diff --git a/Gruntfile.js b/Gruntfile.js
index 58006c80..42d62b78 100644
--- a/Gruntfile.js
+++ b/Gruntfile.js
@@ -140,6 +140,7 @@ module.exports = function (grunt) {
'src/physics/Spring.js',
'src/physics/Material.js',
'src/physics/ContactMaterial.js',
+ 'src/physics/CollisionGroup.js',
'src/particles/Particles.js',
'src/particles/arcade/ArcadeParticles.js',
diff --git a/build/config.php b/build/config.php
index 3940453f..fb00fa88 100644
--- a/build/config.php
+++ b/build/config.php
@@ -186,6 +186,7 @@
+
diff --git a/examples/wip/cannon.js b/examples/wip/cannon.js
index ce9069de..0ed68d25 100644
--- a/examples/wip/cannon.js
+++ b/examples/wip/cannon.js
@@ -6,6 +6,7 @@ function preload() {
// game.load.image('arrow', 'assets/sprites/arrow.png');
game.load.image('arrow', 'assets/sprites/thrust_ship2.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
+ game.load.image('box', 'assets/sprites/block.png');
game.load.spritesheet('bullets', 'assets/sprites/balls.png', 17, 17);
}
@@ -16,6 +17,13 @@ var angle = 0;
var fireRate = 100;
var nextFire = 0;
var cursors;
+// var PLAYER;
+// var BULLET;
+// var WORLD;
+var boxes;
+var playerGroup;
+var bulletGroup;
+var boxGroup;
function create() {
@@ -29,9 +37,38 @@ function create() {
bullets.createMultiple(250, 'bullets', 0, false);
cannon = game.add.sprite(50, 500, 'arrow');
+ cannon.name = 'ship';
cannon.physicsEnabled = true;
- cannon.body.kinematic = true;
- cannon.body.mass = 4;
+
+ playerGroup = game.physics.createCollisionGroup();
+ bulletGroup = game.physics.createCollisionGroup();
+ boxGroup = game.physics.createCollisionGroup();
+
+ // cannon.body.data.shapes[0].collisionGroup = PLAYER.mask;
+ // cannon.body.data.shapes[0].collisionMask = game.physics.WORLD.mask;
+
+ cannon.body.setCollisionGroup(playerGroup);
+ cannon.body.collides(boxGroup);
+
+
+ boxes = game.add.group();
+
+ for (var i = 0; i < 10; i++)
+ {
+ var box = boxes.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 500), 'box');
+ box.name = 'box' + i;
+ box.scale.set(0.5);
+ // box.scale.set(game.rnd.realInRange(0.2, 0.7));
+ box.physicsEnabled = true;
+ box.body.setCollisionGroup(boxGroup);
+ box.body.collides(playerGroup);
+ box.body.collides(bulletGroup);
+ // box.body.mass = 10;
+ // box.body.setMaterial(boxMaterial);
+ // box.body.fixedRotation = true;
+ }
+
+
cursors = game.input.keyboard.createCursorKeys();
}
@@ -58,6 +95,12 @@ function fire() {
bullet.body.velocity.x = magnitude * Math.cos(angle);
bullet.body.velocity.y = magnitude * Math.sin(angle);
+
+ bullet.body.setCollisionGroup(bulletGroup);
+ bullet.body.collides(boxGroup);
+
+ // bullet.body.data.shapes[0].collisionGroup = BULLET;
+ // bullet.body.data.shapes[0].collisionMask = WORLD | BULLET;
}
}
@@ -80,11 +123,13 @@ function update() {
if (cursors.up.isDown)
{
- cannon.body.moveForward(200);
+ // cannon.body.moveForward(200);
+ cannon.body.thrust(200);
}
else if (cursors.down.isDown)
{
- cannon.body.moveBackward(200);
+ // cannon.body.moveBackward(200);
+ cannon.body.reverse(200);
}
var dx = game.input.activePointer.worldX - cannon.x;
diff --git a/examples/wip/platforms.js b/examples/wip/platforms.js
index 528e2ce6..b4e792d3 100644
--- a/examples/wip/platforms.js
+++ b/examples/wip/platforms.js
@@ -14,8 +14,8 @@ var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
-var box1;
-var box2;
+
+var boxes;
function create() {
@@ -39,40 +39,53 @@ function create() {
// game.physics.setBoundsToWorld();
- game.physics.gravity.y = 20;
+ // game.physics.gravity.y = 9.78;
+ game.physics.setBoundsToWorld(true, true, false, true);
+
+ game.physics.world.gravity[1] = -20;
game.physics.friction = 0.5;
+ game.physics.world.solver.stiffness = 1e20;
+ game.physics.world.solver.relaxation = 3;
// Materials
var groundMaterial = game.physics.createMaterial('ground');
var characterMaterial = game.physics.createMaterial('character');
var boxMaterial = game.physics.createMaterial('box');
