2014-03-14 06:36:05 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: physics/ninja/AABB.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-0" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.html" > Phaser< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
2014-04-29 14:39:02 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayList.html" > ArrayList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Color.html" > Color< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Device.html" > Device< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Key.html" > Key< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Math.html" > Math< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Net.html" > Net< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
2014-05-20 09:12:48 +00:00
2014-03-14 06:36:05 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: physics/ninja/AABB.js< / h1 >
< section >
< article >
2014-03-28 01:42:49 +00:00
< pre class = "sunlight-highlight-javascript linenums" > /* jshint camelcase: false */
/**
2014-03-14 06:36:05 +00:00
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Ninja Physics AABB constructor.
* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
*
* @class Phaser.Physics.Ninja.AABB
* @classdesc Arcade Physics Constructor
* @constructor
* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
* @param {number} x - The x coordinate to create this shape at.
* @param {number} y - The y coordinate to create this shape at.
* @param {number} width - The width of this AABB.
* @param {number} height - The height of this AABB.
*/
Phaser.Physics.Ninja.AABB = function (body, x, y, width, height) {
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
/**
* @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
*/
this.body = body;
/**
* @property {Phaser.Physics.Ninja} system - A reference to the physics system.
*/
this.system = body.system;
/**
* @property {Phaser.Point} pos - The position of this object.
*/
this.pos = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} oldpos - The position of this object in the previous update.
*/
this.oldpos = new Phaser.Point(x, y);
/**
* @property {number} xw - Half the width.
* @readonly
*/
this.xw = Math.abs(width / 2);
/**
* @property {number} xw - Half the height.
* @readonly
*/
this.yw = Math.abs(height / 2);
/**
* @property {number} width - The width.
* @readonly
*/
this.width = width;
/**
* @property {number} height - The height.
* @readonly
*/
this.height = height;
/**
* @property {number} oH - Internal var.
* @private
*/
this.oH = 0;
/**
* @property {number} oV - Internal var.
* @private
*/
this.oV = 0;
/**
* @property {Phaser.Point} velocity - The velocity of this object.
*/
this.velocity = new Phaser.Point();
/**
* @property {object} aabbTileProjections - All of the collision response handlers.
*/
this.aabbTileProjections = {};
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_FULL] = this.projAABB_Full;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_45DEG] = this.projAABB_45Deg;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONCAVE] = this.projAABB_Concave;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONVEX] = this.projAABB_Convex;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGs] = this.projAABB_22DegS;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGb] = this.projAABB_22DegB;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGs] = this.projAABB_67DegS;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGb] = this.projAABB_67DegB;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_HALF] = this.projAABB_Half;
};
Phaser.Physics.Ninja.AABB.prototype.constructor = Phaser.Physics.Ninja.AABB;
Phaser.Physics.Ninja.AABB.COL_NONE = 0;
Phaser.Physics.Ninja.AABB.COL_AXIS = 1;
Phaser.Physics.Ninja.AABB.COL_OTHER = 2;
Phaser.Physics.Ninja.AABB.prototype = {
/**
* Updates this AABBs position.
*
* @method Phaser.Physics.Ninja.AABB#integrate
*/
integrate: function () {
var px = this.pos.x;
var py = this.pos.y;
// integrate
this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);
// store
this.velocity.set(this.pos.x - px, this.pos.y - py);
this.oldpos.set(px, py);
},
/**
* Process a world collision and apply the resulting forces.
