mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Flixel level separation merged with the new Physics shapes.
This commit is contained in:
parent
3e53c0671d
commit
39e7b84cd9
18 changed files with 1782 additions and 208 deletions
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@ -76,6 +76,10 @@
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<Content Include="core\Point.js">
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<DependentUpon>Point.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="core\Polygon.ts" />
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<Content Include="core\Polygon.js">
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<DependentUpon>Polygon.ts</DependentUpon>
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</Content>
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<Content Include="core\Rectangle.js">
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<DependentUpon>Rectangle.ts</DependentUpon>
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</Content>
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@ -25,7 +25,10 @@ module Phaser.Components {
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this.velocity = new Vec2;
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this.acceleration = new Vec2;
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this.touching = Phaser.Types.NONE;
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this.wasTouching = Phaser.Types.NONE;
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this.allowCollisions = Phaser.Types.ANY;
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this.shape = this.game.world.physics.add(new Phaser.Physics.AABB(this.game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
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@ -47,6 +50,7 @@ module Phaser.Components {
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* @type {boolean}
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*/
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public moves: bool = true;
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public mass: number = 1;
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public gravity: Vec2;
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public drag: Vec2;
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@ -56,6 +60,8 @@ module Phaser.Components {
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public acceleration: Vec2;
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public touching: number;
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public allowCollisions: number;
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public wasTouching: number;
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public setCircle(diameter: number) {
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54
Phaser/core/Polygon.ts
Normal file
54
Phaser/core/Polygon.ts
Normal file
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@ -0,0 +1,54 @@
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Polygon
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*
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*
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*/
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module Phaser {
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export class Polygon {
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/**
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*
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**/
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constructor(game: Game, points: Point[]) {
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this.game = game;
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this.context = game.stage.context;
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this.points = [];
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for (var i = 0; i < points.length; i++)
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{
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this.points.push(new Point().copyFrom(points[i]));
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}
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}
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public points: Point[];
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public game: Game;
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public context: CanvasRenderingContext2D;
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public render() {
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this.context.beginPath();
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this.context.strokeStyle = 'rgb(255,255,0)';
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this.context.moveTo(this.points[0].x, this.points[0].y);
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for (var i = 1; i < this.points.length; i++)
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{
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this.context.lineTo(this.points[i].x, this.points[i].y);
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}
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this.context.lineTo(this.points[0].x, this.points[0].y);
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this.context.stroke();
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this.context.closePath();
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}
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}
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}
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@ -47,9 +47,6 @@ module Phaser.Physics {
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public scale: Vec2;
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public bounds: Rectangle;
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public oH: number;
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public oV: number;
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public preUpdate() {
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this.oldPosition.copyFrom(this.position);
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@ -88,12 +85,6 @@ module Phaser.Physics {
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public render(context:CanvasRenderingContext2D) {
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//context.beginPath();
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//context.strokeStyle = 'rgb(255,255,0)';
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//context.strokeRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
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//context.stroke();
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//context.closePath();
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context.beginPath();
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context.strokeStyle = 'rgb(0,255,0)';
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context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
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@ -104,7 +95,7 @@ module Phaser.Physics {
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context.fillStyle = 'rgb(0,255,0)';
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context.fillRect(this.position.x, this.position.y, 2, 2);
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if (this.physics.touching == Phaser.Types.LEFT)
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if (this.physics.touching & Phaser.Types.LEFT)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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@ -113,7 +104,7 @@ module Phaser.Physics {
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context.stroke();
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context.closePath();
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}
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else if (this.physics.touching == Phaser.Types.RIGHT)
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if (this.physics.touching & Phaser.Types.RIGHT)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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@ -123,7 +114,7 @@ module Phaser.Physics {
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context.closePath();
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}
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if (this.physics.touching == Phaser.Types.UP)
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if (this.physics.touching & Phaser.Types.UP)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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@ -132,7 +123,7 @@ module Phaser.Physics {
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context.stroke();
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context.closePath();
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}
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else if (this.physics.touching == Phaser.Types.DOWN)
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if (this.physics.touching & Phaser.Types.DOWN)
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{
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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@ -144,6 +135,74 @@ module Phaser.Physics {
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}
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public get hullWidth(): number {
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if (this.deltaX > 0)
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{
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return this.bounds.width + this.deltaX;
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}
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else
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{
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return this.bounds.width - this.deltaX;
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}
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}
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public get hullHeight(): number {
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if (this.deltaY > 0)
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{
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return this.bounds.height + this.deltaY;
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}
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else
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{
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return this.bounds.height - this.deltaY;
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}
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}
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public get hullX(): number {
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if (this.position.x < this.oldPosition.x)
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{
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return this.position.x;
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}
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else
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{
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return this.oldPosition.x;
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}
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}
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public get hullY(): number {
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if (this.position.y < this.oldPosition.y)
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{
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return this.position.y;
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}
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else
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{
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return this.oldPosition.y;
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}
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}
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public get deltaXAbs(): number {
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return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
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}
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public get deltaYAbs(): number {
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return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
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}
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public get deltaX(): number {
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return this.position.x - this.oldPosition.x;
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}
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public get deltaY(): number {
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return this.position.y - this.oldPosition.y;
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}
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}
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}
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@ -49,13 +49,14 @@ module Phaser.Physics {
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public bounds: Rectangle;
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public radius: number;
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public oH: number;
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public oV: number;
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public preUpdate() {
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this.oldPosition.copyFrom(this.position);
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this.bounds.x = this.position.x - this.bounds.halfWidth;
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this.bounds.y = this.position.y - this.bounds.halfHeight;
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if (this.sprite)
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{
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this.position.setTo((this.sprite.x + this.bounds.halfWidth) + this.offset.x, (this.sprite.y + this.bounds.halfHeight) + this.offset.y);
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public update() {
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this.bounds.x = this.position.x;
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this.bounds.y = this.position.y;
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//this.bounds.x = this.position.x;
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//this.bounds.y = this.position.y;
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}
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public render(context:CanvasRenderingContext2D) {
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context.beginPath();
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context.strokeStyle = 'rgb(0,255,0)';
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//context.strokeStyle = 'rgb(255,255,0)';
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//context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
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//context.fillStyle = 'rgba(0,0,255,0.8)';
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context.strokeStyle = 'rgba(0,0,255,0.5)';
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context.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2);
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//context.fill();
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context.stroke();
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context.closePath();
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// center point
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context.fillStyle = 'rgb(0,255,0)';
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context.fillStyle = 'rgb(255,255,0)';
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context.fillRect(this.position.x, this.position.y, 2, 2);
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/*
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if (this.oH == 1)
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{
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context.beginPath();
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context.stroke();
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context.closePath();
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}
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*/
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}
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public get hullWidth(): number {
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if (this.deltaX > 0)
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{
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return this.bounds.width + this.deltaX;
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}
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else
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{
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return this.bounds.width - this.deltaX;
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}
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}
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public get hullHeight(): number {
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if (this.deltaY > 0)
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{
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return this.bounds.height + this.deltaY;
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}
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else
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{
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return this.bounds.height - this.deltaY;
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}
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}
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public get hullX(): number {
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if (this.position.x < this.oldPosition.x)
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{
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return this.position.x;
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}
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else
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{
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return this.oldPosition.x;
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}
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}
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public get hullY(): number {
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if (this.position.y < this.oldPosition.y)
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{
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return this.position.y;
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}
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else
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{
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return this.oldPosition.y;
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}
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}
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public get deltaXAbs(): number {
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return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
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}
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public get deltaYAbs(): number {
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return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
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}
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public get deltaX(): number {
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return this.position.x - this.oldPosition.x;
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}
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public get deltaY(): number {
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return this.position.y - this.oldPosition.y;
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}
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}
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}
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@ -20,14 +20,23 @@ module Phaser.Physics {
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offset: Vec2;
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bounds: Rectangle;
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oH: number;
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oV: number;
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//oH: number;
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//oV: number;
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setSize(width: number, height: number);
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preUpdate();
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update();
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render(context:CanvasRenderingContext2D);
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hullX;
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hullY;
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hullWidth;
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hullHeight;
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deltaX;
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deltaY;
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deltaXAbs;
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deltaYAbs;
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}
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}
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@ -87,14 +87,13 @@ module Phaser.Physics {
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this.updateMotion(this._objects[i]);
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this.collideWorld(this._objects[i]);
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if (this._objects[i].physics.immovable == false)
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for (var x = 0; x < this._length; x++)
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{
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for (var x = 0; x < this._length; x++)
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if (this._objects[x] && this._objects[x] !== this._objects[i])
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{
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if (this._objects[x] !== this._objects[i])
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{
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this.collideShapes(this._objects[i], this._objects[x]);
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}
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//this.collideShapes(this._objects[i], this._objects[x]);
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var r = this.NEWseparate(this._objects[i], this._objects[x]);
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//console.log('sep', r);
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}
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}
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@ -203,63 +202,379 @@ module Phaser.Physics {
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return;
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}
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this._distance.setTo(0, 0);
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this._tangent.setTo(0, 0);
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// Simple bounds check first
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if (RectangleUtils.intersects(shapeA.bounds, shapeB.bounds))
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{
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// Collide on the x-axis
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if (shapeA.bounds.right >= shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right)
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if (shapeA.physics.velocity.x > 0 && shapeA.bounds.right > shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right)
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{
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// The right side of ShapeA hit the left side of ShapeB
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this._distance.x = shapeB.bounds.x - shapeA.bounds.right;
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if (this._distance.x != 0)
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{
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this._tangent.setTo(-1, 0);
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this.separateX(shapeA, shapeB, this._distance, this._tangent);
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this._tangent.x = -1;
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}
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}
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else if (shapeA.bounds.x <= shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x)
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else if (shapeA.physics.velocity.x < 0 && shapeA.bounds.x < shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x)
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{
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// The left side of ShapeA hit the right side of ShapeB
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this._distance.x = shapeB.bounds.right - shapeA.bounds.x;
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if (this._distance.x != 0)
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{
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this._tangent.setTo(1, 0);
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this.separateX(shapeA, shapeB, this._distance, this._tangent);
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this._tangent.x = 1;
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}
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}
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// Collide on the y-axis
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if (shapeA.bounds.y <= shapeB.bounds.bottom && shapeA.bounds.y >= shapeB.bounds.y)
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if (shapeA.physics.velocity.y < 0 && shapeA.bounds.y < shapeB.bounds.bottom && shapeA.bounds.y > shapeB.bounds.y)
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{
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console.log(shapeA.bounds.y, shapeB.bounds.bottom, shapeB.bounds.y);
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console.log('top A -> bot B');
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// The top of ShapeA hit the bottom of ShapeB
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this._distance.y = shapeB.bounds.bottom - shapeA.bounds.y;
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console.log(shapeA.bounds, shapeB.bounds, this._distance.y);
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if (this._distance.y != 0)
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{
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this._tangent.setTo(0, 1);
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this.separateY(shapeA, shapeB, this._distance, this._tangent);
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this._tangent.y = 1;
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}
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}
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else if (shapeA.bounds.bottom >= shapeB.bounds.y && shapeA.bounds.bottom <= shapeB.bounds.bottom)
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else if (shapeA.physics.velocity.y > 0 && shapeA.bounds.bottom > shapeB.bounds.y && shapeA.bounds.bottom < shapeB.bounds.bottom)
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{
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console.log(shapeA.bounds.bottom, shapeB.bounds.y, shapeB.bounds.bottom);
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// The bottom of ShapeA hit the top of ShapeB
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this._distance.y = shapeB.bounds.y - shapeA.bounds.bottom;
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if (this._distance.y != 0)
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{
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this._tangent.setTo(0, -1);
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this.separateY(shapeA, shapeB, this._distance, this._tangent);
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this._tangent.y = -1;
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}
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}
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// Separate
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if (this._distance.equals(0) == false)
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{
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//this.separate(shapeA, shapeB, this._distance, this._tangent);
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}
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}
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}
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/**
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* The core Collision separation function used by Collision.overlap.
