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https://github.com/photonstorm/phaser
synced 2024-11-27 23:20:59 +00:00
Move sleep iterations to property and add wake method
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parent
1fc476d738
commit
3e967ab300
1 changed files with 56 additions and 28 deletions
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@ -287,6 +287,8 @@ var Body = new Class({
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*/
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this.velocity = new Vector2();
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this.prevVelocity = new Vector2();
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/**
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* Is the Body asleep?.
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*
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@ -299,6 +301,8 @@ var Body = new Class({
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this._sleep = 0;
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this.sleepIterations = 60;
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this.forcePosition = false;
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/**
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@ -979,6 +983,17 @@ var Body = new Class({
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this.prev.y = this.position.y;
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},
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wake: function ()
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{
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if (this.sleeping)
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{
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// console.log(this.gameObject.name, 'woken');
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this.sleeping = false;
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this._sleep = 0;
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}
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},
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/**
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* Performs a single physics step and updates the body velocity, angle, speed and other
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* properties.
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@ -998,7 +1013,13 @@ var Body = new Class({
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var velocity = this.velocity;
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var position = this.position;
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if (this.moves)
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// Has it been woken up?
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if (this.sleeping && !velocity.equals(this.prevVelocity))
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{
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this.wake();
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}
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if (this.moves && !this.sleeping)
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{
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this.world.updateMotion(this, delta);
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@ -1096,6 +1117,9 @@ var Body = new Class({
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{
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gameObject.x = this.x;
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gameObject.y = this.y;
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dx = 0;
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dy = 0;
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}
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else
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{
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@ -1125,11 +1149,38 @@ var Body = new Class({
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this._dx = dx;
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this._dy = dy;
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if (this.allowRotation)
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if (this.allowRotation && !this.sleeping)
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{
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gameObject.angle += this.deltaZ();
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}
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// Check for sleeping state
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if (Math.abs(dy) < 1)
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{
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if (this._sleep < this.sleepIterations)
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{
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this._sleep++;
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if (this._sleep >= this.sleepIterations)
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{
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this.sleeping = true;
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this.velocity.set(0);
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}
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}
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}
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else if (this._sleep > 0)
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{
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// Waking up? Do it progressively, not instantly, to ensure it isn't just a step fluctuation
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this._sleep *= 0.5;
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if (this._sleep <= 0)
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{
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this.sleeping = false;
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this._sleep = 0;
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}
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}
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// Store collision flags
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var wasTouching = this.wasTouching;
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var touching = this.touching;
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@ -1140,34 +1191,11 @@ var Body = new Class({
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wasTouching.left = touching.left;
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wasTouching.right = touching.right;
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if (Math.abs(dy) < 1)
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{
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if (this._sleep < 60)
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{
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this._sleep++;
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if (this._sleep >= 60)
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{
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this.sleeping = true;
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}
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}
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}
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else
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{
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if (this._sleep > 0)
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{
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this._sleep *= 0.5;
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if (this._sleep <= 0)
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{
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this.sleeping = false;
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this._sleep = 0;
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}
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}
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}
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this.prev.x = this.position.x;
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this.prev.y = this.position.y;
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this.prevVelocity.x = this.velocity.x;
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this.prevVelocity.y = this.velocity.y;
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},
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/**
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