*
* @method Phaser.Physics.Ninja.AABB#reportCollisionVsWorld
* @param {number} px - The tangent velocity
* @param {number} py - The tangent velocity
* @param {number} dx - Collision normal
* @param {number} dy - Collision normal
* @param {number} obj - Object this AABB collided with
*/
2014-03-28 01:42:49 +00:00
reportCollisionVsWorld: function (px, py, dx, dy) {
2014-03-14 06:36:05 +00:00
var p = this.pos;
var o = this.oldpos;
// Calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
// Find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx; //project velocity onto collision normal
var ny = dp * dy; //nx,ny is normal velocity
var tx = vx - nx; //px,py is tangent velocity
var ty = vy - ny;
// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, fx, fy;
if (dp < 0)
{
fx = tx * this.body.friction;
fy = ty * this.body.friction;
b = 1 + this.body.bounce;
bx = (nx * b);
by = (ny * b);
if (dx === 1)
{
this.body.touching.left = true;
}
else if (dx === -1)
{
this.body.touching.right = true;
}
if (dy === 1)
{
this.body.touching.up = true;
}
else if (dy === -1)
{
this.body.touching.down = true;
}
}
else
{
// Moving out of collision, do not apply forces
bx = by = fx = fy = 0;
}
// Project object out of collision
p.x += px;
p.y += py;
// Apply bounce+friction impulses which alter velocity
o.x += px + bx + fx;
o.y += py + by + fy;
},
reverse: function () {
var vx = this.pos.x - this.oldpos.x;
var vy = this.pos.y - this.oldpos.y;
if (this.oldpos.x < this.pos.x)
{
this.oldpos.x = this.pos.x + vx;
// this.oldpos.x = this.pos.x + (vx + 1 + this.body.bounce);
}
else if (this.oldpos.x > this.pos.x)
{
this.oldpos.x = this.pos.x - vx;
// this.oldpos.x = this.pos.x - (vx + 1 + this.body.bounce);
}
if (this.oldpos.y < this.pos.y)
{
this.oldpos.y = this.pos.y + vy;
// this.oldpos.y = this.pos.y + (vy + 1 + this.body.bounce);
}
else if (this.oldpos.y > this.pos.y)
{
this.oldpos.y = this.pos.y - vy;
// this.oldpos.y = this.pos.y - (vy + 1 + this.body.bounce);
}
},
/**
* Process a body collision and apply the resulting forces. Still very much WIP and doesn't work fully. Feel free to fix!
*
* @method Phaser.Physics.Ninja.AABB#reportCollisionVsBody
* @param {number} px - The tangent velocity
* @param {number} py - The tangent velocity
* @param {number} dx - Collision normal
* @param {number} dy - Collision normal
* @param {number} obj - Object this AABB collided with
*/
reportCollisionVsBody: function (px, py, dx, dy, obj) {
var vx1 = this.pos.x - this.oldpos.x; // Calc velocity of this object
var vy1 = this.pos.y - this.oldpos.y;
var dp1 = (vx1 * dx + vy1 * dy); // Find component of velocity parallel to collision normal
// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
2014-04-11 12:09:28 +00:00
if (this.body.immovable & & obj.body.immovable)
2014-03-14 06:36:05 +00:00
{
// Split the separation then return, no forces applied as they come to a stand-still
px *= 0.5;
py *= 0.5;
this.pos.add(px, py);
this.oldpos.set(this.pos.x, this.pos.y);
obj.pos.subtract(px, py);
obj.oldpos.set(obj.pos.x, obj.pos.y);
return;
}
2014-04-11 12:09:28 +00:00
else if (!this.body.immovable & & !obj.body.immovable)
2014-03-14 06:36:05 +00:00
{
// separate
px *= 0.5;
py *= 0.5;
this.pos.add(px, py);
obj.pos.subtract(px, py);
if (dp1 < 0)
{
this.reverse();
obj.reverse();
}
}
else if (!this.body.immovable)
{
this.pos.subtract(px, py);
if (dp1 < 0)
{
this.reverse();
}
}
else if (!obj.body.immovable)
{
obj.pos.subtract(px, py);
if (dp1 < 0)
{
obj.reverse();
}
}
},
/**
* Collides this AABB against the world bounds.
