/** * @class Phaser.Plugin.Isometric.Body * * @classdesc * The Physics Body is linked to a single IsoSprite. All physics operations should be performed against the body rather than * the IsoSprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. * * @constructor * @param {Phaser.Plugin.Isometric.IsoSprite} sprite - The IsoSprite object this physics body belongs to. */ Phaser.Plugin.Isometric.Body = function (sprite) { /** * @property {Phaser.Plugin.Isometric.IsoSprite} sprite - Reference to the parent IsoSprite. */ this.sprite = sprite; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = sprite.game; /** * @property {number} type - The type of physics system this body belongs to. */ this.type = Phaser.Plugin.Isometric.ISOARCADE; /** * @property {boolean} enable - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run. * @default */ this.enable = true; /** * @property {Phaser.Point} offset - The offset of the Physics Body from the IsoSprite x/y/z position. */ this.offset = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} position - The position of the physics body. * @readonly */ this.position = new Phaser.Plugin.Isometric.Point3(sprite.isoX, sprite.isoY, sprite.isoZ); /** * @property {Phaser.Point} prev - The previous position of the physics body. * @readonly */ this.prev = new Phaser.Plugin.Isometric.Point3(this.position.x, this.position.y, this.position.z); /** * @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc) * @default */ this.allowRotation = true; /** * @property {number} rotation - The amount the Body is rotated. */ this.rotation = sprite.rotation; /** * @property {number} preRotation - The previous rotation of the physics body. * @readonly */ this.preRotation = sprite.rotation; /** * @property {number} sourceWidthX - The un-scaled original size. * @readonly */ this.sourceWidthX = sprite.texture.frame.width; /** * @property {number} sourceWidthY - The un-scaled original size. * @readonly */ this.sourceWidthY = sprite.texture.frame.width; /** * @property {number} sourceHeight - The un-scaled original size. * @readonly */ this.sourceHeight = sprite.texture.frame.height; /** * @property {number} widthX - The calculated X width (breadth) of the physics body. */ this.widthX = Math.ceil(sprite.width * 0.5); /** * @property {number} widthY - The calculated Y width (depth) of the physics body. */ this.widthY = Math.ceil(sprite.width * 0.5); /** * @property {number} height - The calculated height of the physics body. */ this.height = sprite.height - Math.ceil(sprite.width * 0.5); /** * @property {number} halfWidthX - The calculated X width / 2 of the physics body. */ this.halfWidthX = Math.abs(this.widthX * 0.5); /** * @property {number} halfWidthX - The calculated X width / 2 of the physics body. */ this.halfWidthY = Math.abs(this.widthY * 0.5); /** * @property {number} halfHeight - The calculated height / 2 of the physics body. */ this.halfHeight = Math.abs(this.height * 0.5); /** * @property {Phaser.Plugin.Isometric.Point3} center - The center coordinate of the physics body. */ this.center = new Phaser.Plugin.Isometric.Point3(sprite.isoX + this.halfWidthX, sprite.isoY + this.halfWidthY, sprite.isoZ + this.halfHeight); /** * @property {Phaser.Plugin.Isometric.Point3} velocity - The velocity in pixels per second sq. of the Body. */ this.velocity = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} newVelocity - New velocity. * @readonly */ this.newVelocity = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax. */ this.deltaMax = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} acceleration - The velocity in pixels per second sq. of the Body. */ this.acceleration = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} drag - The drag applied to the motion of the Body. */ this.drag = new Phaser.Plugin.Isometric.Point3(); /** * @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local. * @default */ this.allowGravity = true; /** * @property {Phaser.Plugin.Isometric.Point3} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false. */ this.gravity = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} bounce - The elasticitiy of the Body when colliding. bounce.x/y/z = 1 means full rebound, bounce.x/y/z = 0.5 means 50% rebound velocity. */ this.bounce = new Phaser.Plugin.Isometric.Point3(); /** * @property {Phaser.Plugin.Isometric.Point3} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach. * @default */ this.maxVelocity = new Phaser.Plugin.Isometric.Point3(10000, 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; /** * @property {number} angle - The angle of the Body in radians as calculated by its velocity, rather than its visual angle. * @readonly */ this.angle = 0; /** * @property {number} speed - The speed of the Body as calculated by its velocity. * @readonly */ this.speed = 0; /** * @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 from other bodies. * @default */ this.immovable = false; /** * If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never * actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen. * If you want the physics system to move the body around, then set moves to true. * @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; /** * This flag allows you to disable the custom x separation that takes place by Physics.IsoArcade.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.IsoArcade.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; /** * This flag allows you to disable the custom z separation that takes place by Physics.IsoArcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateZ - Use a custom separation system or the built-in one? * @default */ this.customSeparateZ = 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; /** * 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.overlapZ = 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; /** * Set the checkCollision properties to control which directions collision is processed for this Body. * For example checkCollision.up = false means it won't collide when the collision happened while moving up. * @property {object} checkCollision - An object containing allowed collision. */ this.checkCollision = { none: false, any: true, up: true, down: true, frontX: true, frontY: true, backX: true, backY: 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, frontX: false, frontY: false, backX: false, backY: false }; /** * 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, frontX: false, frontY: false, backX: false, backY: 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, frontX: false, frontY: false, backX: false, backY: false }; /** * @property {number} phase - Is this Body in a preUpdate (1) or postUpdate (2) state? */ this.phase = 0; /** * @property {boolean} skipTree - If true and you collide this IsoSprite against a Group, it will disable the collision check from using a QuadTree/Octree. */ this.skipTree = false; /** * @property {boolean} _reset - Internal cache var. * @private */ this._reset = true; /** * @property {number} _sx - Internal cache var. * @private */ this._sx = sprite.scale.x; /** * @property {number} _sy - Internal cache var. * @private */ this._sy = sprite.scale.y; /** * @property {number} _dx - Internal cache var. * @private */ this._dx = 0; /** * @property {number} _dy - Internal cache var. * @private */ this._dy = 0; /** * @property {number} _dz - Internal cache var. * @private */ this._dz = 0; /** * @property {Array.<Phaser.Plugin.Isometric.Point3>} _corners - The 8 corners of the bounding cube. * @private */ this._corners = [new Phaser.Plugin.Isometric.Point3(this.x, this.y, this.z), new Phaser.Plugin.Isometric.Point3(this.x, this.y, this.z + this.height), new Phaser.Plugin.Isometric.Point3(this.x, this.y + this.widthY, this.z), new Phaser.Plugin.Isometric.Point3(this.x, this.y + this.widthY, this.z + this.height), new Phaser.Plugin.Isometric.Point3(this.x + this.widthX, this.y, this.z), new Phaser.Plugin.Isometric.Point3(this.x + this.widthX, this.y, this.z + this.height), new Phaser.Plugin.Isometric.Point3(this.x + this.widthX, this.y + this.widthY, this.z), new Phaser.Plugin.Isometric.Point3(this.x + this.widthX, this.y + this.widthY, this.z + this.height) ]; }; Phaser.Plugin.Isometric.Body.prototype = { /** * Internal method. * * @method Phaser.Plugin.Isometric.Body#updateBounds * @protected */ updateBounds: function () { var asx = Math.abs(this.sprite.scale.x); var asy = Math.abs(this.sprite.scale.y); if (asx !