Velocity integration tidied up. Now moving to sync Body with Sprite center point.

This commit is contained in:
photonstorm
2014-01-28 01:29:35 +00:00
parent fbe508ab1b
commit 90c09374af
10 changed files with 291 additions and 316 deletions
+15 -7
View File
@@ -29,11 +29,6 @@ Phaser.Physics.Arcade = function (game) {
*/
this.gravity = new Phaser.Point();
/**
* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
*/
// this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);
/**
* @property {Phaser.QuadTree} quadTree - The world QuadTree.
*/
@@ -91,6 +86,12 @@ Phaser.Physics.Arcade = function (game) {
*/
this._dy = 0;
/**
* @property {Phaser.Point} _p - Internal cache var.
* @private
*/
this._p = new Phaser.Point(0, 0);
/**
* @property {number} _gravityX - Internal cache var.
* @private
@@ -123,6 +124,12 @@ Phaser.Physics.Arcade.RECT = 0;
*/
Phaser.Physics.Arcade.CIRCLE = 1;
/**
* @constant
* @type {number}
*/
Phaser.Physics.Arcade.POLYGON = 2;
Phaser.Physics.Arcade.prototype = {
/**
@@ -194,8 +201,9 @@ Phaser.Physics.Arcade.prototype = {
// pos = pos + dt*(vel + temp/2)
// vel = vel + temp
body.motionVelocity.x = (body.acceleration.x + this._gravityX) * this.game.time.physicsElapsed;
body.motionVelocity.y = (body.acceleration.y + this._gravityY) * this.game.time.physicsElapsed;
this._p.setTo((body.acceleration.x + this._gravityX) * this.game.time.physicsElapsed, (body.acceleration.y + this._gravityY) * this.game.time.physicsElapsed);
return this._p;
},
+192 -264
View File
@@ -60,18 +60,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.preRotation = sprite.angle;
/**
* @property {number} screenX - The x position of the physics body translated to screen space.
* @readonly
*/
this.screenX = sprite.x;
/**
* @property {number} screenY - The y position of the physics body translated to screen space.
* @readonly
*/
this.screenY = sprite.y;
/**
* @property {number} sourceWidth - The un-scaled original size.
* @readonly
@@ -109,11 +97,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.center = new Phaser.Point(this.x + this.halfWidth, this.y + this.halfHeight);
/**
* @property {Phaser.Point} motionVelocity - The data from the updateMotion function.
*/
this.motionVelocity = new Phaser.Point();
/**
* @property {Phaser.Point} velocity - The velocity of the Body.
*/
@@ -134,11 +117,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.angle = 0;
/**
* @property {number} minBounceVelocity - Optional minimum bounce velocity.
*/
this.minBounceVelocity = 0.1;
/**
* @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. This works in addition to any gravity set on the world.
*/
@@ -150,16 +128,16 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.bounce = new Phaser.Point();
/**
* @property {Phaser.Point} minVelocity - When a body rebounds off another the minVelocity is checked, if the new velocity is lower than the minVelocity the body is stopped.
* @property {Phaser.Point} minVelocity - When a body rebounds off another or a wall the minVelocity is checked. If the new velocity is lower than minVelocity the body is stopped.
* @default
*/
this.minVelocity = new Phaser.Point(10, 10);
this.minVelocity = new Phaser.Point(5, 5);
/**
* @property {Phaser.Point} maxVelocity - The maximum velocity that the Body can reach.
* @default
*/
this.maxVelocity = new Phaser.Point(2000, 2000);
this.maxVelocity = new Phaser.Point(1000, 1000);
/**
* @property {number} angularVelocity - The angular velocity of the Body.
@@ -290,11 +268,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.blocked = { up: false, down: false, left: false, right: false };
/**
* @property {Phaser.Point} blockedPoint - A Point object holding the blocked penetration distance.
*/
this.blockedPoint = new Phaser.Point(0, 0);
/**
* @property {Phaser.Physics.Arcade.RECT|Phaser.Physics.Arcade.CIRCLE} type - The type of SAT Shape.
