2013-08-11 11:15:53 +00:00
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var Phaser;
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(function (Phaser) {
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(function (Physics) {
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/// <reference path="../../_definitions.ts" />
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/**
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* Phaser - Physics - Projection
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*/
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(function (Projection) {
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var AABBConvex = (function () {
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function AABBConvex() {
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}
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AABBConvex.Collide = function (x, y, obj, t) {
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//if distance from "innermost" corner of AABB is less than than tile radius,
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//collision is occuring and we need to project
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var signx = t.signx;
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var signy = t.signy;
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var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));
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var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));
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var len = Math.sqrt(ox * ox + oy * oy);
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var twid = t.xw * 2;
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var rad = Math.sqrt(twid * twid + 0);
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//note that this should be precomputed at compile-time since it's constant
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var pen = rad - len;
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if (((signx * ox) < 0) || ((signy * oy) < 0)) {
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//the test corner is "outside" the 1/4 of the circle we're interested in
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var lenP = Math.sqrt(x * x + y * y);
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2013-08-11 18:02:10 +00:00
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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2013-08-11 11:15:53 +00:00
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return Phaser.Physics.AABB.COL_AXIS;
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} else if (0 < pen) {
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//project along corner->circle vector
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ox /= len;
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oy /= len;
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2013-08-11 18:02:10 +00:00
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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2013-08-11 11:15:53 +00:00
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return Phaser.Physics.AABB.COL_OTHER;
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}
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return Phaser.Physics.AABB.COL_NONE;
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};
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return AABBConvex;
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})();
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Projection.AABBConvex = AABBConvex;
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})(Physics.Projection || (Physics.Projection = {}));
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var Projection = Physics.Projection;
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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