== this._sx || asy !== this._sy) { this.widthX = Math.ceil(this.sprite.width * 0.5); this.widthY = Math.ceil(this.sprite.width * 0.5); this.height = Math.ceil(this.sprite.height - (this.sprite.width * 0.5)); this.halfWidthX = Math.floor(this.widthX * 2); this.halfWidthY = Math.floor(this.widthY * 2); this.halfHeight = Math.floor(this.height * 2); this._sx = asx; this._sy = asy; this.center.setTo(this.position.x + this.halfWidthX, this.position.y + this.halfWidthY, this.position.z + this.halfHeight); this._reset = true; } }, /** * Internal method. * * @method Phaser.Plugin.Isometric.Body#preUpdate * @protected */ preUpdate: function () { if (!this.enable) { return; } this.phase = 1; // 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.backX = this.touching.backX; this.wasTouching.backY = this.touching.backY; this.wasTouching.frontX = this.touching.frontX; this.wasTouching.frontY = this.touching.frontY; this.touching.none = true; this.touching.up = false; this.touching.down = false; this.touching.backX = false; this.touching.backY = false; this.touching.frontX = false; this.touching.frontY = false; this.blocked.up = false; this.blocked.down = false; this.blocked.backX = false; this.blocked.frontX = false; this.blocked.backY = false; this.blocked.backX = false; this.embedded = false; this.updateBounds(); // Working out how to incorporate anchors into this was... fun. this.position.x = this.sprite.isoX + ((this.widthX * -this.sprite.anchor.x) + this.widthX * 0.5) + this.offset.x; this.position.y = this.sprite.isoY + ((this.widthY * this.sprite.anchor.x) - this.widthY * 0.5) + this.offset.y; this.position.z = this.sprite.isoZ - (Math.abs(this.sprite.height) * (1 - this.sprite.anchor.y)) + (Math.abs(this.sprite.width * 0.5)) + this.offset.z; this.rotation = this.sprite.angle; this.preRotation = this.rotation; if (this._reset || this.sprite.fresh === true) { this.prev.x = this.position.x; this.prev.y = this.position.y; this.prev.z = this.position.z; } if (this.moves) { this.game.physics.isoArcade.updateMotion(this); this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed, this.velocity.z * this.game.time.physicsElapsed); this.position.x += this.newVelocity.x; this.position.y += this.newVelocity.y; this.position.z += this.newVelocity.z; if (this.position.x !== this.prev.x || this.position.y !== this.prev.y || this.position.z !== this.prev.z) { this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y + this.velocity.z * this.velocity.z); this.angle = Math.atan2(this.velocity.y, this.velocity.x); } // Now the State update will throw collision checks at the Body // And finally we'll integrate the new position back to the Sprite in postUpdate if (this.collideWorldBounds) { this.checkWorldBounds(); } if (this.sprite.outOfBoundsKill && !this.game.physics.isoArcade.bounds.intersects(this.sprite.isoBounds)){ this.sprite.kill(); } } this._dx = this.deltaX(); this._dy = this.deltaY(); this._dz = this.deltaZ(); this._reset = false; }, /** * Internal method. * * @method Phaser.Plugin.Isometric.Body#postUpdate * @protected */ postUpdate: function () { if (!this.enable) { return; } // Only allow postUpdate to be called once per frame if (this.phase === 2) { return; } this.phase = 2; // stops sprites flying off if isoPosition is changed during update if (this._reset) { this.prev.x = this.position.x; this.prev.y = this.position.y; this.prev.z = this.position.z; } if (this.deltaAbsX() >= this.deltaAbsY() && this.deltaAbsX() >= this.deltaAbsZ()){ if (this.deltaX() < 0) { this.facing = Phaser.Plugin.Isometric.BACKWARDX; } else if (this.deltaX() > 0) { this.facing = Phaser.Plugin.Isometric.FORWARDX; } } else if (this.deltaAbsY() >= this.deltaAbsX() && this.deltaAbsY() >= this.deltaAbsZ()){ if (this.deltaY() < 0) { this.facing = Phaser.Plugin.Isometric.BACKWARDY; } else if (this.deltaY() > 0) { this.facing = Phaser.Plugin.Isometric.FORWARDY; } } else { if (this.deltaZ() < 0) { this.facing = Phaser.Plugin.Isometric.DOWN; } else if (this.deltaZ() > 0) { this.facing = Phaser.Plugin.Isometric.UP; } } if (this.moves) { this._dx = this.deltaX(); this._dy = this.deltaY(); this._dz = this.deltaZ(); if (this.deltaMax.x !== 0 && this._dx !== 0) { if (this._dx < 0 && this._dx < -this.deltaMax.x) { this._dx = -this.deltaMax.x; } else if (this._dx > 0 && this._dx > this.deltaMax.x) { this._dx = this.deltaMax.x; } } if (this.deltaMax.y !== 0 && this._dy !== 0) { if (this._dy < 0 && this._dy < -this.deltaMax.y) { this._dy = -this.deltaMax.y; } else if (this._dy > 0 && this._dy > this.deltaMax.y) { this._dy = this.deltaMax.y; } } if (this.deltaMax.z !== 0 && this._dz !== 0) { if (this._dz < 0 && this._dz < -this.deltaMax.z) { this._dz = -this.deltaMax.z; } else if (this._dz > 0 && this._dz > this.deltaMax.z) { this._dz = this.deltaMax.z; } } this.sprite.isoX += this._dx; this.sprite.isoY += this._dy; this.sprite.isoZ += this._dz; } this.center.setTo(this.position.x + this.halfWidthX, this.position.y + this.halfWidthY, this.position.z + this.halfHeight); if (this.allowRotation) { this.sprite.angle += this.deltaR(); } this.prev.x = this.position.x; this.prev.y = this.position.y; this.prev.z = this.position.z; this._reset = false; }, /** * Removes this body's reference to its parent sprite, freeing it up for gc. * * @method Phaser.Plugin.Isometric.Body#destroy */ destroy: function () { this.sprite = null; }, /** * Internal method. * * @method Phaser.Plugin.Isometric.Body#checkWorldBounds * @protected */ checkWorldBounds: function () { if (this.position.x < this.game.physics.isoArcade.bounds.x && this.game.physics.isoArcade.checkCollision.backX) { this.position.x = this.game.physics.isoArcade.bounds.x; this.velocity.x *= -this.bounce.x; this.blocked.backX = true; } else if (this.frontX > this.game.physics.isoArcade.bounds.frontX && this.game.physics.isoArcade.checkCollision.frontX) { this.position.x = this.game.physics.isoArcade.bounds.frontX - this.widthX; this.velocity.x *= -this.bounce.x; this.blocked.frontX = true; } if (this.position.y < this.game.physics.isoArcade.bounds.y && this.game.physics.isoArcade.checkCollision.backY) { this.position.y = this.game.physics.isoArcade.bounds.y; this.velocity.y *= -this.bounce.y; this.blocked.backY = true; } else if (this.frontY > this.game.physics.isoArcade.bounds.frontY && this.game.physics.isoArcade.checkCollision.frontY) { this.position.y = this.game.physics.isoArcade.bounds.frontY - this.widthY; this.velocity.y *= -this.bounce.y; this.blocked.frontY = true; } if (this.position.z < this.game.physics.isoArcade.bounds.z && this.game.physics.isoArcade.checkCollision.down) { this.position.z = this.game.physics.isoArcade.bounds.z; this.velocity.z *= -this.bounce.z; this.blocked.down = true; } else if (this.top > this.game.physics.isoArcade.bounds.top && this.game.physics.isoArcade.checkCollision.up) { this.position.z = this.game.physics.isoArcade.bounds.top - this.height; this.velocity.z *= -this.bounce.z; this.blocked.up = true; } }, /** * 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, y and z offset, which * is the position of the Body relative to the center of the Sprite. * * @method Phaser.Plugin.Isometric.Body#setSize * @param {number} widthX - The X width (breadth) of the Body. * @param {number} widthY - The Y width (depth) 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. * @param {number} [offsetY] - The Z offset of the Body from the Sprite position. */ setSize: function (widthX, widthY, height, offsetX, offsetY, offsetZ) { if (typeof offsetX === 'undefined') { offsetX = this.offset.x; } if (typeof offsetY === 'undefined') { offsetY = this.offset.y; } if (typeof offsetZ === 'undefined') { offsetZ = this.offset.z; } this.sourceWidthX = widthX; this.sourceWidthY = widthY; this.sourceHeight = height; this.widthX = (this.sourceWidthX) * this._sx; this.widthY = (this.sourceWidthY) * this._sx; this.height = (this.sourceHeight) * this._sy; this.halfWidthX = Math.floor(this.widthX * 0.5); this.halfWidthY = Math.floor(this.widthY * 0.5); this.halfHeight = Math.floor(this.height * 0.5); this.offset.setTo(offsetX, offsetY, offsetZ); this.center.setTo(this.position.x + this.halfWidthX, this.position.y + this.halfWidthY, this.position.z + this.halfHeight); }, /** * Resets all Body values (velocity, acceleration, rotation, etc) * * @method Phaser.Plugin.Isometric.Body#reset * @param {number} x - The new x position of the Body. * @param {number} y - The new y position of the Body. * @param {number} z - The new z position of the Body. */ reset: function (x, y, z) { this.velocity.set(0); this.acceleration.set(0); this.angularVelocity = 0; this.angularAcceleration = 0; this.position.x = x + ((this.widthX * -this.sprite.anchor.x) + this.widthX * 0.5) + this.offset.x; this.position.y = y + ((this.widthY * this.sprite.anchor.x) - this.widthY * 0.5) + this.offset.y; this.position.z = z - (Math.abs(this.sprite.height) * (1 - this.sprite.anchor.y)) + (Math.abs(this.sprite.width * 0.5)) + this.offset.z; this.prev.x = this.position.x; this.prev.y = this.position.y; this.prev.z = this.position.z; this.rotation = this.sprite.angle; this.preRotation = this.rotation; this._sx = this.sprite.scale.x; this._sy = this.sprite.scale.y; this.center.setTo(this.position.x + this.halfWidthX, this.position.y + this.halfWidthY, this.position.z + this.halfHeight); this.sprite._isoPositionChanged = true; }, /** * Tests if a world point lies within this Body. * * @method Phaser.Plugin.Isometric.Body#hitTest * @param {number} x - The world x coordinate to test. * @param {number} y - The world y coordinate to test. * @param {number} z - The world z coordinate to test. * @return {boolean} True if the given coordinates are inside this Body, otherwise false. */ hitTest: function (x, y, z) { return Phaser.Plugin.Isometric.Cube.contains(this, x, y, z); }, /** * Returns true if the bottom of this Body is in contact with either the world bounds. * * @method Phaser.Plugin.Isometric.Body#onFloor * @return {boolean} True if in contact with either the world bounds. */ onFloor: function () { return this.blocked.down; }, /** * Returns true if either side of this Body is in contact with either the world bounds. * * @method Phaser.Plugin.Isometric.Body#onWall * @return {boolean} True if in contact with world bounds. */ onWall: function () { return (this.blocked.frontX || this.blocked.frontY || this.blocked.backX || this.blocked.backY); }, /** * Returns the absolute delta x value. * * @method Phaser.Plugin.Isometric.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.Plugin.Isometric.Body#deltaAbsY * @return {number} The absolute delta value. */ deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, /** * Returns the absolute delta z value. * * @method Phaser.Plugin.Isometric.Body#deltaAbsZ * @return {number} The absolute delta value. */ deltaAbsZ: function () { return (this.deltaZ() > 0 ? this.deltaZ() : -this.deltaZ()); }, /** * Returns the delta x value. The difference between Body.x now and in the previous step. * * @method Phaser.Plugin.Isometric.Body#deltaX * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. */ deltaX: function () { return this.position.x - this.prev.x; }, /** * Returns the delta y value. The difference between Body.y now and in the previous step. * * @method Phaser.Plugin.Isometric.Body#deltaY * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaY: function () { return this.position.y - this.prev.y; }, /** * Returns the delta z value. The difference between Body.z now and in the previous step. * * @method Phaser.Plugin.Isometric.Body#deltaZ * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaZ: function () { return this.position.z - this.prev.z; }, /** * Returns the delta r value. The difference between Body.rotation now and in the previous step. * * @method Phaser.Plugin.Isometric.Body#deltaR * @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise. */ deltaR: function () { return this.rotation - this.preRotation; }, /** * Returns the 8 corners that make up the body's bounding cube. * * @method Phaser.Plugin.Isometric.Body#getCorners * @return {Array.<Phaser.Plugin.Isometric.Point3>} An array of Phaser.Plugin.Isometric.Point3 values specifying each corner co-ordinate. */ getCorners: function () { this._corners[0].setTo(this.x, this.y, this.z); this._corners[1].setTo(this.x, this.y, this.z + this.height); this._corners[2].setTo(this.x, this.y + this.widthY, this.z); this._corners[3].setTo(this.x, this.y + this.widthY, this.z + this.height); this._corners[4].setTo(this.x + this.widthX, this.y, this.z); this._corners[5].setTo(this.x + this.widthX, this.y, this.z + this.height); this._corners[6].setTo(this.x + this.widthX, this.y + this.widthY, this.z); this._corners[7].setTo(this.x + this.widthX, this.y + this.widthY, this.z + this.height); return this._corners; } }; /** * @name Phaser.Plugin.Isometric.Body#top * @property {number} bottom - The top value of this Body (same as Body.z + Body.height) * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "top", { get: function () { return this.position.z + this.height; } }); /** * @name Phaser.Plugin.Isometric.Body#frontX * @property {number} right - The front X value of this Body (same as Body.x + Body.widthX) * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "frontX", { get: function () { return this.position.x + this.widthX; } }); /** * @name Phaser.Plugin.Isometric.Body#right * @property {number} right - The front X value of this Body (same as Body.x + Body.widthX) - alias used for QuadTree * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "right", { get: function () { return this.position.x + this.widthX; } }); /** * @name Phaser.Plugin.Isometric.Body#frontY * @property {number} right - The front Y value of this Body (same as Body.y + Body.widthY) * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "frontY", { get: function () { return this.position.y + this.widthY; } }); /** * @name Phaser.Plugin.Isometric.Body#bottom * @property {number} right - The front Y value of this Body (same as Body.y + Body.widthY) - alias used for QuadTree * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "bottom", { get: function () { return this.position.y + this.widthY; } }); /** * @name Phaser.Plugin.Isometric.Body#x * @property {number} x - The x position. */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "x", { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; } }); /** * @name Phaser.Plugin.Isometric.Body#y * @property {number} y - The y position. */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "y", { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; } }); /** * @name Phaser.Plugin.Isometric.Body#z * @property {number} z - The z position. */ Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype, "z", { get: function () { return this.position.z; }, set: function (value) { this.position.z = value; } }); /** * Render IsoSprite Body. * * @method Phaser.Plugin.Isometric.Body#render * @param {object} context - The context to render to. * @param {Phaser.Plugin.Isometric.Body} body - The Body to render the info of. * @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string). * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false) */ Phaser.Plugin.Isometric.Body.render = function (context, body, color, filled) { if (typeof filled === 'undefined') { filled = true; } color = color || 'rgba(0,255,0,0.4)'; var points = [], corners = body.getCorners(); var posX = -body.sprite.game.camera.x; var