2013-10-25 15:54:40 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
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* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
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*
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* @class Phaser.Physics.Arcade.Body
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* @classdesc Arcade Physics Body Constructor
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* @constructor
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* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
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*/
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2013-09-03 14:35:40 +00:00
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Phaser.Physics.Arcade.Body = function (sprite) {
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2013-10-25 15:54:40 +00:00
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/**
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* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
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*/
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2013-11-25 04:40:04 +00:00
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this.sprite = sprite;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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2013-11-25 04:40:04 +00:00
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this.game = sprite.game;
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2013-09-03 14:35:40 +00:00
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2013-10-25 15:54:40 +00:00
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/**
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* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
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*/
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2013-11-25 04:40:04 +00:00
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this.offset = new Phaser.Point();
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2013-09-03 14:35:40 +00:00
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} x - The x position of the physics body.
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* @readonly
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*/
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2013-11-25 04:40:04 +00:00
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this.x = sprite.x;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} y - The y position of the physics body.
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* @readonly
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*/
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2013-11-25 04:40:04 +00:00
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this.y = sprite.y;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} preX - The previous x position of the physics body.
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* @readonly
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*/
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2013-11-25 04:40:04 +00:00
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this.preX = sprite.x;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} preY - The previous y position of the physics body.
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* @readonly
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*/
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2013-11-25 04:40:04 +00:00
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this.preY = sprite.y;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} preRotation - The previous rotation of the physics body.
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* @readonly
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*/
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2013-11-25 04:40:04 +00:00
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this.preRotation = sprite.angle;
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2013-10-25 15:54:40 +00:00
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2014-01-21 16:12:50 +00:00
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/**
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* @property {number} screenX - The x position of the physics body translated to screen space.
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* @readonly
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*/
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this.screenX = sprite.x;
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/**
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* @property {number} screenY - The y position of the physics body translated to screen space.
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* @readonly
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*/
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this.screenY = sprite.y;
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/**
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* @property {number} sourceWidth - The un-scaled original size.
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* @readonly
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*/
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this.sourceWidth = sprite.currentFrame.sourceSizeW;
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/**
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* @property {number} sourceHeight - The un-scaled original size.
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* @readonly
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*/
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this.sourceHeight = sprite.currentFrame.sourceSizeH;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} width - The calculated width of the physics body.
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*/
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2013-11-25 04:40:04 +00:00
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this.width = sprite.currentFrame.sourceSizeW;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property .numInternal ID cache
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-25 04:40:04 +00:00
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this.height = sprite.currentFrame.sourceSizeH;
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2013-10-25 15:54:40 +00:00
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2014-01-21 16:12:50 +00:00
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/**
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* @property {number} halfWidth - The calculated width / 2 of the physics body.
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*/
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this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
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/**
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* @property {number} halfHeight - The calculated height / 2 of the physics body.
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*/
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this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
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2013-10-30 03:46:52 +00:00
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/**
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* @property {Phaser.Point} center - The center coordinate of the Physics Body.
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*/
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this.center = new Phaser.Point(this.x + this.halfWidth, this.y + this.halfHeight);
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2014-01-02 23:28:22 +00:00
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/**
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* @property {Phaser.Point} motionVelocity - The data from the updateMotion function.
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*/
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this.motionVelocity = new Phaser.Point();
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {Phaser.Point} velocity - The velocity of the Body.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-25 04:40:04 +00:00
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this.velocity = new Phaser.Point();
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {Phaser.Point} acceleration - The acceleration in pixels per second sq. of the Body.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-25 04:40:04 +00:00
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this.acceleration = new Phaser.Point();
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2013-10-25 15:54:40 +00:00
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2014-01-14 02:43:09 +00:00
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/**
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2014-01-22 10:54:49 +00:00
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* @property {number} speed - The speed the Body is traveling.
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2014-01-14 02:43:09 +00:00
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*/
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2014-01-03 02:24:06 +00:00
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this.speed = 0;
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2014-01-22 10:54:49 +00:00
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/**
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* @property {number} minDelta - When a body bounces (off a wall or another body) if the resulting delta is less than minDelta, the velocity is cancelled.
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* @default
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*/
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this.minDelta = 0.09;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-14 02:43:09 +00:00
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* @property {number} angle - The angle of the Body in radians.
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2013-10-25 15:54:40 +00:00
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*/
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2014-01-14 02:43:09 +00:00
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this.angle = 0;
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2013-10-25 15:54:40 +00:00
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2014-01-15 13:20:51 +00:00
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/**
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* @property {number} minBounceVelocity - The minimum bounce velocity (could just be the bounce value?).
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*/
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2014-01-22 10:54:49 +00:00
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// this.minBounceVelocity = 0.2;
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2014-01-15 13:20:51 +00:00
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this._debug = 0;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. This works in addition to any gravity set on the world.
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2013-10-25 15:54:40 +00:00
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*/
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2013-11-25 04:40:04 +00:00
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this.gravity = new Phaser.Point();
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2013-10-25 15:54:40 +00:00
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/**
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* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
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*/
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2013-11-25 04:40:04 +00:00
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this.bounce = new Phaser.Point();
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2013-10-25 15:54:40 +00:00
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2014-01-20 20:14:34 +00:00
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/**
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* @property {Phaser.Point} minVelocity - When a body rebounds off another the minVelocity is checked, if the new velocity is lower than the minVelocity the body is stopped.
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* @default
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*/
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2014-01-22 12:31:35 +00:00
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this.minVelocity = new Phaser.Point(10, 10);
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2014-01-20 20:14:34 +00:00
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {Phaser.Point} maxVelocity - The maximum velocity that the Body can reach.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-03 16:07:05 +00:00
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this.maxVelocity = new Phaser.Point(10000, 10000);
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {number} angularVelocity - The angular velocity of the Body.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-03 16:07:05 +00:00
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this.angularVelocity = 0;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {number} angularAcceleration - The angular acceleration of the Body.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-03 16:07:05 +00:00
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this.angularAcceleration = 0;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} angularDrag - The angular drag applied to the rotation of the Body.
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* @default
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*/
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2013-09-03 16:07:05 +00:00
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this.angularDrag = 0;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {number} maxAngular - The maximum angular velocity that the Body can reach.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-03 16:07:05 +00:00
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this.maxAngular = 1000;
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2013-10-25 15:54:40 +00:00
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/**
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* @property {number} mass - The mass of the Body.
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* @default
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*/
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2013-09-03 16:07:05 +00:00
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this.mass = 1;
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2013-10-25 15:54:40 +00:00
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/**
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* Set the allowCollision properties to control which directions collision is processed for this Body.
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* For example allowCollision.up = false means it won't collide when the collision happened while moving up.
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* @property {object} allowCollision - An object containing allowed collision.
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*/
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2013-09-04 15:12:58 +00:00
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this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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2013-10-25 15:54:40 +00:00
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/**
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* This object is populated with boolean values when the Body collides with another.
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* touching.up = true means the collision happened to the top of this Body for example.
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* @property {object} touching - An object containing touching results.
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*/
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2013-09-04 12:54:55 +00:00
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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2013-09-04 00:10:01 +00:00
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2014-01-21 16:12:50 +00:00
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/**
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* This object is populated with previous touching values from the bodies previous collision.
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* @property {object} wasTouching - An object containing previous touching results.
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*/
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* @property {number} facing - A const reference to the direction the Body is traveling or facing.
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* @default
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*/
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this.facing = Phaser.NONE;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-02 23:28:22 +00:00
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* @property {boolean} immovable - An immovable Body will not receive any impacts or exchanges of velocity from other bodies.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-03 16:28:12 +00:00
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this.immovable = false;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-21 16:12:50 +00:00
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* @property {boolean} moves - Set to true to allow the Physics system to move this Body, or false to move it manually.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-04 00:10:01 +00:00
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this.moves = true;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-14 02:43:09 +00:00
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* @property {number} rotation - The amount the parent Sprite is rotated. Note: You cannot rotate an AABB.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-04 00:10:01 +00:00
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this.rotation = 0;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-14 02:43:09 +00:00
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* @property {boolean} allowRotation - Allow angular rotation? This will cause the Sprite to be rotated via angularVelocity, etc. Note that the AABB remains un-rotated.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-06 14:00:05 +00:00
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this.allowRotation = true;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-14 02:43:09 +00:00
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* @property {boolean} allowGravity - Allow this Body to be influenced by the global Gravity value? Note: It will always be influenced by the local gravity value.
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2013-10-25 15:54:40 +00:00
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* @default
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*/
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2013-09-04 00:10:01 +00:00
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this.allowGravity = true;
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2013-09-03 16:07:05 +00:00
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2013-10-25 15:54:40 +00:00
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/**
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* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
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* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
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* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
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* @default
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*/
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2013-09-13 02:07:39 +00:00
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this.customSeparateX = false;
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2013-10-25 15:54:40 +00:00
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/**
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* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
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* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
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* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
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* @default
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*/
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2013-09-13 02:07:39 +00:00
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this.customSeparateY = false;
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2013-10-25 15:54:40 +00:00
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/**
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* When this body collides with another, the amount of overlap is stored here.
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* @property {number} overlapX - The amount of horizontal overlap during the collision.
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*/
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2013-09-13 02:07:39 +00:00
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this.overlapX = 0;
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2013-10-25 15:54:40 +00:00
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/**
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* When this body collides with another, the amount of overlap is stored here.
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* @property {number} overlapY - The amount of vertical overlap during the collision.
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*/
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2013-09-13 02:07:39 +00:00
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this.overlapY = 0;
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2013-10-25 15:54:40 +00:00
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/**
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2014-01-22 10:54:49 +00:00
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* @property {number} friction - The amount of friction this body experiences during motion. Friction reduces velocity until the body comes to a stand-still.
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2014-01-02 23:28:22 +00:00
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* @default
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*/
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2014-01-22 10:54:49 +00:00
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this.friction = 0.1;
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2013-10-14 18:37:44 +00:00
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2014-01-21 16:12:50 +00:00
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/**
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* If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
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|
|
* @property {boolean} embedded - Body embed value.
|
|
|
|
*/
|
|
|
|
this.embedded = false;
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
|
|
|
|
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
|
|
|
|
*/
|
2013-09-04 02:48:15 +00:00
|
|
|
this.collideWorldBounds = false;
|
|
|
|
|
2014-01-15 13:33:05 +00:00
|
|
|
/**
|
|
|
|
* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
|
|
|
|
* For example if blocked.up is true then the Body cannot move up.
|
|
|
|
* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
|
|
|
|
*/
|
2013-12-06 01:07:25 +00:00
|
|
|
this.blocked = { up: false, down: false, left: false, right: false };
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blockedPoint = new Phaser.Point(0, 0);
|
|
|
|
|
2014-01-15 13:33:05 +00:00
|
|
|
/**
|
|
|
|
* @property {number} _dx - Internal cache var.
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._dx = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {number} _dy - Internal cache var.
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._dy = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {number} _sx - Internal cache var.
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._sx = sprite.scale.x;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {number} _sy - Internal cache var.
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._sy = sprite.scale.y;
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
this._newVelocity1 = 0;
|
|
|
|
this._newVelocity2 = 0;
|
|
|
|
this._average = 0;
|
|
|
|
|
2013-09-03 14:35:40 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
Phaser.Physics.Arcade.Body.prototype = {
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* Internal method.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#updateBounds
|
|
|
|
* @protected
|
|
|
|
*/
|
2013-11-25 04:40:04 +00:00
|
|
|
updateBounds: function (centerX, centerY, scaleX, scaleY) {
|
2013-09-03 16:07:05 +00:00
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
if (scaleX != this._sx || scaleY != this._sy)
|
|
|
|
{
|
|
|
|
this.width = this.sourceWidth * scaleX;
|
|
|
|
this.height = this.sourceHeight * scaleY;
|
|
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
|
|
this._sx = scaleX;
|
|
|
|
this._sy = scaleY;
|
|
|
|
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
|
|
|
}
|
2013-09-03 16:07:05 +00:00
|
|
|
|
2013-11-25 04:40:04 +00:00
|
|
|
},
|
2013-09-03 16:07:05 +00:00
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* Internal method.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#preUpdate
|
|
|
|
* @protected
|
|
|
|
*/
|
2013-11-25 04:40:04 +00:00
|
|
|
preUpdate: function () {
|
2013-09-03 16:07:05 +00:00
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
|
|
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
2013-10-18 14:12:32 +00:00
|
|
|
|
2013-10-29 04:07:26 +00:00
|
|
|
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
|
|
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
2013-11-25 04:40:04 +00:00
|
|
|
this.preRotation = this.sprite.angle;
|
2013-09-06 14:00:05 +00:00
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
this.x = this.preX;
|
|
|
|
this.y = this.preY;
|
|
|
|
this.rotation = this.preRotation;
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blocked.up = false;
|
|
|
|
this.blocked.down = false;
|
|
|
|
this.blocked.left = false;
|
|
|
|
this.blocked.right = false;
|
|
|
|
|
|
|
|
// this.embedded = false;
|
2014-01-20 20:14:34 +00:00
|
|
|
|
2014-01-15 13:20:51 +00:00
|
|
|
this._debug++;
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
if (this.collideWorldBounds)
|
2013-11-25 04:40:04 +00:00
|
|
|
{
|
2014-01-22 12:31:35 +00:00
|
|
|
this.checkWorldBounds(true);
|
|
|
|
}
|
2014-01-15 03:17:26 +00:00
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
if (this.moves)
|
|
|
|
{
|
2014-01-22 10:54:49 +00:00
|
|
|
this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
|
|
|
|
this.angle = Math.atan2(this.velocity.y, this.velocity.x);
|
|
|
|
|
2014-01-15 03:17:26 +00:00
|
|
|
this.game.physics.updateMotion(this);
|
2013-09-06 14:00:05 +00:00
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
this.checkVelocity();
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
this.applyFriction();
|
|
|
|
|
|
|
|
this.limitVelocity();
|
2014-01-21 16:12:50 +00:00
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
console.log(this._debug, 'motion', this.motionVelocity.x, 'x', this.x, 'prex', this.preX);
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
}
|
|
|
|
|
2014-01-02 23:28:22 +00:00
|
|
|
},
|
|
|
|
|
2014-01-20 20:14:34 +00:00
|
|
|
/**
|
|
|
|
* Internal method used to check the Body against the World Bounds.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#checkWorldBounds
|
|
|
|
* @protected
|
|
|
|
*/
|
2014-01-22 10:54:49 +00:00
|
|
|
ORIGINALcheckWorldBounds: function () {
|
2014-01-20 20:14:34 +00:00
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blockedPoint.setTo(0, 0);
|
|
|
|
|
|
|
|
if (this.x < this.game.world.bounds.x)
|
2014-01-20 20:14:34 +00:00
|
|
|
{
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blockedPoint.x = this.game.world.bounds.x - this.x;
|
|
|
|
// this.overlapX = this.game.world.bounds.x - this.x;
|
2014-01-20 20:14:34 +00:00
|
|
|
this.blocked.left = true;
|
|
|
|
// console.log(this._debug, 'cwl', this.overlapX, this.x, this.game.world.bounds.x);
|
|
|
|
}
|
2014-01-21 16:12:50 +00:00
|
|
|
else if (this.right > this.game.world.bounds.right)
|
2014-01-20 20:14:34 +00:00
|
|
|
{
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blockedPoint.x = this.right - this.game.world.bounds.right;
|
|
|
|
// this.overlapX = this.right - this.game.world.bounds.right;
|
2014-01-20 20:14:34 +00:00
|
|
|
this.blocked.right = true;
|
|
|
|
// console.log(this._debug, 'cwr', this.overlapX, this.x, this.game.world.bounds.x);
|
|
|
|
}
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
if (this.y < this.game.world.bounds.y)
|
2014-01-20 20:14:34 +00:00
|
|
|
{
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blockedPoint.y = this.game.world.bounds.y - this.y;
|
|
|
|
// this.overlapY = this.game.world.bounds.y - this.y;
|
2014-01-20 20:14:34 +00:00
|
|
|
this.blocked.up = true;
|
|
|
|
// console.log(this._debug, 'cwu', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
|
|
|
|
}
|
2014-01-21 16:12:50 +00:00
|
|
|
else if (this.bottom > this.game.world.bounds.bottom)
|
2014-01-20 20:14:34 +00:00
|
|
|
{
|
2014-01-21 16:12:50 +00:00
|
|
|
this.blockedPoint.y = this.bottom - this.game.world.bounds.bottom;
|
|
|
|
// this.overlapY = this.bottom - this.game.world.bounds.bottom;
|
2014-01-20 20:14:34 +00:00
|
|
|
this.blocked.down = true;
|
|
|
|
// console.log(this._debug, 'cwd', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
/**
|
|
|
|
* Internal method used to check the Body against the World Bounds and move it back into the bounds again.