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* @param object1 The first GameObject to separate
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* @param object2 The second GameObject to separate
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* @returns {boolean} Returns true if the objects were separated, otherwise false.
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*/
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public NEWseparate(object1, object2): bool {
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var separatedX: bool = this.separateSpriteToSpriteX(object1, object2);
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var separatedY: bool = this.separateSpriteToSpriteY(object1, object2);
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return separatedX || separatedY;
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}
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private checkHullIntersection(shape1:IPhysicsShape, shape2:IPhysicsShape): bool {
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|
||||
//if ((shape1.hullX + shape1.hullWidth > shape2.hullX) && (shape1.hullX < shape2.hullX + shape2.bounds.width) && (shape1.hullY + shape1.hullHeight > shape2.hullY) && (shape1.hullY < shape2.hullY + shape2.hullHeight))
|
||||
// maybe not bounds.width?
|
||||
if ((shape1.hullX + shape1.hullWidth > shape2.hullX) && (shape1.hullX < shape2.hullX + shape2.hullWidth) && (shape1.hullY + shape1.hullHeight > shape2.hullY) && (shape1.hullY < shape2.hullY + shape2.hullHeight))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
public separateSpriteToSpriteX(object1:Sprite, object2:Sprite): bool {
|
||||
|
||||
// Can't separate two immovable objects
|
||||
if (object1.physics.immovable && object2.physics.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// First, get the two object deltas
|
||||
var overlap: number = 0;
|
||||
|
||||
if (object1.physics.shape.deltaX != object2.physics.shape.deltaX)
|
||||
{
|
||||
if (RectangleUtils.intersects(object1.physics.shape.bounds, object2.physics.shape.bounds))
|
||||
{
|
||||
//var maxOverlap: number = object1.physics.shape.deltaXAbs + object2.physics.shape.deltaXAbs + Collision.OVERLAP_BIAS;
|
||||
var maxOverlap: number = object1.physics.shape.deltaXAbs + object2.physics.shape.deltaXAbs + 4;
|
||||
|
||||
// If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||||
if (object1.physics.shape.deltaX > object2.physics.shape.deltaX)
|
||||
{
|
||||
overlap = object1.physics.shape.bounds.right - object2.physics.shape.bounds.x;
|
||||
|
||||
if ((overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.RIGHT) || !(object2.physics.allowCollisions & Phaser.Types.LEFT))
|
||||
{
|
||||
overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object1.physics.touching |= Phaser.Types.RIGHT;
|
||||
object2.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
}
|
||||
else if (object1.physics.shape.deltaX < object2.physics.shape.deltaX)
|
||||
{
|
||||
overlap = object1.physics.shape.bounds.x - object2.physics.shape.bounds.width - object2.physics.shape.bounds.x;
|
||||
|
||||
if ((-overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.LEFT) || !(object2.physics.allowCollisions & Phaser.Types.RIGHT))
|
||||
{
|
||||
overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object1.physics.touching |= Phaser.Types.LEFT;
|
||||
object2.physics.touching |= Phaser.Types.RIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if (overlap != 0)
|
||||
{
|
||||
var obj1Velocity: number = object1.physics.velocity.x;
|
||||
var obj2Velocity: number = object2.physics.velocity.x;
|
||||
|
||||
if (!object1.physics.immovable && !object2.physics.immovable)
|
||||
{
|
||||
overlap *= 0.5;
|
||||
object1.physics.shape.position.x = object1.physics.shape.position.x - overlap;
|
||||
object2.physics.shape.position.x += overlap;
|
||||
|
||||
var obj1NewVelocity: number = Math.sqrt((obj2Velocity * obj2Velocity * object2.physics.mass) / object1.physics.mass) * ((obj2Velocity > 0) ? 1 : -1);
|
||||
var obj2NewVelocity: number = Math.sqrt((obj1Velocity * obj1Velocity * object1.physics.mass) / object2.physics.mass) * ((obj1Velocity > 0) ? 1 : -1);
|
||||
var average: number = (obj1NewVelocity + obj2NewVelocity) * 0.5;
|
||||
obj1NewVelocity -= average;
|
||||
obj2NewVelocity -= average;
|
||||
object1.physics.velocity.x = average + obj1NewVelocity * object1.physics.bounce.x;
|
||||
object2.physics.velocity.x = average + obj2NewVelocity * object2.physics.bounce.x;
|
||||
}
|
||||
else if (!object1.physics.immovable)
|
||||
{
|
||||
overlap *= 2;
|
||||
object1.physics.shape.position.x -= overlap;
|
||||
object1.physics.velocity.x = obj2Velocity - obj1Velocity * object1.physics.bounce.x;
|
||||
}
|
||||
else if (!object2.physics.immovable)
|
||||
{
|
||||
overlap *= 2;
|
||||
object2.physics.shape.position.x += overlap;
|
||||
object2.physics.velocity.x = obj1Velocity - obj2Velocity * object2.physics.bounce.x;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Separates the two objects on their y axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
|
||||
*/
|
||||
public separateSpriteToSpriteY(object1:Sprite, object2:Sprite): bool {
|
||||
|
||||
// Can't separate two immovable objects
|
||||
if (object1.physics.immovable && object2.physics.immovable) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// First, get the two object deltas
|
||||
var overlap: number = 0;
|
||||
|
||||
if (object1.physics.shape.deltaY != object2.physics.shape.deltaY)
|
||||
{
|
||||
if (RectangleUtils.intersects(object1.physics.shape.bounds, object2.physics.shape.bounds))
|
||||
{
|
||||
// This is the only place to use the DeltaAbs values
|
||||
//var maxOverlap: number = object1.physics.shape.deltaYAbs + object2.physics.shape.deltaYAbs + Phaser.Types.OVERLAP_BIAS;
|
||||
var maxOverlap: number = object1.physics.shape.deltaYAbs + object2.physics.shape.deltaYAbs + 4;
|
||||
|
||||
// If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||||
if (object1.physics.shape.deltaY > object2.physics.shape.deltaY)
|
||||
{
|
||||
overlap = object1.physics.shape.bounds.bottom - object2.physics.shape.bounds.y;
|
||||
|
||||
if ((overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.DOWN) || !(object2.physics.allowCollisions & Phaser.Types.UP))
|
||||
{
|
||||
overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object1.physics.touching |= Phaser.Types.DOWN;
|
||||
object2.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
}
|
||||
else if (object1.physics.shape.deltaY < object2.physics.shape.deltaY)
|
||||
{
|
||||
overlap = object1.physics.shape.bounds.y - object2.physics.shape.bounds.height - object2.physics.shape.bounds.y;
|
||||
|
||||
if ((-overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.UP) || !(object2.physics.allowCollisions & Phaser.Types.DOWN))
|
||||
{
|
||||
overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object1.physics.touching |= Phaser.Types.UP;
|
||||
object2.physics.touching |= Phaser.Types.DOWN;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if (overlap != 0)
|
||||
{
|
||||
var obj1Velocity: number = object1.physics.velocity.y;
|
||||
var obj2Velocity: number = object2.physics.velocity.y;
|
||||
|
||||
if (!object1.physics.immovable && !object2.physics.immovable)
|
||||
{
|
||||
overlap *= 0.5;
|
||||
object1.physics.shape.position.y = object1.physics.shape.position.y - overlap;
|
||||
object2.physics.shape.position.y += overlap;
|
||||
|
||||
var obj1NewVelocity: number = Math.sqrt((obj2Velocity * obj2Velocity * object2.physics.mass) / object1.physics.mass) * ((obj2Velocity > 0) ? 1 : -1);
|
||||
var obj2NewVelocity: number = Math.sqrt((obj1Velocity * obj1Velocity * object1.physics.mass) / object2.physics.mass) * ((obj1Velocity > 0) ? 1 : -1);
|
||||
var average: number = (obj1NewVelocity + obj2NewVelocity) * 0.5;
|
||||
obj1NewVelocity -= average;
|
||||
obj2NewVelocity -= average;
|
||||
object1.physics.velocity.y = average + obj1NewVelocity * object1.physics.bounce.y;
|
||||
object2.physics.velocity.y = average + obj2NewVelocity * object2.physics.bounce.y;
|
||||
}
|
||||
else if (!object1.physics.immovable)
|
||||
{
|
||||
overlap *= 2;
|
||||
object1.physics.shape.position.y -= overlap;
|
||||
object1.physics.velocity.y = obj2Velocity - obj1Velocity * object1.physics.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if (object2.active && object2.physics.moves && (object1.physics.shape.deltaY > object2.physics.shape.deltaY))
|
||||
{
|
||||
object1.physics.shape.position.x += object2.physics.shape.position.x - object2.physics.shape.oldPosition.x;
|
||||
}
|
||||
}
|
||||
else if (!object2.physics.immovable)
|
||||
{
|
||||
overlap *= 2;
|
||||
object2.physics.shape.position.y += overlap;
|
||||
object2.physics.velocity.y = obj1Velocity - obj2Velocity * object2.physics.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if (object1.active && object1.physics.moves && (object1.physics.shape.deltaY < object2.physics.shape.deltaY))
|
||||
{
|
||||
object2.physics.shape.position.x += object1.physics.shape.position.x - object1.physics.shape.oldPosition.x;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
private separate(shapeA: IPhysicsShape, shapeB: IPhysicsShape, distance: Vec2, tangent: Vec2) {
|
||||
|
||||
if (tangent.x == 1)
|
||||
{
|
||||
console.log('1 The left side of ShapeA hit the right side of ShapeB', Math.floor(distance.x));
|
||||
shapeA.physics.touching |= Phaser.Types.LEFT;
|
||||
shapeB.physics.touching |= Phaser.Types.RIGHT;
|
||||