*/
@@ -311,6 +284,12 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.polygons = this.shape.toPolygon();
/**
* @property {Phaser.Point} _temp - Internal cache var.
* @private
*/
this._temp = null;
/**
* @property {number} _dx - Internal cache var.
* @private
@@ -341,11 +320,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this._distances = [0, 0, 0, 0];
this._x = 0;
this._y = 0;
this._debug = 0;
};
Phaser.Physics.Arcade.Body.prototype = {
@@ -401,15 +375,13 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
preUpdate: function () {
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = this.x;
this.preY = this.y;
this.preRotation = this.rotation;
this._x = this.sprite.x;
this._y = this.sprite.y;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;
this.blocked.up = false;
this.blocked.down = false;
@@ -422,10 +394,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.touching.left = false;
this.touching.right = false;
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
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);
@@ -434,11 +402,10 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.collideWorldBounds)
{
this.checkWorldBounds();
this.adjustWorldBounds();
}
this.game.physics.updateMotion(this);
this.applyMotion();
this.applyFriction();
}
this.syncPosition();
@@ -455,62 +422,59 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.x <= this.game.world.bounds.x)
{
this.x += this.game.world.bounds.x - this.x;
this.blocked.left = true;
}
else if (this.right >= this.game.world.bounds.right)
{
this.x -= this.right - this.game.world.bounds.right;
this.blocked.right = true;
}
if (this.y <= this.game.world.bounds.y)
{
this.y += this.game.world.bounds.y - this.y;
this.blocked.up = true;
}
else if (this.bottom >= this.game.world.bounds.bottom)
{
this.y -= this.bottom - this.game.world.bounds.bottom;
this.blocked.down = true;
}
/*
if (this.x <= this.game.world.bounds.x)
},
/**
* Internal method used to adjust the position of the Body against the World Bounds.
*
* @method Phaser.Physics.Arcade#adjustWorldBounds
* @protected
*/
adjustWorldBounds: function () {
if (this.x < this.game.world.bounds.x)
{
this.blockedPoint.x = this.game.world.bounds.x - this.x;
this.touching.left = true;
// console.log('cw left', this.blockedPoint.x);
this.x += this.game.world.bounds.x - this.x;
}
else if (this.right >= this.game.world.bounds.right)
else if (this.right > this.game.world.bounds.right)
{
this.blockedPoint.x = this.right - this.game.world.bounds.right;
this.touching.right = true;
// console.log('cw right', this.blockedPoint.x);
this.x -= this.right - this.game.world.bounds.right;
}
if (this.y <= this.game.world.bounds.y)
if (this.y < this.game.world.bounds.y)
{
this.blockedPoint.y = this.game.world.bounds.y - this.y;
this.touching.up = true;
// console.log('cw up', this.blockedPoint.y);
this.y += this.game.world.bounds.y - this.y;
}
else if (this.bottom >= this.game.world.bounds.bottom)
else if (this.bottom > this.game.world.bounds.bottom)
{
this.blockedPoint.y = this.bottom - this.game.world.bounds.bottom;
this.touching.down = true;
// console.log('cw down', this.blockedPoint.y);
this.y -= this.bottom - this.game.world.bounds.bottom;
}
*/
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#applyMotion
* @method Phaser.Physics.Arcade#applyFriction
* @protected
*/
applyMotion: function () {
applyFriction: function () {
if (this.friction > 0 && this.acceleration.isZero())
{
@@ -527,111 +491,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.velocity.y = Math.sin(this.angle) * this.speed;
}
if (this.blocked.left)
{
this.velocity.x *= -this.bounce.x;
this.reboundCheck(true, false);
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
if (this._dx > this.minBounceVelocity || this.getTotalGravityX() > 0)
{
this.x += this._dx;
this.velocity.x += this.motionVelocity.x;
}
else
{
this.preX = this.x;
this.velocity.x = 0;
}
}
else if (this.blocked.right)
