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Body.js
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Body.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('./const');
var Events = require('./events');
var RadToDeg = require('../../math/RadToDeg');
var Rectangle = require('../../geom/rectangle/Rectangle');
var RectangleContains = require('../../geom/rectangle/Contains');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* A Dynamic Arcade Body.
*
* Its static counterpart is {@link Phaser.Physics.Arcade.StaticBody}.
*
* @class Body
* @memberof Phaser.Physics.Arcade
* @constructor
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Body belongs to.
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Body belongs to.
*/
var Body = new Class({
initialize:
function Body (world, gameObject)
{
var width = (gameObject.displayWidth) ? gameObject.displayWidth : 64;
var height = (gameObject.displayHeight) ? gameObject.displayHeight : 64;
/**
* The Arcade Physics simulation this Body belongs to.
*
* @name Phaser.Physics.Arcade.Body#world
* @type {Phaser.Physics.Arcade.World}
* @since 3.0.0
*/
this.world = world;
/**
* The Game Object this Body belongs to.
*
* @name Phaser.Physics.Arcade.Body#gameObject
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.gameObject = gameObject;
/**
* Transformations applied to this Body.
*
* @name Phaser.Physics.Arcade.Body#transform
* @type {object}
* @since 3.4.0
*/
this.transform = {
x: gameObject.x,
y: gameObject.y,
rotation: gameObject.angle,
scaleX: gameObject.scaleX,
scaleY: gameObject.scaleY,
displayOriginX: gameObject.displayOriginX,
displayOriginY: gameObject.displayOriginY
};
/**
* Whether the Body is drawn to the debug display.
*
* @name Phaser.Physics.Arcade.Body#debugShowBody
* @type {boolean}
* @since 3.0.0
*/
this.debugShowBody = world.defaults.debugShowBody;
/**
* Whether the Body's velocity is drawn to the debug display.
*
* @name Phaser.Physics.Arcade.Body#debugShowVelocity
* @type {boolean}
* @since 3.0.0
*/
this.debugShowVelocity = world.defaults.debugShowVelocity;
/**
* The color of this Body on the debug display.
*
* @name Phaser.Physics.Arcade.Body#debugBodyColor
* @type {number}
* @since 3.0.0
*/
this.debugBodyColor = world.defaults.bodyDebugColor;
/**
* Whether this Body is updated by the physics simulation.
*
* @name Phaser.Physics.Arcade.Body#enable
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.enable = true;
/**
* Whether this Body is circular (true) or rectangular (false).
*
* @name Phaser.Physics.Arcade.Body#isCircle
* @type {boolean}
* @default false
* @since 3.0.0
* @see Phaser.Physics.Arcade.Body#setCircle
*/
this.isCircle = false;
/**
* If this Body is circular, this is the unscaled radius of the Body, as set by setCircle(), in source pixels.
* The true radius is equal to `halfWidth`.
*
* @name Phaser.Physics.Arcade.Body#radius
* @type {number}
* @default 0
* @since 3.0.0
* @see Phaser.Physics.Arcade.Body#setCircle
*/
this.radius = 0;
/**
* The offset of this Body's position from its Game Object's position, in source pixels.
*
* @name Phaser.Physics.Arcade.Body#offset
* @type {Phaser.Math.Vector2}
* @since 3.0.0
* @see Phaser.Physics.Arcade.Body#setOffset
*/
this.offset = new Vector2();
/**
* The position of this Body within the simulation.
*
* @name Phaser.Physics.Arcade.Body#position
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.position = new Vector2(
gameObject.x - gameObject.scaleX * gameObject.displayOriginX,
gameObject.y - gameObject.scaleY * gameObject.displayOriginY
);
/**
* The position of this Body during the previous step.
*
* @name Phaser.Physics.Arcade.Body#prev
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.prev = this.position.clone();
/**
* The position of this Body during the previous frame.
*
* @name Phaser.Physics.Arcade.Body#prevFrame
* @type {Phaser.Math.Vector2}
* @since 3.20.0
*/
this.prevFrame = this.position.clone();
/**
* Whether this Body's `rotation` is affected by its angular acceleration and angular velocity.
*
* @name Phaser.Physics.Arcade.Body#allowRotation
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.allowRotation = true;
/**
* This body's rotation, in degrees, based on its angular acceleration and angular velocity.
* The Body's rotation controls the `angle` of its Game Object.
* It doesn't rotate the Body's own geometry, which is always an axis-aligned rectangle or a circle.
*
* @name Phaser.Physics.Arcade.Body#rotation
* @type {number}
* @since 3.0.0
*/
this.rotation = gameObject.angle;
/**
* The Body rotation, in degrees, during the previous step.
*
* @name Phaser.Physics.Arcade.Body#preRotation
* @type {number}
* @since 3.0.0
*/
this.preRotation = gameObject.angle;
/**
* The width of the Body, in pixels.
* If the Body is circular, this is also the diameter.
* If you wish to change the width use the `Body.setSize` method.
*
* @name Phaser.Physics.Arcade.Body#width
* @type {number}
* @readonly
* @default 64
* @since 3.0.0
*/
this.width = width;
/**
* The height of the Body, in pixels.
* If the Body is circular, this is also the diameter.
* If you wish to change the height use the `Body.setSize` method.
*
* @name Phaser.Physics.Arcade.Body#height
* @type {number}
* @readonly
* @default 64
* @since 3.0.0
*/
this.height = height;
/**
* The unscaled width of the Body, in source pixels, as set by setSize().
* The default is the width of the Body's Game Object's texture frame.
*
* @name Phaser.Physics.Arcade.Body#sourceWidth
* @type {number}
* @since 3.0.0
* @see Phaser.Physics.Arcade.Body#setSize
*/
this.sourceWidth = width;
/**
* The unscaled height of the Body, in source pixels, as set by setSize().
* The default is the height of the Body's Game Object's texture frame.
*
* @name Phaser.Physics.Arcade.Body#sourceHeight
* @type {number}
* @since 3.0.0
* @see Phaser.Physics.Arcade.Body#setSize
*/
this.sourceHeight = height;
if (gameObject.frame)
{
this.sourceWidth = gameObject.frame.realWidth;
this.sourceHeight = gameObject.frame.realHeight;
}
/**
* Half the Body's width, in pixels.
*
* @name Phaser.Physics.Arcade.Body#halfWidth
* @type {number}
* @since 3.0.0
*/
this.halfWidth = Math.abs(width / 2);
/**
* Half the Body's height, in pixels.
*
* @name Phaser.Physics.Arcade.Body#halfHeight
* @type {number}
* @since 3.0.0
*/
this.halfHeight = Math.abs(height / 2);
/**
* The center of the Body.
* The midpoint of its `position` (top-left corner) and its bottom-right corner.
*
* @name Phaser.Physics.Arcade.Body#center
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.center = new Vector2(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
/**
* The Body's velocity, in pixels per second.
*
* @name Phaser.Physics.Arcade.Body#velocity
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.velocity = new Vector2();
/**
* The Body's change in position (due to velocity) at the last step, in pixels.
*
* The size of this value depends on the simulation's step rate.
*
* @name Phaser.Physics.Arcade.Body#newVelocity
* @type {Phaser.Math.Vector2}
* @readonly
* @since 3.0.0
*/
this.newVelocity = new Vector2();
/**
* The Body's absolute maximum change in position, in pixels per step.
*
* @name Phaser.Physics.Arcade.Body#deltaMax
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.deltaMax = new Vector2();
/**
* The Body's change in velocity, in pixels per second squared.
*
* @name Phaser.Physics.Arcade.Body#acceleration
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.acceleration = new Vector2();
/**
* Whether this Body's velocity is affected by its `drag`.
*
* @name Phaser.Physics.Arcade.Body#allowDrag
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.allowDrag = true;
/**
* When `useDamping` is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared.
*
* When `useDamping` is true, this is a damping multiplier between 0 and 1.
* A value of 0 means the Body stops instantly.
* A value of 0.01 mean the Body keeps 1% of its velocity per second, losing 99%.
* A value of 0.1 means the Body keeps 10% of its velocity per second, losing 90%.
* A value of 1 means the Body loses no velocity.
* You can use very small values (e.g., 0.001) to stop the Body quickly.
*
* The x and y components are applied separately.