}
|
||||
else if (tangent.x == -1)
|
||||
{
|
||||
console.log('2 The right side of ShapeA hit the left side of ShapeB', Math.floor(distance.x));
|
||||
shapeA.physics.touching |= Phaser.Types.RIGHT;
|
||||
shapeB.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
|
||||
if (tangent.y == 1)
|
||||
{
|
||||
console.log('3 The top of ShapeA hit the bottom of ShapeB', Math.floor(distance.y));
|
||||
shapeA.physics.touching |= Phaser.Types.UP;
|
||||
shapeB.physics.touching |= Phaser.Types.DOWN;
|
||||
}
|
||||
else if (tangent.y == -1)
|
||||
{
|
||||
console.log('4 The bottom of ShapeA hit the top of ShapeB', Math.floor(distance.y));
|
||||
shapeA.physics.touching |= Phaser.Types.DOWN;
|
||||
shapeB.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
|
||||
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
var dot = Vec2Utils.dot(shapeA.physics.velocity, tangent);
|
||||
|
||||
if (dot < 0)
|
||||
{
|
||||
console.log('in to', dot);
|
||||
|
||||
// Apply horizontal bounce
|
||||
if (shapeA.physics.bounce.x > 0)
|
||||
{
|
||||
shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x);
|
||||
}
|
||||
else
|
||||
{
|
||||
shapeA.physics.velocity.x = 0;
|
||||
}
|
||||
// Apply horizontal bounce
|
||||
if (shapeA.physics.bounce.y > 0)
|
||||
{
|
||||
shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
shapeA.physics.velocity.y = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
console.log('out of', dot);
|
||||
}
|
||||
|
||||
shapeA.position.x += Math.floor(distance.x);
|
||||
//shapeA.bounds.x += Math.floor(distance.x);
|
||||
|
||||
shapeA.position.y += Math.floor(distance.y);
|
||||
//shapeA.bounds.y += distance.y;
|
||||
|
||||
console.log('------------------------------------------------');
|
||||
|
||||
}
|
||||
|
||||
private collideWorld(shape:IPhysicsShape) {
|
||||
|
||||
// Collide on the x-axis
|
||||
|
@ -324,7 +639,7 @@ module Phaser.Physics {
|
|||
}
|
||||
|
||||
// collision edges
|
||||
shapeA.oH = tangent.x;
|
||||
//shapeA.oH = tangent.x;
|
||||
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
|
||||
|
@ -361,7 +676,7 @@ module Phaser.Physics {
|
|||
}
|
||||
|
||||
// collision edges
|
||||
shapeA.oV = tangent.y;
|
||||
//shapeA.oV = tangent.y;
|
||||
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
|
||||
|
@ -396,7 +711,7 @@ module Phaser.Physics {
|
|||
}
|
||||
|
||||
// collision edges
|
||||
shapeA.oH = tangent.x;
|
||||
//shapeA.oH = tangent.x;
|
||||
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
|
||||
|
@ -430,7 +745,7 @@ module Phaser.Physics {
|
|||
}
|
||||
|
||||
// collision edges
|
||||
shapeA.oV = tangent.y;
|
||||
//shapeA.oV = tangent.y;
|
||||
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
|
||||
|
@ -450,11 +765,11 @@ module Phaser.Physics {
|
|||
|
||||
}
|
||||
|
||||
private separate(shape:IPhysicsShape, distance: Vec2, tangent: Vec2) {
|
||||
private OLDseparate(shape:IPhysicsShape, distance: Vec2, tangent: Vec2) {
|
||||
|
||||
// collision edges
|
||||
shape.oH = tangent.x;
|
||||
shape.oV = tangent.y;
|
||||
//shape.oH = tangent.x;
|
||||
//shape.oV = tangent.y;
|
||||
|
||||
// Velocity (move to temp vars)
|
||||
|
||||
|
|
|
@ -70,6 +70,28 @@ module Phaser {
|
|||
*/
|
||||
static ALIGN_BOTTOM_RIGHT: number = 8;
|
||||
|
||||
|
||||
|
||||
static getAsPoints(sprite: Sprite): Phaser.Point[] {
|
||||
|
||||
var out: Phaser.Point[] = [];
|
||||
|
||||
// top left
|
||||
out.push(new Point(sprite.x, sprite.y));
|
||||
|
||||
// top right
|
||||
out.push(new Point(sprite.x + sprite.width, sprite.y));
|
||||
|
||||
// bottom right
|
||||
out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height));
|
||||
|
||||
// bottom left
|
||||
out.push(new Point(sprite.x, sprite.y + sprite.height));
|
||||
|
||||
return out;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
|
||||
* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
|
||||
|
|
|
@ -82,6 +82,10 @@
|
|||
<Content Include="physics\circle 1.js">
|
||||
<DependentUpon>circle 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\test 1.ts" />
|
||||
<Content Include="physics\test 1.js">
|
||||
<DependentUpon>test 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="scrollzones\ballscroller.js">
|
||||
<DependentUpon>ballscroller.ts</DependentUpon>
|
||||
</Content>
|
||||
|
|
553
Tests/phaser.js
553
Tests/phaser.js
|
@ -3541,6 +3541,18 @@ var Phaser;
|
|||
SpriteUtils.ALIGN_BOTTOM_LEFT = 6;
|
||||
SpriteUtils.ALIGN_BOTTOM_CENTER = 7;
|
||||
SpriteUtils.ALIGN_BOTTOM_RIGHT = 8;
|
||||
SpriteUtils.getAsPoints = function getAsPoints(sprite) {
|
||||
var out = [];
|
||||
// top left
|
||||
out.push(new Phaser.Point(sprite.x, sprite.y));
|
||||
// top right
|
||||
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
|
||||
// bottom right
|
||||
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
|
||||
// bottom left
|
||||
out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
|
||||
return out;
|
||||
};
|
||||
SpriteUtils.setBounds = /**
|
||||
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
|
||||
* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
|
||||
|
@ -5891,12 +5903,12 @@ var Phaser;
|
|||
this._objects[i].preUpdate();
|
||||
this.updateMotion(this._objects[i]);
|
||||
this.collideWorld(this._objects[i]);
|
||||
if(this._objects[i].physics.immovable == false) {
|
||||
for(var x = 0; x < this._length; x++) {
|
||||
if(this._objects[x] !== this._objects[i]) {
|
||||
this.collideShapes(this._objects[i], this._objects[x]);
|
||||
}
|
||||
}
|
||||
for(var x = 0; x < this._length; x++) {
|
||||
if(this._objects[x] && this._objects[x] !== this._objects[i]) {
|
||||
//this.collideShapes(this._objects[i], this._objects[x]);
|
||||
var r = this.NEWseparate(this._objects[i], this._objects[x]);
|
||||
//console.log('sep', r);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5971,43 +5983,250 @@ var Phaser;
|
|||
if(shapeA.physics.immovable && shapeB.physics.immovable) {
|
||||
return;
|
||||
}
|
||||
this._distance.setTo(0, 0);
|
||||
this._tangent.setTo(0, 0);
|
||||
// Simple bounds check first
|
||||
if(Phaser.RectangleUtils.intersects(shapeA.bounds, shapeB.bounds)) {
|
||||
// Collide on the x-axis
|
||||
if(shapeA.bounds.right >= shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right) {
|
||||
if(shapeA.physics.velocity.x > 0 && shapeA.bounds.right > shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right) {
|
||||
// The right side of ShapeA hit the left side of ShapeB
|
||||
this._distance.x = shapeB.bounds.x - shapeA.bounds.right;
|
||||
if(this._distance.x != 0) {
|
||||
this._tangent.setTo(-1, 0);
|
||||
this.separateX(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.x = -1;
|
||||
}
|
||||
} else if(shapeA.bounds.x <= shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x) {
|
||||
} else if(shapeA.physics.velocity.x < 0 && shapeA.bounds.x < shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x) {
|
||||
// The left side of ShapeA hit the right side of ShapeB
|
||||
this._distance.x = shapeB.bounds.right - shapeA.bounds.x;
|
||||
if(this._distance.x != 0) {
|
||||
this._tangent.setTo(1, 0);
|
||||
this.separateX(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.x = 1;
|
||||
}
|
||||
}
|
||||
// Collide on the y-axis
|
||||
if(shapeA.bounds.y <= shapeB.bounds.bottom && shapeA.bounds.y >= shapeB.bounds.y) {
|
||||
console.log(shapeA.bounds.y, shapeB.bounds.bottom, shapeB.bounds.y);
|
||||
if(shapeA.physics.velocity.y < 0 && shapeA.bounds.y < shapeB.bounds.bottom && shapeA.bounds.y > shapeB.bounds.y) {
|
||||
console.log('top A -> bot B');
|
||||
// The top of ShapeA hit the bottom of ShapeB
|
||||
this._distance.y = shapeB.bounds.bottom - shapeA.bounds.y;
|
||||
console.log(shapeA.bounds, shapeB.bounds, this._distance.y);
|
||||
if(this._distance.y != 0) {
|
||||
this._tangent.setTo(0, 1);
|
||||
this.separateY(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.y = 1;
|
||||
}
|
||||
} else if(shapeA.bounds.bottom >= shapeB.bounds.y && shapeA.bounds.bottom <= shapeB.bounds.bottom) {
|
||||
console.log(shapeA.bounds.bottom, shapeB.bounds.y, shapeB.bounds.bottom);
|
||||
} else if(shapeA.physics.velocity.y > 0 && shapeA.bounds.bottom > shapeB.bounds.y && shapeA.bounds.bottom < shapeB.bounds.bottom) {
|
||||
// The bottom of ShapeA hit the top of ShapeB
|
||||
this._distance.y = shapeB.bounds.y - shapeA.bounds.bottom;
|
||||
if(this._distance.y != 0) {
|
||||
this._tangent.setTo(0, -1);
|
||||
this.separateY(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.y = -1;
|
||||
}
|
||||
}
|
||||
// Separate
|
||||
if(this._distance.equals(0) == false) {
|
||||
//this.separate(shapeA, shapeB, this._distance, this._tangent);
|
||||
}
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.NEWseparate = /**
|
||||
* The core Collision separation function used by Collision.overlap.
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Returns true if the objects were separated, otherwise false.
|
||||
*/
|
||||
function (object1, object2) {
|
||||
var separatedX = this.separateSpriteToSpriteX(object1, object2);
|
||||
var separatedY = this.separateSpriteToSpriteY(object1, object2);
|
||||
return separatedX || separatedY;
|
||||
};
|
||||
PhysicsManager.prototype.checkHullIntersection = function (shape1, shape2) {
|
||||
//if ((shape1.hullX + shape1.hullWidth > shape2.hullX) && (shape1.hullX < shape2.hullX + shape2.bounds.width) && (shape1.hullY + shape1.hullHeight > shape2.hullY) && (shape1.hullY < shape2.hullY + shape2.hullHeight))
|
||||
// maybe not bounds.width?
