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https://github.com/photonstorm/phaser
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Merge pull request #2522 from Upperfoot/master
Fixing tileMap collision when tileMapLayer is set to a position other than 0,0
This commit is contained in:
commit
05ca827c2b
2 changed files with 33 additions and 32 deletions
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@ -56,7 +56,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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{
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if (processCallback.call(callbackContext, sprite, mapData[i]))
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{
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if (this.separateTile(i, sprite.body, mapData[i], overlapOnly))
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if (this.separateTile(i, sprite.body, mapData[i], tilemapLayer, overlapOnly))
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{
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this._total++;
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@ -69,7 +69,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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}
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else
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{
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if (this.separateTile(i, sprite.body, mapData[i], overlapOnly))
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if (this.separateTile(i, sprite.body, mapData[i], tilemapLayer, overlapOnly))
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{
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this._total++;
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@ -121,7 +121,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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* @param {Phaser.Tile} tile - The tile to collide against.
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* @return {boolean} Returns true if the body was separated, otherwise false.
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*/
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separateTile: function (i, body, tile, overlapOnly) {
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separateTile: function (i, body, tile, tilemapLayer, overlapOnly) {
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if (!body.enable)
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{
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@ -129,7 +129,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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}
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// We re-check for collision in case body was separated in a previous step
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if (!tile.intersects(body.position.x, body.position.y, body.right, body.bottom))
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if (!tile.intersects((body.position.x - tilemapLayer.position.x), (body.position.y - tilemapLayer.position.y), (body.right - tilemapLayer.position.x), (body.bottom - tilemapLayer.position.y)))
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{
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// no collision so bail out (separated in a previous step)
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return false;
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@ -148,7 +148,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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// If it returns true then we can carry on, otherwise we should abort.
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return false;
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}
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else if (tile.layer.callbacks[tile.index] && !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, body.sprite, tile))
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else if (typeof tile.layer.callbacks !== 'undefined' && tile.layer.callbacks[tile.index] && !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, body.sprite, tile))
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{
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// If it returns true then we can carry on, otherwise we should abort.
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return false;
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@ -180,8 +180,8 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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if (body.deltaX() !== 0 && body.deltaY() !== 0 && (tile.faceLeft || tile.faceRight) && (tile.faceTop || tile.faceBottom))
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{
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// We only need do this if both axis have checking faces AND we're moving in both directions
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minX = Math.min(Math.abs(body.position.x - tile.right), Math.abs(body.right - tile.left));
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minY = Math.min(Math.abs(body.position.y - tile.bottom), Math.abs(body.bottom - tile.top));
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minX = Math.min(Math.abs((body.position.x - tilemapLayer.position.x) - tile.right), Math.abs((body.right - tilemapLayer.position.x) - tile.left));
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minY = Math.min(Math.abs((body.position.y - tilemapLayer.position.y) - tile.bottom), Math.abs((body.bottom - tilemapLayer.position.y) - tile.top));
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}
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if (minX < minY)
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@ -191,7 +191,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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ox = this.tileCheckX(body, tile);
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// That's horizontal done, check if we still intersects? If not then we can return now
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if (ox !== 0 && !tile.intersects(body.position.x, body.position.y, body.right, body.bottom))
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if (ox !== 0 && !tile.intersects((body.position.x - tilemapLayer.position.x), (body.position.y - tilemapLayer.position.y), (body.right - tilemapLayer.position.x), (body.bottom - tilemapLayer.position.y)))
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{
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return true;
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}
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@ -209,7 +209,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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oy = this.tileCheckY(body, tile);
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// That's vertical done, check if we still intersects? If not then we can return now
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if (oy !== 0 && !tile.intersects(body.position.x, body.position.y, body.right, body.bottom))
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if (oy !== 0 && !tile.intersects((body.position.x - tilemapLayer.position.x), (body.position.y - tilemapLayer.position.y), (body.right - tilemapLayer.position.x), (body.bottom - tilemapLayer.position.y)))
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{
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return true;
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}
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@ -234,16 +234,16 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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* @param {Phaser.Tile} tile - The tile to check.
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* @return {number} The amount of separation that occurred.
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*/
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tileCheckX: function (body, tile) {
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tileCheckX: function (body, tile, tilemapLayer) {
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var ox = 0;
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if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
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{
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// Body is moving LEFT
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if (tile.faceRight && body.x < tile.right)
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if (tile.faceRight && (body.x - tilemapLayer.position.x) < tile.right)
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{
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ox = body.x - tile.right;
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ox = (body.x - tilemapLayer.position.x) - tile.right;
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if (ox < -this.TILE_BIAS)
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{
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@ -254,9 +254,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
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{
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// Body is moving RIGHT
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if (tile.faceLeft && body.right > tile.left)
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if (tile.faceLeft && (body.right - tilemapLayer.position.y) > tile.left)
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{
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ox = body.right - tile.left;
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ox = (body.right - tilemapLayer.position.x) - tile.left;
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if (ox > this.TILE_BIAS)
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{
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@ -290,16 +290,16 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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* @param {Phaser.Tile} tile - The tile to check.
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* @return {number} The amount of separation that occurred.
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*/
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tileCheckY: function (body, tile) {
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tileCheckY: function (body, tile, tilemapLayer) {
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var oy = 0;
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if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
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{
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// Body is moving UP
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if (tile.faceBottom && body.y < tile.bottom)
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if (tile.faceBottom && (body.y - tilemapLayer.position.y) < tile.bottom)
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{
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oy = body.y - tile.bottom;
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oy = (body.y - tilemapLayer.position.y) - tile.bottom;
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if (oy < -this.TILE_BIAS)
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{
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@ -310,9 +310,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
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{
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// Body is moving DOWN
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if (tile.faceTop && body.bottom > tile.top)
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if (tile.faceTop && (body.bottom - tilemapLayer.position.y) > tile.top)
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{
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oy = body.bottom - tile.top;
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oy = (body.bottom - tilemapLayer.position.y) - tile.top;
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if (oy > this.TILE_BIAS)
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{
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@ -418,15 +418,15 @@ Phaser.TilemapLayer.prototype.resizeWorld = function () {
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*/
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Phaser.TilemapLayer.prototype._fixX = function (x) {
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if (x < 0)
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{
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x = 0;
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}
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if (this.scrollFactorX === 1)
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if (this.scrollFactorX === 1 || (this.scrollFactorX === 0 && this.position.x === 0))
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{
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return x;
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}
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//This executes if the scrollFactorX is 0 and the x position of the tilemap is off from standard.
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if(this.scrollFactorX === 0 && this.position.x !== 0) {
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return x - this.position.x;
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}
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return this._scrollX + (x - (this._scrollX / this.scrollFactorX));
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@ -461,16 +461,17 @@ Phaser.TilemapLayer.prototype._unfixX = function (x) {
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*/
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Phaser.TilemapLayer.prototype._fixY = function (y) {
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if (y < 0)
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{
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y = 0;
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}
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if (this.scrollFactorY === 1)
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if (this.scrollFactorY === 1 || (this.scrollFactorY === 0 && this.position.y === 0))
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{
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return y;
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}
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//This executes if the scrollFactorY is 0 and the y position of the tilemap is off from standard.
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if(this.scrollFactorY === 0 && this.position.y !== 0)
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{
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return y - this.position.y
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}
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return this._scrollY + (y - (this._scrollY / this.scrollFactorY));
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};
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