mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
466 lines
16 KiB
TypeScript
466 lines
16 KiB
TypeScript
|
/// <reference path="Cameras.ts" />
|
||
|
/// <reference path="Game.ts" />
|
||
|
/// <reference path="GameMath.ts" />
|
||
|
/// <reference path="Group.ts" />
|
||
|
/// <reference path="Rectangle.ts" />
|
||
|
/// <reference path="Point.ts" />
|
||
|
/// <reference path="Sprite.ts" />
|
||
|
/// <reference path="Tilemap.ts" />
|
||
|
/// <reference path="system/Camera.ts" />
|
||
|
/// <reference path="system/QuadTree.ts" />
|
||
|
|
||
|
class World {
|
||
|
|
||
|
constructor(game: Game, width: number, height: number) {
|
||
|
|
||
|
this._game = game;
|
||
|
|
||
|
this._cameras = new Cameras(this._game, 0, 0, width, height);
|
||
|
|
||
|
this._game.camera = this._cameras.current;
|
||
|
|
||
|
this.group = new Group(this._game, 0);
|
||
|
|
||
|
this.bounds = new Rectangle(0, 0, width, height);
|
||
|
|
||
|
this.worldDivisions = 6;
|
||
|
|
||
|
}
|
||
|
|
||
|
private _game: Game;
|
||
|
private _cameras: Cameras;
|
||
|
|
||
|
public group: Group;
|
||
|
public bounds: Rectangle;
|
||
|
public worldDivisions: number;
|
||
|
|
||
|
public update() {
|
||
|
|
||
|
this.group.preUpdate();
|
||
|
this.group.update();
|
||
|
this.group.postUpdate();
|
||
|
|
||
|
this._cameras.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
public render() {
|
||
|
|
||
|
// Unlike in flixel our render process is camera driven, not group driven
|
||
|
this._cameras.render();
|
||
|
|
||
|
}
|
||
|
|
||
|
public destroy() {
|
||
|
|
||
|
this.group.destroy();
|
||
|
|
||
|
this._cameras.destroy();
|
||
|
|
||
|
}
|
||
|
|
||
|
// World methods
|
||
|
|
||
|
public setSize(width: number, height: number) {
|
||
|
|
||
|
this.bounds.width = width;
|
||
|
this.bounds.height = height;
|
||
|
|
||
|
}
|
||
|
|
||
|
public get width(): number {
|
||
|
return this.bounds.width;
|
||
|
}
|
||
|
|
||
|
public set width(value: number) {
|
||
|
this.bounds.width = value;
|
||
|
}
|
||
|
|
||
|
public get height(): number {
|
||
|
return this.bounds.height;
|
||
|
}
|
||
|
|
||
|
public set height(value: number) {
|
||
|
this.bounds.height = value;
|
||
|
}
|
||
|
|
||
|
public get centerX(): number {
|
||
|
return this.bounds.halfWidth;
|
||
|
}
|
||
|
|
||
|
public get centerY(): number {
|
||
|
return this.bounds.halfHeight;
|
||
|
}
|
||
|
|
||
|
public get randomX(): number {
|
||
|
return Math.round(Math.random() * this.bounds.width);
|
||
|
}
|
||
|
|
||
|
public get randomY(): number {
|
||
|
return Math.round(Math.random() * this.bounds.height);
|
||
|
}
|
||
|
|
||
|
// Cameras
|
||
|
|
||
|
public addExistingCamera(cam: Camera): Camera {
|
||
|
//return this._cameras.addCamera(x, y, width, height);
|
||
|
return cam;
|
||
|
}
|
||
|
|
||
|
public createCamera(x: number, y: number, width: number, height: number): Camera {
|
||
|
return this._cameras.addCamera(x, y, width, height);
|
||
|
}
|
||
|
|
||
|
public removeCamera(id: number): bool {
|
||
|
return this._cameras.removeCamera(id);
|
||
|
}
|
||
|
|
||
|
public getAllCameras(): Camera[] {
|
||
|
return this._cameras.getAll();
|
||
|
}
|
||
|
|
||
|
// Sprites
|
||
|
|
||
|
public addExistingSprite(sprite: Sprite): Sprite {
|
||
|
return <Sprite> this.group.add(sprite);