|
||||
if((shape1.hullX + shape1.hullWidth > shape2.hullX) && (shape1.hullX < shape2.hullX + shape2.hullWidth) && (shape1.hullY + shape1.hullHeight > shape2.hullY) && (shape1.hullY < shape2.hullY + shape2.hullHeight)) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.separateSpriteToSpriteX = /**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
function (object1, object2) {
|
||||
// Can't separate two immovable objects
|
||||
if(object1.physics.immovable && object2.physics.immovable) {
|
||||
return false;
|
||||
}
|
||||
// First, get the two object deltas
|
||||
var overlap = 0;
|
||||
if(object1.physics.shape.deltaX != object2.physics.shape.deltaX) {
|
||||
if(Phaser.RectangleUtils.intersects(object1.physics.shape.bounds, object2.physics.shape.bounds)) {
|
||||
//var maxOverlap: number = object1.physics.shape.deltaXAbs + object2.physics.shape.deltaXAbs + Collision.OVERLAP_BIAS;
|
||||
var maxOverlap = object1.physics.shape.deltaXAbs + object2.physics.shape.deltaXAbs + 4;
|
||||
// If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||||
if(object1.physics.shape.deltaX > object2.physics.shape.deltaX) {
|
||||
overlap = object1.physics.shape.bounds.right - object2.physics.shape.bounds.x;
|
||||
if((overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.RIGHT) || !(object2.physics.allowCollisions & Phaser.Types.LEFT)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.RIGHT;
|
||||
object2.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
} else if(object1.physics.shape.deltaX < object2.physics.shape.deltaX) {
|
||||
overlap = object1.physics.shape.bounds.x - object2.physics.shape.bounds.width - object2.physics.shape.bounds.x;
|
||||
if((-overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.LEFT) || !(object2.physics.allowCollisions & Phaser.Types.RIGHT)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.LEFT;
|
||||
object2.physics.touching |= Phaser.Types.RIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if(overlap != 0) {
|
||||
var obj1Velocity = object1.physics.velocity.x;
|
||||
var obj2Velocity = object2.physics.velocity.x;
|
||||
if(!object1.physics.immovable && !object2.physics.immovable) {
|
||||
overlap *= 0.5;
|
||||
object1.physics.shape.position.x = object1.physics.shape.position.x - overlap;
|
||||
object2.physics.shape.position.x += overlap;
|
||||
var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.physics.mass) / object1.physics.mass) * ((obj2Velocity > 0) ? 1 : -1);
|
||||
var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.physics.mass) / object2.physics.mass) * ((obj1Velocity > 0) ? 1 : -1);
|
||||
var average = (obj1NewVelocity + obj2NewVelocity) * 0.5;
|
||||
obj1NewVelocity -= average;
|
||||
obj2NewVelocity -= average;
|
||||
object1.physics.velocity.x = average + obj1NewVelocity * object1.physics.bounce.x;
|
||||
object2.physics.velocity.x = average + obj2NewVelocity * object2.physics.bounce.x;
|
||||
} else if(!object1.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object1.physics.shape.position.x -= overlap;
|
||||
object1.physics.velocity.x = obj2Velocity - obj1Velocity * object1.physics.bounce.x;
|
||||
} else if(!object2.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object2.physics.shape.position.x += overlap;
|
||||
object2.physics.velocity.x = obj1Velocity - obj2Velocity * object2.physics.bounce.x;
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.separateSpriteToSpriteY = /**
|
||||
* Separates the two objects on their y axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
|
||||
*/
|
||||
function (object1, object2) {
|
||||
// Can't separate two immovable objects
|
||||
if(object1.physics.immovable && object2.physics.immovable) {
|
||||
return false;
|
||||
}
|
||||
// First, get the two object deltas
|
||||
var overlap = 0;
|
||||
if(object1.physics.shape.deltaY != object2.physics.shape.deltaY) {
|
||||
if(Phaser.RectangleUtils.intersects(object1.physics.shape.bounds, object2.physics.shape.bounds)) {
|
||||
// This is the only place to use the DeltaAbs values
|
||||
//var maxOverlap: number = object1.physics.shape.deltaYAbs + object2.physics.shape.deltaYAbs + Phaser.Types.OVERLAP_BIAS;
|
||||
var maxOverlap = object1.physics.shape.deltaYAbs + object2.physics.shape.deltaYAbs + 4;
|
||||
// If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||||
if(object1.physics.shape.deltaY > object2.physics.shape.deltaY) {
|
||||
overlap = object1.physics.shape.bounds.bottom - object2.physics.shape.bounds.y;
|
||||
if((overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.DOWN) || !(object2.physics.allowCollisions & Phaser.Types.UP)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.DOWN;
|
||||
object2.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
} else if(object1.physics.shape.deltaY < object2.physics.shape.deltaY) {
|
||||
overlap = object1.physics.shape.bounds.y - object2.physics.shape.bounds.height - object2.physics.shape.bounds.y;
|
||||
if((-overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.UP) || !(object2.physics.allowCollisions & Phaser.Types.DOWN)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.UP;
|
||||
object2.physics.touching |= Phaser.Types.DOWN;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if(overlap != 0) {
|
||||
var obj1Velocity = object1.physics.velocity.y;
|
||||
var obj2Velocity = object2.physics.velocity.y;
|
||||
if(!object1.physics.immovable && !object2.physics.immovable) {
|
||||
overlap *= 0.5;
|
||||
object1.physics.shape.position.y = object1.physics.shape.position.y - overlap;
|
||||
object2.physics.shape.position.y += overlap;
|
||||
var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.physics.mass) / object1.physics.mass) * ((obj2Velocity > 0) ? 1 : -1);
|
||||
var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.physics.mass) / object2.physics.mass) * ((obj1Velocity > 0) ? 1 : -1);
|
||||
var average = (obj1NewVelocity + obj2NewVelocity) * 0.5;
|
||||
obj1NewVelocity -= average;
|
||||
obj2NewVelocity -= average;
|
||||
object1.physics.velocity.y = average + obj1NewVelocity * object1.physics.bounce.y;
|
||||
object2.physics.velocity.y = average + obj2NewVelocity * object2.physics.bounce.y;
|
||||
} else if(!object1.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object1.physics.shape.position.y -= overlap;
|
||||
object1.physics.velocity.y = obj2Velocity - obj1Velocity * object1.physics.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if(object2.active && object2.physics.moves && (object1.physics.shape.deltaY > object2.physics.shape.deltaY)) {
|
||||
object1.physics.shape.position.x += object2.physics.shape.position.x - object2.physics.shape.oldPosition.x;
|
||||
}
|
||||
} else if(!object2.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object2.physics.shape.position.y += overlap;
|
||||
object2.physics.velocity.y = obj1Velocity - obj2Velocity * object2.physics.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if(object1.active && object1.physics.moves && (object1.physics.shape.deltaY < object2.physics.shape.deltaY)) {
|
||||
object2.physics.shape.position.x += object1.physics.shape.position.x - object1.physics.shape.oldPosition.x;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.separate = function (shapeA, shapeB, distance, tangent) {
|
||||
if(tangent.x == 1) {
|
||||
console.log('1 The left side of ShapeA hit the right side of ShapeB', Math.floor(distance.x));
|
||||
shapeA.physics.touching |= Phaser.Types.LEFT;
|
||||
shapeB.physics.touching |= Phaser.Types.RIGHT;
|
||||
} else if(tangent.x == -1) {
|
||||
console.log('2 The right side of ShapeA hit the left side of ShapeB', Math.floor(distance.x));
|
||||
shapeA.physics.touching |= Phaser.Types.RIGHT;
|
||||
shapeB.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
if(tangent.y == 1) {
|
||||
console.log('3 The top of ShapeA hit the bottom of ShapeB', Math.floor(distance.y));
|
||||
shapeA.physics.touching |= Phaser.Types.UP;
|
||||
shapeB.physics.touching |= Phaser.Types.DOWN;
|
||||
} else if(tangent.y == -1) {
|
||||
console.log('4 The bottom of ShapeA hit the top of ShapeB', Math.floor(distance.y));
|
||||
shapeA.physics.touching |= Phaser.Types.DOWN;
|
||||
shapeB.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
var dot = Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent);
|
||||
if(dot < 0) {
|
||||
console.log('in to', dot);
|
||||
// Apply horizontal bounce
|
||||
if(shapeA.physics.bounce.x > 0) {
|
||||
shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x);
|
||||
} else {
|
||||
shapeA.physics.velocity.x = 0;
|
||||
}
|
||||
// Apply horizontal bounce
|
||||
if(shapeA.physics.bounce.y > 0) {
|
||||
shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y);
|
||||
} else {
|
||||
shapeA.physics.velocity.y = 0;
|
||||
}
|
||||
} else {
|
||||
console.log('out of', dot);
|
||||
}
|
||||
shapeA.position.x += Math.floor(distance.x);
|
||||
//shapeA.bounds.x += Math.floor(distance.x);
|
||||
shapeA.position.y += Math.floor(distance.y);
|
||||
//shapeA.bounds.y += distance.y;
|
||||
console.log('------------------------------------------------');
|
||||
};
|
||||
PhysicsManager.prototype.collideWorld = function (shape) {
|
||||
// Collide on the x-axis
|
||||
|
@ -6052,7 +6271,7 @@ var Phaser;
|
|||
shapeB.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oH = tangent.x;
|
||||
//shapeA.oH = tangent.x;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6076,7 +6295,7 @@ var Phaser;
|
|||
shapeB.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oV = tangent.y;
|
||||
//shapeA.oV = tangent.y;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6098,7 +6317,7 @@ var Phaser;
|
|||
shapeA.physics.touching |= Phaser.Types.RIGHT;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oH = tangent.x;
|
||||
//shapeA.oH = tangent.x;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6119,7 +6338,7 @@ var Phaser;
|
|||
shapeA.physics.touching |= Phaser.Types.DOWN;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oV = tangent.y;
|
||||
//shapeA.oV = tangent.y;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6131,10 +6350,10 @@ var Phaser;
|
|||
}
|
||||
shapeA.position.y += distance.y;
|
||||
};
|
||||
PhysicsManager.prototype.separate = function (shape, distance, tangent) {
|
||||
PhysicsManager.prototype.OLDseparate = function (shape, distance, tangent) {
|
||||
// collision edges
|
||||
shape.oH = tangent.x;
|
||||
shape.oV = tangent.y;
|
||||
//shape.oH = tangent.x;
|
||||
//shape.oV = tangent.y;
|
||||
// Velocity (move to temp vars)
|
||||
// was vx/vy
|
||||
var velocity = Phaser.Vec2Utils.subtract(shape.position, shape.oldPosition);
|
||||
|
@ -6266,11 +6485,6 @@ var Phaser;
|
|||
this.bounds.height = height;
|
||||
};
|
||||
AABB.prototype.render = function (context) {
|
||||
//context.beginPath();
|
||||
//context.strokeStyle = 'rgb(255,255,0)';
|
||||
//context.strokeRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||||
//context.stroke();
|
||||
//context.closePath();
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(0,255,0)';
|
||||
context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
|
||||
|
@ -6279,14 +6493,15 @@ var Phaser;
|
|||
// center point
|
||||
context.fillStyle = 'rgb(0,255,0)';
|
||||
context.fillRect(this.position.x, this.position.y, 2, 2);
|
||||
if(this.physics.touching == Phaser.Types.LEFT) {
|
||||
if(this.physics.touching & Phaser.Types.LEFT) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.physics.touching == Phaser.Types.RIGHT) {
|
||||
}
|
||||
if(this.physics.touching & Phaser.Types.RIGHT) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
|
@ -6294,14 +6509,15 @@ var Phaser;
|
|||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
if(this.physics.touching == Phaser.Types.UP) {
|
||||
if(this.physics.touching & Phaser.Types.UP) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.physics.touching == Phaser.Types.DOWN) {
|
||||
}
|
||||
if(this.physics.touching & Phaser.Types.DOWN) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
|
@ -6310,6 +6526,78 @@ var Phaser;
|
|||
context.closePath();
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AABB.prototype, "hullWidth", {
|
||||
get: function () {
|
||||
if(this.deltaX > 0) {
|
||||
return this.bounds.width + this.deltaX;
|
||||
} else {
|
||||
return this.bounds.width - this.deltaX;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "hullHeight", {
|
||||
get: function () {
|
||||
if(this.deltaY > 0) {
|
||||
return this.bounds.height + this.deltaY;
|
||||
} else {
|
||||
return this.bounds.height - this.deltaY;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "hullX", {
|
||||
get: function () {
|
||||
if(this.position.x < this.oldPosition.x) {
|
||||
return this.position.x;
|
||||
} else {
|
||||
return this.oldPosition.x;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "hullY", {
|
||||
get: function () {
|
||||
if(this.position.y < this.oldPosition.y) {
|
||||
return this.position.y;
|
||||
} else {
|
||||
return this.oldPosition.y;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaXAbs", {
|
||||
get: function () {
|
||||
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaYAbs", {
|
||||
get: function () {
|
||||
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaX", {
|
||||
get: function () {
|
||||
return this.position.x - this.oldPosition.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaY", {
|
||||
get: function () {
|
||||
return this.position.y - this.oldPosition.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return AABB;
|
||||
})();
|
||||
Physics.AABB = AABB;
|
||||
|
@ -12279,6 +12567,8 @@ var Phaser;
|
|||
}
|
||||
Circle.prototype.preUpdate = function () {
|
||||
this.oldPosition.copyFrom(this.position);
|
||||
this.bounds.x = this.position.x - this.bounds.halfWidth;
|
||||
this.bounds.y = this.position.y - this.bounds.halfHeight;
|
||||
if(this.sprite) {
|
||||
this.position.setTo((this.sprite.x + this.bounds.halfWidth) + this.offset.x, (this.sprite.y + this.bounds.halfHeight) + this.offset.y);
|
||||
// Update scale / dimensions
|
||||
|
@ -12291,53 +12581,138 @@ var Phaser;
|
|||
}
|
||||
};
|
||||
Circle.prototype.update = function () {
|
||||
this.bounds.x = this.position.x;
|
||||
this.bounds.y = this.position.y;
|
||||
};
|
||||
//this.bounds.x = this.position.x;
|
||||
//this.bounds.y = this.position.y;
|
||||
};
|
||||
Circle.prototype.setSize = function (width, height) {
|
||||
this.bounds.width = width;
|
||||
this.bounds.height = height;
|
||||
};
|
||||
Circle.prototype.render = function (context) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(0,255,0)';
|
||||
//context.strokeStyle = 'rgb(255,255,0)';
|
||||
//context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
|
||||
//context.fillStyle = 'rgba(0,0,255,0.8)';
|
||||
context.strokeStyle = 'rgba(0,0,255,0.5)';
|
||||
context.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2);
|
||||
//context.fill();
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
// center point
|
||||
context.fillStyle = 'rgb(0,255,0)';
|
||||
context.fillStyle = 'rgb(255,255,0)';
|
||||
context.fillRect(this.position.x, this.position.y, 2, 2);
|
||||
if(this.oH == 1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.oH == -1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
/*
|
||||
if (this.oH == 1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
if(this.oV == 1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.oV == -1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
else if (this.oH == -1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
};
|
||||
|
||||
if (this.oV == 1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
else if (this.oV == -1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
*/
|
||||
};
|
||||
Object.defineProperty(Circle.prototype, "hullWidth", {
|
||||
get: function () {
|
||||
if(this.deltaX > 0) {
|
||||
return this.bounds.width + this.deltaX;
|
||||
} else {
|
||||
return this.bounds.width - this.deltaX;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "hullHeight", {
|
||||
get: function () {
|
||||
if(this.deltaY > 0) {
|
||||
return this.bounds.height + this.deltaY;
|
||||
} else {
|
||||
return this.bounds.height - this.deltaY;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "hullX", {
|
||||
get: function () {
|
||||
if(this.position.x < this.oldPosition.x) {
|
||||
return this.position.x;
|
||||
} else {
|
||||
return this.oldPosition.x;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "hullY", {
|
||||
get: function () {
|
||||
if(this.position.y < this.oldPosition.y) {
|
||||
return this.position.y;
|
||||
} else {
|
||||
return this.oldPosition.y;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaXAbs", {
|
||||
get: function () {
|
||||
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaYAbs", {
|
||||
get: function () {
|
||||
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaX", {
|
||||
get: function () {
|
||||
return this.position.x - this.oldPosition.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaY", {
|
||||
get: function () {
|
||||
return this.position.y - this.oldPosition.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return Circle;
|
||||
})();
|
||||
Physics.Circle = Circle;
|
||||
|
@ -12368,6 +12743,7 @@ var Phaser;
|
|||
* @type {boolean}
|
||||
*/
|
||||
this.moves = true;
|
||||
this.mass = 1;
|
||||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.gravity = Phaser.Vec2Utils.clone(this.game.world.physics.gravity);
|
||||
|
@ -12377,6 +12753,8 @@ var Phaser;
|
|||
this.velocity = new Phaser.Vec2();
|
||||
this.acceleration = new Phaser.Vec2();
|
||||
this.touching = Phaser.Types.NONE;
|
||||
this.wasTouching = Phaser.Types.NONE;
|
||||
this.allowCollisions = Phaser.Types.ANY;
|
||||
this.shape = this.game.world.physics.add(new Phaser.Physics.AABB(this.game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
|
||||
}
|
||||
Physics.prototype.setCircle = function (diameter) {
|
||||
|
@ -12415,6 +12793,41 @@ var Phaser;
|
|||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Polygon
|
||||
*
|
||||
*
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Polygon = (function () {
|
||||
/**
|
||||
*
|
||||
**/
|
||||
function Polygon(game, points) {
|
||||
this.game = game;
|
||||
this.context = game.stage.context;
|
||||
this.points = [];
|
||||
for(var i = 0; i < points.length; i++) {
|
||||
this.points.push(new Phaser.Point().copyFrom(points[i]));
|
||||
}
|
||||
}
|
||||
Polygon.prototype.render = function () {
|
||||
this.context.beginPath();
|
||||
this.context.strokeStyle = 'rgb(255,255,0)';
|
||||
this.context.moveTo(this.points[0].x, this.points[0].y);
|
||||
for(var i = 1; i < this.points.length; i++) {
|
||||
this.context.lineTo(this.points[i].x, this.points[i].y);
|
||||
}
|
||||
this.context.lineTo(this.points[0].x, this.points[0].y);
|
||||
this.context.stroke();
|
||||
this.context.closePath();
|
||||
};
|
||||
return Polygon;
|
||||
})();
|
||||
Phaser.Polygon = Polygon;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Point.ts" />
|
||||
/// <reference path="../core/Rectangle.ts" />
|
||||
/// <reference path="../core/Circle.ts" />
|
||||
|
|
|
@ -14,15 +14,15 @@
|
|||
//atari = game.add.sprite(350, 500, 'atari');
|
||||
atari = game.add.sprite(0, 310, 'atari');
|
||||
card = game.add.sprite(400, 300, 'card');
|
||||
card.physics.immovable = true;
|
||||
//card.physics.immovable = true;
|
||||
//atari.texture.alpha = 0.5;
|
||||
//atari.scale.setTo(1.5, 1.5);
|
||||
//atari.physics.shape.setSize(150, 50);
|
||||
//atari.physics.shape.offset.setTo(50, 25);
|
||||
atari.physics.shape.setSize(150, 50);
|
||||
atari.physics.shape.offset.setTo(50, 25);
|
||||
//atari.physics.gravity.setTo(0, 2);
|
||||
atari.physics.bounce.setTo(0.7, 0.7);
|
||||
atari.physics.bounce.setTo(1, 1);
|
||||
//atari.physics.drag.setTo(10, 10);
|
||||
//card.physics.bounce.setTo(0.7, 0.7);
|
||||
card.physics.bounce.setTo(0.7, 0.7);
|
||||
//card.physics.velocity.x = -50;
|
||||
}
|
||||
function update() {
|
||||
|
|
|
@ -23,19 +23,19 @@
|
|||
atari = game.add.sprite(0, 310, 'atari');
|
||||
card = game.add.sprite(400, 300, 'card');
|
||||
|
||||
card.physics.immovable = true;
|
||||
//card.physics.immovable = true;
|
||||
|
||||
//atari.texture.alpha = 0.5;
|
||||
//atari.scale.setTo(1.5, 1.5);
|
||||
|
||||
//atari.physics.shape.setSize(150, 50);
|
||||
//atari.physics.shape.offset.setTo(50, 25);
|
||||
atari.physics.shape.setSize(150, 50);
|
||||
atari.physics.shape.offset.setTo(50, 25);
|
||||
|
||||
//atari.physics.gravity.setTo(0, 2);
|
||||
atari.physics.bounce.setTo(0.7, 0.7);
|
||||
atari.physics.bounce.setTo(1, 1);
|
||||
//atari.physics.drag.setTo(10, 10);
|
||||
|
||||
//card.physics.bounce.setTo(0.7, 0.7);
|
||||
card.physics.bounce.setTo(0.7, 0.7);
|
||||
//card.physics.velocity.x = -50;
|
||||
|
||||
}
|
||||
|
|
|
@ -4,12 +4,15 @@
|
|||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('atari', 'assets/sprites/mushroom2.png');
|
||||
game.loader.addImageFile('card', 'assets/sprites/mana_card.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var atari;
|
||||
var card;
|
||||
function create() {
|
||||
atari = game.add.sprite(200, 300, 'atari');
|
||||
atari.texture.alpha = 0.5;
|
||||
card = game.add.sprite(400, 300, 'card');
|
||||
//atari.texture.alpha = 0.5;
|
||||
//atari.scale.setTo(1.5, 1.5);
|
||||
atari.physics.setCircle(50);
|
||||
//atari.physics.shape.setSize(150, 50);
|
||||
|
@ -17,6 +20,7 @@
|
|||
//atari.physics.gravity.setTo(0, 2);
|
||||
atari.physics.bounce.setTo(0.7, 0.7);
|
||||
atari.physics.drag.setTo(10, 10);
|
||||
card.physics.bounce.setTo(0.7, 0.7);
|
||||
}
|
||||
function update() {
|
||||
atari.physics.acceleration.x = 0;
|
||||
|
@ -34,5 +38,12 @@
|
|||
}
|
||||
function render() {
|
||||
atari.physics.renderDebugInfo(16, 16);
|
||||
game.stage.context.save();
|
||||
game.stage.context.beginPath();
|
||||
game.stage.context.strokeStyle = 'rgba(255,0,255,0.5)';
|
||||
game.stage.context.arc(200, 200, 50, 0, Math.PI * 2);
|
||||
game.stage.context.stroke();
|
||||
game.stage.context.closePath();
|
||||
game.stage.context.restore();
|
||||
}
|
||||
})();
|
||||
|
|
|
@ -8,16 +8,19 @@
|
|||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('atari', 'assets/sprites/mushroom2.png');
|
||||
game.loader.addImageFile('card', 'assets/sprites/mana_card.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var atari: Phaser.Sprite;
|
||||
var card: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
atari = game.add.sprite(200, 300, 'atari');
|
||||
atari.texture.alpha = 0.5;
|
||||
card = game.add.sprite(400, 300, 'card');
|
||||
//atari.texture.alpha = 0.5;
|
||||
//atari.scale.setTo(1.5, 1.5);
|
||||
|
||||
atari.physics.setCircle(50);
|
||||
|
@ -29,6 +32,8 @@
|
|||
atari.physics.bounce.setTo(0.7, 0.7);
|
||||
atari.physics.drag.setTo(10, 10);
|
||||
|
||||
card.physics.bounce.setTo(0.7, 0.7);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
@ -60,6 +65,15 @@
|
|||
|
||||
atari.physics.renderDebugInfo(16, 16);
|
||||
|
||||
game.stage.context.save();
|
||||
game.stage.context.beginPath();
|
||||
game.stage.context.strokeStyle = 'rgba(255,0,255,0.5)';
|
||||
game.stage.context.arc(200, 200, 50, 0, Math.PI * 2);
|
||||
game.stage.context.stroke();
|
||||
game.stage.context.closePath();
|
||||
game.stage.context.restore();
|
||||
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
|
42
Tests/physics/test 1.js
Normal file
42
Tests/physics/test 1.js
Normal file
|
@ -0,0 +1,42 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/core/Polygon.ts" />
|
||||
/// <reference path="../../Phaser/utils/SpriteUtils.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('atari', 'assets/sprites/atari800xl.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var atari;
