phaser/Phaser/physics/PhysicsManager.ts

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/// <reference path="../_definitions.ts" />
/**
* Phaser - Physics - PhysicsManager
*/
module Phaser.Physics {
export class PhysicsManager {
constructor(game: Phaser.Game) {
this.game = game;
//this.gravity = new Vec2;
//this.drag = new Vec2;
//this.bounce = new Vec2;
//this.angularDrag = 0;
//this.bounds = new Rectangle(0, 0, width, height);
//this._distance = new Vec2;
//this._tangent = new Vec2;
}
public game: Phaser.Game;
// Temp calculation vars
//private _drag: number;
//private _delta: number;
//private _velocityDelta: number;
//private _length: number = 0;
//private _distance: Vec2;
//private _tangent: Vec2;
//private _separatedX: boolean;
//private _separatedY: boolean;
//private _overlap: number;
//private _maxOverlap: number;
//private _obj1Velocity: number;
//private _obj2Velocity: number;
//private _obj1NewVelocity: number;
//private _obj2NewVelocity: number;
//private _average: number;
//private _quadTree: QuadTree;
//private _quadTreeResult: boolean;
//public bounds: Rectangle;
//public gravity: Vec2;
//public drag: Vec2;
//public bounce: Vec2;
//public angularDrag: number;
grav: number = 0.2;
drag: number = 1;
bounce: number = 0.3;
friction: number = 0.05;
min_f: number = 0;
max_f: number = 1;
min_b: number = 0;
max_b: number = 1;
min_g: number = 0;
max_g = 1;
xmin: number = 0;
xmax: number = 800;
ymin: number = 0;
ymax: number = 600;
objrad: number = 24;
tilerad: number = 24 * 2;
objspeed: number = 0.2;
maxspeed: number = 20;
public update() {
// Booyah!
//this.updateMotion(this._objects[i]);
}
/*
public updateMotion(body: Phaser.Physics.Body) {
if (body.type == Types.BODY_DISABLED)
{
return;
}
this._velocityDelta = (this.computeVelocity(body.angularVelocity, body.gravity.x, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2;
body.angularVelocity += this._velocityDelta;
body.sprite.transform.rotation += body.angularVelocity * this.game.time.elapsed;
body.angularVelocity += this._velocityDelta;
this._velocityDelta = (this.computeVelocity(body.velocity.x, body.gravity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2;
body.velocity.x += this._velocityDelta;
this._delta = body.velocity.x * this.game.time.elapsed;
body.velocity.x += this._velocityDelta;
//body.position.x += this._delta;
//body.sprite.x += this._delta;
body.aabb.pos.x += this._delta;
this._velocityDelta = (this.computeVelocity(body.velocity.y, body.gravity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2;
body.velocity.y += this._velocityDelta;
this._delta = body.velocity.y * this.game.time.elapsed;
body.velocity.y += this._velocityDelta;
//body.position.y += this._delta;
//body.sprite.y += this._delta;
body.aabb.pos.y += this._delta;
}
*/
/**
* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
*
* @param {number} Velocity Any component of velocity (e.g. 20).
* @param {number} Acceleration Rate at which the velocity is changing.
* @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
* @param {number} Max An absolute value cap for the velocity.
*
* @return {number} The altered Velocity value.
*/
/*
public computeVelocity(velocity: number, gravity: number = 0, acceleration: number = 0, drag: number = 0, max: number = 10000): number {
if (acceleration !== 0)
{
velocity += (acceleration + gravity) * this.game.time.elapsed;
}
else if (drag !== 0)
{
this._drag = drag * this.game.time.elapsed;
if (velocity - this._drag > 0)
{
velocity = velocity - this._drag;
}
else if (velocity + this._drag < 0)
{
velocity += this._drag;
}
else
{
velocity = 0;
}
velocity += gravity;
}
if ((velocity != 0) && (max != 10000))
{
if (velocity > max)
{
velocity = max;
}
else if (velocity < -max)
{
velocity = -max;
}
}
return velocity;
}
*/
}
}