|
2014-01-22 12:31:35 +00:00
|
|
|
* Doesn't cause a delta value.
|
2014-01-22 10:54:49 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#checkWorldBounds
|
|
|
|
* @protected
|
|
|
|
*/
|
2014-01-22 12:31:35 +00:00
|
|
|
checkWorldBounds: function () {
|
2014-01-22 10:54:49 +00:00
|
|
|
|
|
|
|
if (this.x <= this.game.world.bounds.x)
|
|
|
|
{
|
|
|
|
this.x += (this.game.world.bounds.x - this.x);
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.preX += (this.game.world.bounds.x - this.x);
|
2014-01-22 10:54:49 +00:00
|
|
|
this.blocked.left = true;
|
|
|
|
// console.log(this._debug, 'cwl', this.overlapX, this.x, this.game.world.bounds.x);
|
|
|
|
}
|
|
|
|
else if (this.right >= this.game.world.bounds.right)
|
|
|
|
{
|
|
|
|
this.x -= this.right - this.game.world.bounds.right;
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.preX -= this.right - this.game.world.bounds.right;
|
2014-01-22 10:54:49 +00:00
|
|
|
this.blocked.right = true;
|
|
|
|
// console.log(this._debug, 'cwr', this.overlapX, this.x, this.game.world.bounds.x);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.y <= this.game.world.bounds.y)
|
|
|
|
{
|
|
|
|
this.y += this.game.world.bounds.y - this.y;
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.preY += this.game.world.bounds.y - this.y;
|
2014-01-22 10:54:49 +00:00
|
|
|
this.blocked.up = true;
|
|
|
|
// console.log(this._debug, 'cwu', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
|
|
|
|
}
|
|
|
|
else if (this.bottom >= this.game.world.bounds.bottom)
|
|
|
|
{
|
|
|
|
this.y -= this.bottom - this.game.world.bounds.bottom;
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.preY -= this.bottom - this.game.world.bounds.bottom;
|
2014-01-22 10:54:49 +00:00
|
|
|
this.blocked.down = true;
|
|
|
|
// console.log(this._debug, 'cwd', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Internal method.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#applyFriction
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
applyFriction: function () {
|
|
|
|
|
|
|
|
if (this.friction > 0 && this.acceleration.isZero())
|
|
|
|
{
|
|
|
|
if (this.speed > this.friction)
|
|
|
|
{
|
|
|
|
this.speed -= this.friction;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.speed = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.velocity.x = Math.cos(this.angle) * this.speed;
|
|
|
|
this.velocity.y = Math.sin(this.angle) * this.speed;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/*
|
|
|
|
worldBounce: function () {
|
|
|
|
|
|
|
|
// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
|
|
|
|
if (this.blocked.left)
|
|
|
|
{
|
|
|
|
this.velocity.x *= -this.bounce.x;
|
|
|
|
|
|
|
|
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
|
|
|
|
if (this._dx > this.minBounceVelocity)
|
|
|
|
// if (Math.abs(this.velocity.x) > this.minVelocity.x)
|
|
|
|
{
|
|
|
|
this.x += this._dx;
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
|
|
|
// console.log(this._debug, 'blocked left', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Kill it dead :)
|
|
|
|
this.preX = this.x; // because we don't want any delta from a separation
|
|
|
|
this.velocity.x = 0;
|
|
|
|
this.motionVelocity.x = 0;
|
|
|
|
// console.log(this._debug, 'blocked left KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (this.blocked.right)
|
|
|
|
{
|
|
|
|
// Separate
|
|
|
|
this.x -= this.blockedPoint.x;
|
|
|
|
// this.x -= this.overlapX;
|
|
|
|
|
|
|
|
this.velocity.x *= -this.bounce.x;
|
|
|
|
|
|
|
|
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
|
|
|
|
if (this._dx < -this.minBounceVelocity)
|
|
|
|
{
|
|
|
|
this.x += this._dx;
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
|
|
|
// console.log(this._debug, 'blocked right', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Kill it dead :)
|
|
|
|
this.preX = this.x; // because we don't want any delta from a separation
|
|
|
|
this.velocity.x = 0;
|
|
|
|
this.motionVelocity.x = 0;
|
|
|
|
// console.log(this._debug, 'blocked right KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
|
|
|
|
if (this.blocked.up)
|
|
|
|
{
|
|
|
|
// Separate
|
|
|
|
// this.y += this.overlapY;
|
|
|
|
this.y += this.blockedPoint.y;
|
|
|
|
|
|
|
|
this.velocity.y *= -this.bounce.y;
|
|
|
|
|
|
|
|
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
|
|
|
|
|
|
if (this._dy > this.minBounceVelocity)
|
|
|
|
// if (Math.abs(this.velocity.y) > this.minVelocity.y)
|
|
|
|
{
|
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Kill it dead :)
|
|
|
|
this.preY = this.y; // because we don't want any delta from a separation
|
|
|
|
this.velocity.y = 0;
|
|
|
|
this.motionVelocity.y = 0;
|
|
|
|
// console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (this.blocked.down)
|
|
|
|
{
|
|
|
|
// Separate
|
|
|
|
// this.y -= this.overlapY;
|
|
|
|
this.y -= this.blockedPoint.y;
|
|
|
|
|
|
|
|
this.velocity.y *= -this.bounce.y;
|
|
|
|
|
|
|
|
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
|
|
|
|
|
|
if (this._dy < -this.minBounceVelocity)
|
|
|
|
// if (Math.abs(this.velocity.y) > this.minVelocity.y)
|
|
|
|
{
|
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
// console.log(this._debug, 'rb', this._dy, 'delta', this.deltaY(), 'newy', this.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Kill it dead :)
|
|
|
|
this.preY = this.y; // because we don't want any delta from a separation
|
|
|
|
this.velocity.y = 0;
|
|
|
|
this.motionVelocity.y = 0;
|
|
|
|
// console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.y += this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
},
|
|
|
|
*/
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
getReboundVelocityX: function () {
|
|
|
|
|
|
|
|
var angle = this.game.math.reverseAngle(this.angle);
|
|
|
|
var vx = 0;
|
|
|
|
|
|
|
|
if (this.bounce.x > 0)
|
|
|
|
{
|
|
|
|
vx = (Math.cos(angle) * this.speed) * this.bounce.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
return vx;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
getReboundVelocityY: function () {
|
|
|
|
|
|
|
|
var angle = this.game.math.reverseAngle(this.angle);
|
|
|
|
var vy = 0;
|
|
|
|
|
|
|
|
if (this.bounce.y > 0)
|
|
|
|
{
|
|
|
|
vy = (Math.sin(angle) * this.speed) * this.bounce.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
return vy;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
checkVelocity: function () {
|
|
|
|
|
|
|
|
var gx = this.gravity.x + this.game.physics.gravity.x;
|
|
|
|
var gy = this.gravity.y + this.game.physics.gravity.y;
|
|
|
|
|
|
|
|
var vx = this.getReboundVelocityX();
|
|
|
|
var vy = this.getReboundVelocityY();
|
|
|
|
|
|
|
|
if (gx < 0 && this.blocked.left)
|
|
|
|
{
|
|
|
|
// Left pulling gravity
|
|
|
|
// vx = this.getReboundVelocityX();
|
|
|
|
|
|
|
|
if (Math.abs(vx) < this.minVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.velocity.x = vx;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gx > 0 && this.blocked.right)
|
|
|
|
{
|
|
|
|
// Right pulling gravity
|
|
|
|
// vx = this.getReboundVelocityX();
|
|
|
|
|
|
|
|
if (Math.abs(vx) < this.minVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.velocity.x = vx;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gx === 0)
|
|
|
|
{
|
|
|
|
// No horizontal gravity, but could still need to rebound?