|
||||
var p;
|
||||
var atari2;
|
||||
var p2;
|
||||
function create() {
|
||||
atari = game.add.sprite(200, 300, 'atari');
|
||||
atari.texture.alpha = 0.2;
|
||||
atari2 = game.add.sprite(500, 300, 'atari');
|
||||
atari2.texture.alpha = 0.2;
|
||||
p = new Phaser.Polygon(game, Phaser.SpriteUtils.getAsPoints(atari));
|
||||
p2 = new Phaser.Polygon(game, Phaser.SpriteUtils.getAsPoints(atari2));
|
||||
}
|
||||
function update() {
|
||||
atari.physics.acceleration.x = 0;
|
||||
atari.physics.acceleration.y = 0;
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
atari.physics.acceleration.x = -150;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
atari.physics.acceleration.x = 150;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
atari.physics.acceleration.y = -150;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
atari.physics.acceleration.y = 150;
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
atari.physics.renderDebugInfo(16, 16);
|
||||
p.render();
|
||||
p2.render();
|
||||
}
|
||||
})();
|
70
Tests/physics/test 1.ts
Normal file
70
Tests/physics/test 1.ts
Normal file
|
@ -0,0 +1,70 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/core/Polygon.ts" />
|
||||
/// <reference path="../../Phaser/utils/SpriteUtils.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('atari', 'assets/sprites/atari800xl.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var atari: Phaser.Sprite;
|
||||
var p: Phaser.Polygon;
|
||||
|
||||
var atari2: Phaser.Sprite;
|
||||
var p2: Phaser.Polygon;
|
||||
|
||||
function create() {
|
||||
|
||||
atari = game.add.sprite(200, 300, 'atari');
|
||||
atari.texture.alpha = 0.2;
|
||||
|
||||
atari2 = game.add.sprite(500, 300, 'atari');
|
||||
atari2.texture.alpha = 0.2;
|
||||
|
||||
p = new Phaser.Polygon(game, Phaser.SpriteUtils.getAsPoints(atari));
|
||||
p2 = new Phaser.Polygon(game, Phaser.SpriteUtils.getAsPoints(atari2));
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
atari.physics.acceleration.x = 0;
|
||||
atari.physics.acceleration.y = 0;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
atari.physics.acceleration.x = -150;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
atari.physics.acceleration.x = 150;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
atari.physics.acceleration.y = -150;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
atari.physics.acceleration.y = 150;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
atari.physics.renderDebugInfo(16, 16);
|
||||
|
||||
p.render();
|
||||
p2.render();
|
||||
|
||||
}
|
||||
|
||||
})();
|
76
build/phaser.d.ts
vendored
76
build/phaser.d.ts
vendored
|
@ -2137,6 +2137,7 @@ module Phaser {
|
|||
* @type {number}
|
||||
*/
|
||||
static ALIGN_BOTTOM_RIGHT: number;
|
||||
static getAsPoints(sprite: Sprite): Point[];
|
||||
/**
|
||||
* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
|
||||
* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
|
||||
|
@ -3216,12 +3217,18 @@ module Phaser.Physics {
|
|||
oldPosition: Vec2;
|
||||
offset: Vec2;
|
||||
bounds: Rectangle;
|
||||
oH: number;
|
||||
oV: number;
|
||||
setSize(width: number, height: number);
|
||||
preUpdate();
|
||||
update();
|
||||
render(context: CanvasRenderingContext2D);
|
||||
hullX;
|
||||
hullY;
|
||||
hullWidth;
|
||||
hullHeight;
|
||||
deltaX;
|
||||
deltaY;
|
||||
deltaXAbs;
|
||||
deltaYAbs;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -3266,12 +3273,35 @@ module Phaser.Physics {
|
|||
*/
|
||||
public computeVelocity(velocity: number, gravity?: number, acceleration?: number, drag?: number, max?: number): number;
|
||||
private collideShapes(shapeA, shapeB);
|
||||
/**
|
||||
* The core Collision separation function used by Collision.overlap.
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Returns true if the objects were separated, otherwise false.
|
||||
*/
|
||||
public NEWseparate(object1, object2): bool;
|
||||
private checkHullIntersection(shape1, shape2);
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
public separateSpriteToSpriteX(object1: Sprite, object2: Sprite): bool;
|
||||
/**
|
||||
* Separates the two objects on their y axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
|
||||
*/
|
||||
public separateSpriteToSpriteY(object1: Sprite, object2: Sprite): bool;
|
||||
private separate(shapeA, shapeB, distance, tangent);
|
||||
private collideWorld(shape);
|
||||
private separateX(shapeA, shapeB, distance, tangent);
|
||||
private separateY(shapeA, shapeB, distance, tangent);
|
||||
private separateXWall(shapeA, distance, tangent);
|
||||
private separateYWall(shapeA, distance, tangent);
|
||||
private separate(shape, distance, tangent);
|
||||
private OLDseparate(shape, distance, tangent);
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -3289,12 +3319,18 @@ module Phaser.Physics {
|
|||
public offset: Vec2;
|
||||
public scale: Vec2;
|
||||
public bounds: Rectangle;
|
||||
public oH: number;
|
||||
public oV: number;
|
||||
public preUpdate(): void;
|
||||
public update(): void;
|
||||
public setSize(width: number, height: number): void;
|
||||
public render(context: CanvasRenderingContext2D): void;
|
||||
public hullWidth : number;
|
||||
public hullHeight : number;
|
||||
public hullX : number;
|
||||
public hullY : number;
|
||||
public deltaXAbs : number;
|
||||
public deltaYAbs : number;
|
||||
public deltaX : number;
|
||||
public deltaY : number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -6669,12 +6705,18 @@ module Phaser.Physics {
|
|||
public scale: Vec2;
|
||||
public bounds: Rectangle;
|
||||
public radius: number;
|
||||
public oH: number;
|
||||
public oV: number;
|
||||
public preUpdate(): void;
|
||||
public update(): void;
|
||||
public setSize(width: number, height: number): void;
|
||||
public render(context: CanvasRenderingContext2D): void;
|
||||
public hullWidth : number;
|
||||
public hullHeight : number;
|
||||
public hullX : number;
|
||||
public hullY : number;
|
||||
public deltaXAbs : number;
|
||||
public deltaYAbs : number;
|
||||
public deltaX : number;
|
||||
public deltaY : number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -6696,6 +6738,7 @@ module Phaser.Components {
|
|||
* @type {boolean}
|
||||
*/
|
||||
public moves: bool;
|
||||
public mass: number;
|
||||
public gravity: Vec2;
|
||||
public drag: Vec2;
|
||||
public bounce: Vec2;
|
||||
|
@ -6703,6 +6746,8 @@ module Phaser.Components {
|
|||
public velocity: Vec2;
|
||||
public acceleration: Vec2;
|
||||
public touching: number;
|
||||
public allowCollisions: number;
|
||||
public wasTouching: number;
|
||||
public setCircle(diameter: number): void;
|
||||
/**
|
||||
* Internal function for updating the position and speed of this object.
|
||||
|
@ -6718,6 +6763,23 @@ module Phaser.Components {
|
|||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Polygon
|
||||
*
|
||||
*
|
||||
*/
|
||||
module Phaser {
|
||||
class Polygon {
|
||||
/**
|
||||
*
|
||||
**/
|
||||
constructor(game: Game, points: Point[]);
|
||||
public points: Point[];
|
||||
public game: Game;
|
||||
public context: CanvasRenderingContext2D;
|
||||
public render(): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - CircleUtils
|
||||
*
|
||||
* A collection of methods useful for manipulating and comparing Circle objects.
|
||||
|
|
553
build/phaser.js
553
build/phaser.js
|
@ -3541,6 +3541,18 @@ var Phaser;
|
|||
SpriteUtils.ALIGN_BOTTOM_LEFT = 6;
|
||||
SpriteUtils.ALIGN_BOTTOM_CENTER = 7;
|
||||
SpriteUtils.ALIGN_BOTTOM_RIGHT = 8;
|
||||
SpriteUtils.getAsPoints = function getAsPoints(sprite) {
|
||||
var out = [];
|
||||
// top left
|
||||
out.push(new Phaser.Point(sprite.x, sprite.y));
|
||||
// top right
|
||||
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
|
||||
// bottom right
|
||||
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
|
||||
// bottom left
|
||||
out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
|
||||
return out;
|
||||
};
|
||||
SpriteUtils.setBounds = /**
|
||||
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
|
||||
* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
|
||||
|
@ -5891,12 +5903,12 @@ var Phaser;
|
|||
this._objects[i].preUpdate();
|
||||
this.updateMotion(this._objects[i]);
|
||||
this.collideWorld(this._objects[i]);
|
||||
if(this._objects[i].physics.immovable == false) {
|
||||
for(var x = 0; x < this._length; x++) {
|
||||
if(this._objects[x] !== this._objects[i]) {
|
||||
this.collideShapes(this._objects[i], this._objects[x]);
|
||||
}
|
||||
}
|
||||
for(var x = 0; x < this._length; x++) {
|
||||
if(this._objects[x] && this._objects[x] !== this._objects[i]) {
|
||||
//this.collideShapes(this._objects[i], this._objects[x]);
|
||||
var r = this.NEWseparate(this._objects[i], this._objects[x]);
|
||||
//console.log('sep', r);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5971,43 +5983,250 @@ var Phaser;
|
|||
if(shapeA.physics.immovable && shapeB.physics.immovable) {
|
||||
return;
|
||||
}
|
||||
this._distance.setTo(0, 0);
|
||||
this._tangent.setTo(0, 0);
|
||||
// Simple bounds check first
|
||||
if(Phaser.RectangleUtils.intersects(shapeA.bounds, shapeB.bounds)) {
|
||||
// Collide on the x-axis
|
||||
if(shapeA.bounds.right >= shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right) {
|
||||
if(shapeA.physics.velocity.x > 0 && shapeA.bounds.right > shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right) {
|
||||
// The right side of ShapeA hit the left side of ShapeB
|
||||
this._distance.x = shapeB.bounds.x - shapeA.bounds.right;
|
||||
if(this._distance.x != 0) {
|
||||
this._tangent.setTo(-1, 0);
|
||||
this.separateX(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.x = -1;
|
||||
}
|
||||
} else if(shapeA.bounds.x <= shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x) {
|
||||
} else if(shapeA.physics.velocity.x < 0 && shapeA.bounds.x < shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x) {
|
||||
// The left side of ShapeA hit the right side of ShapeB
|
||||
this._distance.x = shapeB.bounds.right - shapeA.bounds.x;
|
||||
if(this._distance.x != 0) {
|
||||
this._tangent.setTo(1, 0);
|
||||
this.separateX(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.x = 1;
|
||||
}
|
||||
}
|
||||
// Collide on the y-axis
|
||||
if(shapeA.bounds.y <= shapeB.bounds.bottom && shapeA.bounds.y >= shapeB.bounds.y) {
|
||||
console.log(shapeA.bounds.y, shapeB.bounds.bottom, shapeB.bounds.y);
|
||||
if(shapeA.physics.velocity.y < 0 && shapeA.bounds.y < shapeB.bounds.bottom && shapeA.bounds.y > shapeB.bounds.y) {
|
||||
console.log('top A -> bot B');
|
||||
// The top of ShapeA hit the bottom of ShapeB
|
||||
this._distance.y = shapeB.bounds.bottom - shapeA.bounds.y;
|
||||
console.log(shapeA.bounds, shapeB.bounds, this._distance.y);
|
||||
if(this._distance.y != 0) {
|
||||
this._tangent.setTo(0, 1);
|
||||
this.separateY(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.y = 1;
|
||||
}
|
||||
} else if(shapeA.bounds.bottom >= shapeB.bounds.y && shapeA.bounds.bottom <= shapeB.bounds.bottom) {
|
||||
console.log(shapeA.bounds.bottom, shapeB.bounds.y, shapeB.bounds.bottom);
|
||||
} else if(shapeA.physics.velocity.y > 0 && shapeA.bounds.bottom > shapeB.bounds.y && shapeA.bounds.bottom < shapeB.bounds.bottom) {
|
||||
// The bottom of ShapeA hit the top of ShapeB
|
||||
this._distance.y = shapeB.bounds.y - shapeA.bounds.bottom;
|
||||
if(this._distance.y != 0) {
|
||||
this._tangent.setTo(0, -1);
|
||||
this.separateY(shapeA, shapeB, this._distance, this._tangent);
|
||||
this._tangent.y = -1;
|
||||
}
|
||||
}
|
||||
// Separate
|
||||
if(this._distance.equals(0) == false) {
|
||||
//this.separate(shapeA, shapeB, this._distance, this._tangent);
|
||||
}
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.NEWseparate = /**
|
||||
* The core Collision separation function used by Collision.overlap.
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Returns true if the objects were separated, otherwise false.
|
||||
*/
|
||||
function (object1, object2) {
|
||||
var separatedX = this.separateSpriteToSpriteX(object1, object2);
|
||||
var separatedY = this.separateSpriteToSpriteY(object1, object2);
|
||||
return separatedX || separatedY;
|
||||
};
|
||||
PhysicsManager.prototype.checkHullIntersection = function (shape1, shape2) {
|
||||
//if ((shape1.hullX + shape1.hullWidth > shape2.hullX) && (shape1.hullX < shape2.hullX + shape2.bounds.width) && (shape1.hullY + shape1.hullHeight > shape2.hullY) && (shape1.hullY < shape2.hullY + shape2.hullHeight))
|
||||
// maybe not bounds.width?
|
||||
if((shape1.hullX + shape1.hullWidth > shape2.hullX) && (shape1.hullX < shape2.hullX + shape2.hullWidth) && (shape1.hullY + shape1.hullHeight > shape2.hullY) && (shape1.hullY < shape2.hullY + shape2.hullHeight)) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.separateSpriteToSpriteX = /**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
function (object1, object2) {
|
||||
// Can't separate two immovable objects
|
||||
if(object1.physics.immovable && object2.physics.immovable) {
|
||||
return false;
|
||||
}
|
||||
// First, get the two object deltas
|
||||
var overlap = 0;
|
||||
if(object1.physics.shape.deltaX != object2.physics.shape.deltaX) {
|
||||
if(Phaser.RectangleUtils.intersects(object1.physics.shape.bounds, object2.physics.shape.bounds)) {
|
||||
//var maxOverlap: number = object1.physics.shape.deltaXAbs + object2.physics.shape.deltaXAbs + Collision.OVERLAP_BIAS;
|
||||
var maxOverlap = object1.physics.shape.deltaXAbs + object2.physics.shape.deltaXAbs + 4;
|
||||
// If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||||
if(object1.physics.shape.deltaX > object2.physics.shape.deltaX) {
|
||||
overlap = object1.physics.shape.bounds.right - object2.physics.shape.bounds.x;
|
||||
if((overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.RIGHT) || !(object2.physics.allowCollisions & Phaser.Types.LEFT)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.RIGHT;
|
||||
object2.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
} else if(object1.physics.shape.deltaX < object2.physics.shape.deltaX) {
|
||||
overlap = object1.physics.shape.bounds.x - object2.physics.shape.bounds.width - object2.physics.shape.bounds.x;
|
||||
if((-overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.LEFT) || !(object2.physics.allowCollisions & Phaser.Types.RIGHT)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.LEFT;
|
||||
object2.physics.touching |= Phaser.Types.RIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if(overlap != 0) {
|
||||
var obj1Velocity = object1.physics.velocity.x;
|
||||
var obj2Velocity = object2.physics.velocity.x;
|
||||
if(!object1.physics.immovable && !object2.physics.immovable) {
|
||||
overlap *= 0.5;
|
||||
object1.physics.shape.position.x = object1.physics.shape.position.x - overlap;
|
||||
object2.physics.shape.position.x += overlap;
|
||||
var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.physics.mass) / object1.physics.mass) * ((obj2Velocity > 0) ? 1 : -1);
|
||||
var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.physics.mass) / object2.physics.mass) * ((obj1Velocity > 0) ? 1 : -1);
|
||||
var average = (obj1NewVelocity + obj2NewVelocity) * 0.5;
|
||||
obj1NewVelocity -= average;
|
||||
obj2NewVelocity -= average;
|
||||
object1.physics.velocity.x = average + obj1NewVelocity * object1.physics.bounce.x;
|
||||
object2.physics.velocity.x = average + obj2NewVelocity * object2.physics.bounce.x;
|
||||
} else if(!object1.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object1.physics.shape.position.x -= overlap;
|
||||
object1.physics.velocity.x = obj2Velocity - obj1Velocity * object1.physics.bounce.x;
|
||||
} else if(!object2.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object2.physics.shape.position.x += overlap;
|
||||
object2.physics.velocity.x = obj1Velocity - obj2Velocity * object2.physics.bounce.x;
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.separateSpriteToSpriteY = /**
|
||||
* Separates the two objects on their y axis
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
|
||||
*/
|
||||
function (object1, object2) {
|
||||
// Can't separate two immovable objects
|
||||
if(object1.physics.immovable && object2.physics.immovable) {
|
||||
return false;
|
||||
}
|
||||
// First, get the two object deltas
|
||||
var overlap = 0;
|
||||
if(object1.physics.shape.deltaY != object2.physics.shape.deltaY) {
|
||||
if(Phaser.RectangleUtils.intersects(object1.physics.shape.bounds, object2.physics.shape.bounds)) {
|
||||
// This is the only place to use the DeltaAbs values
|
||||
//var maxOverlap: number = object1.physics.shape.deltaYAbs + object2.physics.shape.deltaYAbs + Phaser.Types.OVERLAP_BIAS;
|
||||
var maxOverlap = object1.physics.shape.deltaYAbs + object2.physics.shape.deltaYAbs + 4;
|
||||
// If they did overlap (and can), figure out by how much and flip the corresponding flags
|
||||
if(object1.physics.shape.deltaY > object2.physics.shape.deltaY) {
|
||||
overlap = object1.physics.shape.bounds.bottom - object2.physics.shape.bounds.y;
|
||||
if((overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.DOWN) || !(object2.physics.allowCollisions & Phaser.Types.UP)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.DOWN;
|
||||
object2.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
} else if(object1.physics.shape.deltaY < object2.physics.shape.deltaY) {
|
||||
overlap = object1.physics.shape.bounds.y - object2.physics.shape.bounds.height - object2.physics.shape.bounds.y;
|
||||
if((-overlap > maxOverlap) || !(object1.physics.allowCollisions & Phaser.Types.UP) || !(object2.physics.allowCollisions & Phaser.Types.DOWN)) {
|
||||
overlap = 0;
|
||||
} else {
|
||||
object1.physics.touching |= Phaser.Types.UP;
|
||||
object2.physics.touching |= Phaser.Types.DOWN;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if(overlap != 0) {
|
||||
var obj1Velocity = object1.physics.velocity.y;
|
||||
var obj2Velocity = object2.physics.velocity.y;
|
||||
if(!object1.physics.immovable && !object2.physics.immovable) {
|
||||
overlap *= 0.5;
|
||||
object1.physics.shape.position.y = object1.physics.shape.position.y - overlap;
|
||||
object2.physics.shape.position.y += overlap;
|
||||
var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.physics.mass) / object1.physics.mass) * ((obj2Velocity > 0) ? 1 : -1);
|
||||
var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.physics.mass) / object2.physics.mass) * ((obj1Velocity > 0) ? 1 : -1);
|
||||
var average = (obj1NewVelocity + obj2NewVelocity) * 0.5;
|
||||
obj1NewVelocity -= average;
|
||||
obj2NewVelocity -= average;
|
||||
object1.physics.velocity.y = average + obj1NewVelocity * object1.physics.bounce.y;
|
||||
object2.physics.velocity.y = average + obj2NewVelocity * object2.physics.bounce.y;
|
||||
} else if(!object1.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object1.physics.shape.position.y -= overlap;
|
||||
object1.physics.velocity.y = obj2Velocity - obj1Velocity * object1.physics.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if(object2.active && object2.physics.moves && (object1.physics.shape.deltaY > object2.physics.shape.deltaY)) {
|
||||
object1.physics.shape.position.x += object2.physics.shape.position.x - object2.physics.shape.oldPosition.x;
|
||||
}
|
||||
} else if(!object2.physics.immovable) {
|
||||
overlap *= 2;
|
||||
object2.physics.shape.position.y += overlap;
|
||||
object2.physics.velocity.y = obj1Velocity - obj2Velocity * object2.physics.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if(object1.active && object1.physics.moves && (object1.physics.shape.deltaY < object2.physics.shape.deltaY)) {
|
||||
object2.physics.shape.position.x += object1.physics.shape.position.x - object1.physics.shape.oldPosition.x;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
PhysicsManager.prototype.separate = function (shapeA, shapeB, distance, tangent) {
|
||||
if(tangent.x == 1) {
|
||||
console.log('1 The left side of ShapeA hit the right side of ShapeB', Math.floor(distance.x));
|
||||
shapeA.physics.touching |= Phaser.Types.LEFT;
|
||||
shapeB.physics.touching |= Phaser.Types.RIGHT;
|
||||
} else if(tangent.x == -1) {
|
||||
console.log('2 The right side of ShapeA hit the left side of ShapeB', Math.floor(distance.x));
|
||||
shapeA.physics.touching |= Phaser.Types.RIGHT;
|
||||
shapeB.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
if(tangent.y == 1) {
|
||||
console.log('3 The top of ShapeA hit the bottom of ShapeB', Math.floor(distance.y));
|
||||
shapeA.physics.touching |= Phaser.Types.UP;
|
||||
shapeB.physics.touching |= Phaser.Types.DOWN;
|
||||
} else if(tangent.y == -1) {
|
||||
console.log('4 The bottom of ShapeA hit the top of ShapeB', Math.floor(distance.y));
|
||||
shapeA.physics.touching |= Phaser.Types.DOWN;
|
||||
shapeB.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
var dot = Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent);
|
||||
if(dot < 0) {
|
||||
console.log('in to', dot);
|
||||
// Apply horizontal bounce
|
||||
if(shapeA.physics.bounce.x > 0) {
|
||||
shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x);
|
||||
} else {
|
||||
shapeA.physics.velocity.x = 0;
|
||||
}
|
||||
// Apply horizontal bounce
|
||||
if(shapeA.physics.bounce.y > 0) {
|
||||
shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y);
|
||||
} else {
|
||||
shapeA.physics.velocity.y = 0;
|
||||
}
|
||||
} else {
|
||||
console.log('out of', dot);
|
||||
}
|
||||
shapeA.position.x += Math.floor(distance.x);
|
||||
//shapeA.bounds.x += Math.floor(distance.x);
|
||||
shapeA.position.y += Math.floor(distance.y);
|
||||
//shapeA.bounds.y += distance.y;
|
||||
console.log('------------------------------------------------');
|
||||
};
|
||||
PhysicsManager.prototype.collideWorld = function (shape) {
|
||||
// Collide on the x-axis
|
||||
|
@ -6052,7 +6271,7 @@ var Phaser;
|
|||
shapeB.physics.touching |= Phaser.Types.LEFT;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oH = tangent.x;
|
||||
//shapeA.oH = tangent.x;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6076,7 +6295,7 @@ var Phaser;