{
this.velocity.x *= -this.bounce.x;
this.reboundCheck(true, false);
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
if (this._dx < -this.minBounceVelocity || this.getTotalGravityX() < 0)
{
this.x += this._dx;
this.velocity.x += this.motionVelocity.x;
}
else
{
this.preX = this.x;
this.velocity.x = 0;
}
}
else
{
this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
this.velocity.x += this.motionVelocity.x;
}
// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
if (this.blocked.up)
{
this.velocity.y *= -this.bounce.y;
this.reboundCheck(false, true);
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
if (this._dy > this.minBounceVelocity || this.getTotalGravityY() > 0)
{
this.y += this._dy;
this.velocity.y += this.motionVelocity.y;
}
else
{
this.preY = this.y;
this.velocity.y = 0;
}
}
else if (this.blocked.down)
{
this.velocity.y *= -this.bounce.y;
this.reboundCheck(false, true);
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
if (this._dy < -this.minBounceVelocity || this.getTotalGravityY() < 0)
{
this.y += this._dy;
this.velocity.y += this.motionVelocity.y;
}
else
{
this.preY = this.y;
this.velocity.y = 0;
}
}
else
{
this.y += this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
this.velocity.y += this.motionVelocity.y;
}
if (this.velocity.x > this.maxVelocity.x)
{
this.velocity.x = this.maxVelocity.x;
}
else if (this.velocity.x < -this.maxVelocity.x)
{
this.velocity.x = -this.maxVelocity.x;
}
if (this.velocity.y > this.maxVelocity.y)
{
this.velocity.y = this.maxVelocity.y;
}
else if (this.velocity.y < -this.maxVelocity.y)
{
this.velocity.y = -this.maxVelocity.y;
}
this.syncPosition();
},
/**
@@ -641,11 +500,17 @@ Phaser.Physics.Arcade.Body.prototype = {
* @protected
* @param {boolean} x - Check the X axis?
* @param {boolean} y - Check the Y axis?
* @param {boolean} rebound - If true it will reverse the velocity on the given axis
*/
reboundCheck: function (x, y) {
reboundCheck: function (x, y, rebound) {
if (x)
{
if (rebound)
{
this.velocity.x *= -this.bounce.x;
}
var gx = this.getTotalGravityX();
if (Math.abs(this.velocity.x) < this.minVelocity.x && (this.blocked.left && gx < 0 || this.blocked.right && gx > 0))
@@ -656,6 +521,11 @@ Phaser.Physics.Arcade.Body.prototype = {
if (y)
{
if (rebound)
{
this.velocity.y *= -this.bounce.y;
}
var gy = this.getTotalGravityY();
if (Math.abs(this.velocity.y) < this.minVelocity.y && (this.blocked.up && gy < 0 || this.blocked.down && gy > 0))
@@ -749,6 +619,8 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.rebound)
{
this.processRebound(body);
this.reboundCheck(true, true, false);
body.reboundCheck(true, true, false);
}
},
@@ -768,6 +640,8 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.rebound)
{
this.processRebound(body);
this.reboundCheck(true, true, false);
body.reboundCheck(true, true, false);
}
},
@@ -789,6 +663,8 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.rebound)
{
this.exchange(body);
this.reboundCheck(true, true, false);
body.reboundCheck(true, true, false);
}
},
@@ -835,9 +711,6 @@ Phaser.Physics.Arcade.Body.prototype = {
body.velocity.y = nv2;
}
this.reboundCheck(true, true);
body.reboundCheck(true, true);
},
/**
@@ -851,7 +724,7 @@ Phaser.Physics.Arcade.Body.prototype = {
this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x;
this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y;
this.reboundCheck(true, true);
this.reboundCheck(true, true, false);
},
@@ -911,12 +784,12 @@ Phaser.Physics.Arcade.Body.prototype = {
// Which is smaller? Left or Right?
if (this._distances[0] < this._distances[1])
{
// console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
this.hitLeft(body, response);
}
else if (this._distances[1] < this._distances[0])
{
// console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
this.hitRight(body, response);
}
}
@@ -925,16 +798,28 @@ Phaser.Physics.Arcade.Body.prototype = {
// Which is smaller? Top or Bottom?