|
|
|
|
if (Math.abs(vx) < this.minVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gy < 0 && this.blocked.up)
|
|
|
|
{
|
|
|
|
// Up pulling gravity
|
|
|
|
// vy = this.getReboundVelocityY();
|
|
|
|
|
|
|
|
if (Math.abs(vy) < this.minVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.velocity.y = vy;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gy > 0 && this.blocked.down)
|
|
|
|
{
|
|
|
|
// Down pulling gravity
|
|
|
|
// vy = this.getReboundVelocityY();
|
|
|
|
|
|
|
|
if (Math.abs(vy) < this.minVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.velocity.y = vy;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gy === 0)
|
|
|
|
{
|
|
|
|
// No vertical gravity, but could still need to rebound?
|
|
|
|
if (Math.abs(vy) < this.minVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
limitVelocity: function (dx, dy) {
|
|
|
|
|
|
|
|
if (this.velocity.x > this.maxVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = this.maxVelocity.x;
|
|
|
|
}
|
|
|
|
else if (this.velocity.x < -this.maxVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = -this.maxVelocity.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.velocity.y > this.maxVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = this.maxVelocity.y;
|
|
|
|
}
|
|
|
|
else if (this.velocity.y < -this.maxVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = -this.maxVelocity.y;
|
|
|
|
}
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
/*
|
2014-01-22 10:54:49 +00:00
|
|
|
var gx = this.gravity.x + this.game.physics.gravity.x;
|
|
|
|
var gy = this.gravity.y + this.game.physics.gravity.y;
|
|
|
|
var stopX = false;
|
|
|
|
var stopY = false;
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
if (dx)
|
|
|
|
{
|
2014-01-22 12:31:35 +00:00
|
|
|
if (gx < 0 && this.blocked.left && Math.abs(dx) < this.minDelta)
|
2014-01-22 10:54:49 +00:00
|
|
|
{
|
|
|
|
// Left pulling gravity
|
|
|
|
console.log('gx killed 1', dx, gx);
|
|
|
|
stopX = true;
|
|
|
|
}
|
2014-01-22 12:31:35 +00:00
|
|
|
else if (gx > 0 && this.blocked.right && Math.abs(dx) < this.minDelta)
|
2014-01-22 10:54:49 +00:00
|
|
|
{
|
|
|
|
// Right pulling gravity
|
|
|
|
console.log('gx killed 2', dx, gx);
|
|
|
|
stopX = true;
|
|
|
|
}
|
|
|
|
else if (gx === 0 && this.velocity.x !== 0 && Math.abs(this.velocity.x) < this.minVelocity.x)
|
|
|
|
{
|
|
|
|
console.log('gx killed 3', this.velocity.x);
|
|
|
|
stopX = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (stopX)
|
|
|
|
{
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.preX = this.x;
|
2014-01-22 10:54:49 +00:00
|
|
|
this.velocity.x = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dy)
|
|
|
|
{
|
|
|
|
if (gy > 0 && this.blocked.down && Math.abs(dy) < this.minDelta)
|
|
|
|
{
|
|
|
|
// Downward gravity
|
|
|
|
console.log('gy killed 1', dy, gy);
|
|
|
|
stopY = true;
|
|
|
|
}
|
|
|
|
else if (gy < 0 && this.blocked.up && Math.abs(dy) < this.minDelta)
|
|
|
|
{
|
|
|
|
// Upward gravity
|
|
|
|
console.log('gy killed 2', dy, gy);
|
|
|
|
stopY = true;
|
|
|
|
}
|
|
|
|
else if (gy === 0 && this.velocity.y !== 0 && Math.abs(this.velocity.y) < this.minVelocity.y)
|
|
|
|
{
|
|
|
|
console.log('gy killed 3', this.velocity.y);
|
|
|
|
stopY = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (stopY)
|
|
|
|
{
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.preY = this.y;
|
2014-01-22 10:54:49 +00:00
|
|
|
this.velocity.y = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!stopX && !stopY)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else if (stopX && !stopY)
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if (!stopX && stopY)
|
|
|
|
{
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 3;
|
|
|
|
}
|
2014-01-22 12:31:35 +00:00
|
|
|
*/
|
2014-01-22 10:54:49 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-14 02:43:09 +00:00
|
|
|
/**
|
|
|
|
* Internal method.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#applyMotion
|
|
|
|
* @protected
|
|
|
|
*/
|
2014-01-22 10:54:49 +00:00
|
|
|
ORIGINALapplyMotion: function () {
|
2014-01-02 23:28:22 +00:00
|
|
|
|
2014-01-09 03:42:58 +00:00
|
|
|
if (this.friction > 0 && this.acceleration.isZero())
|
2014-01-03 04:50:31 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
if (this.speed > this.friction)
|
2014-01-03 04:50:31 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
this.speed -= this.friction;
|
2014-01-03 04:50:31 +00:00
|
|
|
}
|
2014-01-09 03:42:58 +00:00
|
|
|
else
|
2014-01-03 04:50:31 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
this.speed = 0;
|
2014-01-03 04:50:31 +00:00
|
|
|
}
|
|
|
|
|
2014-01-09 03:42:58 +00:00
|
|
|
this.velocity.x = Math.cos(this.angle) * this.speed;
|
|
|
|
this.velocity.y = Math.sin(this.angle) * this.speed;
|
2014-01-03 04:50:31 +00:00
|
|
|
}
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
if (this.blocked.isZero())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2014-01-15 13:20:51 +00:00
|
|
|
// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
|
2014-01-22 10:54:49 +00:00
|
|
|
if (this.blocked.left)
|
2014-01-15 03:17:26 +00:00
|
|
|
{
|
2014-01-15 13:20:51 +00:00
|
|
|
// Separate
|
2014-01-21 16:12:50 +00:00
|
|
|
// this.x += this.overlapX;
|
|
|
|
this.x += this.blockedPoint.x;
|
2014-01-15 13:20:51 +00:00
|
|
|
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'blocked left', this.x, this.overlapX);
|
|
|
|
|
|
|
|
this.velocity.x *= -this.bounce.x;
|
|
|
|
|
|
|
|
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
if (this._dx > this.minBounceVelocity)
|
|
|
|
// if (Math.abs(this.velocity.x) > this.minVelocity.x)
|
2014-01-15 13:20:51 +00:00
|
|
|
{
|
2014-01-15 14:21:06 +00:00
|
|
|
this.x += this._dx;
|
2014-01-15 13:20:51 +00:00
|
|
|
this.velocity.x += this.motionVelocity.x;
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'blocked left', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-01-15 14:21:06 +00:00
|
|
|
// Kill it dead :)
|
|
|
|
this.preX = this.x; // because we don't want any delta from a separation
|
2014-01-15 13:20:51 +00:00
|
|
|
this.velocity.x = 0;
|
|
|
|
this.motionVelocity.x = 0;
