phaser/Phaser/physics/circle/ProjCircleFull.js

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var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var CircleFull = (function () {
function CircleFull() {
}
CircleFull.Collide = function (x, y, oH, oV, obj, t) {
if (oH == 0) {
if (oV == 0) {
if (x < y) {
//penetration in x is smaller; project in x
var dx = obj.pos.x - t.pos.x;
if (dx < 0) {
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obj.reportCollisionVsWorld(-x, 0, -1, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
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obj.reportCollisionVsWorld(x, 0, 1, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
} else {
//penetration in y is smaller; project in y
var dy = obj.pos.y - t.pos.y;
if (dy < 0) {
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obj.reportCollisionVsWorld(0, -y, 0, -1, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
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obj.reportCollisionVsWorld(0, y, 0, 1, t);
return Phaser.Physics.Circle.COL_AXIS;
}
}
} else {
//collision with vertical neighbor
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obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
}
} else if (oV == 0) {
//collision with horizontal neighbor
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obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//diagonal collision
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
return Phaser.Physics.Circle.COL_NONE;
};
return CircleFull;
})();
Projection.CircleFull = CircleFull;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));