phaser/src/physics/arcade/World.js

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var Body = require('./Body');
var Clamp = require('../../math/Clamp');
var Class = require('../../utils/Class');
var Collider = require('./Collider');
var CONST = require('./const');
var DistanceBetween = require('../../math/distance/DistanceBetween');
var EventEmitter = require('eventemitter3');
var GetValue = require('../../utils/object/GetValue');
var ProcessQueue = require('../../structs/ProcessQueue');
var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks');
var Rectangle = require('../../geom/rectangle/Rectangle');
var RTree = require('../../structs/RTree');
var SeparateTile = require('./tilemap/SeparateTile');
var SeparateX = require('./SeparateX');
var SeparateY = require('./SeparateY');
var Set = require('../../structs/Set');
var StaticBody = require('./StaticBody');
var TileIntersectsBody = require('./tilemap/TileIntersectsBody');
var Vector2 = require('../../math/Vector2');
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// Phaser.Physics.Arcade.World
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var World = new Class({
Extends: EventEmitter,
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initialize:
function World (scene, config)
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{
EventEmitter.call(this);
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this.scene = scene;
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// Dynamic Bodies
this.bodies = new Set();
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// Static Bodies
this.staticBodies = new Set();
this.colliders = new ProcessQueue();
this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
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this.bounds = new Rectangle(
GetValue(config, 'x', 0),
GetValue(config, 'y', 0),
GetValue(config, 'width', scene.sys.game.config.width),
GetValue(config, 'height', scene.sys.game.config.height)
);
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this.checkCollision = {
up: GetValue(config, 'checkCollision.up', true),
down: GetValue(config, 'checkCollision.down', true),
left: GetValue(config, 'checkCollision.left', true),
right: GetValue(config, 'checkCollision.right', true)
};
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this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4);
this.TILE_BIAS = GetValue(config, 'tileBias', 16);
this.forceX = GetValue(config, 'forceX', false);
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this.isPaused = GetValue(config, 'isPaused', false);
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this._total = 0;
this.drawDebug = GetValue(config, 'debug', false);
this.debugGraphic;
this.defaults = {
debugShowBody: GetValue(config, 'debugShowBody', true),
debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true),
debugShowVelocity: GetValue(config, 'debugShowVelocity', true),
bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff),
staticBodyDebugColor: GetValue(config, 'debugBodyColor', 0x0000ff),
velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00)
};
this.maxEntries = GetValue(config, 'maxEntries', 16);
this.tree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]);
this.staticTree = new RTree(this.maxEntries, [ '.left', '.top', '.right', '.bottom' ]);
this.treeMinMax = { minX: 0, minY: 0, maxX: 0, maxY: 0 };
if (this.drawDebug)
{
this.createDebugGraphic();
}
},
enable: function (object, type)
{
if (type === undefined) { type = CONST.DYNAMIC_BODY; }
var i = 1;
if (Array.isArray(object))
{
i = object.length;
while (i--)
{
if (object[i].hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.enable(object[i].children.entries, type);
}
else
{
this.enableBody(object[i], type);
}
}
}
else if (object.hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.enable(object.children.entries, type);
}
else
{
this.enableBody(object, type);
}
},
enableBody: function (object, type)
{
if (object.body === null)
{
if (type === CONST.DYNAMIC_BODY)
{
object.body = new Body(this, object);
this.bodies.set(object.body);
}
else if (type === CONST.STATIC_BODY)
{
object.body = new StaticBody(this, object);
this.staticBodies.set(object.body);
this.staticTree.insert(object.body);
}
}
return object;
},
remove: function (object)
{
this.disableBody(object);
},
disable: function (object)
{
var i = 1;
if (Array.isArray(object))
{
i = object.length;
while (i--)
{
if (object[i].hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.disable(object[i].children.entries);
}
else
{
this.disableBody(object[i]);
}
}
}
else if (object.hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.disable(object.children.entries);
}
else
{
this.disableBody(object);
}
},
disableBody: function (object)
{
if (object.body)
{
if (object.body.physicsType === CONST.DYNAMIC_BODY)