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'blocked left KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
2014-01-15 03:17:26 +00:00
|
|
|
}
|
2014-01-22 10:54:49 +00:00
|
|
|
else if (this.blocked.right)
|
2014-01-15 03:17:26 +00:00
|
|
|
{
|
2014-01-15 13:20:51 +00:00
|
|
|
// Separate
|
2014-01-21 16:12:50 +00:00
|
|
|
this.x -= this.blockedPoint.x;
|
|
|
|
// this.x -= this.overlapX;
|
2014-01-15 13:20:51 +00:00
|
|
|
|
2014-01-15 14:21:06 +00:00
|
|
|
this.velocity.x *= -this.bounce.x;
|
|
|
|
|
|
|
|
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
|
|
|
|
if (this._dx < -this.minBounceVelocity)
|
2014-01-15 13:20:51 +00:00
|
|
|
{
|
2014-01-15 14:21:06 +00:00
|
|
|
this.x += this._dx;
|
2014-01-15 13:20:51 +00:00
|
|
|
this.velocity.x += this.motionVelocity.x;
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'blocked right', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-01-15 14:21:06 +00:00
|
|
|
// Kill it dead :)
|
|
|
|
this.preX = this.x; // because we don't want any delta from a separation
|
2014-01-15 13:20:51 +00:00
|
|
|
this.velocity.x = 0;
|
|
|
|
this.motionVelocity.x = 0;
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'blocked right KILL', this._dx, 'overlap', this.overlapX, 'delta', this.deltaX(), 'newy', this.x);
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
2014-01-15 03:17:26 +00:00
|
|
|
}
|
2014-01-03 04:50:31 +00:00
|
|
|
|
2014-01-15 13:20:51 +00:00
|
|
|
// overlapX/Y values at this point will be penetration into the bounds and DELTA WILL BE ZERO
|
2014-01-22 10:54:49 +00:00
|
|
|
if (this.blocked.up)
|
2014-01-15 13:20:51 +00:00
|
|
|
{
|
|
|
|
// Separate
|
2014-01-21 16:12:50 +00:00
|
|
|
// this.y += this.overlapY;
|
|
|
|
this.y += this.blockedPoint.y;
|
2014-01-15 03:17:26 +00:00
|
|
|
|
2014-01-15 14:21:06 +00:00
|
|
|
this.velocity.y *= -this.bounce.y;
|
2014-01-15 13:33:05 +00:00
|
|
|
|
2014-01-15 14:21:06 +00:00
|
|
|
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
if (this._dy > this.minBounceVelocity)
|
|
|
|
// if (Math.abs(this.velocity.y) > this.minVelocity.y)
|
2014-01-15 13:20:51 +00:00
|
|
|
{
|
2014-01-15 14:21:06 +00:00
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-01-15 13:33:05 +00:00
|
|
|
// Kill it dead :)
|
|
|
|
this.preY = this.y; // because we don't want any delta from a separation
|
2014-01-15 13:20:51 +00:00
|
|
|
this.velocity.y = 0;
|
|
|
|
this.motionVelocity.y = 0;
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY());
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
2014-01-15 03:17:26 +00:00
|
|
|
}
|
2014-01-22 10:54:49 +00:00
|
|
|
else if (this.blocked.down)
|
2014-01-15 03:17:26 +00:00
|
|
|
{
|
2014-01-15 13:20:51 +00:00
|
|
|
// Separate
|
2014-01-21 16:12:50 +00:00
|
|
|
// this.y -= this.overlapY;
|
|
|
|
this.y -= this.blockedPoint.y;
|
2014-01-15 13:20:51 +00:00
|
|
|
|
2014-01-15 14:21:06 +00:00
|
|
|
this.velocity.y *= -this.bounce.y;
|
|
|
|
|
|
|
|
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
2014-01-15 13:20:51 +00:00
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
if (this._dy < -this.minBounceVelocity)
|
|
|
|
// if (Math.abs(this.velocity.y) > this.minVelocity.y)
|
2014-01-15 13:20:51 +00:00
|
|
|
{
|
2014-01-15 14:21:06 +00:00
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
// console.log(this._debug, 'rb', this._dy, 'delta', this.deltaY(), 'newy', this.y);
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Kill it dead :)
|
|
|
|
this.preY = this.y; // because we don't want any delta from a separation
|
|
|
|
this.velocity.y = 0;
|
|
|
|
this.motionVelocity.y = 0;
|
2014-01-15 14:21:06 +00:00
|
|
|
// console.log(this._debug, 'void1', this.velocity.y, 'delta', this.deltaY());
|
2014-01-15 13:20:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2014-01-15 03:17:26 +00:00
|
|
|
{
|
2014-01-15 13:20:51 +00:00
|
|
|
this.y += this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
2014-01-15 03:17:26 +00:00
|
|
|
}
|
|
|
|
|
2014-01-09 03:42:58 +00:00
|
|
|
if (this.velocity.x > this.maxVelocity.x)
|
2014-01-03 02:24:06 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
this.velocity.x = this.maxVelocity.x;
|
2014-01-03 02:24:06 +00:00
|
|
|
}
|
2014-01-09 03:42:58 +00:00
|
|
|
else if (this.velocity.x < -this.maxVelocity.x)
|
2014-01-03 02:24:06 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
this.velocity.x = -this.maxVelocity.x;
|
2014-01-03 02:24:06 +00:00
|
|
|
}
|
|
|
|
|
2014-01-09 03:42:58 +00:00
|
|
|
if (this.velocity.y > this.maxVelocity.y)
|
2014-01-03 02:24:06 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
this.velocity.y = this.maxVelocity.y;
|
2014-01-03 02:24:06 +00:00
|
|
|
}
|
2014-01-09 03:42:58 +00:00
|
|
|
else if (this.velocity.y < -this.maxVelocity.y)
|
2014-01-03 02:24:06 +00:00
|
|
|
{
|
2014-01-09 03:42:58 +00:00
|
|
|
this.velocity.y = -this.maxVelocity.y;
|
2014-01-03 02:24:06 +00:00
|
|
|
}
|
|
|
|
|
2013-11-25 04:40:04 +00:00
|
|
|
},
|
2013-09-23 00:06:09 +00:00
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
overlap: function (body) {
|
|
|
|
|
|
|
|
this.overlapX = 0;
|
|
|
|
this.overlapY = 0;
|
|
|
|
|
|
|
|
if (this.x < body.x && this.allowCollision.right && body.allowCollision.left)
|
|
|
|
{
|
|
|
|
// Negative = body touched this one on the right face
|
|
|
|
this.overlapX = body.x - this.right;
|
|
|
|
this.touching.right = true;
|
|
|
|
}
|
|
|
|
else if (this.x > body.x && this.allowCollision.left && body.allowCollision.right)
|
|
|
|
{
|
|
|
|
// Positive means body touched this one on the left face
|
|
|
|
this.overlapX = body.right - this.x;
|
|
|
|
this.touching.left = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.y < body.y && this.allowCollision.down && body.allowCollision.up)
|
|
|
|
{
|
|
|
|
// Negative = body touched this one on the bottom face
|
|
|
|
this.overlapY = body.y - this.bottom;
|
|
|
|
this.touching.down = true;
|
|
|
|
}
|
|
|
|
else if (this.y > body.y && this.allowCollision.up && body.allowCollision.down)
|
|
|
|
{
|
|
|
|
// Positive means body touched this one on the top face
|
|
|
|
this.overlapY = body.bottom - this.y;
|
|
|
|
this.touching.up = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Which is the largest?