|
||
|
}
|
||
|
|
||
|
public createSprite(x: number, y: number, key?: string = ''): Sprite {
|
||
|
return <Sprite> this.group.add(new Sprite(this._game, x, y, key));
|
||
|
}
|
||
|
|
||
|
public createGroup(MaxSize?: number = 0): Group {
|
||
|
return <Group> this.group.add(new Group(this._game, MaxSize));
|
||
|
}
|
||
|
|
||
|
// Tilemaps
|
||
|
|
||
|
public createTilemap(key:string, mapData:string, format:number, tileWidth?:number,tileHeight?:number): Tilemap {
|
||
|
return <Tilemap> this.group.add(new Tilemap(this._game, key, mapData, format, tileWidth, tileHeight));
|
||
|
}
|
||
|
|
||
|
// Emitters
|
||
|
|
||
|
public createParticle(): Particle {
|
||
|
return new Particle(this._game);
|
||
|
}
|
||
|
|
||
|
public createEmitter(x?: number = 0, y?: number = 0, size?:number = 0): Emitter {
|
||
|
return <Emitter> this.group.add(new Emitter(this._game, x, y, size));
|
||
|
}
|
||
|
|
||
|
// Collision
|
||
|
|
||
|
/**
|
||
|
* Call this function to see if one <code>GameObject</code> overlaps another.
|
||
|
* Can be called with one object and one group, or two groups, or two objects,
|
||
|
* whatever floats your boat! For maximum performance try bundling a lot of objects
|
||
|
* together using a <code>FlxGroup</code> (or even bundling groups together!).
|
||
|
*
|
||
|
* <p>NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.</p>
|
||
|
*
|
||
|
* @param ObjectOrGroup1 The first object or group you want to check.
|
||
|
* @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
|
||
|
* @param NotifyCallback A function with two <code>GameObject</code> parameters - e.g. <code>myOverlapFunction(Object1:GameObject,Object2:GameObject)</code> - that is called if those two objects overlap.
|
||
|
* @param ProcessCallback A function with two <code>GameObject</code> parameters - e.g. <code>myOverlapFunction(Object1:GameObject,Object2:GameObject)</code> - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
|
||
|
*
|
||
|
* @return Whether any overlaps were detected.
|
||
|
*/
|
||
|
public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool {
|
||
|
|
||
|
if (ObjectOrGroup1 == null)
|
||
|
{
|
||
|
ObjectOrGroup1 = this.group;
|
||
|
}
|
||
|
|
||
|
if (ObjectOrGroup2 == ObjectOrGroup1)
|
||
|
{
|
||
|
ObjectOrGroup2 = null;
|
||
|
}
|
||
|
|
||
|
QuadTree.divisions = this.worldDivisions;
|
||
|
|
||
|
var quadTree: QuadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||
|
|
||
|
quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
|
||
|
|
||
|
var result: bool = quadTree.execute();
|
||
|
|
||
|
quadTree.destroy();
|
||
|
|
||
|
quadTree = null;
|
||
|
|
||
|
return result;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The main collision resolution in flixel.
|
||
|
*
|
||
|
* @param Object1 Any <code>Sprite</code>.
|
||
|
* @param Object2 Any other <code>Sprite</code>.
|
||
|
*
|
||
|
* @return Whether the objects in fact touched and were separated.
|
||
|
*/
|
||
|
public static separate(Object1, Object2): bool {
|
||
|
|
||
|
var separatedX: bool = World.separateX(Object1, Object2);
|
||
|
var separatedY: bool = World.separateY(Object1, Object2);
|
||
|
|
||
|
return separatedX || separatedY;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The X-axis component of the object separation process.