*
* @method Phaser.Physics.Ninja.AABB#collideWorldBounds
*/
collideWorldBounds: function () {
var dx = this.system.bounds.x - (this.pos.x - this.xw);
if (0 < dx)
{
this.reportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
2014-03-24 12:41:45 +00:00
dx = (this.pos.x + this.xw) - this.system.bounds.right;
2014-03-14 06:36:05 +00:00
if (0 < dx)
{
this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
var dy = this.system.bounds.y - (this.pos.y - this.yw);
if (0 < dy)
{
this.reportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
2014-03-24 12:41:45 +00:00
dy = (this.pos.y + this.yw) - this.system.bounds.bottom;
2014-03-14 06:36:05 +00:00
if (0 < dy)
{
this.reportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
},
/**
* Collides this AABB against a AABB.
*
* @method Phaser.Physics.Ninja.AABB#collideAABBVsAABB
* @param {Phaser.Physics.Ninja.AABB} aabb - The AABB to collide against.
*/
collideAABBVsAABB: function (aabb) {
var pos = this.pos;
var c = aabb;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;//tile->obj delta
var px = (txw + this.xw) - Math.abs(dx);//penetration depth in x
if (0 < px)
{
var dy = pos.y - ty;//tile->obj delta
var py = (tyw + this.yw) - Math.abs(dy);//pen depth in y
if (0 < py)
{
//object may be colliding with tile; call tile-specific collision function
//calculate projection vectors
if (px < py)
{
//project in x
if (dx < 0)
{
//project to the left
px *= -1;
py = 0;
}
else
{
//proj to right
py = 0;
}
}
else
{
//project in y
if (dy < 0)
{
//project up
px = 0;
py *= -1;
}
else
{
//project down
px = 0;
}
}
var l = Math.sqrt(px * px + py * py);
this.reportCollisionVsBody(px, py, px / l, py / l, c);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
}
return false;
},
/**
* Collides this AABB against a Tile.
*
* @method Phaser.Physics.Ninja.AABB#collideAABBVsTile
* @param {Phaser.Physics.Ninja.Tile} tile - The Tile to collide against.
*/
collideAABBVsTile: function (tile) {
var dx = this.pos.x - tile.pos.x; // tile->obj delta
var px = (tile.xw + this.xw) - Math.abs(dx); // penetration depth in x
if (0 < px)
{
var dy = this.pos.y - tile.pos.y; // tile->obj delta
var py = (tile.yw + this.yw) - Math.abs(dy); // pen depth in y
if (0 < py)
{
// Calculate projection vectors
if (px < py)
{
// Project in x
if (dx < 0)
{
// Project to the left
px *= -1;
py = 0;
}
else
{
// Project to the right
py = 0;
}
}
else
{
// Project in y
if (dy < 0)
{
// Project up
px = 0;
py *= -1;
}
else
{
// Project down
px = 0;
}
}
// Object may be colliding with tile; call tile-specific collision function
return this.resolveTile(px, py, this, tile);
}
}
return false;
},
/**
* Resolves tile collision.
*
* @method Phaser.Physics.Ninja.AABB#resolveTile
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} body - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} tile - The Tile involved in the collision.
* @return {boolean} True if the collision was processed, otherwise false.
*/
resolveTile: function (x, y, body, tile) {
if (0 < tile.id)
{
return this.aabbTileProjections[tile.type](x, y, body, tile);
}
else
{
// console.warn("Ninja.AABB.resolveTile was called with an empty (or unknown) tile!: id=" + tile.id + ")");
return false;
}
},
/**
* Resolves Full tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Full
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Full: function (x, y, obj, t) {
var l = Math.sqrt(x * x + y * y);
obj.reportCollisionVsWorld(x, y, x / l, y / l, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
},
/**
* Resolves Half tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Half
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Half: function (x, y, obj, t) {
//signx or signy must be 0; the other must be -1 or 1
2014-03-28 01:42:49 +00:00
//calculate the projection vector for the half-edge, and then
2014-03-14 06:36:05 +00:00
//(if collision is occuring) pick the minimum
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var sx = t.signx;
var sy = t.signy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var ox = (obj.pos.x - (sx*obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (sy*obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
2014-03-28 01:42:49 +00:00
//we perform operations analogous to the 45deg tile, except we're using
2014-03-14 06:36:05 +00:00
//an axis-aligned slope instead of an angled one..