*
* Drag is applied only when `acceleration` is zero.
*
* @name Phaser.Physics.Arcade.Body#drag
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.drag = new Vector2();
/**
* Whether this Body's position is affected by gravity (local or world).
*
* @name Phaser.Physics.Arcade.Body#allowGravity
* @type {boolean}
* @default true
* @since 3.0.0
* @see Phaser.Physics.Arcade.Body#gravity
* @see Phaser.Physics.Arcade.World#gravity
*/
this.allowGravity = true;
/**
* Acceleration due to gravity (specific to this Body), in pixels per second squared.
* Total gravity is the sum of this vector and the simulation's `gravity`.
*
* @name Phaser.Physics.Arcade.Body#gravity
* @type {Phaser.Math.Vector2}
* @since 3.0.0
* @see Phaser.Physics.Arcade.World#gravity
*/
this.gravity = new Vector2();
/**
* Rebound following a collision, relative to 1.
*
* @name Phaser.Physics.Arcade.Body#bounce
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.bounce = new Vector2();
/**
* Rebound following a collision with the world boundary, relative to 1.
* If null, `bounce` is used instead.
*
* @name Phaser.Physics.Arcade.Body#worldBounce
* @type {?Phaser.Math.Vector2}
* @default null
* @since 3.0.0
*/
this.worldBounce = null;
/**
* The rectangle used for world boundary collisions.
*
* By default it is set to the world boundary rectangle. Or, if this Body was
* created by a Physics Group, then whatever rectangle that Group defined.
*
* You can also change it by using the `Body.setBoundsRectangle` method.
*
* @name Phaser.Physics.Arcade.Body#customBoundsRectangle
* @type {Phaser.Geom.Rectangle}
* @since 3.20
*/
this.customBoundsRectangle = world.bounds;
// If true this Body will dispatch events
/**
* Whether the simulation emits a `worldbounds` event when this Body collides with the world boundary (and `collideWorldBounds` is also true).
*
* @name Phaser.Physics.Arcade.Body#onWorldBounds
* @type {boolean}
* @default false
* @since 3.0.0
* @see Phaser.Physics.Arcade.World#WORLD_BOUNDS
*/
this.onWorldBounds = false;
/**
* Whether the simulation emits a `collide` event when this Body collides with another.
*
* @name Phaser.Physics.Arcade.Body#onCollide
* @type {boolean}
* @default false
* @since 3.0.0
* @see Phaser.Physics.Arcade.World#COLLIDE
*/
this.onCollide = false;
/**
* Whether the simulation emits an `overlap` event when this Body overlaps with another.
*
* @name Phaser.Physics.Arcade.Body#onOverlap
* @type {boolean}
* @default false
* @since 3.0.0
* @see Phaser.Physics.Arcade.World#OVERLAP
*/
this.onOverlap = false;
/**
* The Body's absolute maximum velocity, in pixels per second.
* The horizontal and vertical components are applied separately.
*
* @name Phaser.Physics.Arcade.Body#maxVelocity
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.maxVelocity = new Vector2(10000, 10000);
/**
* The maximum speed this Body is allowed to reach, in pixels per second.
*
* If not negative it limits the scalar value of speed.
*
* Any negative value means no maximum is being applied (the default).
*
* @name Phaser.Physics.Arcade.Body#maxSpeed
* @type {number}
* @default -1
* @since 3.16.0
*/
this.maxSpeed = -1;
/**
* If this Body is `immovable` and in motion, `friction` is the proportion of this Body's motion received by the riding Body on each axis, relative to 1.
* The horizontal component (x) is applied only when two colliding Bodies are separated vertically.
* The vertical component (y) is applied only when two colliding Bodies are separated horizontally.
* The default value (1, 0) moves the riding Body horizontally in equal proportion to this Body and vertically not at all.
*
* @name Phaser.Physics.Arcade.Body#friction
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.friction = new Vector2(1, 0);
/**
* If this Body is using `drag` for deceleration this property controls how the drag is applied.
* If set to `true` drag will use a damping effect rather than a linear approach. If you are
* creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in
* the game Asteroids) then you will get a far smoother and more visually correct deceleration
* by using damping, avoiding the axis-drift that is prone with linear deceleration.
*
* If you enable this property then you should use far smaller `drag` values than with linear, as
* they are used as a multiplier on the velocity. Values such as 0.05 will give a nice slow
* deceleration.
*
* @name Phaser.Physics.Arcade.Body#useDamping
* @type {boolean}
* @default false
* @since 3.10.0
*/
this.useDamping = false;
/**
* The rate of change of this Body's `rotation`, in degrees per second.
*
* @name Phaser.Physics.Arcade.Body#angularVelocity
* @type {number}
* @default 0
* @since 3.0.0
*/
this.angularVelocity = 0;
/**
* The Body's angular acceleration (change in angular velocity), in degrees per second squared.
*
* @name Phaser.Physics.Arcade.Body#angularAcceleration
* @type {number}
* @default 0
* @since 3.0.0
*/
this.angularAcceleration = 0;
/**
* Loss of angular velocity due to angular movement, in degrees per second.
*
* Angular drag is applied only when angular acceleration is zero.
*
* @name Phaser.Physics.Arcade.Body#angularDrag
* @type {number}
* @default 0
* @since 3.0.0
*/
this.angularDrag = 0;
/**
* The Body's maximum angular velocity, in degrees per second.
*
* @name Phaser.Physics.Arcade.Body#maxAngular
* @type {number}
* @default 1000
* @since 3.0.0
*/
this.maxAngular = 1000;
/**
* The Body's inertia, relative to a default unit (1).
* With `bounce`, this affects the exchange of momentum (velocities) during collisions.
*
* @name Phaser.Physics.Arcade.Body#mass
* @type {number}
* @default 1
* @since 3.0.0
*/
this.mass = 1;
/**
* The calculated angle of this Body's velocity vector, in radians, during the last step.
*
* @name Phaser.Physics.Arcade.Body#angle
* @type {number}
* @default 0
* @since 3.0.0
*/
this.angle = 0;
/**
* The calculated magnitude of the Body's velocity, in pixels per second, during the last step.
*
* @name Phaser.Physics.Arcade.Body#speed
* @type {number}
* @default 0
* @since 3.0.0
*/
this.speed = 0;
/**
* The direction of the Body's velocity, as calculated during the last step.
* This is a numeric constant value (FACING_UP, FACING_DOWN, FACING_LEFT, FACING_RIGHT).
* If the Body is moving on both axes, this describes motion on the vertical axis only.
*
* @name Phaser.Physics.Arcade.Body#facing
* @type {number}
* @since 3.0.0
*
* @see Phaser.Physics.Arcade.FACING_UP
* @see Phaser.Physics.Arcade.FACING_DOWN
* @see Phaser.Physics.Arcade.FACING_LEFT
* @see Phaser.Physics.Arcade.FACING_RIGHT
*/
this.facing = CONST.FACING_NONE;
/**
* Whether this Body can be moved by collisions with another Body.
*
* @name Phaser.Physics.Arcade.Body#immovable
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.immovable = false;
/**
* Sets if this Body can be pushed by another Body.
*
* A body that cannot be pushed will reflect back all of the velocity it is given to the
* colliding body. If that body is also not pushable, then the separation will be split
* between them evenly.
*
* If you want your body to never move or seperate at all, see the `setImmovable` method.
*
* By default, Dynamic Bodies are always pushable.
*
* @name Phaser.Physics.Arcade.Body#pushable
* @type {boolean}
* @default true
* @since 3.50.0
* @see Phaser.GameObjects.Components.Pushable#setPushable
*/
this.pushable = true;
/**
* Whether the Body's position and rotation are affected by its velocity, acceleration, drag, and gravity.
*
* @name Phaser.Physics.Arcade.Body#moves
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.moves = true;
/**
* A flag disabling the default horizontal separation of colliding bodies.
* Pass your own `collideCallback` to the collider.
*
* @name Phaser.Physics.Arcade.Body#customSeparateX
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.customSeparateX = false;
/**
* A flag disabling the default vertical separation of colliding bodies.
* Pass your own `collideCallback` to the collider.
*
* @name Phaser.Physics.Arcade.Body#customSeparateY
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.customSeparateY = false;
/**
* The amount of horizontal overlap (before separation), if this Body is colliding with another.