if (this._distances[2] < this._distances[3])
{
// console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
this.hitTop(body, response);
}
else if (this._distances[3] < this._distances[2])
{
// console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
this.hitBottom(body, response);
}
}
if (this.collideWorldBounds)
{
// this.checkWorldBounds();
this.adjustWorldBounds();
}
if (body.collideWorldBounds)
{
// body.checkWorldBounds();
body.adjustWorldBounds();
}
this.syncPosition();
body.syncPosition();
@@ -967,16 +852,15 @@ Phaser.Physics.Arcade.Body.prototype = {
return;
}
// This body isn't moving horizontally, so it was hit by something moving right
if (this.immovable || this.blocked.right)
if (this.immovable || this.blocked.right || this.touching.right)
{
body.give(this, response);
}
else
{
if (body.immovable || body.blocked.left)
if (body.immovable || body.blocked.left || body.touching.left)
{
// We take the full separation as what hit it isn't moveable
// We take the full separation
this.take(body, response);
}
else
@@ -989,12 +873,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.touching.left = true;
body.touching.right = true;
if (this.checkWorldBounds && this.right >= this.game.world.bounds.right)
{
this.blocked.right = true;
this.x -= this.right - this.game.world.bounds.right;
}
},
/**
@@ -1014,24 +892,25 @@ Phaser.Physics.Arcade.Body.prototype = {
// We know that Body is overlapping with This on the right hand side (deltaX < 0 = moving left, > 0 = moving right)
if (body.speed > 0 && (body.deltaX() >= 0 || (body.deltaX() < 0 && !this.checkCollision.right)))
{
console.log('bail 1', body.deltaX());
return;
}
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.RIGHT, this, body))
{
console.log('bail 2');
return;
}
// This body isn't moving horizontally, so it was hit by something moving left
if (this.immovable || this.blocked.left)
if (this.immovable || this.blocked.left || this.touching.left)
{
body.give(this, response);
}
else
{
if (body.immovable || body.blocked.right)
if (body.immovable || body.blocked.right || body.touching.right)
{
// We take the full separation as what hit it isn't moveable
// We take the full separation
this.take(body, response);
}
else
@@ -1044,12 +923,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.touching.right = true;
body.touching.left = true;
if (this.checkWorldBounds && this.x <= this.game.world.bounds.x)
{
this.blocked.left = true;
this.x += this.game.world.bounds.x - this.x;
}
},
/**
@@ -1077,16 +950,15 @@ Phaser.Physics.Arcade.Body.prototype = {
return;
}
// This body isn't moving vertically, so it was hit by something moving down
if (this.immovable || this.blocked.down)
if (this.immovable || this.blocked.down || this.touching.down)
{
body.give(this, response);
}
else
{
if (body.immovable || body.blocked.up)
if (body.immovable || body.blocked.up || body.touching.up)
{
// We take the full separation as what hit it isn't moveable
// We take the full separation
this.take(body, response);
}
else
@@ -1099,12 +971,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.touching.up = true;
body.touching.down = true;
if (this.checkWorldBounds && this.bottom >= this.game.world.bounds.bottom)
{
this.blocked.down = true;
this.y -= this.bottom - this.game.world.bounds.bottom;
}
},
/**
@@ -1132,16 +998,15 @@ Phaser.Physics.Arcade.Body.prototype = {
return;
}
// This body isn't moving vertically, so it was hit by something moving up
if (this.immovable || this.blocked.up)
if (this.immovable || this.blocked.up || this.touching.up)
{
body.give(this, response);
}
else
{
if (body.immovable || body.blocked.down)
if (body.immovable || body.blocked.down || body.touching.down)
{
// We take the full separation as what hit it isn't moveable
// We take the full separation
this.take(body, response);
}
else
@@ -1154,12 +1019,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.touching.down = true;
body.touching.up = true;
if (this.checkWorldBounds && this.y <= this.game.world.bounds.y)
{
this.blocked.up = true;
this.y += this.game.world.bounds.y - this.y;
}
},
/**
@@ -1181,6 +1040,53 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#integrateVelocity
* @protected
*/
integrateVelocity: function () {
this._temp = this.game.physics.updateMotion(this);
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this._temp.x / 2);
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this._temp.y / 2);
// positive = RIGHT / DOWN
// negative = LEFT / UP
if ((this._dx < 0 && !this.blocked.left && !this.touching.left) || (this._dx > 0 && !this.blocked.right && !this.touching.right))
{
this.x += this._dx;
this.velocity.x += this._temp.x;
}
if ((this._dy < 0 && !this.blocked.up && !this.touching.up) || (this._dy > 0 && !this.blocked.down && !this.touching.down))
{
this.y += this._dy;
this.velocity.y += this._temp.y;
}
if (this.velocity.x > this.maxVelocity.x)
{
this.velocity.x = this.maxVelocity.x;
}
else if (this.velocity.x < -this.maxVelocity.x)
{
this.velocity.x = -this.maxVelocity.x;
}
if (this.velocity.y > this.maxVelocity.y)
{
this.velocity.y = this.maxVelocity.y;
}
else if (this.velocity.y < -this.maxVelocity.y)
{
this.velocity.y = -this.maxVelocity.y;
}
},
/**
* Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
*
@@ -1191,7 +1097,22 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.moves)
{
this.checkWorldBounds();
if (this.bounce.x !== 0 && (this.blocked.left || this.blocked.right))
{
this.reboundCheck(true, false, true);
}
if (this.bounce.y !== 0 && (this.blocked.up || this.blocked.down))
{
this.reboundCheck(false, true, true);
}
this.integrateVelocity();
if (this.collideWorldBounds)
{
this.adjustWorldBounds();
}
this.syncPosition();
@@ -1213,22 +1134,9 @@ Phaser.Physics.Arcade.Body.prototype = {
this.facing = Phaser.DOWN;
}
this.sprite.x = this.sprite.worldTransform[2] = this.x - (this.preX - this._x);
this.sprite.y = this.sprite.worldTransform[5] = this.y - (this.preY - this._y);
this.sprite.x = this.sprite.worldTransform[2] = this.x - (this.preX - this.sprite.x);
this.sprite.y = this.sprite.worldTransform[5] = this.y - (this.preY - this.sprite.y);
/*
if ((this.deltaX() < 0 && !this.blocked.left) || (this.deltaX() > 0 && !this.blocked.right))
{
this.sprite.x += this.deltaX();
this.sprite.worldTransform[2] += this.deltaX();
}
if ((this.deltaY() < 0 && !this.blocked.up) || (this.deltaY() > 0 && !this.blocked.down))
{
this.sprite.y += this.deltaY();
this.sprite.worldTransform[5] += this.deltaY();
}
*/
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
if (this.allowRotation)
@@ -1308,26 +1216,6 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Returns the absolute delta x value.
*
* @method Phaser.Physics.Arcade.Body#deltaAbsX
* @return {number} The absolute delta value.
*/
deltaAbsX: function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
},
/**
* Returns the absolute delta y value.
*
* @method Phaser.Physics.Arcade.Body#deltaAbsY
* @return {number} The absolute delta value.
*/
deltaAbsY: function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
},
/**
* Returns the delta x value. The difference between Body.x now and in the previous step.
*
@@ -1348,6 +1236,12 @@ Phaser.Physics.Arcade.Body.prototype = {
return this.y - this.preY;
},
/**
* Returns the delta z value. The difference between Body.rotation now and in the previous step.
*
* @method Phaser.Physics.Arcade.Body#deltaZ
* @return {number} The delta value.
*/
deltaZ: function () {
return this.rotation - this.preRotation;
}
@@ -1427,3 +1321,37 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
}
});
/**
* @name Phaser.Physics.Arcade.Body#screenX
* @property {number} screenX - The x position of the physics body translated to screen space.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "screenX", {
/**
* The x position of the physics body translated to screen space.
* @method screenX
* @return {number}
*/
get: function () {
return (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
}
});
/**
* @name Phaser.Physics.Arcade.Body#screenY
* @property {number} screenY - The y position of the physics body translated to screen space.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "screenY", {
/**
* The y position of the physics body translated to screen space.
* @method screenY
* @return {number}
*/
get: function () {
return (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
}
});