diff --git a/examples/wip/gravity.js b/examples/wip/gravity.js new file mode 100644 index 00000000..7906e98f --- /dev/null +++ b/examples/wip/gravity.js @@ -0,0 +1,39 @@ +var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); + +function preload() { + game.load.image('arrow', 'assets/sprites/arrow.png'); + +} + +var sprite; + +var setGravityToPointXY = function(game,sprite,power, radiusLow,radiusHigh,pointX,pointY){ + var pointXY = new Phaser.Point(pointX,pointY); + var tempDistance = Phaser.Point.distance(sprite,pointXY); + if(tempDistance>radiusLow&&tempDistance +* @copyright 2013 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 {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position. + */ + this.offset = new Phaser.Point(); + + /** + * @property {number} x - The x position of the physics body. + * @readonly + */ + this.x = sprite.x; + + /** + * @property {number} y - The y position of the physics body. + * @readonly + */ + this.y = sprite.y; + + /** + * @property {number} preX - The previous x position of the physics body. + * @readonly + */ + this.preX = sprite.x; + + /** + * @property {number} preY - The previous y position of the physics body. + * @readonly + */ + this.preY = sprite.y; + + /** + * @property {number} preRotation - The previous rotation of the physics body. + * @readonly + */ + 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 + */ + this.sourceWidth = sprite.currentFrame.sourceSizeW; + + /** + * @property {number} sourceHeight - The un-scaled original size. + * @readonly + */ + this.sourceHeight = sprite.currentFrame.sourceSizeH; + + /** + * @property {number} width - The calculated width of the physics body. + */ + this.width = sprite.currentFrame.sourceSizeW; + + /** + * @property .numInternal ID cache + */ + this.height = sprite.currentFrame.sourceSizeH; + + /** + * @property {number} halfWidth - The calculated width / 2 of the physics body. + */ + this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2); + + /** + * @property {number} halfHeight - The calculated height / 2 of the physics body. + */ + this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2); + + /** + * @property {Phaser.Point} center - The center coordinate of the Physics Body. + */ + 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 in pixels per second sq. of the Body. + */ + this.velocity = new Phaser.Point(); + + /** + * @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body. + */ + this.acceleration = new Phaser.Point(); + + /** + * @property {number} speed - The speed in pixels per second sq. of the Body. + */ + this.speed = 0; + + /** + * @property {number} angle - The angle of the Body in radians. + */ + this.angle = 0; + + /** + * @property {number} minBounceVelocity - The minimum bounce velocity (could just be the bounce value?). + */ + // this.minBounceVelocity = 0.5; + + this._debug = 0; + + /** + * @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. + */ + this.gravity = new Phaser.Point(); + + /** + * @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} minVelocity - When a body rebounds off another the minVelocity is checked, if the new velocity is lower than the minVelocity the body is stopped. + * @default + */ + this.minVelocity = new Phaser.Point(20, 20); + + /** + * @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; + + /** + * Set the allowCollision properties to control which directions collision is processed for this Body. + * For example allowCollision.up = false means it won't collide when the collision happened while moving up. + * @property {object} allowCollision - An object containing allowed collision. + */ + this.allowCollision = { 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.touchingPoint = new Phaser.Point(this.x, this.y); + + /** + * 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 }; + + /** + * @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 or exchanges of velocity from other bodies. + * @default + */ + this.immovable = false; + + /** + * @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; + + /** + * @property {number} rotation - The amount the parent Sprite is rotated. Note: You cannot rotate an AABB. + * @default + */ + this.rotation = 0; + + /** + * @property {boolean} allowRotation - Allow angular rotation? This will cause the Sprite to be rotated via angularVelocity, etc. Note that the AABB remains un-rotated. + * @default + */ + this.allowRotation = true; + + /** + * @property {boolean} allowGravity - Allow this Body to be influenced by the global Gravity value? Note: It will always be influenced by the local gravity value. + * @default + */ + this.allowGravity = 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; + + /** + * @property {number} friction - The amount of friction