* @param {number} x - the x coordinates of the collectable * @param {number} y - the y coordinates of the collectable * @param {object} settings - See Sprite
(x, y, settings)
| 14 | * @param {object} settings - See {@link Sprite} |
| 15 | */ |
| 16 | constructor(x, y, settings) { |
| 17 | // call the super constructor |
| 18 | super(x, y, settings); |
| 19 | |
| 20 | this.name = settings.name; |
| 21 | this.type = settings.type; |
| 22 | this.id = settings.id; |
| 23 | |
| 24 | // add and configure the physic body |
| 25 | let shape = settings.shapes; |
| 26 | if (typeof shape === "undefined") { |
| 27 | shape = polygonPool.get(0, 0, [ |
| 28 | vector2dPool.get(0, 0), |
| 29 | vector2dPool.get(this.width, 0), |
| 30 | vector2dPool.get(this.width, this.height), |
| 31 | ]); |
| 32 | } |
| 33 | // declarative body — adapter-portable, auto-registered on addChild. |
| 34 | // `isSensor: true` matches the documented intent ("immovable |
| 35 | // object, picked up on overlap"): collision events still fire so |
| 36 | // the pickup callback runs, but the solver does not physically |
| 37 | // push the player away. Under the builtin adapter this is a |
| 38 | // no-op for Collectable subclasses that don't define |
| 39 | // `onCollision` (the SAT detector already skipped push-out); |
| 40 | // under Matter it is required — matter's solver always resolves |
| 41 | // contacts unless a body is flagged as a sensor. |
| 42 | this.bodyDef = { |
| 43 | type: "static", |
| 44 | shapes: Array.isArray(shape) ? shape : [shape], |
| 45 | collisionType: collision.types.COLLECTABLE_OBJECT, |
| 46 | // by default only collides with PLAYER_OBJECT |
| 47 | collisionMask: collision.types.PLAYER_OBJECT, |
| 48 | isSensor: true, |
| 49 | }; |
| 50 | |
| 51 | // Update anchorPoint |
| 52 | if (settings.anchorPoint) { |
| 53 | this.anchorPoint.set(settings.anchorPoint.x, settings.anchorPoint.y); |
| 54 | } else { |
| 55 | // for backward compatibility |
| 56 | this.anchorPoint.set(0, 0); |
| 57 | } |
| 58 | } |
| 59 | } |