*
* @name Phaser.Physics.Arcade.Body#overlapX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.overlapX = 0;
/**
* The amount of vertical overlap (before separation), if this Body is colliding with another.
*
* @name Phaser.Physics.Arcade.Body#overlapY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.overlapY = 0;
/**
* The amount of overlap (before separation), if this Body is circular and colliding with another circular body.
*
* @name Phaser.Physics.Arcade.Body#overlapR
* @type {number}
* @default 0
* @since 3.0.0
*/
this.overlapR = 0;
/**
* Whether this Body is overlapped with another and both are not moving, on at least one axis.
*
* @name Phaser.Physics.Arcade.Body#embedded
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.embedded = false;
/**
* Whether this Body interacts with the world boundary.
*
* @name Phaser.Physics.Arcade.Body#collideWorldBounds
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.collideWorldBounds = false;
/**
* Whether this Body is checked for collisions and for which directions.
* You can set `checkCollision.none = true` to disable collision checks.
*
* @name Phaser.Physics.Arcade.Body#checkCollision
* @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision}
* @since 3.0.0
*/
this.checkCollision = { none: false, up: true, down: true, left: true, right: true };
/**
* Whether this Body is colliding with a Body or Static Body and in which direction.
* In a collision where both bodies have zero velocity, `embedded` will be set instead.
*
* @name Phaser.Physics.Arcade.Body#touching
* @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision}
* @since 3.0.0
*
* @see Phaser.Physics.Arcade.Body#blocked
* @see Phaser.Physics.Arcade.Body#embedded
*/
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* This Body's `touching` value during the previous step.
*
* @name Phaser.Physics.Arcade.Body#wasTouching
* @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision}
* @since 3.0.0
*
* @see Phaser.Physics.Arcade.Body#touching
*/
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* Whether this Body is colliding with a Static Body, a tile, or the world boundary.
* In a collision with a Static Body, if this Body has zero velocity then `embedded` will be set instead.
*
* @name Phaser.Physics.Arcade.Body#blocked
* @type {Phaser.Types.Physics.Arcade.ArcadeBodyCollision}
* @since 3.0.0
*
* @see Phaser.Physics.Arcade.Body#embedded
* @see Phaser.Physics.Arcade.Body#touching
*/
this.blocked = { none: true, up: false, down: false, left: false, right: false };
/**
* Whether to automatically synchronize this Body's dimensions to the dimensions of its Game Object's visual bounds.
*
* @name Phaser.Physics.Arcade.Body#syncBounds
* @type {boolean}
* @default false
* @since 3.0.0
* @see Phaser.GameObjects.Components.GetBounds#getBounds
*/
this.syncBounds = false;
/**
* The Body's physics type (dynamic or static).
*
* @name Phaser.Physics.Arcade.Body#physicsType
* @type {number}
* @readonly
* @default Phaser.Physics.Arcade.DYNAMIC_BODY
* @since 3.0.0
*/
this.physicsType = CONST.DYNAMIC_BODY;
/**
* Cached horizontal scale of the Body's Game Object.
*
* @name Phaser.Physics.Arcade.Body#_sx
* @type {number}
* @private
* @since 3.0.0
*/
this._sx = gameObject.scaleX;
/**
* Cached vertical scale of the Body's Game Object.
*
* @name Phaser.Physics.Arcade.Body#_sy
* @type {number}
* @private
* @since 3.0.0
*/
this._sy = gameObject.scaleY;
/**
* The calculated change in the Body's horizontal position during the last step.
*
* @name Phaser.Physics.Arcade.Body#_dx
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._dx = 0;
/**
* The calculated change in the Body's vertical position during the last step.
*
* @name Phaser.Physics.Arcade.Body#_dy
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._dy = 0;
/**
* The final calculated change in the Body's horizontal position as of `postUpdate`.
*
* @name Phaser.Physics.Arcade.Body#_tx
* @type {number}
* @private
* @default 0
* @since 3.22.0
*/
this._tx = 0;
/**
* The final calculated change in the Body's vertical position as of `postUpdate`.
