Adding checkCollision tests.

This commit is contained in:
photonstorm 2014-01-24 17:30:37 +00:00
parent e3aaec8ac0
commit 45518b3ecd
4 changed files with 168 additions and 34 deletions

View file

@ -28,10 +28,87 @@ function create() {
var bg = game.add.sprite(0, 0, bmd);
bg.body.moves = false;
test4();
test10();
}
function test10() {
// game.physics.gravity.y = 150;
sprite = game.add.sprite(300, 200, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.checkCollision.down = false;
sprite2 = game.add.sprite(330, 400, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.9, 0.9);
game.input.onDown.add(launch10, this);
}
function launch10() {
sprite2.body.velocity.y = -100;
}
function test9() {
// game.physics.gravity.y = 150;
sprite = game.add.sprite(300, 400, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.checkCollision.up = false;
// sprite.body.checkCollision.right = false;
sprite2 = game.add.sprite(330, 100, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.9, 0.9);
game.input.onDown.add(launch9, this);
}
function launch9() {
sprite2.body.velocity.y = 100;
}
function test8() {
game.physics.gravity.y = 150;
sprite = game.add.sprite(300, 400, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.checkCollision.left = false;
sprite.body.checkCollision.right = false;
sprite2 = game.add.sprite(500, 400, 'gameboy', 2);
sprite2.name = 'green';
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.9, 0.9);
game.input.onDown.add(launch8, this);
}
function launch8() {
sprite.body.velocity.x = -50;
sprite2.body.velocity.x = -200;
}
function test7() {
game.physics.gravity.y = 200;
@ -277,7 +354,7 @@ function render() {
if (sprite)
{
game.debug.renderBodyInfo(sprite, 16, 24);
game.debug.renderBodyInfo(sprite2, 16, 24);
// game.debug.renderText(sprite.name + ' x: ' + sprite.x.toFixed(2) + ' dx: ' + sprite.body._dx.toFixed(2), 16, 500);
// game.debug.renderText(sprite.name + ' y: ' + sprite.y.toFixed(2) + ' dy: ' + sprite.body._dy.toFixed(2), 16, 520);
}

View file

@ -17,10 +17,10 @@ function create() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(200, 200, 'gameboy', 0);
sprite = game.add.sprite(200, 300, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.9, 0.9);
// sprite.body.bounce.setTo(0.9, 0.9);
// sprite2 = game.add.sprite(500, 200, 'gameboy', 2);
// sprite2.name = 'green';
@ -33,15 +33,14 @@ function create() {
land.body.allowGravity = false;
land.body.setSize(780, 100, 0, 0);
land.body.polygons = new SAT.Polygon(new SAT.Vector(10, 490), [
new SAT.Vector(),
new SAT.Vector(100,0),
new SAT.Vector(200,50),
new SAT.Vector(400,20),
new SAT.Vector(780,0),
new SAT.Vector(0,50),
new SAT.Vector(300,0),
new SAT.Vector(780,50),
new SAT.Vector(780,100),
new SAT.Vector(0,100),
]);
console.log(land);
sprite.body.velocity.x = 100;
game.input.onDown.add(launch, this);
@ -49,7 +48,7 @@ function create() {
function launch() {
sprite.body.velocity.x = -300;
sprite.body.velocity.x = 100;
sprite.body.velocity.y = -300;
sprite2.body.velocity.x = 200;
sprite2.body.velocity.y = -200;

View file

@ -102,6 +102,13 @@ Phaser.Physics.Arcade = function (game) {
* @private
*/
this._gravityY = 0;
/**
* @property {SAT.Response} _response - Internal cache var.
* @private
*/
this._response = new SAT.Response();
};
Phaser.Physics.Arcade.prototype = {
@ -602,8 +609,6 @@ Phaser.Physics.Arcade.prototype = {
*/
separate: function (body1, body2, processCallback, callbackContext, overlapOnly) {
// Can't separate two immovable bodies and the same body cannot collide with itself
// if (body1 === body2 || (body1.immovable && body2.immovable) || Phaser.Rectangle.intersects(body1, body2) === false)
if (body1 === body2 || Phaser.Rectangle.intersects(body1, body2) === false)
{
return false;
@ -615,15 +620,17 @@ Phaser.Physics.Arcade.prototype = {
return false;
}
this._response.clear();
if (overlapOnly)
{
return body1.overlap(body2);
return body1.overlap(body2, this._response);
}
else
{
if (body1.overlap(body2))
if (body1.overlap(body2, this._response))
{
return body1.separate(body2);
return body1.separate(body2, this._response);
}
}

