mirror of
https://github.com/photonstorm/phaser
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87 lines
4.4 KiB
JavaScript
87 lines
4.4 KiB
JavaScript
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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 CircleFull = (function () {
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function CircleFull() { }
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CircleFull.Collide = function Collide(x, y, oH, oV, obj, t) {
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//if we're colliding vs. the current cell, we need to project along the
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//smallest penetration vector.
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//if we're colliding vs. horiz. or vert. neighb, we simply project horiz/vert
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//if we're colliding diagonally, we need to collide vs. tile corner
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if(oH == 0) {
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if(oV == 0) {
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//collision with current cell
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if(x < y) {
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//penetration in x is smaller; project in x
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var dx = obj.pos.x - t.pos.x;//get sign for projection along x-axis
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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if(dx < 0) {
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obj.reportCollisionVsWorld(-x, 0, -1, 0, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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obj.reportCollisionVsWorld(x, 0, 1, 0, t);
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return Phaser.Physics.Circle.COL_AXIS;
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}
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} else {
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//penetration in y is smaller; project in y
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var dy = obj.pos.y - t.pos.y;//get sign for projection along y-axis
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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if(dy < 0) {
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obj.reportCollisionVsWorld(0, -y, 0, -1, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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obj.reportCollisionVsWorld(0, y, 0, 1, t);
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return Phaser.Physics.Circle.COL_AXIS;
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}
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}
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} else {
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//collision with vertical neighbor
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obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
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return Phaser.Physics.Circle.COL_AXIS;
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}
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} else if(oV == 0) {
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//collision with horizontal neighbor
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obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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//diagonal collision
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//get diag vertex position
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var vx = t.pos.x + (oH * t.xw);
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var vy = t.pos.y + (oV * t.yw);
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var dx = obj.pos.x - vx;//calc vert->circle vector
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var dy = obj.pos.y - vy;
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var len = Math.sqrt(dx * dx + dy * dy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//vertex is in the circle; project outward
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if(len == 0) {
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//project out by 45deg
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dx = oH / Math.SQRT2;
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dy = oV / Math.SQRT2;
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} else {
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dx /= len;
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dy /= len;
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}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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return Phaser.Physics.Circle.COL_NONE;
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};
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return CircleFull;
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})();
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Projection.CircleFull = CircleFull;
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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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