|
||
|
*
|
||
|
* @param Object1 Any <code>Sprite</code>.
|
||
|
* @param Object2 Any other <code>Sprite</code>.
|
||
|
*
|
||
|
* @return Whether the objects in fact touched and were separated along the X axis.
|
||
|
*/
|
||
|
public static separateX(Object1, Object2): bool {
|
||
|
|
||
|
//can't separate two immovable objects
|
||
|
var obj1immovable: bool = Object1.immovable;
|
||
|
var obj2immovable: bool = Object2.immovable;
|
||
|
|
||
|
if (obj1immovable && obj2immovable)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//If one of the objects is a tilemap, just pass it off.
|
||
|
/*
|
||
|
if (typeof Object1 === 'FlxTilemap')
|
||
|
{
|
||
|
return Object1.overlapsWithCallback(Object2, separateX);
|
||
|
}
|
||
|
|
||
|
if (typeof Object2 === 'FlxTilemap')
|
||
|
{
|
||
|
return Object2.overlapsWithCallback(Object1, separateX, true);
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//First, get the two object deltas
|
||
|
var overlap: number = 0;
|
||
|
var obj1delta: number = Object1.x - Object1.last.x;
|
||
|
var obj2delta: number = Object2.x - Object2.last.x;
|
||
|
|
||
|
if (obj1delta != obj2delta)
|
||
|
{
|
||
|
//Check if the X hulls actually overlap
|
||
|
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
|
||
|
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
|
||
|
var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
|
||
|
var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
|
||
|
|
||
|
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
|
||
|
{
|
||
|
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
|
||
|
|
||
|
//If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||
|
if (obj1delta > obj2delta)
|
||
|
{
|
||
|
overlap = Object1.x + Object1.width - Object2.x;
|
||
|
|
||
|
if ((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT))
|
||
|
{
|
||
|
overlap = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Object1.touching |= GameObject.RIGHT;
|
||
|
Object2.touching |= GameObject.LEFT;
|
||
|
}
|
||
|
}
|
||
|
else if (obj1delta < obj2delta)
|
||
|
{
|
||
|
overlap = Object1.x - Object2.width - Object2.x;
|
||
|
|
||
|
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT))
|
||
|
{
|
||
|
overlap = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Object1.touching |= GameObject.LEFT;
|
||
|
Object2.touching |= GameObject.RIGHT;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Then adjust their positions and velocities accordingly (if there was any overlap)
|
||
|
if (overlap != 0)
|
||
|
{
|
||
|
var obj1v: number = Object1.velocity.x;
|
||
|
var obj2v: number = Object2.velocity.x;
|
||
|
|
||
|
if (!obj1immovable && !obj2immovable)
|
||
|
{
|
||
|
overlap *= 0.5;
|
||
|
Object1.x = Object1.x - overlap;
|
||
|
Object2.x += overlap;
|
||
|
|
||
|
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
|
||
|
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
|
||
|
var average: number = (obj1velocity + obj2velocity) * 0.5;
|
||
|
obj1velocity -= average;
|
||
|
obj2velocity -= average;
|
||
|
Object1.velocity.x = average + obj1velocity * Object1.elasticity;
|
||
|
Object2.velocity.x = average + obj2velocity * Object2.elasticity;
|
||
|
}
|
||
|
else if (!obj1immovable)
|
||
|
{
|
||
|
Object1.x = Object1.x - overlap;
|
||
|
Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
|
||
|
}
|
||
|
else if (!obj2immovable)
|
||
|
{
|
||
|
Object2.x += overlap;
|
||
|
Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The Y-axis component of the object separation process.
|
||
|
*
|
||
|
* @param Object1 Any <code>Sprite</code>.
|
||
|
* @param Object2 Any other <code>Sprite</code>.
|
||
|
*
|
||
|
* @return Whether the objects in fact touched and were separated along the Y axis.