*
* @name Phaser.Physics.Arcade.Body#_ty
* @type {number}
* @private
* @default 0
* @since 3.22.0
*/
this._ty = 0;
/**
* Stores the Game Object's bounds.
*
* @name Phaser.Physics.Arcade.Body#_bounds
* @type {Phaser.Geom.Rectangle}
* @private
* @since 3.0.0
*/
this._bounds = new Rectangle();
},
/**
* Updates the Body's `transform`, `width`, `height`, and `center` from its Game Object.
* The Body's `position` isn't changed.
*
* @method Phaser.Physics.Arcade.Body#updateBounds
* @since 3.0.0
*/
updateBounds: function ()
{
var sprite = this.gameObject;
// Container?
var transform = this.transform;
if (sprite.parentContainer)
{
var matrix = sprite.getWorldTransformMatrix(this.world._tempMatrix, this.world._tempMatrix2);
transform.x = matrix.tx;
transform.y = matrix.ty;
transform.rotation = RadToDeg(matrix.rotation);
transform.scaleX = matrix.scaleX;
transform.scaleY = matrix.scaleY;
transform.displayOriginX = sprite.displayOriginX;
transform.displayOriginY = sprite.displayOriginY;
}
else
{
transform.x = sprite.x;
transform.y = sprite.y;
transform.rotation = sprite.angle;
transform.scaleX = sprite.scaleX;
transform.scaleY = sprite.scaleY;
transform.displayOriginX = sprite.displayOriginX;
transform.displayOriginY = sprite.displayOriginY;
}
var recalc = false;
if (this.syncBounds)
{
var b = sprite.getBounds(this._bounds);
this.width = b.width;
this.height = b.height;
recalc = true;
}
else
{
var asx = Math.abs(transform.scaleX);
var asy = Math.abs(transform.scaleY);
if (this._sx !== asx || this._sy !== asy)
{
this.width = this.sourceWidth * asx;
this.height = this.sourceHeight * asy;
this._sx = asx;
this._sy = asy;
recalc = true;
}
}
if (recalc)
{
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.updateCenter();
}
},
/**
* Updates the Body's `center` from its `position`, `width`, and `height`.
*
* @method Phaser.Physics.Arcade.Body#updateCenter
* @since 3.0.0
*/
updateCenter: function ()
{
this.center.set(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
},
/**
* Updates the Body's `position`, `width`, `height`, and `center` from its Game Object and `offset`.
*
* You don't need to call this for Dynamic Bodies, as it happens automatically during the physics step.
* But you could use it if you have modified the Body offset or Game Object transform and need to immediately
* read the Body's new `position` or `center`.
*
* To resynchronize the Body with its Game Object, use `reset()` instead.
*
* @method Phaser.Physics.Arcade.Body#updateFromGameObject
* @since 3.24.0
*/
updateFromGameObject: function ()
{
this.updateBounds();
var transform = this.transform;
this.position.x = transform.x + transform.scaleX * (this.offset.x - transform.displayOriginX);
this.position.y = transform.y + transform.scaleY * (this.offset.y - transform.displayOriginY);
this.updateCenter();
},
/**
* Prepares the Body for a physics step by resetting the `wasTouching`, `touching` and `blocked` states.
*
* This method is only called if the physics world is going to run a step this frame.
*
* @method Phaser.Physics.Arcade.Body#resetFlags
* @since 3.18.0
*
* @param {boolean} [clear=false] - Set the `wasTouching` values to their defaults.
*/
resetFlags: function (clear)
{
if (clear === undefined)
{
clear = false;
}
// Store and reset collision flags
var wasTouching = this.wasTouching;
var touching = this.touching;
var blocked = this.blocked;
if (clear)
{
wasTouching.none = true;
wasTouching.up = false;
wasTouching.down = false;
wasTouching.left = false;
wasTouching.right = false;
}
else
{
wasTouching.none = touching.none;
wasTouching.up = touching.up;
wasTouching.down = touching.down;
wasTouching.left = touching.left;
wasTouching.right = touching.right;
}
touching.none = true;
touching.up = false;
touching.down = false;
touching.left = false;
touching.right = false;
blocked.none = true;
blocked.up = false;
blocked.down = false;
blocked.left = false;
blocked.right = false;