View file

@ -319,9 +319,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.polygons = new SAT.Box(new SAT.Vector(this.x, this.y), this.width, this.height).toPolygon();
// This needs to move to a global ArcadePhysics one
this.response = new SAT.Response();
this._debug = 0;
};
@ -586,13 +583,12 @@ Phaser.Physics.Arcade.Body.prototype = {
*
* @method Phaser.Physics.Arcade#overlap
* @param {Phaser.Physics.Arcade.Body} body - The Body that collided.
* @param {SAT.Response} response - SAT Response handler.
* @return {boolean} True if the two bodies overlap, otherwise false.
*/
overlap: function (body) {
overlap: function (body, response) {
this.response.clear();
return SAT.testPolygonPolygon(this.polygons, body.polygons, this.response);
return SAT.testPolygonPolygon(this.polygons, body.polygons, response);
},
@ -788,6 +784,17 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitLeft: function (body, response) {
// We know that Body is overlapping with This on the left-hand side
if ((body.deltaX() < 0 && !this.checkCollision.right) || (body.deltaX() > 0 && !this.checkCollision.left))
{
return;
}
if ((body.deltaY() < 0 && !this.checkCollision.down) || (body.deltaY() > 0 && !this.checkCollision.up) || (body.deltaY() > 0 && !this.checkCollision.up) || (body.deltaY() > 0 && !this.checkCollision.down))
{
return;
}
// This body isn't moving horizontally, so it was hit by something moving right
if (this.immovable || this.blocked.right)
{
@ -833,6 +840,17 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitRight: function (body, response) {
// We know that Body is overlapping with This on the right-hand side
if ((body.deltaX() < 0 && !this.checkCollision.right) || (body.deltaX() > 0 && !this.checkCollision.left))
{
return;
}
if ((body.deltaY() < 0 && !this.checkCollision.down) || (body.deltaY() > 0 && !this.checkCollision.up) || (body.deltaY() > 0 && !this.checkCollision.up) || (body.deltaY() > 0 && !this.checkCollision.down))
{
return;
}
// This body isn't moving horizontally, so it was hit by something moving left
if (this.immovable || this.blocked.left)
{
@ -878,6 +896,12 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitTop: function (body, response) {
// We know that Body is overlapping with This on the top side (deltaY > 0 = moving down < 0 = moving up)
if ((body.deltaY() > 0 && (!this.checkCollision.up || !this.checkCollision.down)) || (body.deltaY() < 0 && (!this.checkCollision.down || !this.checkCollision.up)))
{
return;
}
// This body isn't moving vertically, so it was hit by something moving down
if (this.immovable || this.blocked.down)
{
@ -923,6 +947,12 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitBottom: function (body, response) {
// We know that Body is overlapping with This on the bottom side (deltaY > 0 = moving down < 0 = moving up)
if ((body.deltaY() < 0 && (!this.checkCollision.down || !this.checkCollision.up)) || (body.deltaY() < 0 && (!this.checkCollision.down || !this.checkCollision.up)))
{
return;
}
// This body isn't moving vertically, so it was hit by something moving up
if (this.immovable || this.blocked.up)
{
@ -993,13 +1023,14 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#separate
* @protected
* @param {Phaser.Physics.Arcade.Body} body - The Body to be separated from this one.
* @param {SAT.Response} response - SAT Response handler.
* @return {boolean}
*/
separate: function (body) {
separate: function (body, response) {
if (this.customSeparateCallback)
{
return this.customSeparateCallback.call(this.customSeparateContext, this, this.response);
return this.customSeparateCallback.call(this.customSeparateContext, this, response);
}
var distances = [
@ -1009,32 +1040,32 @@ Phaser.Physics.Arcade.Body.prototype = {
(this.bottom - body.y) // distance of box 'b' to face on 'top' side of 'a'.
];
if (this.response.overlapN.x)
if (response.overlapN.x)
{
// Which is smaller? Left or Right?
if (distances[0] < distances[1])
{
console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, this.response);
this.hitLeft(body, this.response);
console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
this.hitLeft(body, response);
}
else if (distances[1] < distances[0])
{
console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, this.response);
this.hitRight(body, this.response);
console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
this.hitRight(body, response);
}
}
else if (this.response.overlapN.y)
else if (response.overlapN.y)
{
// Which is smaller? Top or Bottom?
if (distances[2] < distances[3])
{
console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, this.response);
this.hitTop(body, this.response);
console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
this.hitTop(body, response);
}
else if (distances[3] < distances[2])
{
console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, this.response);
this.hitBottom(body, this.response);
console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
this.hitBottom(body, response);
}
}
@ -1146,6 +1177,9 @@ Phaser.Physics.Arcade.Body.prototype = {
this.y = this.preY;
this.rotation = this.preRotation;
this.polygons.pos.x = this.x;
this.polygons.pos.y = this.y;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
},
@ -1269,3 +1303,20 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
}
});
/**
* @name Phaser.Physics.Arcade.Body#movingLeft
* @property {boolean} movingLeft - True if this Body is moving left, based on its angle and speed.
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "movingLeft", {
/**
* True if this Body is moving left, based on its angle and speed.
* @method movingLeft
* @return {boolean}
*/
get: function () {
return (this.speed > 0 && this.angle >= 0 && this.angle <= 0);
},
});