phaser/Phaser/physics/Circle.ts

279 lines
8.5 KiB
TypeScript
Raw Normal View History

/// <reference path="../_definitions.ts" />
/**
* Phaser - Physics - Circle
*/
module Phaser.Physics {
export class Circle {
constructor(game: Phaser.Game, x: number, y: number, radius:number) {
this.game = game;
this.pos = new Phaser.Vec2(x, y);
this.oldpos = new Phaser.Vec2(x, y);
this.radius = radius;
this.circleTileProjections = {};
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.CircleFull.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.Circle45Deg.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.CircleConcave.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.CircleConvex.Collide;
}
public game: Phaser.Game;
public static COL_NONE = 0;
public static COL_AXIS = 1;
public static COL_OTHER = 2;
public type: number = 1;
public pos: Phaser.Vec2;
public oldpos: Phaser.Vec2;
public radius: number;
public oH: number; // horizontal collision
public oV: number;
private circleTileProjections;
public IntegrateVerlet() {
var d = 1; // drag
var g = 0.2; // gravity
var p = this.pos;
var o = this.oldpos;
var px;
var py;
var ox = o.x;
var oy = o.y;
//o = oldposition
o.x = px = p.x; //get vector values
o.y = py = p.y; //p = position
//integrate
p.x += (d * px) - (d * ox);
p.y += (d * py) - (d * oy) + g;
}
public ReportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: Phaser.Physics.TileMapCell) {
var p = this.pos;
var o = this.oldpos;
//calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
//find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx;//project velocity onto collision normal
var ny = dp * dy;//nx,ny is normal velocity
var tx = vx - nx;//px,py is tangent velocity
var ty = vy - ny;
//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, f, fx, fy;
if (dp < 0)
{
//f = FRICTION;
f = 0.05;
fx = tx * f;
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.9;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
bx = (nx * b);
by = (ny * b);
}
else
{
//moving out of collision, do not apply forces
bx = by = fx = fy = 0;
}
p.x += px;//project object out of collision
p.y += py;
o.x += px + bx + fx;//apply bounce+friction impulses which alter velocity
o.y += py + by + fy;
}
public CollideCircleVsWorldBounds() {
var p = this.pos;
var r = this.radius;
var XMIN = 0;
var XMAX = 800;
var YMIN = 0;
var YMAX = 600;
//collide vs. x-bounds
//test XMIN
var dx = XMIN - (p.x - r);
if (0 < dx)
{
//object is colliding with XMIN
this.ReportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
//test XMAX
dx = (p.x + r) - XMAX;
if (0 < dx)
{
//object is colliding with XMAX
this.ReportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
//collide vs. y-bounds
//test YMIN
var dy = YMIN - (p.y - r);
if (0 < dy)
{
//object is colliding with YMIN
this.ReportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
//test YMAX
dy = (p.y + r) - YMAX;
if (0 < dy)
{
//object is colliding with YMAX
this.ReportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
}
public render(context: CanvasRenderingContext2D) {
context.beginPath();
context.strokeStyle = 'rgb(0,255,0)';
context.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2);
context.stroke();
context.closePath();
if (this.oH == 1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
else if (this.oH == -1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
if (this.oV == 1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius);
context.stroke();
context.closePath();
}
else if (this.oV == -1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
}
public CollideCircleVsTile(tile) {
var pos = this.pos;
var r = this.radius;
var c = tile;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;//tile->obj delta
var px = (txw + r) - Math.abs(dx);//penetration depth in x
if (0 < px)
{
var dy = pos.y - ty;//tile->obj delta
var py = (tyw + r) - Math.abs(dy);//pen depth in y
if (0 < py)
{
//object may be colliding with tile
//determine grid/voronoi region of circle center
this.oH = 0;
this.oV = 0;
if (dx < -txw)
{
//circle is on left side of tile
this.oH = -1;
}
else if (txw < dx)
{
//circle is on right side of tile
this.oH = 1;
}
if (dy < -tyw)
{
//circle is on top side of tile
this.oV = -1;
}
else if (tyw < dy)
{
//circle is on bottom side of tile
this.oV = 1;
}
this.ResolveCircleTile(px, py, this.oH, this.oV, this, c);
}
}
}
public ResolveCircleTile(x, y, oH, oV, obj, t) {
if (0 < t.ID)
{
return this.circleTileProjections[t.CTYPE](x, y, oH, oV, obj, t);
}
else
{
console.log("ResolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " (" + t.i + "," + t.j + ")");
return false;
}
}
}
}