phaser/wip/phaser clean up/temp1.ts

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/// <reference path="../../Phaser/Game.ts" />
class Physics {
constructor() {
this.vertices = [];
this.edges = [];
this.bodies = [];
}
public gravity: Phaser.Vector2;
public max_bodies: number = 512;
public max_vertices: number = 1024;
public max_edges: number = 1024;
public max_body_vertices: number = 64;
public max_body_edges: number = 64;
public bodyCount: number;
public vertexCount: number;
public edgeCount: number;
public timestep: number;
public iterations;
public vertices: Vertex[];
public edges: Edge[];
public bodies: PhysicsBody[];
// Sets the force on each vertex to the gravity force. You could of course apply other forces like magnetism etc.
public updateForces() {
for (var i:number = 0; i < this.vertexCount; i++)
{
this.vertices[i].acceleration = this.gravity;
}
}
// Updates the vertex position
public updateVerlet() {
for (var i:number = 0; i < this.vertexCount; i++)
{
var v:Vertex = this.vertices[i];
var temp: Phaser.Vector2 = v.position;
//v.position.mutableAdd(
//v.position += v.position - v.oldPosition + v.acceleration * this.timestep * this.timestep;
}
}
public updateEdges() {
}
public iterateCollisions() {
}
public detectCollision(body1, body2) {
}
public processCollision() {
}
public intervalDistance(minA, maxA, minB, maxB) {
}
public bodiesOverlap(body1, body2) {
}
// CollisionInfo
// depth, normal, edge, vertex
public update() {
}
public render() {
}
public addBody(body:PhysicsBody) {
this.bodies.push(body);
this.bodyCount = this.bodies.length;
}
public addEdge(edge:Edge) {
this.edges.push(edge);
this.edgeCount = this.edges.length;
}
public addVertex(vertex:Vertex) {
this.vertices.push(vertex);
this.vertexCount = this.vertices.length;
}
public findVertex(x, y) {
}
}
class PhysicsBody {
constructor() {
}
center: Phaser.Vector2;
minX;
minY;
maxX;
maxY;
vertextCount;
edgeCount;
vertices = [];
edges = [];
public addEdge(edge) {
}
public addVertex(vertex) {
}
public projectToAxis(axis, min, max) {
}
public calculateCenter() {
}
public createBox(x, y, width, height) {
}
}
class Vertex {
constructor(body, posX, posY) {
}
position: Phaser.Vector2;
oldPosition: Phaser.Vector2;
acceleration: Phaser.Vector2;
parent: PhysicsBody;
}
class Edge {
constructor(body, pV1, pV2, pBoundary) {
}
v1: Vertex;
v2: Vertex;
length;
boundary;
parent: PhysicsBody;
}
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
myGame.loader.load();
}
function create() {
var p = new Physics();
//p.max_bodies
}
function update() {
}
function render() {
//myGame.stage.context.strokeStyle = 'rgb(0,255,0)';
//myGame.stage.context.beginPath();
//myGame.stage.context.moveTo(poly1.points[0].x + poly1.pos.x, poly1.points[0].y + poly1.pos.y);
//for (var i = 1; i < poly1.points.length; i++)
//{
// myGame.stage.context.lineTo(poly1.points[i].x + poly1.pos.x, poly1.points[i].y + poly1.pos.y);
//}
//myGame.stage.context.lineTo(poly1.points[0].x + poly1.pos.x, poly1.points[0].y + poly1.pos.y);
//myGame.stage.context.stroke();
//myGame.stage.context.closePath();
}
})();