phaser/Phaser/physics/PhysicsManager.ts

284 lines
8.6 KiB
TypeScript
Raw Normal View History

/// <reference path="../Game.ts" />
/// <reference path="IPhysicsShape.ts" />
/**
* Phaser - PhysicsManager
*
* Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding
* all of the physics objects in the world.
*/
module Phaser.Physics {
export class PhysicsManager {
constructor(game: Game, width: number, height: number) {
this.game = game;
this.gravity = new Vec2;
this.drag = new Vec2;
this.bounce = new Vec2;
this.friction = new Vec2;
this.bounds = new Rectangle(0, 0, width, height);
this._objects = [];
}
/**
* Local private reference to Game.
*/
public game: Game;
private _objects: IPhysicsShape[];
// Temp calculation vars
private _drag: number;
private _delta: number;
private _velocityDelta: number;
private _length: number = 0;
public bounds: Rectangle;
public gravity: Vec2;
public drag: Vec2;
public bounce: Vec2;
public friction: Vec2;
// Add some sanity checks here + remove method, etc
public add(shape: IPhysicsShape): IPhysicsShape {
this._objects.push(shape);
return shape;
}
public update() {
this._length = this._objects.length;
for (var i = 0; i < this._length; i++)
{
this._objects[i].preUpdate();
this.updateMotion(this._objects[i]);
this.collideWorld(this._objects[i]);
}
}
public render() {
// iterate through the objects here, updating and colliding
for (var i = 0; i < this._length; i++)
{
this._objects[i].render(this.game.stage.context);
}
}
private updateMotion(obj: IPhysicsShape) {
if (obj.physics.moves == false)
{
return;
}
/*
velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
this.angularVelocity += velocityDelta;
this._angle += this.angularVelocity * this._game.time.elapsed;
this.angularVelocity += velocityDelta;
*/
this._velocityDelta = (this.computeVelocity(obj.physics.velocity.x, obj.physics.gravity.x, obj.physics.acceleration.x, obj.physics.drag.x) - obj.physics.velocity.x) / 2;
obj.physics.velocity.x += this._velocityDelta;
this._delta = obj.physics.velocity.x * this.game.time.elapsed;
obj.physics.velocity.x += this._velocityDelta;
obj.position.x += this._delta;
this._velocityDelta = (this.computeVelocity(obj.physics.velocity.y, obj.physics.gravity.y, obj.physics.acceleration.y, obj.physics.drag.y) - obj.physics.velocity.y) / 2;
obj.physics.velocity.y += this._velocityDelta;
this._delta = obj.physics.velocity.y * this.game.time.elapsed;
obj.physics.velocity.y += this._velocityDelta;
obj.position.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;
}
private collideWorld(obj:IPhysicsShape) {
// Collide on the x-axis
var dx: number = obj.world.bounds.x - (obj.position.x - obj.bounds.halfWidth);
if (0 < dx)
{
// Hit Left
obj.oH = 1;
obj.position.x += dx;
if (obj.sprite.physics.bounce.x > 0)
{
obj.sprite.physics.velocity.x *= -(obj.sprite.physics.bounce.x);
}
else
{
obj.sprite.physics.velocity.x = 0;
}
}
else
{
dx = (obj.position.x + obj.bounds.halfWidth) - obj.world.bounds.right;
if (0 < dx)
{
// Hit Right
obj.oH = -1;
obj.position.x -= dx;
if (obj.sprite.physics.bounce.x > 0)
{
obj.sprite.physics.velocity.x *= -(obj.sprite.physics.bounce.x);
}
else
{
obj.sprite.physics.velocity.x = 0;
}
}
}
// Collide on the y-axis
var dy: number = obj.world.bounds.y - (obj.position.y - obj.bounds.halfHeight);
if (0 < dy)
{
// Hit Top
obj.oV = 1;
obj.position.y += dy;
if (obj.sprite.physics.bounce.y > 0)
{
obj.sprite.physics.velocity.y *= -(obj.sprite.physics.bounce.y);
}
else
{
obj.sprite.physics.velocity.y = 0;
}
}
else
{
dy = (obj.position.y + obj.bounds.halfHeight) - obj.world.bounds.bottom;
if (0 < dy)
{
// Hit Bottom
obj.oV = -1;
obj.position.y -= dy;
if (obj.sprite.physics.bounce.y > 0)
{
obj.sprite.physics.velocity.y *= -(obj.sprite.physics.bounce.y);
}
else
{
obj.sprite.physics.velocity.y = 0;
}
}
}
}
/*
private processWorld(px, py, dx, dy, tile) {
// Velocity
//this.sprite.physics.velocity.x = this.position.x - this.oldPosition.x;
//this.sprite.physics.velocity.y = this.position.y - this.oldPosition.y;
// Optimise!!!
var dp: number = (this.sprite.physics.velocity.x * dx + this.sprite.physics.velocity.y * dy);
var nx: number = dp * dx;
var ny: number = dp * dy;
var tx: number = this.sprite.physics.velocity.x - nx;
var ty: number = this.sprite.physics.velocity.y - ny;
var bx, by, fx, fy;
if (dp < 0)
{
fx = tx * this.sprite.physics.friction.x;
fy = ty * this.sprite.physics.friction.y;
bx = (nx * (1 + this.sprite.physics.bounce.x));
by = (ny * (1 + this.sprite.physics.bounce.y));
//this.sprite.physics.velocity.x = bx;
//this.sprite.physics.velocity.y = by;
}
else
{
bx = by = fx = fy = 0;
}
this.position.x += px;
this.position.y += py;
this.oldPosition.x += px + bx + fx;
this.oldPosition.y += py + by + fy;
}
*/
}
}