|
|
|
|
if (this.overlapX !== 0 && this.overlapY !== 0)
|
|
|
|
{
|
|
|
|
// console.log('pcheck', Math.abs(this.overlapX), Math.abs(this.overlapY));
|
|
|
|
|
|
|
|
// find out which is the largest penetration side
|
|
|
|
if (Math.abs(this.overlapX) > Math.abs(this.overlapY))
|
|
|
|
{
|
|
|
|
// Vertical penetration (as x is larger than y)
|
|
|
|
this.overlapX = 0;
|
|
|
|
this.touching.left = false;
|
|
|
|
this.touching.right = false;
|
|
|
|
}
|
2014-01-22 10:54:49 +00:00
|
|
|
else if (Math.abs(this.overlapX) < Math.abs(this.overlapY))
|
2014-01-21 16:12:50 +00:00
|
|
|
{
|
|
|
|
// Horizontal penetration (as y is larger than x)
|
|
|
|
this.overlapY = 0;
|
|
|
|
this.touching.up = false;
|
|
|
|
this.touching.down = false;
|
|
|
|
}
|
2014-01-22 10:54:49 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
// They are identical, so let's revert to checking the delta?
|
|
|
|
console.log('They are identical, so let\'s revert to checking the delta?');
|
|
|
|
}
|
2014-01-21 16:12:50 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// overlapX/Y now contains either zero or a positive value containing the overlapping area
|
|
|
|
return (this.overlapX !== 0 || this.overlapY !== 0);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
// Ensure Body is within world limits
|
|
|
|
worldLimit: function () {
|
|
|
|
|
|
|
|
if (!this.collideWorldBounds)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.checkWorldBounds();
|
|
|
|
|
|
|
|
if (this.blocked.left && this.blockedPoint.x > 0)
|
|
|
|
{
|
|
|
|
this.x += this.blockedPoint.x;
|
|
|
|
this.preX += this.blockedPoint.x;
|
|
|
|
}
|
|
|
|
else if (this.blocked.right && this.blockedPoint.x > 0)
|
|
|
|
{
|
|
|
|
this.x -= this.blockedPoint.x;
|
|
|
|
this.preX -= this.blockedPoint.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.blocked.up && this.blockedPoint.y > 0)
|
|
|
|
{
|
|
|
|
this.y += this.blockedPoint.y;
|
|
|
|
this.preY += this.blockedPoint.y;
|
|
|
|
}
|
|
|
|
else if (this.blocked.down && this.blockedPoint.y > 0)
|
|
|
|
{
|
|
|
|
this.y -= this.blockedPoint.y;
|
|
|
|
this.preY -= this.blockedPoint.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
separateX: function (x, body, nv1, nv2, avg) {
|
|
|
|
|
|
|
|
if (this.immovable || (x < 0 && this.blocked.right) || (x > 0 && this.blocked.left))
|
|
|
|
{
|
|
|
|
body.x -= x;
|
|
|
|
body.velocity.x = this.velocity.x - body.velocity.x * body.bounce.x;
|
|
|
|
body.worldLimit();
|
|
|
|
}
|
|
|
|
|
|
|
|
// else if (x > 0)
|
|
|
|
// {
|
|
|
|
// // right
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
// The left-hand face of this Body was hit
|
|
|
|
// overlapX will be a positive value
|
|
|
|
hitLeft: function (x, body, nv1, nv2, avg) {
|
|
|
|
|
|
|
|
// This body isn't moving horizontally, so it was hit by something moving right
|
|
|
|
if (this.immovable || this.blocked.right)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitLeft', 'immovable');
|
|
|
|
body.x -= x;
|
2014-01-22 10:54:49 +00:00
|
|
|
if (!body.immovable)
|
2014-01-21 16:12:50 +00:00
|
|
|
body.velocity.x = this.velocity.x - body.velocity.x * body.bounce.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (body.immovable || body.blocked.left)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitLeft', 'full');
|
|
|
|
// We take the full separation as what hit is isn't moveable
|
|
|
|
this.x += x;
|
|
|
|
this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitLeft', 'shared');
|
|
|
|
// Share the separation
|
|
|
|
x *= 0.5;
|
|
|
|
this.x += x;
|
|
|
|
body.x -= x;
|
|
|
|
this.velocity.x = avg + nv1 * this.bounce.x;
|
|
|
|
body.velocity.x = avg + nv2 * body.bounce.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
// The right-hand face of this Body was hit
|
|
|
|
// overlapX will be a negative value
|
|
|
|
hitRight: function (x, body, nv1, nv2, avg) {
|
|
|
|
|
|
|
|
// This body isn't moving horizontally, so it was hit by something moving right
|
|
|
|
if (this.immovable || this.blocked.left)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitRight', 'immovable');
|
|
|
|
body.x -= x;
|
|
|
|
body.velocity.x = this.velocity.x - body.velocity.x * body.bounce.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (body.immovable || body.blocked.right)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitRight', 'full');
|
|
|
|
// We take the full separation as what hit is isn't moveable
|
|
|
|
this.x += x;
|
|
|
|
this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitRight', 'shared');
|
|
|
|
// Share the separation
|
|
|
|
x *= 0.5;
|
|
|
|
this.x += x;
|
|
|
|
body.x -= x;
|
|
|
|
this.velocity.x = avg + nv1 * this.bounce.x;
|
|
|
|
body.velocity.x = avg + nv2 * body.bounce.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
// The top face of this Body was hit
|
|
|
|
// overlapY will be a positive value
|
|
|
|
hitUp: function (y, body, nv1, nv2, avg) {
|
|
|
|
|
|
|
|
// This body isn't moving horizontally, so it was hit by something moving right
|
|
|
|
if (this.immovable || this.blocked.down)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitUp', 'immovable');
|
|
|
|
body.y -= y;
|
|
|
|
body.velocity.y = this.velocity.y - body.velocity.y * body.bounce.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (body.immovable || body.blocked.up)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitUp', 'full');
|
|
|
|
// We take the full separation as what hit is isn't moveable
|
|
|
|
this.y += y;
|
|
|
|
this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitUp', 'shared');
|
|
|
|
// Share the separation
|
|
|
|
y *= 0.5;
|
|
|
|
this.y += y;
|
|
|
|
body.y -= y;
|
|
|
|
this.velocity.y = avg + nv1 * this.bounce.y;
|
|
|
|
body.velocity.y = avg + nv2 * body.bounce.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
// The bottom face of this Body was hit
|
|
|
|
// overlapY will be a negative value
|
|
|
|
hitDown: function (y, body, nv1, nv2, avg) {
|
|
|
|
|
|
|
|
// This body isn't moving horizontally, so it was hit by something moving right
|
|
|
|
if (this.immovable || this.blocked.up)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitDown', 'immovable');
|
|
|
|
body.y -= y;
|
|
|
|
body.velocity.y = this.velocity.y - body.velocity.y * body.bounce.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (body.immovable || body.blocked.down)
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitDown', 'full');
|
|
|
|
// We take the full separation as what hit is isn't moveable
|
|
|
|
this.y += y;
|
|
|
|
this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// console.log(this.sprite.name, 'hitDown', 'shared');
|
|
|
|
// Share the separation
|
|
|
|
y *= 0.5;
|
|
|
|
this.y += y;
|
|
|
|
body.y -= y;
|
|
|
|
this.velocity.y = avg + nv1 * this.bounce.y;
|
|
|
|
body.velocity.y = avg + nv2 * body.bounce.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
separate: function (body) {
|
|
|
|
|
|
|
|
// We already know the overlap in this.overlapX/Y
|
|
|
|
|
|
|
|
if (this.overlapX !== 0)
|
|
|
|
{
|
|
|
|
this._newVelocity1 = Math.sqrt((body.velocity.x * body.velocity.x * body.mass) / this.mass) * ((body.velocity.x > 0) ? 1 : -1);
|
|
|
|
this._newVelocity2 = Math.sqrt((this.velocity.x * this.velocity.x * this.mass) / body.mass) * ((this.velocity.x > 0) ? 1 : -1);
|
|
|
|
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
|
|
|
|
this._newVelocity1 -= this._average;
|
|
|
|
this._newVelocity2 -= this._average;
|
|
|
|
|
|
|
|
if (this.overlapX < 0)
|
|
|
|
{
|
|
|
|
this.hitLeft(this.overlapX, body, this._newVelocity1, this._newVelocity2, this._average);
|
|
|
|
}
|
|
|
|
else if (this.overlapX > 0)
|
|
|
|
{
|
|
|
|
this.hitRight(this.overlapX, body, this._newVelocity1, this._newVelocity2, this._average);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.overlapY !== 0)
|
|
|
|
{
|
|
|
|
this._newVelocity1 = Math.sqrt((body.velocity.y * body.velocity.y * body.mass) / this.mass) * ((body.velocity.y > 0) ? 1 : -1);
|
|
|
|
this._newVelocity2 = Math.sqrt((this.velocity.y * this.velocity.y * this.mass) / body.mass) * ((this.velocity.y > 0) ? 1 : -1);
|
|
|
|
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
|
|
|
|
this._newVelocity1 -= this._average;
|
|
|
|
this._newVelocity2 -= this._average;
|
|
|
|
|
|
|
|
if (this.overlapY < 0)
|
|
|
|
{
|
|
|
|
this.hitDown(this.overlapY, body, this._newVelocity1, this._newVelocity2, this._average);
|
|
|
|
}
|
|
|
|
else if (this.overlapY > 0)
|
|
|
|
{
|
|
|
|
this.hitUp(this.overlapY, body, this._newVelocity1, this._newVelocity2, this._average);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
if (this.velocity.x > this.maxVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = this.maxVelocity.x;
|
|
|
|
}
|
|
|
|
else if (this.velocity.x < -this.maxVelocity.x)
|
|
|
|
{
|
|
|
|
this.velocity.x = -this.maxVelocity.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.velocity.y > this.maxVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = this.maxVelocity.y;
|
|
|
|
}
|
|
|
|
else if (this.velocity.y < -this.maxVelocity.y)
|
|
|
|
{
|
|
|
|
this.velocity.y = -this.maxVelocity.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
// this.worldLimit();
|
|
|
|
// body.worldLimit();
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
},
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
/*
|
|
|
|
// Rebound?
|
|
|
|
if (rebound && this.speed > 0)
|
|
|
|
{
|
|
|
|
var angle = this.game.math.reverseAngle(this.angle);
|
|
|
|
|
|
|
|
if ((this.blocked.left || this.blocked.right) && this.bounce.x > 0)
|
|
|
|
{
|
|
|
|
this.velocity.x = (Math.cos(angle) * this.speed) * this.bounce.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((this.blocked.up || this.blocked.down) && this.bounce.y > 0)
|
|
|
|
{
|
|
|
|
this.velocity.y = (Math.sin(angle) * this.speed) * this.bounce.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
2014-01-20 20:14:34 +00:00
|
|
|
* Internal method. This is called directly before the sprites are sent to the renderer.
|
2013-10-25 15:54:40 +00:00
|
|
|
*
|
2014-01-20 20:14:34 +00:00
|
|
|
* @method Phaser.Physics.Arcade#postUpdate
|
2013-10-25 15:54:40 +00:00
|
|
|
* @protected
|
|
|
|
*/
|
2014-01-20 20:14:34 +00:00
|
|
|
postUpdate: function () {
|
2013-11-25 04:40:04 +00:00
|
|
|
|
2014-01-20 20:14:34 +00:00
|
|
|
if (this.moves)
|
2013-11-25 04:40:04 +00:00
|
|
|
{
|
2014-01-22 12:31:35 +00:00
|
|
|
// If there is no velocity, there's nothing to do here? But the hull may have been moved due to collision anyway :-/
|
2014-01-22 10:54:49 +00:00
|
|
|
this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
|
|
|
|
this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
this.x += this._dx;
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
|
|
|
|
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
var result = this.limitVelocity(this._dx, this._dy);
|
|
|
|
|
|
|
|
if (result === 0)
|
|
|
|
{
|
|
|
|
// Nothing was stopped
|
|
|
|
this.x += this._dx;
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
|
|
|
|
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
}
|
|
|
|
else if (result === 1)
|
|
|
|
{
|
|
|
|
// X was stopped
|
|
|
|
this.y += this._dy;
|
|
|
|
this.velocity.y += this.motionVelocity.y;
|
|
|
|
}
|
|
|
|
else if (result === 2)
|
|
|
|
{
|
|
|
|
// Y was stopped
|
|
|
|
this.x += this._dx;
|
|
|
|
this.velocity.x += this.motionVelocity.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Both stopped
|
|
|
|
}
|
2014-01-22 12:31:35 +00:00
|
|
|
*/
|
2014-01-22 10:54:49 +00:00
|
|
|
|
|
|
|
if (this.collideWorldBounds)
|
|
|
|
{
|
|
|
|
this.checkWorldBounds(false);
|
|
|
|
}
|
|
|
|
|
2014-01-22 12:31:35 +00:00
|
|
|
// this.checkVelocity();
|
|
|
|
|
|
|
|
// this.limitVelocity();
|
|
|
|
|
|
|
|
console.log(this._debug, 'delta', this.deltaX(), 'dx', this._dx, 'motion', this.motionVelocity.x, 'vel', this.velocity.x);
|
|
|
|
|
2014-01-22 10:54:49 +00:00
|
|
|
/*
|
2014-01-21 16:12:50 +00:00
|
|
|
if (this.deltaX() < 0)
|
|
|
|
{
|
|
|
|
this.facing = Phaser.LEFT;
|
|
|
|
}
|
|
|
|
else if (this.deltaX() > 0)
|
|
|
|
{
|
|
|
|
this.facing = Phaser.RIGHT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.deltaY() < 0)
|
|
|
|
{
|
|
|
|
this.facing = Phaser.UP;
|
|
|
|
}
|
|
|
|
else if (this.deltaY() > 0)
|
|
|
|
{
|
|
|
|
this.facing = Phaser.DOWN;
|
|
|
|
}
|
2014-01-22 10:54:49 +00:00
|
|
|
*/
|
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
|
|
|
|
this.sprite.x += this.deltaX();
|
|
|
|
this.sprite.y += this.deltaY();
|
|
|
|
|
|
|
|
this.sprite.worldTransform[2] += this.deltaX();
|
|
|
|
this.sprite.worldTransform[5] += this.deltaY();
|
2013-11-25 04:40:04 +00:00
|
|
|
|
2014-01-20 20:14:34 +00:00
|
|
|
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
|
|
|
|
|
|
|
if (this.allowRotation)
|
|
|
|
{
|
|
|
|
this.sprite.angle += this.deltaZ();
|
|
|
|
}
|
2013-11-25 04:40:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
2013-09-03 16:07:05 +00:00
|
|
|
|
2014-01-21 16:12:50 +00:00
|
|
|
/**
|
|
|
|
* You can modify the size of the physics Body to be any dimension you need.
|
|
|
|
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
|
|
|
|
* is the position of the Body relative to the top-left of the Sprite.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#setSize
|
|
|
|
* @param {number} width - The width of the Body.
|
|
|
|
* @param {number} height - The height of the Body.
|
|
|
|
* @param {number} offsetX - The X offset of the Body from the Sprite position.
|
|
|
|
* @param {number} offsetY - The Y offset of the Body from the Sprite position.
