mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 23:20:59 +00:00
Sleeping can now force a position
This commit is contained in:
parent
ec1b765833
commit
0f59b326f6
1 changed files with 86 additions and 35 deletions
|
@ -1003,28 +1003,37 @@ var Body = new Class({
|
|||
this.prev.x = this.x;
|
||||
this.prev.y = this.y;
|
||||
this.preRotation = this.rotation;
|
||||
|
||||
if (window.dump)
|
||||
{
|
||||
console.log('preUpdate v', this.gameObject.name, 'vel', this.velocity.y);
|
||||
|
||||
if (this.gameObject.name === 'bit01')
|
||||
{
|
||||
window.dump = false;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
sleep: function ()
|
||||
sleep: function (forceY)
|
||||
{
|
||||
if (!this.sleeping)
|
||||
{
|
||||
this.sleeping = true;
|
||||
|
||||
console.log('put to sleep');
|
||||
console.log(this.gameObject.name, 'put to sleep on frame', this.world._frame);
|
||||
|
||||
this.velocity.set(0);
|
||||
this.prevVelocity.set(0);
|
||||
this.speed = 0;
|
||||
|
||||
this.forcePosition = true;
|
||||
|
||||
var worldBlocked = this.worldBlocked;
|
||||
|
||||
if (forceY && !worldBlocked.none)
|
||||
{
|
||||
var worldBounds = this.world.bounds;
|
||||
|
||||
if (worldBlocked.down)
|
||||
{
|
||||
this.bottom = worldBounds.bottom;
|
||||
}
|
||||
else if (worldBlocked.up)
|
||||
{
|
||||
this.y = worldBounds.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
@ -1047,7 +1056,7 @@ var Body = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
updateBlockers: function ()
|
||||
checkBlockers: function ()
|
||||
{
|
||||
// Iterate through the list of previous frame blockers and see if they are still there
|
||||
|
||||
|
@ -1086,7 +1095,7 @@ var Body = new Class({
|
|||
*/
|
||||
update: function (delta)
|
||||
{
|
||||
this.updateBlockers();
|
||||
this.checkBlockers();
|
||||
|
||||
var velocity = this.velocity;
|
||||
var position = this.position;
|
||||
|
@ -1137,7 +1146,26 @@ var Body = new Class({
|
|||
// And finally we'll integrate the new position back to the Sprite in postUpdate
|
||||
},
|
||||
|
||||
// Return true if body should be repositioned, otherwise return false to avoid positioning
|
||||
movingY: function ()
|
||||
{
|
||||
if (this.sleeping || this.physicsType === CONST.STATIC_BODY)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var velocityY = this.velocity.y;
|
||||
|
||||
if ((velocityY <= 0 && this.isWorldBlockedUp()) || (velocityY >= 0 && this.isWorldBlockedDown()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var actualVelocityY = Math.abs(velocityY) - Math.abs(this._gy);
|
||||
|
||||
return (actualVelocityY > this.minVelocity.y);
|
||||
},
|
||||
|
||||
// Return true if body can be repositioned after this call, otherwise return false to stop positioning in the update
|
||||
checkWorldRebound: function ()
|
||||
{
|
||||
var blocked = this.blocked;
|
||||
|
@ -1155,6 +1183,11 @@ var Body = new Class({
|
|||
return true;
|
||||
}
|
||||
|
||||
if (this.sleeping)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Reverse the velocity for the world bounce?
