Files
phaser/src/physics/arcade/Body.js
T
2013-09-03 19:34:38 +01:00

156 lines
3.0 KiB
JavaScript

Phaser.Physics.Arcade.Body = function (sprite) {
this.sprite = sprite;
this.game = sprite.game;
this.hitArea = new Phaser.Rectangle(sprite.x, sprite.y, sprite.currentFrame.sourceSizeW, sprite.currentFrame.sourceSizeH);
this.offset = new Phaser.Point;
this.width = this.hitArea.width;
this.height = this.hitArea.height;
this._sx = sprite.scale.x;
this._sy = sprite.scale.y;
this.velocity = new Phaser.Point;
this.acceleration = new Phaser.Point;
this.drag = new Phaser.Point;
this.gravity = new Phaser.Point;
this.bounce = new Phaser.Point;
this.maxVelocity = new Phaser.Point(10000, 10000);
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 1000;
this.mass = 1;
this.immovable = false;
this.touching = 0;
this.wasTouching = 0;
this.allowCollisions = 4369;
this.x = sprite.x;
this.y = sprite.y;
this.lastX = sprite.x;
this.lastY = sprite.y;
};
Phaser.Physics.Arcade.Body.prototype = {
sprite: null,
game: null,
hitArea: null,
updateBounds: function (x, y, scaleX, scaleY) {
if (scaleX != this._sx || scaleY != this._sy)
{
this.hitArea.width = this.width * scaleX;
this.hitArea.height = this.height * scaleY;
this._sx = scaleX;
this._sy = scaleY;
}
this.hitArea.centerX = x;
this.hitArea.centerY = y;
},
update: function () {
this.lastX = this.x;
this.lastY = this.y;
this.game.physics.updateMotion(this);
// delta force - _x and _y now contain the new positions, so work out the deltas
// separation and stuff happens here
},
postUpdate: function () {
this.sprite.x = this.x;
this.sprite.y = this.y;
},
setSize: function (width, height) {
this.width = width;
this.height = height;
this.hitArea.width = this.width * scaleX;
this.hitArea.height = this.height * scaleY;
},
hullWidth: function () {
if (this.deltaX > 0)
{
return this.hitArea.width + this.deltaX;
}
else
{
return this.hitArea.width - this.deltaX;
}
},
hullHeight: function () {
if (this.deltaY > 0)
{
return this.hitArea.height + this.deltaY;
}
else
{
return this.hitArea.height - this.deltaY;
}
},
hullX: function () {
if (this.x < this.lastX)
{
return this.x;
}
else
{
return this.lastX;
}
},
hullY: function () {
if (this.y < this.lastY)
{
return this.y;
}
else
{
return this.lastY;
}
},
deltaAbsX: function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
},
deltaAbsY: function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
},
deltaX: function () {
return this.x - this.lastX;
},
deltaY: function () {
return this.y - this.lastY;
}
};