|
|
|
|
*/
|
|
|
|
setSize: function (width, height, offsetX, offsetY) {
|
|
|
|
|
|
|
|
offsetX = offsetX || this.offset.x;
|
|
|
|
offsetY = offsetY || this.offset.y;
|
|
|
|
|
|
|
|
this.sourceWidth = width;
|
|
|
|
this.sourceHeight = height;
|
|
|
|
this.width = this.sourceWidth * this._sx;
|
|
|
|
this.height = this.sourceHeight * this._sy;
|
|
|
|
this.halfWidth = Math.floor(this.width / 2);
|
|
|
|
this.halfHeight = Math.floor(this.height / 2);
|
|
|
|
this.offset.setTo(offsetX, offsetY);
|
|
|
|
|
|
|
|
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* Resets all Body values (velocity, acceleration, rotation, etc)
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade#reset
|
|
|
|
*/
|
2013-11-25 04:40:04 +00:00
|
|
|
reset: function () {
|
2013-09-10 00:26:50 +00:00
|
|
|
|
2013-11-25 04:40:04 +00:00
|
|
|
this.velocity.setTo(0, 0);
|
|
|
|
this.acceleration.setTo(0, 0);
|
2013-09-10 00:26:50 +00:00
|
|
|
|
2013-11-25 04:40:04 +00:00
|
|
|
this.angularVelocity = 0;
|
|
|
|
this.angularAcceleration = 0;
|
2013-10-29 04:07:26 +00:00
|
|
|
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
|
|
|
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
2013-11-25 04:40:04 +00:00
|
|
|
this.preRotation = this.sprite.angle;
|
2013-10-08 20:09:46 +00:00
|
|
|
|
2013-11-25 04:40:04 +00:00
|
|
|
this.x = this.preX;
|
|
|
|
this.y = this.preY;
|
|
|
|
this.rotation = this.preRotation;
|
2013-10-30 03:46:52 +00:00
|
|
|
|
|
|
|
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
2013-09-10 00:26:50 +00:00
|
|
|
|
2013-11-25 04:40:04 +00:00
|
|
|
},
|
2013-09-10 00:26:50 +00:00
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* Returns the absolute delta x value.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.Body#deltaAbsX
|
|
|
|
* @return {number} The absolute delta value.
|
|
|
|
*/
|
2013-09-03 18:34:38 +00:00
|
|
|
deltaAbsX: function () {
|
|
|
|
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
2013-09-03 16:07:05 +00:00
|
|
|
},
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* Returns the absolute delta y value.
|
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.Body#deltaAbsY
|
|
|
|
* @return {number} The absolute delta value.
|
|
|
|
*/
|
2013-09-03 18:34:38 +00:00
|
|
|
deltaAbsY: function () {
|
|
|
|
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
2013-09-03 16:07:05 +00:00
|
|
|
},
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
2013-11-01 02:07:21 +00:00
|
|
|
* Returns the delta x value. The difference between Body.x now and in the previous step.
|
2013-10-25 15:54:40 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.Body#deltaX
|
2013-12-06 01:07:25 +00:00
|
|
|
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
|
2013-10-25 15:54:40 +00:00
|
|
|
*/
|
2013-09-03 16:07:05 +00:00
|
|
|
deltaX: function () {
|
2013-09-23 00:06:09 +00:00
|
|
|
return this.x - this.preX;
|
2013-09-03 16:07:05 +00:00
|
|
|
},
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
2013-11-01 02:07:21 +00:00
|
|
|
* Returns the delta y value. The difference between Body.y now and in the previous step.
|
2013-10-25 15:54:40 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Physics.Arcade.Body#deltaY
|
2013-12-06 01:07:25 +00:00
|
|
|
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
|
2013-10-25 15:54:40 +00:00
|
|
|
*/
|
2013-09-03 16:07:05 +00:00
|
|
|
deltaY: function () {
|
2013-09-23 00:06:09 +00:00
|
|
|
return this.y - this.preY;
|
2013-10-07 23:58:20 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
deltaZ: function () {
|
|
|
|
return this.rotation - this.preRotation;
|
2013-09-03 16:07:05 +00:00
|
|
|
}
|
|
|
|
|
2013-09-08 00:24:59 +00:00
|
|
|
};
|
|
|
|
|
2013-12-30 16:54:00 +00:00
|
|
|
Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* @name Phaser.Physics.Arcade.Body#bottom
|
|
|
|
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
|
|
|
|
*/
|
2013-09-08 00:24:59 +00:00
|
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
|
|
|
* @method bottom
|
2013-10-01 15:39:39 +00:00
|
|
|
* @return {number}
|
2013-11-25 03:13:04 +00:00
|
|
|
*/
|
2013-09-08 00:24:59 +00:00
|
|
|
get: function () {
|
2014-01-15 13:20:51 +00:00
|
|
|
return this.y + this.height;
|
2013-09-08 00:24:59 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
|
|
|
* @method bottom
|
2013-10-01 15:39:39 +00:00
|
|
|
* @param {number} value
|
2013-11-25 04:40:04 +00:00
|
|
|
*/
|
2013-09-08 00:24:59 +00:00
|
|
|
set: function (value) {
|
2013-09-11 12:21:07 +00:00
|
|
|
|
|
|
|
if (value <= this.y)
|
|
|
|
{
|
2013-09-08 00:24:59 +00:00
|
|
|
this.height = 0;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-09-08 00:24:59 +00:00
|
|
|
this.height = (this.y - value);
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-09-08 00:24:59 +00:00
|
|
|
});
|
|
|
|
|
2013-10-25 15:54:40 +00:00
|
|
|
/**
|
|
|
|
* @name Phaser.Physics.Arcade.Body#right
|
|
|
|
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
|
|
|
|
*/
|
2013-09-08 00:24:59 +00:00
|
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
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|
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|
/**
|
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* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
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* However it does affect the width property.
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* @method right
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2013-10-01 15:39:39 +00:00
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* @return {number}
|
2013-11-25 04:40:04 +00:00
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*/
|
2013-09-08 00:24:59 +00:00
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get: function () {
|
2014-01-15 13:20:51 +00:00
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|
return this.x + this.width;
|
2013-09-08 00:24:59 +00:00
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},
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|
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|
/**
|
|
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
|
|
* However it does affect the width property.
|
|
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|
* @method right
|
2013-10-01 15:39:39 +00:00
|
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|
* @param {number} value
|
2013-11-25 03:13:04 +00:00
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|
*/
|
2013-09-08 00:24:59 +00:00
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|
|
set: function (value) {
|
2013-09-11 12:21:07 +00:00
|
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|
|
if (value <= this.x)
|
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|
{
|
2013-09-08 00:24:59 +00:00
|
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|
this.width = 0;
|
2013-09-11 12:21:07 +00:00
|
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|
}
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|
else
|
|
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|
{
|
2013-09-08 00:24:59 +00:00
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|
this.width = this.x + value;
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}
|
2013-09-11 12:21:07 +00:00
|
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|
}
|
|
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|
|
2013-09-08 00:24:59 +00:00
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|
|
});
|
2014-01-22 12:31:35 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Physics.Arcade.Body#speed
|
|
|
|
* @property {number} speed -
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "XXspeed", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
|
|
* However it does affect the width property.
|
|
|
|
* @method right
|
|
|
|
* @return {number}
|
|
|
|
*/
|
|
|
|
get: function () {
|
|
|
|
// Add local cache
|
|
|
|
return Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
|
|
* However it does affect the width property.
|
|
|
|
* @method right
|
|
|
|
* @param {number} value
|
|
|
|
*/
|
|
|
|
set: function (value) {
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Physics.Arcade.Body#angle
|
|
|
|
* @property {number} angle -
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "XXangle", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
|
|
* However it does affect the width property.
|
|
|
|
* @method right
|
|
|
|
* @return {number}
|
|
|
|
*/
|
|
|
|
get: function () {
|
|
|
|
// Add local cache
|
|
|
|
return Math.atan2(this.velocity.y, this.velocity.x);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
|
|
|
|
* However it does affect the width property.
|
|
|
|
* @method right
|
|
|
|
* @param {number} value
|
|
|
|
*/
|
|
|
|
set: function (value) {
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|