this body experiences during motion. + * @default + */ + this.friction = 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; + + /** + * 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 }; + this.blockedPoint = new Phaser.Point(); + + /** + * @property {number} _dx - Internal cache var. + * @private + */ + this._dx = 0; + + /** + * @property {number} _dy - Internal cache var. + * @private + */ + this._dy = 0; + + /** + * @property {number} _sx - Internal cache var. + * @private + */ + this._sx = sprite.scale.x; + + /** + * @property {number} _sy - Internal cache var. + * @private + */ + this._sy = sprite.scale.y; + +}; + +Phaser.Physics.Arcade.Body.prototype = { + + /** + * Internal method. + * + * @method Phaser.Physics.Arcade#updateBounds + * @protected + */ + updateBounds: function (centerX, centerY, scaleX, scaleY) { + + if (scaleX != this._sx || scaleY != this._sy) + { + this.width = this.sourceWidth * scaleX; + this.height = this.sourceHeight * scaleY; + this.halfWidth = Math.floor(this.width / 2); + this.halfHeight = Math.floor(this.height / 2); + this._sx = scaleX; + this._sy = scaleY; + this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); + } + + }, + + /** + * Internal method. + * + * @method Phaser.Physics.Arcade#preUpdate + * @protected + */ + preUpdate: function () { + + // 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.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.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 all needs to move - because a body may start the preUpdate already touching something + // See if we can reduce this down? + this.blocked.up = false; + this.blocked.down = false; + this.blocked.left = false; + this.blocked.right = false; + + this.embedded = false; + + this.x = this.preX; + this.y = this.preY; + this.rotation = this.preRotation; + + // if (this.deltaX() == 0 && (this.touchingPoint.x !== this.x || this.touchingPoint.y !== this.y)) + // { + // console.log('touch reset', this.x, this.y, this.touchingPoint); + // this.touching.none = true; + // this.touching.up = false; + // this.touching.down = false; + // this.touching.left = false; + // this.touching.right = false; + // } + + 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); + + this._debug++; + + if (this.moves) + { + if (this.collideWorldBounds) + { + this.checkWorldBounds(); + } + + this.game.physics.updateMotion(this); + + this.applyMotion(); + } + + }, + + /** + * Internal method used to check the Body against the World Bounds. + * + * @method Phaser.Physics.Arcade#checkWorldBounds + * @protected + */ + checkWorldBounds: function () { + + if (this.x <= this.game.world.bounds.x) + { + this.overlapX = this.game.world.bounds.x - this.x; + this.blocked.left = true; + // console.log(this._debug, 'cwl', this.overlapX, this.x, this.game.world.bounds.x); + } + else if (this.right >= this.game.world.bounds.right) + { + this.overlapX = this.right - this.game.world.bounds.right; + this.blocked.right = true; + // console.log(this._debug, 'cwr', this.overlapX, this.x, this.game.world.bounds.x); + } + + if (this.y <= this.game.world.bounds.y) + { + this.overlapY = this.game.world.bounds.y - this.y; + this.blocked.up = true; + // console.log(this._debug, 'cwu', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom); + } + else if (this.bottom >= this.game.world.bounds.bottom) + { + this.overlapY = this.bottom - this.game.world.bounds.bottom; + this.blocked.down = true; + // console.log(this._debug, 'cwd', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom); + } + + this.blockedPoint.setTo(this.x, this.y); + + }, + + /** + * Internal method. + * + * @method Phaser.Physics.Arcade#applyMotion + * @protected + */ + applyMotion: function () { + + if (this.friction > 0 && this.acceleration.isZero()) + { + if (this.speed > this.friction) + { + this.speed -= this.friction; + } + else + { + this.speed = 0; + } + + this.velocity.x = Math.cos(this.angle) * this.speed; + this.velocity.y = Math.sin(this.angle) * this.speed; + } + + // overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO + if (this.blocked.left) + { + // Separate + this.x += this.overlapX; + + // console.log(this._debug, 'blocked left', this.x, this.overlapX); + + this.velocity.x *= -this.bounce.x; + + this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2); + + // if (this._dx > this.minBounceVelocity) + if (Math.abs(this.velocity.x) > this.minVelocity.x) + { + this.x += this._dx; + this.velocity.x += this.motionVelocity.x; + // console.log(this._debug, 'blocked left', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); + } + else + { + // Kill it dead :) + this.preX = this.x; // because we don't want any delta from a separation + this.velocity.x = 0; + this.motionVelocity.x = 0; + // console.log(this._debug, 