|
||
|
*/
|
||
|
public static separateY(Object1, Object2): bool {
|
||
|
|
||
|
//can't separate two immovable objects
|
||
|
|
||
|
var obj1immovable: bool = Object1.immovable;
|
||
|
var obj2immovable: bool = Object2.immovable;
|
||
|
|
||
|
if (obj1immovable && obj2immovable)
|
||
|
return false;
|
||
|
|
||
|
//If one of the objects is a tilemap, just pass it off.
|
||
|
/*
|
||
|
if (typeof Object1 === 'FlxTilemap')
|
||
|
{
|
||
|
return Object1.overlapsWithCallback(Object2, separateY);
|
||
|
}
|
||
|
|
||
|
if (typeof Object2 === 'FlxTilemap')
|
||
|
{
|
||
|
return Object2.overlapsWithCallback(Object1, separateY, true);
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//First, get the two object deltas
|
||
|
var overlap: number = 0;
|
||
|
var obj1delta: number = Object1.y - Object1.last.y;
|
||
|
var obj2delta: number = Object2.y - Object2.last.y;
|
||
|
|
||
|
if (obj1delta != obj2delta)
|
||
|
{
|
||
|
//Check if the Y hulls actually overlap
|
||
|
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
|
||
|
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
|
||
|
var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
|
||
|
var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
|
||
|
|
||
|
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
|
||
|
{
|
||
|
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
|
||
|
|
||
|
//If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||
|
if (obj1delta > obj2delta)
|
||
|
{
|
||
|
overlap = Object1.y + Object1.height - Object2.y;
|
||
|
|
||
|
if ((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP))
|
||
|
{
|
||
|
overlap = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Object1.touching |= GameObject.DOWN;
|
||
|
Object2.touching |= GameObject.UP;
|
||
|
}
|
||
|
}
|
||
|
else if (obj1delta < obj2delta)
|
||
|
{
|
||
|
overlap = Object1.y - Object2.height - Object2.y;
|
||
|
|
||
|
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN))
|
||
|
{
|
||
|
overlap = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Object1.touching |= GameObject.UP;
|
||
|
Object2.touching |= GameObject.DOWN;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Then adjust their positions and velocities accordingly (if there was any overlap)
|
||
|
if (overlap != 0)
|
||
|
{
|
||
|
var obj1v: number = Object1.velocity.y;
|
||
|
var obj2v: number = Object2.velocity.y;
|
||
|
|
||
|
if (!obj1immovable && !obj2immovable)
|
||
|
{
|
||
|
overlap *= 0.5;
|
||
|
Object1.y = Object1.y - overlap;
|
||
|
Object2.y += overlap;
|
||
|
|
||
|
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
|
||
|
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
|
||
|
var average: number = (obj1velocity + obj2velocity) * 0.5;
|
||
|
obj1velocity -= average;
|
||
|
obj2velocity -= average;
|
||
|
Object1.velocity.y = average + obj1velocity * Object1.elasticity;
|
||
|
Object2.velocity.y = average + obj2velocity * Object2.elasticity;
|
||
|
}
|
||
|
else if (!obj1immovable)
|
||
|
{
|
||
|
Object1.y = Object1.y - overlap;
|
||
|
Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
|
||
|
//This is special case code that handles cases like horizontal moving platforms you can ride
|
||
|
if (Object2.active && Object2.moves && (obj1delta > obj2delta))
|
||
|
{
|
||
|
Object1.x += Object2.x - Object2.last.x;
|
||
|
}
|
||
|
}
|
||
|
else if (!obj2immovable)
|
||
|
{
|
||
|
Object2.y += overlap;
|
||
|
Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
|
||
|
//This is special case code that handles cases like horizontal moving platforms you can ride
|
||
|
if (Object1.active && Object1.moves && (obj1delta < obj2delta))
|
||
|
{
|
||
|
Object2.x += Object1.x - Object1.last.x;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|