|
||||
if (
|
||||
(by !== 0) &&
|
||||
|
@ -1172,16 +1205,17 @@ var Body = new Class({
|
|||
// Gravity is pulling them down
|
||||
if (newVelocityY > 0 && (newVelocityY < gravityY || FuzzyLessThan(newVelocityY, gravityY, this.minVelocity.y)))
|
||||
{
|
||||
this.sleep();
|
||||
console.log('frame', this.world._frame, this.gameObject.name, 'rebound up too small, sending to sleep', newVelocityY, gravityY);
|
||||
|
||||
this.sleep(true);
|
||||
|
||||
console.log(this.gameObject.name, 'rebound up too small, zeroing', newVelocityY, gravityY);
|
||||
console.log('zero y', this.y, 'gy', this.gameObject.y, worldBlocked.down);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.y *= -by;
|
||||
console.log(this.gameObject.name, 'rebounded up', newVelocityY, gravityY);
|
||||
console.log(this.gameObject.name, 'rebounded up', newVelocityY, gravityY, 'frame', this.world._frame);
|
||||
|
||||
if (this.onWorldBounds)
|
||||
{
|
||||
|
@ -1196,15 +1230,16 @@ var Body = new Class({
|
|||
// Gravity is pulling them up
|
||||
if (newVelocityY < 0 && (newVelocityY > gravityY || FuzzyGreaterThan(newVelocityY, gravityY, this.minVelocity.y)))
|
||||
{
|
||||
this.sleep();
|
||||
console.log(this.gameObject.name, 'rebound down too small, sending to sleep', newVelocityY, gravityY);
|
||||
|
||||
this.sleep(true);
|
||||
|
||||
console.log(this.gameObject.name, 'rebound down too small, zeroing', newVelocityY, gravityY);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.y *= -by;
|
||||
console.log(this.gameObject.name, 'rebounded down', newVelocityY, gravityY);
|
||||
console.log(this.gameObject.name, 'rebounded down', newVelocityY, gravityY, 'frame', this.world._frame);
|
||||
|
||||
if (this.onWorldBounds)
|
||||
{
|
||||
|
@ -1220,9 +1255,10 @@ var Body = new Class({
|
|||
|
||||
if (FuzzyEqual(newVelocityY, 0, this.minVelocity.y))
|
||||
{
|
||||
this.sleep();
|
||||
console.log(this.gameObject.name, 'rebound zero g too small, sending to sleep', newVelocityY, gravityY, 'y pos', this.bottom);
|
||||
|
||||
this.sleep(true);
|
||||
|
||||
console.log(this.gameObject.name, 'rebound zero g too small, zeroing', newVelocityY, gravityY, 'y pos', this.bottom);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
|
@ -1256,6 +1292,16 @@ var Body = new Class({
|
|||
|
||||
var gameObject = this.gameObject;
|
||||
|
||||
// var newVelocityY = Math.abs(this.velocity.y);
|
||||
|
||||
// if (newVelocityY < this.minVelocity.y)
|
||||
// {
|
||||
// if (this.isBlockedDown())
|
||||
// {
|
||||
|
||||
// }
|
||||
// }
|
||||
|
||||
if (this.moves)
|
||||
{
|
||||
var mx = this.deltaMax.x;
|
||||
|
@ -1315,17 +1361,17 @@ var Body = new Class({
|
|||
{
|
||||
gameObject.x += dx;
|
||||
gameObject.y += dy;
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
gameObject.angle += this.deltaZ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this._dx = dx;
|
||||
this._dy = dy;
|
||||
|
||||
if (this.allowRotation && !this.sleeping)
|
||||
{
|
||||
gameObject.angle += this.deltaZ();
|
||||
}
|
||||
|
||||
this.checkSleep(dx, dy);
|
||||
|
||||
// Store collision flags
|
||||
|
@ -1346,13 +1392,13 @@ var Body = new Class({
|
|||
wasBlocked.left = worldBlocked.left;
|
||||
wasBlocked.right = worldBlocked.right;
|
||||
|
||||
if (window.dump)
|
||||
{
|
||||
console.log('postUpdate v', this.gameObject.name, 'vel', this.velocity.y);
|
||||
}
|
||||
|
||||
this.prevVelocity.x = this.velocity.x;
|
||||
this.prevVelocity.y = this.velocity.y;
|
||||
|
||||
if (!this.sleeping)
|
||||
{
|
||||
// console.log('frame', this.world._frame, this.gameObject.name, 'vy', this.velocity.y, 'sleep', this._sleep, 'y', this.y, 'gy', this.gameObject.y, 'blocked', this.blocked.down);
|
||||
}
|
||||
},
|
||||
|
||||
// return true if gravity is pulling up and body blocked up,
|
||||
|
@ -1381,6 +1427,8 @@ var Body = new Class({
|
|||
if (this._sleep < this.sleepIterations)
|
||||
{
|
||||
this._sleep++;
|
||||
|
||||
// console.log(this.gameObject.name, 'sleep y', this.y);
|
||||
|
||||
if (this._sleep >= this.sleepIterations)
|
||||
{
|
||||
|
@ -2133,7 +2181,8 @@ var Body = new Class({
|
|||
|
||||
this.setBlocker(by);
|
||||
|
||||
if (forceY)
|
||||
// if (forceY && !this.worldBlocked.up)
|
||||
if (!this.worldBlocked.up && this.velocity.y <= 0)
|
||||
{
|
||||
this.y = by.bottom;
|
||||
this.forcePosition = true;
|
||||
|
@ -2158,7 +2207,8 @@ var Body = new Class({
|
|||
|
||||
this.setBlocker(by);
|
||||
|
||||
if (forceY)
|
||||
// if (forceY && !this.worldBlocked.down)
|
||||
if (!this.worldBlocked.down && this.velocity.y >= 0)
|
||||
{
|
||||
this.bottom = by.y;
|
||||
this.forcePosition = true;
|
||||
|
@ -2221,6 +2271,7 @@ var Body = new Class({
|
|||
|
||||
if (forceY !== undefined && !this.wasBlocked.down)
|
||||
{
|
||||
console.log(this.gameObject.name, 'world blocked down + position');
|
||||
this.bottom = forceY;
|
||||
this.forcePosition = true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue