2013-05-29 20:39:08 +00:00
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/// <reference path="../Game.ts" />
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/// <reference path="PhysicsManager.ts" />
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/**
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* Phaser - Physics - AABB
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*/
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module Phaser.Physics {
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export class AABB {
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constructor(game: Game, sprite: Sprite, x: number, y: number, width: number, height: number) {
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this.game = game;
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this.world = game.world.physics;
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this.sprite = sprite;
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this.width = width;
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this.height = height;
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this.halfWidth = Math.round(width / 2);
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this.halfHeight = Math.round(height / 2);
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this.position = new Vec2(x + this.halfWidth, y + this.halfHeight);
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this.oldPosition = new Vec2(x + this.halfWidth, y + this.halfHeight);
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this.newVelocity = new Vec2(0, 0);
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}
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/**
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* Local private reference to Game.
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*/
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public game: Game;
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public world: PhysicsManager;
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public sprite: Sprite;
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public position: Vec2;
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public oldPosition: Vec2;
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public width: number;
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public height: number;
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public halfWidth: number;
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public halfHeight: number;
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public oH: number;
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public oV: number;
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private _drag: number;
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public newVelocity: Vec2;
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public update() {
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if (this.sprite.physics.moves)
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{
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this.oldPosition.x = this.position.x;
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this.oldPosition.y = this.position.y;
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this.updateMotion();
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this.collideWorld();
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}
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}
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private updateMotion() {
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/*
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var delta: number;
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var velocityDelta: number;
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velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
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this.angularVelocity += velocityDelta;
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this._angle += this.angularVelocity * this._game.time.elapsed;
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this.angularVelocity += velocityDelta;
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*/
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// move to temp vars
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var delta;
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var velocityDelta = (this.computeVelocity(this.sprite.physics.velocity.x, this.sprite.physics.acceleration.x, this.sprite.physics.drag.x) - this.sprite.physics.velocity.x) / 2;
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this.sprite.physics.velocity.x += velocityDelta;
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delta = this.sprite.physics.velocity.x * this.game.time.elapsed;
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this.sprite.physics.velocity.x += velocityDelta;
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this.position.x += delta;
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var velocityDelta = (this.computeVelocity(this.sprite.physics.velocity.y, this.sprite.physics.acceleration.y, this.sprite.physics.drag.y) - this.sprite.physics.velocity.y) / 2;
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this.sprite.physics.velocity.y += velocityDelta;
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delta = this.sprite.physics.velocity.y * this.game.time.elapsed;
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this.sprite.physics.velocity.y += velocityDelta;
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this.position.y += delta;
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}
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/**
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* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
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*
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* @param {number} Velocity Any component of velocity (e.g. 20).
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* @param {number} Acceleration Rate at which the velocity is changing.
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* @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
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* @param {number} Max An absolute value cap for the velocity.
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*
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* @return {number} The altered Velocity value.
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*/
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public computeVelocity(velocity: number, acceleration: number = 0, drag: number = 0, max: number = 10000): number {
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if (acceleration !== 0)
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{
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velocity += acceleration * this.game.time.elapsed;
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}
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else if (drag !== 0)
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{
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this._drag = drag * this.game.time.elapsed;
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if (velocity - this._drag > 0)
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{
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velocity = velocity - this._drag;
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}
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else if (velocity + this._drag < 0)
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{
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velocity += this._drag;
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}
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else
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{
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velocity = 0;
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}
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}
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if ((velocity != 0) && (max != 10000))
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{
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if (velocity > max)
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{
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velocity = max;
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}
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else if (velocity < -max)
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{
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velocity = -max;
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}
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}
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return velocity;
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}
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private collideWorld() {
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// Collide on the x-axis
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var dx: number = this.world.bounds.x - (this.position.x - this.halfWidth);
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if (0 < dx)
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{
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// Hit Left
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this.oH = 1;
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this.position.x += dx;
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if (this.sprite.physics.bounce.x > 0)
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{
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this.sprite.physics.velocity.x *= -(this.sprite.physics.bounce.x);
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}
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else
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{
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this.sprite.physics.velocity.x = 0;
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}
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}
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else
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{
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dx = (this.position.x + this.halfWidth) - this.world.bounds.right;
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if (0 < dx)
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{
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// Hit Right
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this.oH = -1;
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this.position.x -= dx;
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if (this.sprite.physics.bounce.x > 0)
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{
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this.sprite.physics.velocity.x *= -(this.sprite.physics.bounce.x);
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}
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else
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{
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this.sprite.physics.velocity.x = 0;
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}
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}
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}
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// Collide on the y-axis
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var dy: number = this.world.bounds.y - (this.position.y - this.halfHeight);
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if (0 < dy)
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{
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// Hit Top
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this.oV = 1;
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this.position.y += dy;
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if (this.sprite.physics.bounce.y > 0)
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{
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this.sprite.physics.velocity.y *= -(this.sprite.physics.bounce.y);
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}
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else
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{
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this.sprite.physics.velocity.y = 0;
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}
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}
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else
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{
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dy = (this.position.y + this.halfHeight) - this.world.bounds.bottom;
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if (0 < dy)
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{
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// Hit Bottom
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this.oV = -1;
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this.position.y -= dy;
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if (this.sprite.physics.bounce.y > 0)
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{
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this.sprite.physics.velocity.y *= -(this.sprite.physics.bounce.y);
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}
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else
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{
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this.sprite.physics.velocity.y = 0;
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}
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}
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}
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}
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private processWorld(px, py, dx, dy, tile) {
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// Velocity
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//this.sprite.physics.velocity.x = this.position.x - this.oldPosition.x;
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//this.sprite.physics.velocity.y = this.position.y - this.oldPosition.y;
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// Optimise!!!
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var dp: number = (this.sprite.physics.velocity.x * dx + this.sprite.physics.velocity.y * dy);
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var nx: number = dp * dx;
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var ny: number = dp * dy;
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var tx: number = this.sprite.physics.velocity.x - nx;
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var ty: number = this.sprite.physics.velocity.y - ny;
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var bx, by, fx, fy;
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if (dp < 0)
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{
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fx = tx * this.sprite.physics.friction.x;
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fy = ty * this.sprite.physics.friction.y;
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bx = (nx * (1 + this.sprite.physics.bounce.x));
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by = (ny * (1 + this.sprite.physics.bounce.y));
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//this.sprite.physics.velocity.x = bx;
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//this.sprite.physics.velocity.y = by;
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}
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else
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{
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bx = by = fx = fy = 0;
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}
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this.position.x += px;
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this.position.y += py;
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this.oldPosition.x += px + bx + fx;
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this.oldPosition.y += py + by + fy;
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}
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public render(context:CanvasRenderingContext2D) {
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context.beginPath();
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context.strokeStyle = 'rgb(0,255,0)';
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context.strokeRect(this.position.x - this.halfWidth, this.position.y - this.halfHeight, this.width, this.height);
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context.stroke();
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context.closePath();
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// center point
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context.fillStyle = 'rgb(0,255,0)';
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context.fillRect(this.position.x, this.position.y, 2, 2);
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if (this.oH == 1)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.position.x - this.halfWidth, this.position.y - this.halfHeight);
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context.lineTo(this.position.x - this.halfWidth, this.position.y + this.halfHeight);
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context.stroke();
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context.closePath();
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}
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else if (this.oH == -1)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.position.x + this.halfWidth, this.position.y - this.halfHeight);
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context.lineTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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context.stroke();
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context.closePath();
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}
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if (this.oV == 1)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.position.x - this.halfWidth, this.position.y - this.halfHeight);
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context.lineTo(this.position.x + this.halfWidth, this.position.y - this.halfHeight);
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context.stroke();
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context.closePath();
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}
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else if (this.oV == -1)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.position.x - this.halfWidth, this.position.y + this.halfHeight);
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context.lineTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
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context.stroke();
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context.closePath();
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}
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}
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}
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}
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