2013-08-11 20:31:35 +00:00
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var Phaser;
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(function (Phaser) {
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(function (Physics) {
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/// <reference path="../../_definitions.ts" />
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/**
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* Phaser - Physics - Projection
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*/
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(function (Projection) {
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var AABB45Deg = (function () {
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function AABB45Deg() {
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}
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AABB45Deg.Collide = function (x, y, obj, t) {
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var signx = t.signx;
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var signy = t.signy;
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var ox = (obj.pos.x - (signx * obj.xw)) - t.pos.x;
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var oy = (obj.pos.y - (signy * obj.yw)) - t.pos.y;
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var sx = t.sx;
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var sy = t.sy;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox * sx) + (oy * sy);
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if (dp < 0) {
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp;
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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var lenP = Math.sqrt(x * x + y * y);
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if (lenP < lenN) {
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//project along axis
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.AABB.COL_AXIS;
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} else {
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//project along slope
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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}
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return Phaser.Physics.AABB.COL_NONE;
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};
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return AABB45Deg;
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})();
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Projection.AABB45Deg = AABB45Deg;
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})(Physics.Projection || (Physics.Projection = {}));
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var Projection = Physics.Projection;
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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