A 2D Physics library written in Haxe.
Echo focuses on maintaining a simple API that is easy to integrate into any engine/framework (Heaps, OpenFL, Kha, etc). All Echo needs is an update loop and its ready to go!
Try the Samples 🎮!
Check out the API 📖!
- Semi-implicit euler integration physics
- SAT-powered collision detection
- Quadtree for broadphase collision querying
- Collision listeners to provide collision callbacks
- Physics State History Management with Built-in Undo/Redo functionality
- Extendable debug drawing
Echo requires Haxe 4 to run.
Install the library from haxelib:
haxelib install echo
Alternatively the dev version of the library can be installed from github:
haxelib git echo https://github.com/AustinEast/echo.git
Install echo's dependency, hxmath. At the moment, installing the github version is recommended for performance reasons:
haxelib git hxmath https://github.com/tbrosman/hxmath.git
Then for standard Haxe applications, include the library in your project's .hxml
:
-lib echo
For OpenFL users, add the library into your Project.xml
:
<haxelib name="echo" />
For Kha users (who don't use haxelib), clone echo and hxmath to Libraries
folder in your project root, and then add the following to your khafile.js
:
project.addLibrary('echo');
project.addLibrary('hxmath');
The Echo
Class holds helpful utility methods to help streamline the creation and management of Physics Simulations.
A World
is an Object representing the state of a Physics simulation and it configurations.
A Body
is an Object representing a Physical Body in a World
. A Body
has a position, velocity, mass, optional collider shapes, and many other properties that are used in a World
simulation.
A Body's collider is represented by different Shapes. Without a Shape
to define it's form, a Body
can be thought of a just a point in the World
that cant collide with anything.
Available Shapes:
- Rectangle
- Circle
- Polygon (Convex Only)
When a Shape is added to a Body, it's transform (x, y, rotation) becomes relative to its parent Body. In this case, a Shape's local transform can still be accessed through shape.local_x
, shape.local_y
, and shape.local_rotation
.
It's important to note that all Shapes (including Rectangles) have their origins centered.
Use Lines to perform Linecasts against other Lines, Bodies, and Shapes. Check out the Echo
class for various methods to preform Linecasts.
Listeners keep track of collisions between Bodies - enacting callbacks and physics responses depending on their configurations. Once you add a Listener
to a World
, it will automatically update itself as the World
is stepped forward.
Echo has a couple of ways to help integrate itself into codebases through the Body
class.
First, the Body
class has two public fields named on_move
and on_rotate
. If these are set on a body, they'll be called any time the body moves or rotates:
var body = new echo.Body();
body.on_move = (x,y) -> entity.position.set(x,y);
body.on_rotate = (rotation) -> entity.rotation = rotation;
Second, a build macro is available to add custom fields to the Body
class, such as an Entity
class:
in build.hxml:
--macro echo.Macros.add_data("entity", "some.package.Entity")
in Main.hx
var body = new echo.Body();
body.entity = new some.package.Entity();
- HaxeFlixel: https://gist.github.com/AustinEast/524db026a4fea298a0eebf19459131cc
- Heaps: https://github.com/AustinEast/echo-heaps
- Peyote View: https://github.com/maitag/peote-views-samples/tree/master/echo
- HaxePunk: https://github.com/XANOZOID/EchoHaxePunk
import echo.Echo;
class Main {
static function main() {
// Create a World to hold all the Physics Bodies
// Worlds, Bodies, and Listeners are all created with optional configuration objects.
// This makes it easy to construct object configurations, reuse them, and even easily load them from JSON!
var world = Echo.start({
width: 64, // Affects the bounds for collision checks.
height: 64, // Affects the bounds for collision checks.
gravity_y: 20, // Force of Gravity on the Y axis. Also available for the X axis.
iterations: 2 // Sets the number of Physics iterations that will occur each time the World steps.
});
// Create a Body with a Circle Collider and add it to the World
var a = world.make({
elasticity: 0.2,
shape: {
type: CIRCLE,
radius: 16,
}
});
// Create a Body with a Rectangle collider and add it to the World
// This Body will have a Mass of zero, rendering it as unmovable
// This is useful for things like platforms or walls.
var b = world.make({
mass: 0, // Setting this to zero makes the body unmovable by forces and collisions
y: 48, // Set the object's Y position below the Circle, so that gravity makes them collide
elasticity: 0.2,
shape: {
type: RECT,
width: 10,
height: 10
}
});
// Create a listener and attach it to the World.
// This listener will react to collisions between Body "a" and Body "b", based on the configuration options passed in
world.listen(a, b, {
separate: true, // Setting this to true will cause the Bodies to separate on Collision. This defaults to true
enter: (a, b, c) -> trace("Collision Entered"), // This callback is called on the first frame that a collision starts
stay: (a, b, c) -> trace("Collision Stayed"), // This callback is called on frames when the two Bodies are continuing to collide
exit: (a, b) -> trace("Collision Exited"), // This callback is called when a collision between the two Bodies ends
});
// Set up a Timer to act as an update loop (at 60fps)
new haxe.Timer(16).run = () -> {
// Step the World's Physics Simulation forward (at 60fps)
world.step(16 / 1000);
// Log the World State in the Console
echo.util.Debug.log(world);
}
}
}
- Endless length Line support
- Update Readme with info on the various utilities (Tilemap, Bezier, etc)
- Allow Concave Polygons (through Convex Decomposition)
- Sleeping Body optimations
- Constraints
- Compiler Flag to turn off a majority of inlined functions (worse performance, but MUCH smaller filesize)