{
this.bodies.delete(object.body);
}
else if (object.body.physicsType === CONST.STATIC_BODY)
{
this.staticBodies.delete(object.body);
this.staticTree.remove(object.body);
}
object.body.destroy();
object.body = null;
}
return object;
},
createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
graphic.setZ(Number.MAX_VALUE);
this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
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},
setBounds: function (x, y, width, height, checkLeft, checkRight, checkUp, checkDown)
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{
this.bounds.setTo(x, y, width, height);
if (checkLeft !== undefined)
{
this.setBoundsCollision(checkLeft, checkRight, checkUp, checkDown);
}
return this;
},
setBoundsCollision: function (left, right, up, down)
{
if (left === undefined) { left = true; }
if (right === undefined) { right = true; }
if (up === undefined) { up = true; }
if (down === undefined) { down = true; }
this.checkCollision.left = left;
this.checkCollision.right = right;
this.checkCollision.up = up;
this.checkCollision.down = down;
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return this;
},
pause: function ()
{
this.isPaused = true;
this.emit('pause');
return this;
},
resume: function ()
{
this.isPaused = false;
this.emit('resume');
return this;
},
addCollider: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext);
this.colliders.add(collider);
return collider;
},
addOverlap: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext);
this.colliders.add(collider);
return collider;
},
removeCollider: function (collider)
{
this.colliders.remove(collider);
},
update: function (time, delta)
{
if (this.isPaused || this.bodies.size === 0)
{
return;
}
// this.delta = Math.min(delta / 1000, this.maxStep) * this.timeScale;
delta /= 1000;
this.delta = delta;
// Update all active bodies
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.update(delta);
}
}
// Populate our dynamic collision tree
this.tree.clear();
this.tree.load(bodies);
// Process any colliders
var colliders = this.colliders.update();
for (i = 0; i < colliders.length; i++)
{
var collider = colliders[i];
if (collider.active)
{
collider.update();
}
}
},
postUpdate: function ()
{
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.postUpdate();
}
}
if (this.drawDebug)
{
var graphics = this.debugGraphic;
graphics.clear();
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
bodies = this.staticBodies.entries;
len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
}
},
updateMotion: function (body)
{
if (body.allowRotation)
{
var velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity;
body.angularVelocity += velocityDelta;
body.rotation += (body.angularVelocity * this.delta);
}
body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x);
body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y);
},
computeVelocity: function (axis, body, velocity, acceleration, drag, max)
{
if (max === undefined) { max = 10000; }
if (axis === 1 && body.allowGravity)
{
velocity += (this.gravity.x + body.gravity.x) * this.delta;
}
else if (axis === 2 && body.allowGravity)
{
velocity += (this.gravity.y + body.gravity.y) * this.delta;
}
if (acceleration)
{
velocity += acceleration * this.delta;
}
else if (drag && body.allowDrag)
{
drag *= this.delta;
if (velocity - drag > 0)
{
velocity -= drag;
}
else if (velocity + drag < 0)
{
velocity += drag;
}
else
{
velocity = 0;
}
}
if (velocity > max)
{
velocity = max;
}
else if (velocity < -max)
{
velocity = -max;
}
return velocity;
},
separate: function (body1, body2, processCallback, callbackContext, overlapOnly)
{
if (
!body1.enable ||
!body2.enable ||
body1.checkCollision.none ||
body2.checkCollision.none ||
!this.intersects(body1, body2))
{
return false;
}
// They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort.
if (processCallback && processCallback.call(callbackContext, body1.gameObject, body2.gameObject) === false)
{
return false;
}
// Circle vs. Circle quick bail out
if (body1.isCircle && body2.isCircle)
{
return this.separateCircle(body1, body2, overlapOnly);
}
// We define the behavior of bodies in a collision circle and rectangle
// If a collision occurs in the corner points of the rectangle, the body behave like circles
// Either body1 or body2 is a circle
if (body1.isCircle !== body2.isCircle)
{
var bodyRect = (body1.isCircle) ? body2 : body1;
var bodyCircle = (body1.isCircle) ? body1 : body2;
var rect = {
x: bodyRect.x,
y: bodyRect.y,
right: bodyRect.right,
bottom: bodyRect.bottom
};
var circle = bodyCircle.center;
if (circle.y < rect.y || circle.y > rect.bottom)
{
if (circle.x < rect.x || circle.x > rect.right)
{
return this.separateCircle(body1, body2, overlapOnly);
}
}
}
var resultX = false;
var resultY = false;
// Do we separate on x or y first?
if (this.forceX || Math.abs(this.gravity.y + body1.gravity.y) < Math.abs(this.gravity.x + body1.gravity.x))
{
resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS);
// Are they still intersecting? Let's do the other axis then
if (this.intersects(body1, body2))
{
resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS);
}
}
else
{
resultY = SeparateY(body1, body2, overlapOnly, this.OVERLAP_BIAS);
// Are they still intersecting? Let's do the other axis then
if (this.intersects(body1, body2))
{
resultX = SeparateX(body1, body2, overlapOnly, this.OVERLAP_BIAS);
}
}
var result = (resultX || resultY);
if (result)
{
if (overlapOnly && (body1.onOverlap || body2.onOverlap))
{
this.emit('overlap', body1.gameObject, body2.gameObject, body1, body2);
}
else if (body1.onCollide || body2.onCollide)
{
this.emit('collide', body1.gameObject, body2.gameObject, body1, body2);
}
}
return result;
},
separateCircle: function (body1, body2, overlapOnly, bias)
{
// Set the bounding box overlap values into the bodies themselves (hence we don't use the return values here)
GetOverlapX(body1, body2, false, bias);
GetOverlapY(body1, body2, false, bias);
var dx = body2.center.x - body1.center.x;
var dy = body2.center.y - body1.center.y;
var angleCollision = Math.atan2(dy, dx);
var overlap = 0;
if (body1.isCircle !== body2.isCircle)
{
var rect = {
x: (body2.isCircle) ? body1.position.x : body2.position.x,
y: (body2.isCircle) ? body1.position.y : body2.position.y,
right: (body2.isCircle) ? body1.right : body2.right,
bottom: (body2.isCircle) ? body1.bottom : body2.bottom
};
var circle = {
x: (body1.isCircle) ? body1.center.x : body2.center.x,
y: (body1.isCircle) ? body1.center.y : body2.center.y,
radius: (body1.isCircle) ? body1.halfWidth : body2.halfWidth
};
if (circle.y < rect.y)
{
if (circle.x < rect.x)
{
overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.y) - circle.radius;
}
else if (circle.x > rect.right)
{
overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.y) - circle.radius;
}
}
else if (circle.y > rect.bottom)
{
if (circle.x < rect.x)
{
overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.bottom) - circle.radius;
}
else if (circle.x > rect.right)
{
overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.bottom) - circle.radius;
}
}
overlap *= -1;
}
else
{
overlap = (body1.halfWidth + body2.halfWidth) - DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y);
}
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)
{
if (overlap !== 0 && (body1.onOverlap || body2.onOverlap))
{
this.emit('overlap', body1.gameObject, body2.gameObject, body1, body2);
}
// return true if there was some overlap, otherwise false
return (overlap !== 0);
}
// Transform the velocity vector to the coordinate system oriented along the direction of impact.
// This is done to eliminate the vertical component of the velocity
var b1vx = body1.velocity.x;
var b1vy = body1.velocity.y;
var b1mass = body1.mass;
var b2vx = body2.velocity.x;
var b2vy = body2.velocity.y;
var b2mass = body2.mass;
var v1 = {
x: b1vx * Math.cos(angleCollision) + b1vy * Math.sin(angleCollision),
y: b1vx * Math.sin(angleCollision) - b1vy * Math.cos(angleCollision)
};
var v2 = {
x: b2vx * Math.cos(angleCollision) + b2vy * Math.sin(angleCollision),
y: b2vx * Math.sin(angleCollision) - b2vy * Math.cos(angleCollision)
};
// We expect the new velocity after impact
var tempVel1 = ((b1mass - b2mass) * v1.x + 2 * b2mass * v2.x) / (b1mass + b2mass);
var tempVel2 = (2 * b1mass * v1.x + (b2mass - b1mass) * v2.x) / (b1mass + b2mass);
// We convert the vector to the original coordinate system and multiplied by factor of rebound
if (!body1.immovable)
{
body1.velocity.x = (tempVel1 * Math.cos(angleCollision) - v1.y * Math.sin(angleCollision)) * body1.bounce.x;
body1.velocity.y = (v1.y * Math.cos(angleCollision) + tempVel1 * Math.sin(angleCollision)) * body1.bounce.y;
// Reset local var
b1vx = body1.velocity.x;
b1vy = body1.velocity.y;
}
if (!body2.immovable)
{
body2.velocity.x = (tempVel2 * Math.cos(angleCollision) - v2.y * Math.sin(angleCollision)) * body2.bounce.x;
body2.velocity.y = (v2.y * Math.cos(angleCollision) + tempVel2 * Math.sin(angleCollision)) * body2.bounce.y;
// Reset local var
b2vx = body2.velocity.x;
b2vy = body2.velocity.y;
}
// When the collision angle is almost perpendicular to the total initial velocity vector
// (collision on a tangent) vector direction can be determined incorrectly.
// This code fixes the problem
if (Math.abs(angleCollision) < Math.PI / 2)
{
if ((b1vx > 0) && !body1.immovable && (b2vx > b1vx))
{
body1.velocity.x *= -1;
}
else if ((b2vx < 0) && !body2.immovable && (b1vx < b2vx))
{
body2.velocity.x *= -1;
}
else if ((b1vy > 0) && !body1.immovable && (b2vy > b1vy))
{
body1.velocity.y *= -1;
}
else if ((b2vy < 0) && !body2.immovable && (b1vy < b2vy))
{
body2.velocity.y *= -1;
}
}
else if (Math.abs(angleCollision) > Math.PI / 2)
{
if ((b1vx < 0) && !body1.immovable && (b2vx < b1vx))
{
body1.velocity.x *= -1;
}
else if ((b2vx > 0) && !body2.immovable && (b1vx > b2vx))
{
body2.velocity.x *= -1;
}
else if ((b1vy < 0) && !body1.immovable && (b2vy < b1vy))
{
body1.velocity.y *= -1;
}
else if ((b2vy > 0) && !body2.immovable && (b1vx > b2vy))
{
body2.velocity.y *= -1;
}
}
if (!body1.immovable)
{
body1.x += (body1.velocity.x * this.delta) - overlap * Math.cos(angleCollision);
body1.y += (body1.velocity.y * this.delta) - overlap * Math.sin(angleCollision);
}
if (!body2.immovable)
{
body2.x += (body2.velocity.x * this.delta) + overlap * Math.cos(angleCollision);
body2.y += (body2.velocity.y * this.delta) + overlap * Math.sin(angleCollision);
}
if (body1.onCollide || body2.onCollide)
{
this.emit('collide', body1.gameObject, body2.gameObject, body1, body2);
}
return true;
},
intersects: function (body1, body2)
{
if (body1 === body2)
{
return false;
}
if (body1.isCircle)
{
if (body2.isCircle)
{
// Circle vs. Circle
return DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y) <= (body1.halfWidth + body2.halfWidth);
}
else
{
// Circle vs. Rect
return this.circleBodyIntersects(body1, body2);
}
}
else if (body2.isCircle)
{
// Rect vs. Circle
return this.circleBodyIntersects(body2, body1);
}
else
{
// Rect vs. Rect
if (body1.right <= body2.position.x)
{
return false;
}
if (body1.bottom <= body2.position.y)
{
return false;
}
if (body1.position.x >= body2.right)
{
return false;
}
if (body1.position.y >= body2.bottom)
{
return false;
}
return true;
}
},
circleBodyIntersects: function (circle, body)
{
var x = Clamp(circle.center.x, body.left, body.right);
var y = Clamp(circle.center.y, body.top, body.bottom);
var dx = (circle.center.x - x) * (circle.center.x - x);
var dy = (circle.center.y - y) * (circle.center.y - y);
return (dx + dy) <= (circle.halfWidth * circle.halfWidth);
},
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
{
if (overlapCallback === undefined) { overlapCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = overlapCallback; }
return this.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true);
},
collide: function (object1, object2, collideCallback, processCallback, callbackContext)
{
if (collideCallback === undefined) { collideCallback = null; }
if (processCallback === undefined) { processCallback = null; }
if (callbackContext === undefined) { callbackContext = collideCallback; }
return this.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false);
},
collideObjects: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
{
var i;
var object1isArray = Array.isArray(object1);
var object2isArray = Array.isArray(object2);
this._total = 0;
if (!object1isArray && !object2isArray)
{
// Neither of them are arrays - do this first as it's the most common use-case
this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (!object1isArray && object2isArray)
{
// Object 2 is an Array
for (i = 0; i < object2.length; i++)
{
this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
else if (object1isArray && !object2isArray)
{
// Object 1 is an Array
for (i = 0; i < object1.length; i++)
{
this.collideHandler(object1[i], object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
else
{
// They're both arrays
for (i = 0; i < object1.length; i++)
{
for (var j = 0; j < object2.length; j++)
{
this.collideHandler(object1[i], object2[j], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
}
return (this._total > 0);
},
collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
{
// Only collide valid objects
if (object2 === undefined && object1.isParent)
{
return this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
// If neither of the objects are set then bail out
if (!object1 || !object2)
{
return false;
}
// A Body
if (object1.body)
{
if (object2.body)
{
return this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isParent)
{
return this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isTilemap)
{
return this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
// GROUPS
else if (object1.isParent)
{
if (object2.body)
{
return this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isParent)
{
return this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isTilemap)
{
return this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
// TILEMAP LAYERS
else if (object1.isTilemap)
{
if (object2.body)
{
return this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
else if (object2.isParent)
{
return this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
},
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (!sprite1.body || !sprite2.body)
{
return false;
}
if (this.separate(sprite1.body, sprite2.body, processCallback, callbackContext, overlapOnly))
{
if (collideCallback)
{
collideCallback.call(callbackContext, sprite1, sprite2);
}
this._total++;
}
return true;
},
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (group.length === 0)
{
return;
}
var bodyA = sprite.body;
// Does sprite collide with anything?
var minMax = this.treeMinMax;
minMax.minX = bodyA.left;
minMax.minY = bodyA.top;
minMax.maxX = bodyA.right;
minMax.maxY = bodyA.bottom;
var results = (group.physicsType === CONST.DYNAMIC_BODY) ? this.tree.search(minMax) : this.staticTree.search(minMax);
if (results.length === 0)
{
return;
}
var children = group.getChildren();
for (var i = 0; i < children.length; i++)
{
var bodyB = children[i].body;
if (!bodyB || bodyA === bodyB || results.indexOf(bodyB) === -1)
{
continue;
}
if (this.separate(bodyA, bodyB, processCallback, callbackContext, overlapOnly))
{
if (collideCallback)
{
collideCallback.call(callbackContext, bodyA.gameObject, bodyB.gameObject);
}
this._total++;
}
}
},
collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)
{
var children = group.getChildren();
if (children.length === 0)
{
return false;
}
var didCollide = false;
for (var i = 0; i < children.length; i++)
{
if (children[i].body)
{
if (this.collideSpriteVsTilemapLayer(children[i], tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)) {
didCollide = true;
}
}
}
return didCollide;
},
collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)
{
var body = sprite.body;
if (!body.enable)
{
return false;
}
var x = body.position.x;
var y = body.position.y;
var w = body.width;
var h = body.height;
// TODO: this logic should be encapsulated within the Tilemap API at some point.
// If the maps base tile size differs from the layer's tile size, we need to adjust the
// selection area by the difference between the two.
var layerData = tilemapLayer.layer;
if (layerData.tileWidth > layerData.baseTileWidth)
{
// The x origin of a tile is the left side, so x and width need to be adjusted.
var xDiff = (layerData.tileWidth - layerData.baseTileWidth) * tilemapLayer.scaleX;
x -= xDiff;
w += xDiff;
}
if (layerData.tileHeight > layerData.baseTileHeight)
{
// The y origin of a tile is the bottom side, so just the height needs to be adjusted.
var yDiff = (layerData.tileHeight - layerData.baseTileHeight) * tilemapLayer.scaleY;
h += yDiff;
}
var mapData = tilemapLayer.getTilesWithinWorldXY(x, y, w, h);
if (mapData.length === 0)
{
return false;
}
var tile;
var tileWorldRect = { left: 0, right: 0, top: 0, bottom: 0 };
for (var i = 0; i < mapData.length; i++)
{
tile = mapData[i];
tileWorldRect.left = tilemapLayer.tileToWorldX(tile.x);
tileWorldRect.top = tilemapLayer.tileToWorldY(tile.y);
// If the map's base tile size differs from the layer's tile size, only the top of the rect
// needs to be adjusted since it's origin is (0, 1).
if (tile.baseHeight !== tile.height)
{
tileWorldRect.top -= (tile.height - tile.baseHeight) * tilemapLayer.scaleY;
}
tileWorldRect.right = tileWorldRect.left + tile.width * tilemapLayer.scaleX;
tileWorldRect.bottom = tileWorldRect.top + tile.height * tilemapLayer.scaleY;
if (TileIntersectsBody(tileWorldRect, body)
&& (!processCallback || processCallback.call(callbackContext, sprite, tile))
&& ProcessTileCallbacks(tile, sprite)
&& (overlapOnly || SeparateTile(i, body, tile, tileWorldRect, tilemapLayer, this.TILE_BIAS)))
{
this._total++;
if (collideCallback)
{
collideCallback.call(callbackContext, sprite, tile);
}
if (overlapOnly && body.onOverlap)
{
sprite.emit('overlap', body.gameObject, tile, body, null);
}
else if (body.onCollide)
{
sprite.emit('collide', body.gameObject, tile, body, null);
}
}
}
},
// TODO
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (group1.length === 0 || group2.length === 0)
{
return;
}
},
shutdown: function ()
{
this.removeAllListeners();
},
destroy: function ()
{
this.removeAllListeners();
}
2017-11-06 04:50:07 +00:00
});
module.exports = World;