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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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2013-11-28 15:57:09 +00:00
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<h1 class="page-title">Source: physics/ninja/Tile.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/* jshint camelcase: false */
/**
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* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Ninja Physics Tile constructor.
* A Tile is defined by its width, height and type. It's type can include slope data, such as 45 degree slopes, or convex slopes.
* Understand that for any type including a slope (types 2 to 29) the Tile must be SQUARE, i.e. have an equal width and height.
* Also note that as Tiles are primarily used for levels they have gravity disabled and world bounds collision disabled by default.
*
* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
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*
* @class Phaser.Physics.Ninja.Tile
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* @constructor
* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
* @param {number} x - The x coordinate to create this shape at.
* @param {number} y - The y coordinate to create this shape at.
* @param {number} width - The width of this AABB.
* @param {number} height - The height of this AABB.
* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
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*/
Phaser.Physics.Ninja.Tile = function (body, x, y, width, height, type) {
if (typeof type === 'undefined') { type = Phaser.Physics.Ninja.Tile.EMPTY; }
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/**
* @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
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*/
this.body = body;
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/**
* @property {Phaser.Physics.Ninja} system - A reference to the physics system.
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*/
this.system = body.system;
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/**
* @property {number} id - The ID of this Tile.
* @readonly
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*/
this.id = type;
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/**
* @property {number} type - The type of this Tile.
* @readonly
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*/
this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
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/**
* @property {Phaser.Point} pos - The position of this object.
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*/
this.pos = new Phaser.Point(x, y);
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/**
* @property {Phaser.Point} oldpos - The position of this object in the previous update.
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*/
this.oldpos = new Phaser.Point(x, y);
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if (this.id > 1 && this.id &lt; 30)
{
// Tile Types 2 to 29 require square tile dimensions, so use the width as the base
height = width;
}
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/**
* @property {number} xw - Half the width.
* @readonly
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*/
this.xw = Math.abs(width / 2);
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/**
* @property {number} xw - Half the height.
* @readonly
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*/
this.yw = Math.abs(height / 2);
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/**
* @property {number} width - The width.
* @readonly
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*/
this.width = width;
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/**
* @property {number} height - The height.
* @readonly
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*/
this.height = height;
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/**
* @property {Phaser.Point} velocity - The velocity of this object.
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*/
this.velocity = new Phaser.Point();
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/**
* @property {number} signx - Internal var.
* @private
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*/
this.signx = 0;
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/**
* @property {number} signy - Internal var.
* @private
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*/
this.signy = 0;
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/**
* @property {number} sx - Internal var.
* @private
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*/
this.sx = 0;
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/**
* @property {number} sy - Internal var.
* @private
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*/
this.sy = 0;
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// By default Tiles disable gravity and world bounds collision
this.body.gravityScale = 0;
this.body.collideWorldBounds = false;
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if (this.id > 0)
{
this.setType(this.id);
}
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};
Phaser.Physics.Ninja.Tile.prototype.constructor = Phaser.Physics.Ninja.Tile;
Phaser.Physics.Ninja.Tile.prototype = {
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/**
* Updates this objects position.
*
* @method Phaser.Physics.Ninja.Tile#integrate
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*/
integrate: function () {
var px = this.pos.x;
var py = this.pos.y;
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this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);
this.velocity.set(this.pos.x - px, this.pos.y - py);
this.oldpos.set(px, py);
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},
/**
* Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
*
* @method Phaser.Physics.Ninja.Tile#collideWorldBounds
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*/
collideWorldBounds: function () {
var dx = this.system.bounds.x - (this.pos.x - this.xw);
if (0 &lt; dx)
{
this.reportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
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dx = (this.pos.x + this.xw) - this.system.bounds.right;
if (0 &lt; dx)
{
this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
var dy = this.system.bounds.y - (this.pos.y - this.yw);
if (0 &lt; dy)
{
this.reportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
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dy = (this.pos.y + this.yw) - this.system.bounds.bottom;
if (0 &lt; dy)
{
this.reportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
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},
/**
* Process a world collision and apply the resulting forces.
