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https://github.com/photonstorm/phaser
synced 2024-11-14 00:47:29 +00:00
Adding checkCollision tests.
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e3aaec8ac0
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4 changed files with 168 additions and 34 deletions
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@ -28,10 +28,87 @@ function create() {
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var bg = game.add.sprite(0, 0, bmd);
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bg.body.moves = false;
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test4();
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test10();
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}
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function test10() {
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// game.physics.gravity.y = 150;
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sprite = game.add.sprite(300, 200, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.checkCollision.down = false;
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sprite2 = game.add.sprite(330, 400, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(0.9, 0.9);
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game.input.onDown.add(launch10, this);
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}
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function launch10() {
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sprite2.body.velocity.y = -100;
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}
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function test9() {
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// game.physics.gravity.y = 150;
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sprite = game.add.sprite(300, 400, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.checkCollision.up = false;
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// sprite.body.checkCollision.right = false;
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sprite2 = game.add.sprite(330, 100, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(0.9, 0.9);
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game.input.onDown.add(launch9, this);
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}
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function launch9() {
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sprite2.body.velocity.y = 100;
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}
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function test8() {
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game.physics.gravity.y = 150;
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sprite = game.add.sprite(300, 400, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.checkCollision.left = false;
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sprite.body.checkCollision.right = false;
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sprite2 = game.add.sprite(500, 400, 'gameboy', 2);
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sprite2.name = 'green';
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sprite2.body.collideWorldBounds = true;
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sprite2.body.bounce.setTo(0.9, 0.9);
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game.input.onDown.add(launch8, this);
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}
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function launch8() {
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sprite.body.velocity.x = -50;
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sprite2.body.velocity.x = -200;
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}
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function test7() {
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game.physics.gravity.y = 200;
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@ -277,7 +354,7 @@ function render() {
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 16, 24);
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game.debug.renderBodyInfo(sprite2, 16, 24);
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// game.debug.renderText(sprite.name + ' x: ' + sprite.x.toFixed(2) + ' dx: ' + sprite.body._dx.toFixed(2), 16, 500);
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// game.debug.renderText(sprite.name + ' y: ' + sprite.y.toFixed(2) + ' dy: ' + sprite.body._dy.toFixed(2), 16, 520);
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}
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@ -17,10 +17,10 @@ function create() {
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game.physics.gravity.y = 100;
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sprite = game.add.sprite(200, 200, 'gameboy', 0);
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sprite = game.add.sprite(200, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.9, 0.9);
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// sprite.body.bounce.setTo(0.9, 0.9);
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// sprite2 = game.add.sprite(500, 200, 'gameboy', 2);
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// sprite2.name = 'green';
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@ -33,15 +33,14 @@ function create() {
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land.body.allowGravity = false;
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land.body.setSize(780, 100, 0, 0);
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land.body.polygons = new SAT.Polygon(new SAT.Vector(10, 490), [
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new SAT.Vector(),
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new SAT.Vector(100,0),
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new SAT.Vector(200,50),
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new SAT.Vector(400,20),
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new SAT.Vector(780,0),
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new SAT.Vector(0,50),
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new SAT.Vector(300,0),
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new SAT.Vector(780,50),
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new SAT.Vector(780,100),
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new SAT.Vector(0,100),
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]);
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console.log(land);
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sprite.body.velocity.x = 100;
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game.input.onDown.add(launch, this);
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@ -49,7 +48,7 @@ function create() {
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function launch() {
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sprite.body.velocity.x = -300;
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sprite.body.velocity.x = 100;
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sprite.body.velocity.y = -300;
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sprite2.body.velocity.x = 200;
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sprite2.body.velocity.y = -200;
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@ -102,6 +102,13 @@ Phaser.Physics.Arcade = function (game) {
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* @private
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*/
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this._gravityY = 0;
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/**
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* @property {SAT.Response} _response - Internal cache var.
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* @private
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*/
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this._response = new SAT.Response();
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};
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Phaser.Physics.Arcade.prototype = {
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@ -602,8 +609,6 @@ Phaser.Physics.Arcade.prototype = {
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*/
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separate: function (body1, body2, processCallback, callbackContext, overlapOnly) {
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// Can't separate two immovable bodies and the same body cannot collide with itself
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// if (body1 === body2 || (body1.immovable && body2.immovable) || Phaser.Rectangle.intersects(body1, body2) === false)
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if (body1 === body2 || Phaser.Rectangle.intersects(body1, body2) === false)
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{
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return false;
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@ -615,15 +620,17 @@ Phaser.Physics.Arcade.prototype = {
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return false;
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}
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this._response.clear();
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if (overlapOnly)
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{
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return body1.overlap(body2);
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return body1.overlap(body2, this._response);
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}
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else
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{
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if (body1.overlap(body2))
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if (body1.overlap(body2, this._response))
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{
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return body1.separate(body2);
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return body1.separate(body2, this._response);
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}
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}
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@ -319,9 +319,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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*/
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this.polygons = new SAT.Box(new SAT.Vector(this.x, this.y), this.width, this.height).toPolygon();
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// This needs to move to a global ArcadePhysics one
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this.response = new SAT.Response();
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this._debug = 0;
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};
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@ -586,13 +583,12 @@ Phaser.Physics.Arcade.Body.prototype = {
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*
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* @method Phaser.Physics.Arcade#overlap
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* @param {Phaser.Physics.Arcade.Body} body - The Body that collided.
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* @param {SAT.Response} response - SAT Response handler.
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* @return {boolean} True if the two bodies overlap, otherwise false.
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*/
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overlap: function (body) {
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overlap: function (body, response) {
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this.response.clear();
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return SAT.testPolygonPolygon(this.polygons, body.polygons, this.response);
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return SAT.testPolygonPolygon(this.polygons, body.polygons, response);
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},
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@ -788,6 +784,17 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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hitLeft: function (body, response) {
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// We know that Body is overlapping with This on the left-hand side
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if ((body.deltaX() < 0 && !this.checkCollision.right) || (body.deltaX() > 0 && !this.checkCollision.left))
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{
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return;
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}
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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))
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{
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return;
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}
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// This body isn't moving horizontally, so it was hit by something moving right
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if (this.immovable || this.blocked.right)
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{
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@ -833,6 +840,17 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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hitRight: function (body, response) {
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// We know that Body is overlapping with This on the right-hand side
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if ((body.deltaX() < 0 && !this.checkCollision.right) || (body.deltaX() > 0 && !this.checkCollision.left))
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{
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return;
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}
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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))
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{
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return;
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}
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// This body isn't moving horizontally, so it was hit by something moving left
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if (this.immovable || this.blocked.left)
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{
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@ -878,6 +896,12 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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hitTop: function (body, response) {
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// We know that Body is overlapping with This on the top side (deltaY > 0 = moving down < 0 = moving up)
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if ((body.deltaY() > 0 && (!this.checkCollision.up || !this.checkCollision.down)) || (body.deltaY() < 0 && (!this.checkCollision.down || !this.checkCollision.up)))
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{
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return;
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}
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// This body isn't moving vertically, so it was hit by something moving down
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if (this.immovable || this.blocked.down)
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{
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@ -923,6 +947,12 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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hitBottom: function (body, response) {
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// We know that Body is overlapping with This on the bottom side (deltaY > 0 = moving down < 0 = moving up)
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if ((body.deltaY() < 0 && (!this.checkCollision.down || !this.checkCollision.up)) || (body.deltaY() < 0 && (!this.checkCollision.down || !this.checkCollision.up)))
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{
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return;
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}
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// This body isn't moving vertically, so it was hit by something moving up
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if (this.immovable || this.blocked.up)
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{
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@ -993,13 +1023,14 @@ Phaser.Physics.Arcade.Body.prototype = {
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* @method Phaser.Physics.Arcade#separate
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* @protected
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* @param {Phaser.Physics.Arcade.Body} body - The Body to be separated from this one.
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* @param {SAT.Response} response - SAT Response handler.
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* @return {boolean}
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*/
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separate: function (body) {
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separate: function (body, response) {
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if (this.customSeparateCallback)
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{
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return this.customSeparateCallback.call(this.customSeparateContext, this, this.response);
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return this.customSeparateCallback.call(this.customSeparateContext, this, response);
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}
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var distances = [
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@ -1009,32 +1040,32 @@ Phaser.Physics.Arcade.Body.prototype = {
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(this.bottom - body.y) // distance of box 'b' to face on 'top' side of 'a'.
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];
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if (this.response.overlapN.x)
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if (response.overlapN.x)
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{
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// Which is smaller? Left or Right?
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if (distances[0] < distances[1])
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{
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console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, this.response);
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this.hitLeft(body, this.response);
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console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
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this.hitLeft(body, response);
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}
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else if (distances[1] < distances[0])
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{
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console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, this.response);
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this.hitRight(body, this.response);
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console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
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this.hitRight(body, response);
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}
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}
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else if (this.response.overlapN.y)
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else if (response.overlapN.y)
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{
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// Which is smaller? Top or Bottom?
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if (distances[2] < distances[3])
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{
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console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, this.response);
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this.hitTop(body, this.response);
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console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
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this.hitTop(body, response);
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}
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else if (distances[3] < distances[2])
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{
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console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, this.response);
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this.hitBottom(body, this.response);
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console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
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this.hitBottom(body, response);
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}
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}
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@ -1146,6 +1177,9 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.y = this.preY;
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this.rotation = this.preRotation;
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this.polygons.pos.x = this.x;
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this.polygons.pos.y = this.y;
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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},
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@ -1269,3 +1303,20 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
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}
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});
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/**
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* @name Phaser.Physics.Arcade.Body#movingLeft
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* @property {boolean} movingLeft - True if this Body is moving left, based on its angle and speed.
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*/
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Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "movingLeft", {
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/**
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* True if this Body is moving left, based on its angle and speed.
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* @method movingLeft
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* @return {boolean}
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*/
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get: function () {
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return (this.speed > 0 && this.angle >= 0 && this.angle <= 0);
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},
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});
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