'blocked left KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); + } + } + else if (this.blocked.right) + { + // Separate + this.x -= this.overlapX; + + this.velocity.x *= -this.bounce.x; + + this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2); + + if (this._dx < -this.minBounceVelocity) + { + this.x += this._dx; + this.velocity.x += this.motionVelocity.x; + // console.log(this._debug, 'blocked right', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); + } + else + { + // Kill it dead :) + this.preX = this.x; // because we don't want any delta from a separation + this.velocity.x = 0; + this.motionVelocity.x = 0; + // console.log(this._debug, 'blocked right KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x); + } + } + 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) + { + // Separate + this.y += this.overlapY; + + this.velocity.y *= -this.bounce.y; + + this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2); + + // if (this._dy > this.minBounceVelocity) + if (Math.abs(this.velocity.y) > this.minVelocity.y) + { + this.y += this._dy; + this.velocity.y += this.motionVelocity.y; + } + else + { + // Kill it dead :) + this.preY = this.y; // because we don't want any delta from a separation + this.velocity.y = 0; + this.motionVelocity.y = 0; + // console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY()); + } + } + else if (this.blocked.down) + { + // Separate + this.y -= this.overlapY; + + this.velocity.y *= -this.bounce.y; + + this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2); + + // if (this._dy < -this.minBounceVelocity) + if (Math.abs(this.velocity.y) > this.minVelocity.y) + { + this.y += this._dy; + this.velocity.y += this.motionVelocity.y; + // console.log(this._debug, 'rb', this._dy, 'delta', this.deltaY(), 'newy', this.y); + } + else + { + // Kill it dead :) + this.preY = this.y; // because we don't want any delta from a separation + this.velocity.y = 0; + this.motionVelocity.y = 0; + // console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY()); + } + } + 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 body is the one that is checking against 'body' + separateX: function (body) { + + // Doesn't matter if this is moving or not + console.log('--- separateX -----------------------------------------------------------------------------'); + console.log(this.sprite.name, 'testing against', body.sprite.name); + console.log(this.sprite.name, 'moving left:', (this.deltaX() < 0), 'moving right:', (this.deltaX() > 0)); + + this.overlapX = 0; + + if (this.x < body.x) + { + this.overlapX = this.right - body.x; + } + else + { + this.overlapX = body.right - this.x; + } + + // There are 5 possible collisions taking place + // if (this.deltaX() === 0 && body.deltaX()) + + // if (this.deltaX() < 0 ) + + // if (this.deltaX() < 0 && this.allowCollision.left && body.allowCollision.right) + + // This body is moving, the body it collided with is not + + }, + + separate: function (body) { + + console.log('-----------------------------------------------------------------------------'); + console.log(this.sprite.name, 'testing against', body.sprite.name); + console.log(this.sprite.name, 'moving left:', (this.deltaX() < 0), 'moving right:', (this.deltaX() > 0)); + + this.overlapX = 0; + this.overlapY = 0; + + if (this.deltaX() < 0 && this.allowCollision.left && body.allowCollision.right) + { + // LEFT (will create a negative overlapX value) + this.overlapX = this.x - body.right; + console.log(this.sprite.name, 'check left', body.right, this.overlapX); + } + else if (this.deltaX() > 0 && this.allowCollision.right && body.allowCollision.left) + { + // RIGHT (will create a positive overlapX value) + this.overlapX = this.right - body.x; + console.log(this.sprite.name, 'check right', this.overlapX); + } + + if (this.deltaY() < 0 && this.allowCollision.up && body.allowCollision.down) + { + // UP (will create a negative overlapY value) + this.overlapY = this.y - body.bottom; + } + else if (this.deltaY() > 0 && this.allowCollision.down && body.allowCollision.up) + { + // DOWN + this.overlapY = this.bottom - body.y; + } + + if (this.overlapX === 0 && this.overlapY === 0) + { + return false; + } + else + { + this.overlapHandler(this.overlapX, this.overlapY, body); + body.overlapHandler(this.overlapX, this.overlapY, this); + + return true; + } + + }, + + overlapHandler: function (x, y, body) { + + if (x !== 0) + { + // Both moving, so let's cut the overlap in half + if (this.deltaX() != 0 && body.deltaX() != 0) + { + console.log(this.sprite.name, 'both overlap, halving'); + x * 0.5; + } + + if (this.deltaX() !== 0) + { + // Not moving, caught impact from another object + + } + else + { + + } + + if (this.deltaX() < 0 && !this.blocked.right) + { + // This body is moving left + this.x += x; + console.log(this.sprite.name, 'touch h-left', this.x, x); + } + else if (this.deltaX() > 0 && !this.body.blocked.left) + { + this.x -= x; + console.log(this.sprite.name, 'touch h-right', this.x); + } + else + { + } + + if (this.bounce.x === 0) + { + this.velocity.x = 0; + } + else + { + this.velocity.x = -this.velocity.x * this.bounce.x; + + if (Math.abs(this.velocity.x) < this.minVelocity.x) + { + this.velocity.x = 0; + } + } + } + + this.sprite.x += this.deltaX(); + this.sprite.y += this.deltaY(); + + console.log(this.sprite.name, 'separate finished. Sprite.x', this.sprite.x, 'body x', this.x); + + // reset delta ready for next collision + this.preX = this.x; + this.preY = this.y; + + }, + + /** + * Internal method. This is called directly before the sprites are sent to the renderer. + * + * @method Phaser.Physics.Arcade#postUpdate + * @protected + */ + postUpdate: function () { + + if (this.moves) + { + // if (this.deltaX() < 0) + // { + // this.facing = Phaser.LEFT; + // } + // else if (this.deltaX() > 0) + // { + // this.facing = Phaser.RIGHT; + // this.sprite.x += this.deltaX(); + // } + + // if (this.deltaY() < 0) + // { + // this.facing = Phaser.UP; + // this.sprite.y += this.deltaY(); + // } + // else if (this.deltaY() > 0) + // { + // this.facing = Phaser.DOWN; + // } + + this.sprite.x += this.deltaX(); + this.sprite.y += this.deltaY(); + + this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); + + if (this.allowRotation) + { + this.sprite.angle += this.deltaZ(); + } + } + + }, + + + /** + * You can modify the size of the physics Body to be any dimension you need. + * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which + * is the position of the Body relative to the top-left of the Sprite. + * + * @method Phaser.Physics.Arcade#setSize + * @param {number} width - The width of the Body. + * @param {number} height - The height of the Body. + * @param {number} offsetX - The X offset of the Body from the Sprite position. + * @param {number} offsetY - The Y offset of the Body from the Sprite position. + */ + setSize: function (width, height, offsetX, offsetY) { + + offsetX = offsetX || this.offset.x; + offsetY = offsetY || this.offset.y; + + this.sourceWidth = width; + this.sourceHeight = height; + this.width = this.sourceWidth * this._sx; + this.height = this.sourceHeight * this._sy; + this.halfWidth = Math.floor(this.width / 2); + this.halfHeight = Math.floor(this.height / 2); + this.offset.setTo(offsetX, offsetY); + + this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); + + }, + + /** + * Resets all Body values (velocity, acceleration, rotation, etc) + * + * @method Phaser.Physics.Arcade#reset + */ + reset: function () { + + this.velocity.setTo(0, 0); + this.acceleration.setTo(0, 0); + + this.angularVelocity = 0; + this.angularAcceleration = 0; + 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.preX; + this.y = this.preY; + this.rotation = this.preRotation; + + this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); + + }, + + /** + * 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. + * + * @method Phaser.Physics.Arcade.Body#deltaX + * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. + */ + deltaX: function () { + return this.x - this.preX; + }, + + /** + * Returns the delta y value. The difference between Body.y now and in the previous step. + * + * @method Phaser.Physics.Arcade.Body#deltaY + * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. + */ + deltaY: function () { + return this.y - this.preY; + }, + + deltaZ: function () { + return this.rotation - this.preRotation; + } + +}; + +Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body; + +/** +* @name Phaser.Physics.Arcade.Body#bottom +* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) +*/ +Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", { + + /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @return {number} + */ + get: function () { + return this.y + this.height; + }, + + /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @param {number} value + */ + set: function (value) { + + if (value <= this.y) + { + this.height = 0; + } + else + { + this.height = (this.y - value); + } + + } + +}); + +/** +* @name Phaser.Physics.Arcade.Body#right +* @property {number} right - The right value of this Body (same as Body.x + Body.width) +*/ +Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", { + + /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. + * However it does affect the width property. + * @method right + * @return {number} + */ + get: function () { + return this.x + this.width; + }, + + /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. + * However it does affect the width property. + * @method right + * @param {number} value + */ + set: function (value) { + + if (value <= this.x) + { + this.width = 0; + } + else + { + this.width = this.x + value; + } + + } + +}); diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js index 22446347..cb44ca9e 100644 --- a/src/physics/arcade/Body.js +++ b/src/physics/arcade/Body.js @@ -60,50 +60,16 @@ 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 - */ - this.sourceWidth = sprite.currentFrame.sourceSizeW; - - /** - * @property {number} sourceHeight - The un-scaled original size. - * @readonly - */ - this.sourceHeight = sprite.currentFrame.sourceSizeH; - /** * @property {number} width - The calculated width of the physics body. */ this.width = sprite.currentFrame.sourceSizeW; /** - * @property .numInternal ID cache + * @property {number} height - The calculated height of the physics body. */ this.height = sprite.currentFrame.sourceSizeH; - /** - * @property {number} halfWidth - The calculated width / 2 of the physics body. - */ - this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2); - - /** - * @property {number} halfHeight - The calculated height / 2 of the physics body. - */ - this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2); - /** * @property {Phaser.Point} center - The center coordinate of the Physics Body. */ @@ -206,19 +172,6 @@ Phaser.Physics.Arcade.Body = function (sprite) { * @property {object} touching - An object containing touching results. */ this.touching = { none: true, up: false, down: false, left: false, right: false }; - this.touchingPoint = new Phaser.Point(this.x, this.y); - - /** - * 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 }; - - /** - * @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 or exchanges of velocity from other bodies. @@ -284,12 +237,6 @@ Phaser.Physics.Arcade.Body = function (sprite) { */ this.friction = 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? @@ -302,7 +249,6 @@ Phaser.Physics.Arcade.Body = function (sprite) { * @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 }; - this.blockedPoint = new Phaser.Point(); /** * @property {number} _dx - Internal cache var. @@ -340,16 +286,16 @@ Phaser.Physics.Arcade.Body.prototype = { */ updateBounds: function (centerX, centerY, scaleX, scaleY) { - if (scaleX != this._sx || scaleY != this._sy) - { - this.width = this.sourceWidth * scaleX; - this.height = this.sourceHeight * scaleY; - this.halfWidth = Math.floor(this.width / 2); - this.halfHeight = Math.floor(this.height / 2); - this._sx = scaleX; - this._sy = scaleY; - this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); - } + // if (scaleX != this._sx || scaleY != this._sy) + // { + // this.width = this.sourceWidth * scaleX; + // this.height = this.sourceHeight * scaleY; + // this.halfWidth = Math.floor(this.width / 2); + // this.halfHeight = Math.floor(this.height / 2); + // this._sx = scaleX; + // this._sy = scaleY; + // this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); + // } }, @@ -361,43 +307,23 @@ Phaser.Physics.Arcade.Body.prototype = { */ preUpdate: function () { - // 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.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.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.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 all needs to move - because a body may start the preUpdate already touching something - // See if we can reduce this down? - this.blocked.up = false; - this.blocked.down = false; - this.blocked.left = false; - this.blocked.right = false; - - this.embedded = false; + // this.blocked.up = false; + // this.blocked.down = false; + // this.blocked.left = false; + // this.blocked.right = false; this.x = this.preX; this.y = this.preY; this.rotation = this.preRotation; - // if (this.deltaX() == 0 && (this.touchingPoint.x !== this.x || this.touchingPoint.y !== this.y)) - // { - // console.log('touch reset', this.x, this.y, this.touchingPoint); - // this.touching.none = true; - // this.touching.up = false; - // this.touching.down = false; - // this.touching.left = false; - // this.touching.right = false; - // } - 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); @@ -612,145 +538,6 @@ Phaser.Physics.Arcade.Body.prototype = { }, - // This body is the one that is checking against 'body' - separateX: function (body) { - - // Doesn't matter if this is moving or not - console.log('--- separateX -----------------------------------------------------------------------------'); - console.log(this.sprite.name, 'testing against', body.sprite.name); - console.log(this.sprite.name, 'moving left:', (this.deltaX() < 0), 'moving right:', (this.deltaX() > 0)); - - this.overlapX = 0; - - if (this.x < body.x) - { - this.overlapX = this.right - body.x; - } - else - { - this.overlapX = body.right - this.x; - } - - // There are 5 possible collisions taking place - // if (this.deltaX() === 0 && body.deltaX()) - - // if (this.deltaX() < 0 ) - - // if (this.deltaX() < 0 && this.allowCollision.left && body.allowCollision.right) - - // This body is moving, the body it collided with is not - - }, - - separate: function (body) { - - console.log('-----------------------------------------------------------------------------'); - console.log(this.sprite.name, 'testing against', body.sprite.name); - console.log(this.sprite.name, 'moving left:', (this.deltaX() < 0), 'moving right:', (this.deltaX() > 0)); - - this.overlapX = 0; - this.overlapY = 0; - - if (this.deltaX() < 0 && this.allowCollision.left && body.allowCollision.right) - { - // LEFT (will create a negative overlapX value) - this.overlapX = this.x - body.right; - console.log(this.sprite.name, 'check left', body.right, this.overlapX); - } - else if (this.deltaX() > 0 && this.allowCollision.right && body.allowCollision.left) - { - // RIGHT (will create a positive overlapX value) - this.overlapX = this.right - body.x; - console.log(this.sprite.name, 'check right', this.overlapX); - } - - if (this.deltaY() < 0 && this.allowCollision.up && body.allowCollision.down) - { - // UP (will create a negative overlapY value) - this.overlapY = this.y - body.bottom; - } - else if (this.deltaY() > 0 && this.allowCollision.down && body.allowCollision.up) - { - // DOWN - this.overlapY = this.bottom - body.y; - } - - if (this.overlapX === 0 && this.overlapY === 0) - { - return false; - } - else - { - this.overlapHandler(this.overlapX, this.overlapY, body); - body.overlapHandler(this.overlapX, this.overlapY, this); - - return true; - } - - }, - - overlapHandler: function (x, y, body) { - - if (x !== 0) - { - // Both moving, so let's cut the overlap in half - if (this.deltaX() != 0 && body.deltaX() != 0) - { - console.log(this.sprite.name, 'both overlap, halving'); - x * 0.5; - } - - if (this.deltaX() !== 0) - { - // Not moving, caught impact from another object - - } - else - { - - } - - if (this.deltaX() < 0 && !this.blocked.right) - { - // This body is moving left - this.x += x; - console.log(this.sprite.name, 'touch h-left', this.x, x); - } - else if (this.deltaX() > 0 && !this.body.blocked.left) - { - this.x -= x; - console.log(this.sprite.name, 'touch h-right', this.x); - } - else - { - } - - if (this.bounce.x === 0) - { - this.velocity.x = 0; - } - else - { - this.velocity.x = -this.velocity.x * this.bounce.x; - - if (Math.abs(this.velocity.x) < this.minVelocity.x) - { - this.velocity.x = 0; - } - } - } - - this.sprite.x += this.deltaX(); - this.sprite.y += this.deltaY(); - - console.log(this.sprite.name, 'separate finished. Sprite.x', this.sprite.x, 'body x', this.x); - - // reset delta ready for next collision - this.preX = this.x; - this.preY = this.y; - - }, - /** * Internal method. This is called directly before the sprites are sent to the renderer. * @@ -761,28 +548,8 @@ Phaser.Physics.Arcade.Body.prototype = { if (this.moves) { - // if (this.deltaX() < 0) - // { - // this.facing = Phaser.LEFT; - // } - // else if (this.deltaX() > 0) - // { - // this.facing = Phaser.RIGHT; - // this.sprite.x += this.deltaX(); - // } - - // if (this.deltaY() < 0) - // { - // this.facing = Phaser.UP; - // this.sprite.y += this.deltaY(); - // } - // else if (this.deltaY() > 0) - // { - // this.facing = Phaser.DOWN; - // } - - this.sprite.x += this.deltaX(); - this.sprite.y += this.deltaY(); + // this.sprite.x += this.deltaX(); + // this.sprite.y += this.deltaY(); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); @@ -794,35 +561,6 @@ Phaser.Physics.Arcade.Body.prototype = { }, - - /** - * You can modify the size of the physics Body to be any dimension you need. - * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which - * is the position of the Body relative to the top-left of the Sprite. - * - * @method Phaser.Physics.Arcade#setSize - * @param {number} width - The width of the Body. - * @param {number} height - The height of the Body. - * @param {number} offsetX - The X offset of the Body from the Sprite position. - * @param {number} offsetY - The Y offset of the Body from the Sprite position. - */ - setSize: function (width, height, offsetX, offsetY) { - - offsetX = offsetX || this.offset.x; - offsetY = offsetY || this.offset.y; - - this.sourceWidth = width; - this.sourceHeight = height; - this.width = this.sourceWidth * this._sx; - this.height = this.sourceHeight * this._sy; - this.halfWidth = Math.floor(this.width / 2); - this.halfHeight = Math.floor(this.height / 2); - this.offset.setTo(offsetX, offsetY); - - this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); - - }, - /** * Resets all Body values (velocity, acceleration, rotation, etc) *