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
2014-03-28 01:42:49 +00:00
sy *= -dp;
2014-03-14 06:36:05 +00:00
var lenN = Math.sqrt(sx*sx + sy*sy);
var lenP = Math.sqrt(x*x + y*y);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
if (lenP < lenN)
{
//project along axis; note that we're assuming that this tile is horizontal OR vertical
//relative to the AABB's current tile, and not diagonal OR the current tile.
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
2014-03-28 01:42:49 +00:00
{
2014-03-14 06:36:05 +00:00
//note that we could use -= instead of -dp
obj.reportCollisionVsWorld(sx,sy,t.signx, t.signy, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 45 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_45Deg
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_45Deg: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx*obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
var sx = t.sx;
var sy = t.sy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
2014-03-28 01:42:49 +00:00
sy *= -dp;
2014-03-14 06:36:05 +00:00
var lenN = Math.sqrt(sx*sx + sy*sy);
var lenP = Math.sqrt(x*x + y*y);
if (lenP < lenN)
{
//project along axis
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
{
//project along slope
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 22 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_22DegS
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_22DegS: function (x, y, obj, t) {
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var signx = t.signx;
var signy = t.signy;
//first we need to check to make sure we're colliding with the slope at all
var py = obj.pos.y - (signy*obj.yw);
var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
//the tile; if it is positive, this means the box is above the tile and
//no collision is occuring
if (0 < (penY*signy))
{
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y - (signy*t.yw));//point on the AABB, relative to a point on the slope
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var sx = t.sx;//get slope unit normal
var sy = t.sy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
2014-03-28 01:42:49 +00:00
sy *= -dp;
2014-03-14 06:36:05 +00:00
var lenN = Math.sqrt(sx*sx + sy*sy);
var lenP = Math.sqrt(x*x + y*y);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var aY = Math.abs(penY);
if (lenP < lenN)
{
if (aY < lenP)
{
obj.reportCollisionVsWorld(0, penY, 0, penY/aY, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
}
else
{
if (aY < lenN)
{
obj.reportCollisionVsWorld(0, penY, 0, penY/aY, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
}
}
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if we've reached this point, no collision has occured
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 22 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_22DegB
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_22DegB: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x - (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y + (signy*t.yw));//point on the AABB, relative to a point on the slope
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var sx = t.sx;//get slope unit normal
var sy = t.sy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
2014-03-28 01:42:49 +00:00
sy *= -dp;
2014-03-14 06:36:05 +00:00
var lenN = Math.sqrt(sx*sx + sy*sy);
var lenP = Math.sqrt(x*x + y*y);
if (lenP < lenN)
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
2014-03-28 01:42:49 +00:00
{
2014-03-14 06:36:05 +00:00
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
}
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 67 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_67DegS
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_67DegS: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var px = obj.pos.x - (signx*obj.xw);
var penX = t.pos.x - px;
if (0 < (penX*signx))
{
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x - (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y + (signy*t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need to project it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
2014-03-28 01:42:49 +00:00
sy *= -dp;
2014-03-14 06:36:05 +00:00
var lenN = Math.sqrt(sx*sx + sy*sy);
var lenP = Math.sqrt(x*x + y*y);
var aX = Math.abs(penX);
if (lenP < lenN)
{
if (aX < lenP)
{
obj.reportCollisionVsWorld(penX, 0, penX/aX, 0, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
}
else
{
if (aX < lenN)
{
obj.reportCollisionVsWorld(penX, 0, penX/aX, 0, t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
2014-03-28 01:42:49 +00:00
{
2014-03-14 06:36:05 +00:00
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
}
}
