body in radians as calculated by its velocity, rather than its visual angle.
* @readonly
*/
this.angle = 0;
/**
* @property {number} speed - The speed of the Body as calculated by its velocity.
* @readonly
*/
this.speed = 0;
/**
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
* @default
*/
this.facing = Phaser.NONE;
/**
* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
* @default
*/
this.immovable = false;
/**
* If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
* actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
* If you want the physics system to move the body around, then set moves to true.
* @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually.
* @default
*/
this.moves = true;
/**
* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
* @default
*/
this.customSeparateX = false;
/**
* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
* @default
*/
this.customSeparateY = false;
/**
* When this body collides with another, the amount of overlap is stored here.
* @property {number} overlapX - The amount of horizontal overlap during the collision.
*/
this.overlapX = 0;
/**
* When this body collides with another, the amount of overlap is stored here.
* @property {number} overlapY - The amount of vertical overlap during the collision.
*/
this.overlapY = 0;
/**
* If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
* @property {boolean} embedded - Body embed value.
*/
this.embedded = false;
/**
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
*/
this.collideWorldBounds = false;
/**
* Set the checkCollision properties to control which directions collision is processed for this Body.
* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
* @property {object} checkCollision - An object containing allowed collision.
*/
this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
/**
* This object is populated with boolean values when the Body collides with another.
* touching.up = true means the collision happened to the top of this Body for example.
* @property {object} touching - An object containing touching results.
*/
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* This object is populated with previous touching values from the bodies previous collision.
* @property {object} wasTouching - An object containing previous touching results.
*/
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
* For example if blocked.up is true then the Body cannot move up.
* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
*/
this.blocked = { up: false, down: false, left: false, right: false };
/**
* If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
* Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.
* @property {Phaser.Point} tilePadding - Extra padding to be added to this sprites dimensions when checking for tile collision.
*/
this.tilePadding = new Phaser.Point();
/**
* @property {number} phaser - Is this Body in a preUpdate (1) or postUpdate (2) state?
*/
this.phase = 0;
/**
* @property {boolean} _reset - Internal cache var.
* @private
*/
this._reset = true;
/**
* @property {number} _sx - Internal cache var.
* @private
*/
this._sx = sprite.scale.x;
/**
* @property {number} _sy - Internal cache var.
* @private
*/
this._sy = sprite.scale.y;
/**
* @property {number} _dx - Internal cache var.
* @private
*/
this._dx = 0;
/**
* @property {number} _dy - Internal cache var.
* @private
*/
this._dy = 0;
};
Phaser.Physics.Arcade.Body.prototype = {
/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#updateBounds
* @protected
*/
updateBounds: function () {
var asx = Math.abs(this.sprite.scale.x);
var asy = Math.abs(this.sprite.scale.y);
if (asx !== this._sx || asy !== this._sy)
{
this.width = this.sourceWidth * asx;
this.height = this.sourceHeight * asy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this._sx = asx;
this._sy = asy;
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
this._reset = true;
}
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#preUpdate
* @protected
*/
preUpdate: function () {
if (!this.enable)
{
return;
}
this.phase = 1;
// Store and reset collision flags
this.wasTouching.none = this.touching.none;
this.wasTouching.up = this.touching.up;
this.wasTouching.down = this.touching.down;
this.wasTouching.left = this.touching.left;
this.wasTouching.right = this.touching.right;
this.touching.none = true;
this.touching.up = false;
this.touching.down = false;
this.touching.left = false;
this.touching.right = false;
this.blocked.up = false;
this.blocked.down = false;
this.blocked.left = false;
this.blocked.right = false;
this.embedded = false;
this.updateBounds();
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;
this.preRotation = this.rotation;
if (this._reset || this.sprite._cache[4] === 1)
{
this.prev.x = this.position.x;
this.prev.y = this.position.y;
}
if (this.moves)
{
this.game.physics.arcade.updateMotion(this);
this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed);
this.position.x += this.newVelocity.x;
this.position.y += this.newVelocity.y;
if (this.position.x !== this.prev.x || this.position.y !== this.prev.y)
{
this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
this.angle = Math.atan2(this.velocity.y, this.velocity.x);
}
// Now the State 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._dx = this.deltaX();
this._dy = this.deltaY();
this._reset = false;
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade.Body#postUpdate
* @protected
*/
postUpdate: function () {
if (!this.enable)
{
return;
}
// Only allow postUpdate to be called once per frame
if (this.phase === 2)
{
return;
}
this.phase = 2;
if (this.deltaX() < 0)
{
this.facing = Phaser.LEFT;
}
else if (this.deltaX() > 0)
{
this.facing = Phaser.RIGHT;
}
if (this.deltaY() < 0)
{
this.facing = Phaser.UP;
}
else if (this.deltaY() > 0)
{
this.facing = Phaser.DOWN;
}