*
* @method Phaser.Physics.Ninja.Tile#reportCollisionVsWorld
* @param {number} px - The tangent velocity
* @param {number} py - The tangent velocity
* @param {number} dx - Collision normal
* @param {number} dy - Collision normal
* @param {number} obj - Object this Tile collided with
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*/
reportCollisionVsWorld: function (px, py, dx, dy) {
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
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var tx = vx - nx; //px,py is tangent velocity
var ty = vy - ny;
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// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, fx, fy;
if (dp &lt; 0)
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{
fx = tx * this.body.friction;
fy = ty * this.body.friction;
b = 1 + this.body.bounce;
bx = (nx * b);
by = (ny * b);
if (dx === 1)
{
this.body.touching.left = true;
}
else if (dx === -1)
{
this.body.touching.right = true;
}
if (dy === 1)
{
this.body.touching.up = true;
}
else if (dy === -1)
{
this.body.touching.down = true;
}
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}
else
{
// Moving out of collision, do not apply forces
bx = by = fx = fy = 0;
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}
// Project object out of collision
p.x += px;
p.y += py;
// Apply bounce+friction impulses which alter velocity
o.x += px + bx + fx;
o.y += py + by + fy;
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},
/**
* Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
*
* @method Phaser.Physics.Ninja.Tile#setType
* @param {number} id - The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
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*/
setType: function (id) {
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if (id === Phaser.Physics.Ninja.Tile.EMPTY)
{
this.clear();
}
else
{
this.id = id;
this.updateType();
}
return this;
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},
/**
* Sets this tile to be empty.
*
* @method Phaser.Physics.Ninja.Tile#clear
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*/
clear: function () {
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this.id = Phaser.Physics.Ninja.Tile.EMPTY;
this.updateType();
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},
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/**
* Destroys this Tiles reference to Body and System.
*
* @method Phaser.Physics.Ninja.Tile#destroy
*/
destroy: function () {
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this.body = null;
this.system = null;
},
/**
* This converts a tile from implicitly-defined (via id), to explicit (via properties).
* Don't call directly, instead of setType.
*
* @method Phaser.Physics.Ninja.Tile#updateType
* @private
*/
updateType: function () {
if (this.id === 0)
{
//EMPTY
this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
return true;
}
//tile is non-empty; collide
if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_45DEG)
{
//FULL
this.type = Phaser.Physics.Ninja.Tile.TYPE_FULL;
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_CONCAVE)
{
// 45deg
this.type = Phaser.Physics.Ninja.Tile.TYPE_45DEG;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn)
{
this.signx = 1;
this.signy = -1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn)
{
this.signx = -1;
this.signy = -1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp)
{
this.signx = -1;
this.signy = 1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp)
{
this.signx = 1;
this.signy = 1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_CONVEX)
{
// Concave
this.type = Phaser.Physics.Ninja.Tile.TYPE_CONCAVE;
if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEpn)
{
this.signx = 1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEnn)
{
this.signx = -1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEnp)
{
this.signx = -1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEpp)
{
this.signx = 1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_22DEGs)
{
// Convex
this.type = Phaser.Physics.Ninja.Tile.TYPE_CONVEX;
if (this.id == Phaser.Physics.Ninja.Tile.CONVEXpn)
{
this.signx = 1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONVEXnn)
{
this.signx = -1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONVEXnp)
{
this.signx = -1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONVEXpp)
{
this.signx = 1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_22DEGb)
{
// 22deg small
this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGs;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_67DEGs)
{
// 22deg big
this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGb;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_67DEGb)
{
// 67deg small
this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGs;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_HALF)
{
// 67deg big
this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGb;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else
{
return false;
}
}
else
{
// Half-full tile
this.type = Phaser.Physics.Ninja.Tile.TYPE_HALF;
if (this.id == Phaser.Physics.Ninja.Tile.HALFd)
{
this.signx = 0;
this.signy = -1;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.id == Phaser.Physics.Ninja.Tile.HALFu)
{
this.signx = 0;
this.signy = 1;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.id == Phaser.Physics.Ninja.Tile.HALFl)
{
this.signx = 1;
this.signy = 0;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.id == Phaser.Physics.Ninja.Tile.HALFr)
{
this.signx = -1;
this.signy = 0;
this.sx = this.signx;
this.sy = this.signy;
}
else
{
return false;
}
}
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}
};
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/**
* @name Phaser.Physics.Ninja.Tile#x
* @property {number} x - The x position.
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*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "x", {
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get: function () {
return this.pos.x - this.xw;
},
set: function (value) {
this.pos.x = value;
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}
});
/**
* @name Phaser.Physics.Ninja.Tile#y
* @property {number} y - The y position.
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*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "y", {
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get: function () {
return this.pos.y - this.yw;
},
set: function (value) {
this.pos.y = value;
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}
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});
/**
* @name Phaser.Physics.Ninja.Tile#bottom
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
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* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "bottom", {
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get: function () {
return this.pos.y + this.yw;
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}
});
/**
* @name Phaser.Physics.Ninja.Tile#right
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
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* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "right", {
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get: function () {
return this.pos.x + this.xw;
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}
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});
Phaser.Physics.Ninja.Tile.EMPTY = 0;
Phaser.Physics.Ninja.Tile.FULL = 1;//fullAABB tile
Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn = 2;//45-degree triangle, whose normal is (+ve,-ve)
Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn = 3;//(+ve,+ve)
Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp = 4;//(-ve,+ve)
Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp = 5;//(-ve,-ve)
Phaser.Physics.Ninja.Tile.CONCAVEpn = 6;//1/4-circle cutout
Phaser.Physics.Ninja.Tile.CONCAVEnn = 7;
Phaser.Physics.Ninja.Tile.CONCAVEnp = 8;
Phaser.Physics.Ninja.Tile.CONCAVEpp = 9;
Phaser.Physics.Ninja.Tile.CONVEXpn = 10;//1/4/circle
Phaser.Physics.Ninja.Tile.CONVEXnn = 11;
Phaser.Physics.Ninja.Tile.CONVEXnp = 12;
Phaser.Physics.Ninja.Tile.CONVEXpp = 13;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS = 14;//22.5 degree slope
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS = 15;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS = 16;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS = 17;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB = 18;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB = 19;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB = 20;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB = 21;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS = 22;//67.5 degree slope
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS = 23;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS = 24;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS = 25;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB = 26;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB = 27;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB = 28;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB = 29;
Phaser.Physics.Ninja.Tile.HALFd = 30;//half-full tiles
Phaser.Physics.Ninja.Tile.HALFr = 31;
Phaser.Physics.Ninja.Tile.HALFu = 32;
Phaser.Physics.Ninja.Tile.HALFl = 33;
Phaser.Physics.Ninja.Tile.TYPE_EMPTY = 0;
Phaser.Physics.Ninja.Tile.TYPE_FULL = 1;
Phaser.Physics.Ninja.Tile.TYPE_45DEG = 2;
Phaser.Physics.Ninja.Tile.TYPE_CONCAVE = 6;
Phaser.Physics.Ninja.Tile.TYPE_CONVEX = 10;
Phaser.Physics.Ninja.Tile.TYPE_22DEGs = 14;
Phaser.Physics.Ninja.Tile.TYPE_22DEGb = 18;
Phaser.Physics.Ninja.Tile.TYPE_67DEGs = 22;
Phaser.Physics.Ninja.Tile.TYPE_67DEGb = 26;
Phaser.Physics.Ninja.Tile.TYPE_HALF = 30;
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</pre>
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