posY = -body.sprite.game.camera.y; if (filled) { points = [corners[1], corners[3], corners[2], corners[6], corners[4], corners[5], corners[1]]; points = points.map(function (p) { var newPos = body.sprite.game.iso.project(p); newPos.x += posX; newPos.y += posY; return newPos; }); context.beginPath(); context.fillStyle = color; context.moveTo(points[0].x, points[0].y); for (var i = 1; i < points.length; i++) { context.lineTo(points[i].x, points[i].y); } context.fill(); } else { points = corners.slice(0, corners.length); points = points.map(function (p) { var newPos = body.sprite.game.iso.project(p); newPos.x += posX; newPos.y += posY; return newPos; }); context.moveTo(points[0].x, points[0].y); context.beginPath(); context.strokeStyle = color; context.lineTo(points[1].x, points[1].y); context.lineTo(points[3].x, points[3].y); context.lineTo(points[2].x, points[2].y); context.lineTo(points[6].x, points[6].y); context.lineTo(points[4].x, points[4].y); context.lineTo(points[5].x, points[5].y); context.lineTo(points[1].x, points[1].y); context.lineTo(points[0].x, points[0].y); context.lineTo(points[4].x, points[4].y); context.moveTo(points[0].x, points[0].y); context.lineTo(points[2].x, points[2].y); context.moveTo(points[3].x, points[3].y); context.lineTo(points[7].x, points[7].y); context.lineTo(points[6].x, points[6].y); context.moveTo(points[7].x, points[7].y); context.lineTo(points[5].x, points[5].y); context.stroke(); context.closePath(); } }; /** * Render IsoSprite Body Physics Data as text. * * @method Phaser.Plugin.Isometric.Body#renderBodyInfo * @param {Phaser.Plugin.Isometric.Body} body - The Body to render the info of. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ Phaser.Plugin.Isometric.Body.renderBodyInfo = function (debug, body) { debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'z: ' + body.z.toFixed(2), 'widthX: ' + body.widthX, 'widthY: ' + body.widthY, 'height: ' + body.height); debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'z: ' + body.velocity.z.toFixed(2), 'deltaX: ' + body._dx.toFixed(2), 'deltaY: ' + body._dy.toFixed(2), 'deltaZ: ' + body._dz.toFixed(2)); debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'z: ' + body.acceleration.z.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2)); debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'z: ' + body.gravity.z); debug.line('bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2), 'z: ' + body.bounce.z.toFixed(2)); debug.line('touching: ', 'frontX: ' + (body.touching.frontX ? 1 : 0) + ' frontY: ' + (body.touching.frontY ? 1 : 0) + ' backX: ' + (body.touching.backX ? 1 : 0) + ' backY: ' + (body.touching.backY ? 1 : 0) + ' up: ' + (body.touching.up ? 1 : 0) + ' down: ' + (body.touching.down ? 1 : 0)); debug.line('blocked: ', 'frontX: ' + (body.blocked.frontX ? 1 : 0) + ' frontY: ' + (body.blocked.frontY ? 1 : 0) + ' backX: ' + (body.blocked.backX ? 1 : 0) + ' backY: ' + (body.blocked.backY ? 1 : 0) + ' up: ' + (body.blocked.up ? 1 : 0) + ' down: ' + (body.blocked.down ? 1 : 0)); }; Phaser.Plugin.Isometric.Body.prototype.constructor = Phaser.Plugin.Isometric.Body; Phaser.Utils.Debug.prototype.body = (function (_super) { return function (sprite, color, filled, depth) { if (sprite.body && sprite.body.type === Phaser.Plugin.Isometric.ISOARCADE) { this.start(); Phaser.Plugin.Isometric.Body.render(this.context, sprite.body, color, filled); if (depth) { this.text(sprite.depth.toFixed(2), sprite.x, sprite.y, color, '12px Courier'); } this.stop(); } return _super.call(this, sprite, color, filled); }; })(Phaser.Utils.Debug.prototype.body); Phaser.Utils.Debug.prototype.bodyInfo = (function (_super) { return function (sprite, x, y, color) { if (sprite.body && sprite.body.type === Phaser.Plugin.Isometric.ISOARCADE) { this.start(x, y, color, 210); Phaser.Plugin.Isometric.Body.renderBodyInfo(this, sprite.body); this.stop(); } return _super.call(this, sprite, x, y, color); }; })(Phaser.Utils.Debug.prototype.bodyInfo);