- player = game.add.sprite(32, 320, 'dude');
+ player = game.add.sprite(100, -400, 'dude');
player.physicsEnabled = true;
player.body.fixedRotation = true;
player.body.setMaterial(characterMaterial);
+ player.body.mass = 1;
+ player.body.damping = 0.5;
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
- box1 = game.add.sprite(200, 300, 'box');
- box1.physicsEnabled = true;
- // box1.body.fixedRotation = true;
- box1.body.setMaterial(boxMaterial);
+ boxes = game.add.group();
- box2 = game.add.sprite(400, 300, 'box');
- box2.physicsEnabled = true;
- // box2.body.fixedRotation = true;
- box2.body.setMaterial(boxMaterial);
+ for (var i = 0; i < 50; i++)
+ {
+ var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
+ // box.scale.set(0.5);
+ box.scale.set(game.rnd.realInRange(0.2, 0.7));
+ box.physicsEnabled = true;
+ box.body.mass = 10;
+ box.body.setMaterial(boxMaterial);
+ box.body.fixedRotation = true;
+ }
// Set the material along the ground
- game.physics.setWorldMaterial(groundMaterial, false, false, false, true);
+ game.physics.setWorldMaterial(groundMaterial);
var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
+ console.log(groundCharacterCM);
+ console.log(boxGroundCM);
+
// game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
@@ -82,11 +95,9 @@ function create() {
function update() {
- player.body.velocity.x = 0;
-
if (cursors.left.isDown)
{
- player.body.moveLeft(150);
+ player.body.moveLeft(200);
if (facing != 'left')
{
@@ -96,7 +107,7 @@ function update() {
}
else if (cursors.right.isDown)
{
- player.body.moveRight(150);
+ player.body.moveRight(200);
if (facing != 'right')
{
@@ -106,6 +117,8 @@ function update() {
}
else
{
+ player.body.velocity.x = 0;
+
if (facing != 'idle')
{
player.animations.stop();
@@ -150,7 +163,7 @@ function render () {
// if (player.debug)
// {
- // game.debug.renderPhysicsBody(player.body);
+ game.debug.renderPhysicsBody(player.body);
// game.debug.renderBodyInfo(player, 16, 24);
// }
diff --git a/src/math/Math.js b/src/math/Math.js
index fd1dfd89..a1876cb6 100644
--- a/src/math/Math.js
+++ b/src/math/Math.js
@@ -1292,7 +1292,7 @@ Phaser.Math = {
},
/**
- * Convert p2 physics value to pixel scale.
+ * Convert p2 physics value (meters) to pixel scale.
*
* @method Phaser.Math#p2px
* @param {number} v - The value to convert.
@@ -1303,7 +1303,7 @@ Phaser.Math = {
},
/**
- * Convert pixel value to p2 physics scale.
+ * Convert pixel value to p2 physics scale (meters).
*
* @method Phaser.Math#px2p
* @param {number} v - The value to convert.
diff --git a/src/physics/Body.js b/src/physics/Body.js
index 8fc62f6c..9e1faf87 100644
--- a/src/physics/Body.js
+++ b/src/physics/Body.js
@@ -63,6 +63,19 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
*/
this.gravity = new Phaser.Point();
+ /**
+ * A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.
+ * Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.
+ * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
+ */
+ this.collideWorldBounds = true;
+
+ /**
+ * @property {array} collidesWith - Array of CollisionGroups that this Bodies shapes collide with.
+ * @private
+ */
+ this.collidesWith = [];
+
// this.onAdded = new Phaser.Signal();
// this.onRemoved = new Phaser.Signal();
@@ -77,6 +90,66 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
Phaser.Physics.Body.prototype = {
+ setCollisionGroup: function (group, shape) {
+
+ if (typeof shape === 'undefined')
+ {
+ for (var i = this.data.shapes.length - 1; i >= 0; i--)
+ {
+ this.data.shapes[i].collisionGroup = group.mask;
+ }
+ }
+ else
+ {
+ shape.collisionGroup = group.mask;
+ }
+
+ },
+
+ /**
+ * Adds the given CollisionGroup to the list of groups that this body will collide with and updates the collision mask.
+ *
+ * @method Phaser.Physics.Body#collides
+ * @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will collide with.
+ * @param {p2.Shape} [shape] - An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.
+ */
+ collides: function (group, shape) {
+
+ // TODO: group can be an array
+
+ if (this.collidesWith.indexOf(group) === -1)
+ {
+ this.collidesWith.push(group);
+ }
+
+ var mask = 0;
+
+ if (this.collideWorldBounds)
+ {
+ mask = this.game.physics.boundsCollisionGroup.mask;
+ }
+
+ for (var i = 0; i < this.collidesWith.length; i++)
+ {
+ mask = mask | this.collidesWith[i].mask;
+ }
+
+ if (typeof shape === 'undefined')
+ {
+ for (var i = this.data.shapes.length - 1; i >= 0; i--)
+ {
+ this.data.shapes[i].collisionMask = mask;
+ }
+ }
+ else
+ {
+ shape.collisionMask = mask;
+ }
+
+ console.log('collides', this.sprite.name, group, mask);
+
+ },
+
/**
* Moves the shape offsets so their center of mass becomes the body center of mass.
*
@@ -819,7 +892,7 @@ Phaser.Physics.Body.prototype = {
},
/**
- * Convert p2 physics value to pixel scale.
+ * Convert p2 physics value (meters) to pixel scale.
*
* @method Phaser.Math#p2px
* @param {number} v - The value to convert.
@@ -832,7 +905,7 @@ Phaser.Physics.Body.prototype = {
},
/**
- * Convert pixel value to p2 physics scale.
+ * Convert pixel value to p2 physics scale (meters).
*
* @method Phaser.Math#px2p
* @param {number} v - The value to convert.
diff --git a/src/physics/CollisionGroup.js b/src/physics/CollisionGroup.js
new file mode 100644
index 00000000..5f27ea57
--- /dev/null
+++ b/src/physics/CollisionGroup.js
@@ -0,0 +1,21 @@
+/**
+* @author Richard Davey
+* @copyright 2014 Photon Storm Ltd.
+* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
+*/
+
+/**
+* Collision Group
+*
+* @class Phaser.Physics.CollisionGroup
+* @classdesc Physics Collision Group Constructor
+* @constructor
+*/
+Phaser.Physics.CollisionGroup = function (bitmask) {
+
+ /**
+ * @property {number} mask - The CollisionGroup bitmask.
+ */
+ this.mask = bitmask;
+
+}
diff --git a/src/physics/World.js b/src/physics/World.js
index 18dfdd9b..bd712490 100644
--- a/src/physics/World.js
+++ b/src/physics/World.js
@@ -132,6 +132,20 @@ Phaser.Physics.World = function (game) {
this.world.on("beginContact", this.beginContactHandler, this);
this.world.on("endContact", this.endContactHandler, this);
+ /**
+ * @property {array} collisionGroups - Internal var.
+ */
+ this.collisionGroups = [];
+
+ /**
+ * @property {number} _collisionGroupID - Internal var.
+ * @private
+ */
+ this._collisionGroupID = 2;
+
+ this.boundsCollisionGroup = new Phaser.Physics.CollisionGroup(2);
+ this.boundsCollidesWith = [];
+
this.setBoundsToWorld(true, true, true, true);
};
@@ -310,24 +324,28 @@ Phaser.Physics.World.prototype = {
if (left)
{
this._wallShapes[0] = new p2.Plane();
+ this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[0], [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
}
if (right)
{
this._wallShapes[1] = new p2.Plane();
+ this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[1], [this.game.math.px2p(hw), 0], -1.5707963267948966 );
}
if (top)
{
this._wallShapes[2] = new p2.Plane();
+ this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[2], [0, this.game.math.px2p(-hh)], -3.141592653589793 );
}
if (bottom)
{
this._wallShapes[3] = new p2.Plane();
+ this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2p(hh)] );
}
@@ -662,6 +680,43 @@ Phaser.Physics.World.prototype = {
},
+ createCollisionGroup: function () {
+
+ var bitmask = Math.pow(2, this._collisionGroupID);
+
+ // Add it to the bounds mask automatically (they won't collide with it unless it's added back by the other group)
+ // this.boundsCollisionGroup.mask = this.boundsCollisionGroup.mask | bitmask;
+
+ if (this._wallShapes[0])
+ {
+ this._wallShapes[0].collisionMask = this._wallShapes[0].collisionMask | bitmask;
+ }
+
+ if (this._wallShapes[1])
+ {
+ this._wallShapes[1].collisionMask = this._wallShapes[1].collisionMask | bitmask;
+ }
+
+ if (this._wallShapes[2])
+ {
+ this._wallShapes[2].collisionMask = this._wallShapes[2].collisionMask | bitmask;
+ }
+
+ if (this._wallShapes[3])
+ {
+ this._wallShapes[3].collisionMask = this._wallShapes[3].collisionMask | bitmask;
+ }
+
+ this._collisionGroupID++;
+
+ var group = new Phaser.Physics.CollisionGroup(bitmask);
+
+ this.collisionGroups.push(group);
+
+ return group;
+
+ },
+
/**
* @method Phaser.Physics.World.prototype.createBody
* @param {number} x - The x coordinate of Body.