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node_modules/phaser/plugins/impact/Factory.js
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151
node_modules/phaser/plugins/impact/Factory.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var ImpactBody = require('./ImpactBody');
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var ImpactImage = require('./ImpactImage');
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var ImpactSprite = require('./ImpactSprite');
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/**
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* @classdesc
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* The Impact Physics Factory allows you to easily create Impact Physics enabled Game Objects.
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* Objects that are created by this Factory are automatically added to the physics world.
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*
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* @class Factory
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* @memberof Phaser.Physics.Impact
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.World} world - A reference to the Impact Physics world.
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*/
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var Factory = new Class({
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initialize:
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function Factory (world)
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{
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/**
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* A reference to the Impact Physics world.
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*
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* @name Phaser.Physics.Impact.Factory#world
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* @type {Phaser.Physics.Impact.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* A reference to the Scene.Systems this Impact Physics instance belongs to.
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*
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* @name Phaser.Physics.Impact.Factory#sys
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.sys = world.scene.sys;
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},
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/**
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* Creates a new ImpactBody object and adds it to the physics simulation.
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*
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* @method Phaser.Physics.Impact.Factory#body
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of the body in the physics world.
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* @param {number} y - The vertical position of the body in the physics world.
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* @param {number} width - The width of the body.
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* @param {number} height - The height of the body.
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*
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* @return {Phaser.Physics.Impact.ImpactBody} The ImpactBody object that was created.
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*/
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body: function (x, y, width, height)
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{
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return new ImpactBody(this.world, x, y, width, height);
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},
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/**
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* Adds an Impact Physics Body to the given Game Object.
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*
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* @method Phaser.Physics.Impact.Factory#existing
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to receive the physics body.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object.
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*/
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existing: function (gameObject)
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{
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var x = gameObject.x - gameObject.frame.centerX;
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var y = gameObject.y - gameObject.frame.centerY;
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var w = gameObject.width;
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var h = gameObject.height;
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gameObject.body = this.world.create(x, y, w, h);
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gameObject.body.parent = gameObject;
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gameObject.body.gameObject = gameObject;
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return gameObject;
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},
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/**
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* Creates a new ImpactImage object and adds it to the physics world.
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*
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* @method Phaser.Physics.Impact.Factory#image
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.Physics.Impact.ImpactImage} The ImpactImage object that was created.
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*/
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image: function (x, y, key, frame)
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{
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var image = new ImpactImage(this.world, x, y, key, frame);
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this.sys.displayList.add(image);
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return image;
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},
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/**
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* Creates a new ImpactSprite object and adds it to the physics world.
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*
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* @method Phaser.Physics.Impact.Factory#sprite
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.Physics.Impact.ImpactSprite} The ImpactSprite object that was created.
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*/
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sprite: function (x, y, key, frame)
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{
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var sprite = new ImpactSprite(this.world, x, y, key, frame);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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return sprite;
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},
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/**
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* Destroys this Factory.
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*
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* @method Phaser.Physics.Impact.Factory#destroy
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* @since 3.5.0
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*/
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destroy: function ()
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{
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this.world = null;
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this.sys = null;
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}
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});
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module.exports = Factory;
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