|
|||
shapeB.physics.touching |= Phaser.Types.UP;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oV = tangent.y;
|
||||
//shapeA.oV = tangent.y;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6098,7 +6317,7 @@ var Phaser;
|
|||
shapeA.physics.touching |= Phaser.Types.RIGHT;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oH = tangent.x;
|
||||
//shapeA.oH = tangent.x;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6119,7 +6338,7 @@ var Phaser;
|
|||
shapeA.physics.touching |= Phaser.Types.DOWN;
|
||||
}
|
||||
// collision edges
|
||||
shapeA.oV = tangent.y;
|
||||
//shapeA.oV = tangent.y;
|
||||
// only apply collision response forces if the object is travelling into, and not out of, the collision
|
||||
if(Phaser.Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) {
|
||||
// Apply horizontal bounce
|
||||
|
@ -6131,10 +6350,10 @@ var Phaser;
|
|||
}
|
||||
shapeA.position.y += distance.y;
|
||||
};
|
||||
PhysicsManager.prototype.separate = function (shape, distance, tangent) {
|
||||
PhysicsManager.prototype.OLDseparate = function (shape, distance, tangent) {
|
||||
// collision edges
|
||||
shape.oH = tangent.x;
|
||||
shape.oV = tangent.y;
|
||||
//shape.oH = tangent.x;
|
||||
//shape.oV = tangent.y;
|
||||
// Velocity (move to temp vars)
|
||||
// was vx/vy
|
||||
var velocity = Phaser.Vec2Utils.subtract(shape.position, shape.oldPosition);
|
||||
|
@ -6266,11 +6485,6 @@ var Phaser;
|
|||
this.bounds.height = height;
|
||||
};
|
||||
AABB.prototype.render = function (context) {
|
||||
//context.beginPath();
|
||||
//context.strokeStyle = 'rgb(255,255,0)';
|
||||
//context.strokeRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||||
//context.stroke();
|
||||
//context.closePath();
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(0,255,0)';
|
||||
context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
|
||||
|
@ -6279,14 +6493,15 @@ var Phaser;
|
|||
// center point
|
||||
context.fillStyle = 'rgb(0,255,0)';
|
||||
context.fillRect(this.position.x, this.position.y, 2, 2);
|
||||
if(this.physics.touching == Phaser.Types.LEFT) {
|
||||
if(this.physics.touching & Phaser.Types.LEFT) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.physics.touching == Phaser.Types.RIGHT) {
|
||||
}
|
||||
if(this.physics.touching & Phaser.Types.RIGHT) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
|
@ -6294,14 +6509,15 @@ var Phaser;
|
|||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
if(this.physics.touching == Phaser.Types.UP) {
|
||||
if(this.physics.touching & Phaser.Types.UP) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.physics.touching == Phaser.Types.DOWN) {
|
||||
}
|
||||
if(this.physics.touching & Phaser.Types.DOWN) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
|
@ -6310,6 +6526,78 @@ var Phaser;
|
|||
context.closePath();
|
||||
}
|
||||
};
|
||||
Object.defineProperty(AABB.prototype, "hullWidth", {
|
||||
get: function () {
|
||||
if(this.deltaX > 0) {
|
||||
return this.bounds.width + this.deltaX;
|
||||
} else {
|
||||
return this.bounds.width - this.deltaX;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "hullHeight", {
|
||||
get: function () {
|
||||
if(this.deltaY > 0) {
|
||||
return this.bounds.height + this.deltaY;
|
||||
} else {
|
||||
return this.bounds.height - this.deltaY;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "hullX", {
|
||||
get: function () {
|
||||
if(this.position.x < this.oldPosition.x) {
|
||||
return this.position.x;
|
||||
} else {
|
||||
return this.oldPosition.x;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "hullY", {
|
||||
get: function () {
|
||||
if(this.position.y < this.oldPosition.y) {
|
||||
return this.position.y;
|
||||
} else {
|
||||
return this.oldPosition.y;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaXAbs", {
|
||||
get: function () {
|
||||
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaYAbs", {
|
||||
get: function () {
|
||||
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaX", {
|
||||
get: function () {
|
||||
return this.position.x - this.oldPosition.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(AABB.prototype, "deltaY", {
|
||||
get: function () {
|
||||
return this.position.y - this.oldPosition.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return AABB;
|
||||
})();
|
||||
Physics.AABB = AABB;
|
||||
|
@ -12279,6 +12567,8 @@ var Phaser;
|
|||
}
|
||||
Circle.prototype.preUpdate = function () {
|
||||
this.oldPosition.copyFrom(this.position);
|
||||
this.bounds.x = this.position.x - this.bounds.halfWidth;
|
||||
this.bounds.y = this.position.y - this.bounds.halfHeight;
|
||||
if(this.sprite) {
|
||||
this.position.setTo((this.sprite.x + this.bounds.halfWidth) + this.offset.x, (this.sprite.y + this.bounds.halfHeight) + this.offset.y);
|
||||
// Update scale / dimensions
|
||||
|
@ -12291,53 +12581,138 @@ var Phaser;
|
|||
}
|
||||
};
|
||||
Circle.prototype.update = function () {
|
||||
this.bounds.x = this.position.x;
|
||||
this.bounds.y = this.position.y;
|
||||
};
|
||||
//this.bounds.x = this.position.x;
|
||||
//this.bounds.y = this.position.y;
|
||||
};
|
||||
Circle.prototype.setSize = function (width, height) {
|
||||
this.bounds.width = width;
|
||||
this.bounds.height = height;
|
||||
};
|
||||
Circle.prototype.render = function (context) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(0,255,0)';
|
||||
//context.strokeStyle = 'rgb(255,255,0)';
|
||||
//context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height);
|
||||
//context.fillStyle = 'rgba(0,0,255,0.8)';
|
||||
context.strokeStyle = 'rgba(0,0,255,0.5)';
|
||||
context.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2);
|
||||
//context.fill();
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
// center point
|
||||
context.fillStyle = 'rgb(0,255,0)';
|
||||
context.fillStyle = 'rgb(255,255,0)';
|
||||
context.fillRect(this.position.x, this.position.y, 2, 2);
|
||||
if(this.oH == 1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.oH == -1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
/*
|
||||
if (this.oH == 1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
if(this.oV == 1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
} else if(this.oV == -1) {
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
else if (this.oH == -1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
};
|
||||
|
||||
if (this.oV == 1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
else if (this.oV == -1)
|
||||
{
|
||||
context.beginPath();
|
||||
context.strokeStyle = 'rgb(255,0,0)';
|
||||
context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight);
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
}
|
||||
*/
|
||||
};
|
||||
Object.defineProperty(Circle.prototype, "hullWidth", {
|
||||
get: function () {
|
||||
if(this.deltaX > 0) {
|
||||
return this.bounds.width + this.deltaX;
|
||||
} else {
|
||||
return this.bounds.width - this.deltaX;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "hullHeight", {
|
||||
get: function () {
|
||||
if(this.deltaY > 0) {
|
||||
return this.bounds.height + this.deltaY;
|
||||
} else {
|
||||
return this.bounds.height - this.deltaY;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "hullX", {
|
||||
get: function () {
|
||||
if(this.position.x < this.oldPosition.x) {
|
||||
return this.position.x;
|
||||
} else {
|
||||
return this.oldPosition.x;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "hullY", {
|
||||
get: function () {
|
||||
if(this.position.y < this.oldPosition.y) {
|
||||
return this.position.y;
|
||||
} else {
|
||||
return this.oldPosition.y;
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaXAbs", {
|
||||
get: function () {
|
||||
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaYAbs", {
|
||||
get: function () {
|
||||
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaX", {
|
||||
get: function () {
|
||||
return this.position.x - this.oldPosition.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Circle.prototype, "deltaY", {
|
||||
get: function () {
|
||||
return this.position.y - this.oldPosition.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return Circle;
|
||||
})();
|
||||
Physics.Circle = Circle;
|
||||
|
@ -12368,6 +12743,7 @@ var Phaser;
|
|||
* @type {boolean}
|
||||
*/
|
||||
this.moves = true;
|
||||
this.mass = 1;
|
||||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.gravity = Phaser.Vec2Utils.clone(this.game.world.physics.gravity);
|
||||
|
@ -12377,6 +12753,8 @@ var Phaser;
|
|||
this.velocity = new Phaser.Vec2();
|
||||
this.acceleration = new Phaser.Vec2();
|
||||
this.touching = Phaser.Types.NONE;
|
||||
this.wasTouching = Phaser.Types.NONE;
|
||||
this.allowCollisions = Phaser.Types.ANY;
|
||||
this.shape = this.game.world.physics.add(new Phaser.Physics.AABB(this.game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
|
||||
}
|
||||
Physics.prototype.setCircle = function (diameter) {
|
||||
|
@ -12415,6 +12793,41 @@ var Phaser;
|
|||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Polygon
|
||||
*
|
||||
*
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Polygon = (function () {
|
||||
/**
|
||||
*
|
||||
**/
|
||||
function Polygon(game, points) {
|
||||
this.game = game;
|
||||
this.context = game.stage.context;
|
||||
this.points = [];
|
||||
for(var i = 0; i < points.length; i++) {
|
||||
this.points.push(new Phaser.Point().copyFrom(points[i]));
|
||||
}
|
||||
}
|
||||
Polygon.prototype.render = function () {
|
||||
this.context.beginPath();
|
||||
this.context.strokeStyle = 'rgb(255,255,0)';
|
||||
this.context.moveTo(this.points[0].x, this.points[0].y);
|
||||
for(var i = 1; i < this.points.length; i++) {
|
||||
this.context.lineTo(this.points[i].x, this.points[i].y);
|
||||
}
|
||||
this.context.lineTo(this.points[0].x, this.points[0].y);
|
||||
this.context.stroke();
|
||||
this.context.closePath();
|
||||
};
|
||||
return Polygon;
|
||||
})();
|
||||
Phaser.Polygon = Polygon;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../core/Point.ts" />
|
||||
/// <reference path="../core/Rectangle.ts" />
|
||||
/// <reference path="../core/Circle.ts" />
|
||||
|
|
Loading…
Reference in a new issue