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if we've reached this point, no collision has occured
2014-03-28 01:42:49 +00:00
return Phaser.Physics.Ninja.AABB.COL_NONE;
2014-03-14 06:36:05 +00:00
},
/**
* Resolves 67 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_67DegB
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_67DegB: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y - (signy*t.yw));//point on the AABB, relative to a point on the slope
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
var sx = t.sx;//get slope unit normal
var sy = t.sy;
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
2014-03-28 01:42:49 +00:00
sy *= -dp;
2014-03-14 06:36:05 +00:00
var lenN = Math.sqrt(sx*sx + sy*sy);
var lenP = Math.sqrt(x*x + y*y);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
if (lenP < lenN)
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
2014-03-28 01:42:49 +00:00
{
2014-03-14 06:36:05 +00:00
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
2014-03-28 01:42:49 +00:00
return Phaser.Physics.Ninja.AABB.COL_NONE;
2014-03-14 06:36:05 +00:00
},
/**
* Resolves Convex tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Convex
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Convex: function (x, y, obj, t) {
//if distance from "innermost" corner of AABB is less than than tile radius,
//collision is occuring and we need to project
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the circle center to
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));//the AABB
var len = Math.sqrt(ox * ox + oy * oy);
var twid = t.xw * 2;
var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var pen = rad - len;
if (((signx * ox) < 0) || ((signy * oy) < 0))
{
//the test corner is "outside" the 1/4 of the circle we're interested in
var lenP = Math.sqrt(x * x + y * y);
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
2014-03-28 01:42:49 +00:00
return Phaser.Physics.Ninja.AABB.COL_AXIS;//we need to report
2014-03-14 06:36:05 +00:00
}
else if (0 < pen)
{
//project along corner->circle vector
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves Concave tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Concave
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Concave: function (x, y, obj, t) {
//if distance from "innermost" corner of AABB is further than tile radius,
//collision is occuring and we need to project
var signx = t.signx;
var signy = t.signy;
var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.xw));//(ox,oy) is the vector form the innermost AABB corner to the
var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.yw));//circle's center
var twid = t.xw * 2;
var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = len - rad;
if (0 < pen)
{
//collision; we need to either project along the axes, or project along corner->circlecenter vector
var lenP = Math.sqrt(x * x + y * y);
if (lenP < pen)
{
//it's shorter to move along axis directions
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
{
//project along corner->circle vector
ox /= len;//len should never be 0, since if it IS 0, rad should be > than len
oy /= len;//and we should never reach here
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
2014-03-28 01:42:49 +00:00
2014-03-24 12:41:45 +00:00
},
/**
* Destroys this AABB's reference to Body and System
*
* @method Phaser.Physics.Ninja.AABB#destroy
*/
destroy: function() {
this.body = null;
this.system = null;
2014-07-10 19:31:11 +00:00
},
/**
* Render this AABB for debugging purposes.
*
* @method Phaser.Physics.Ninja.AABB#render
* @param {object} context - The context to render to.
* @param {number} xOffset - X offset from AABB's position to render at.
* @param {number} yOffset - Y offset from AABB's position to render at.
* @param {string} color - color of the debug shape to be rendered. (format is css color string).
* @param {boolean} filled - Render the shape as solid (true) or hollow (false).
*/
render: function(context, xOffset, yOffset, color, filled) {
var left = this.pos.x - this.xw - xOffset;
var top = this.pos.y - this.yw - yOffset;
2014-03-14 06:36:05 +00:00
2014-07-10 19:31:11 +00:00
if (filled)
{
context.fillStyle = color;
context.fillRect(left, top, this.width, this.height);
}
else
{
context.strokeStyle = color;
context.strokeRect(left, top, this.width, this.height);
}
}
2014-03-28 01:42:49 +00:00
};
2014-03-14 06:36:05 +00:00
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
2014-04-11 12:09:28 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-07-10 19:31:11 +00:00
on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2014-03-14 06:36:05 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
2014-03-14 06:36:05 +00:00
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >