phaser/Phaser/physics/AABB.ts

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