CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there.

This commit is contained in:
photonstorm 2014-02-19 01:51:14 +00:00
parent 7a8c96db37
commit 5968dd053b
8 changed files with 235 additions and 26 deletions

View file

@ -140,6 +140,7 @@ module.exports = function (grunt) {
'src/physics/Spring.js',
'src/physics/Material.js',
'src/physics/ContactMaterial.js',
'src/physics/CollisionGroup.js',
'src/particles/Particles.js',
'src/particles/arcade/ArcadeParticles.js',

View file

@ -186,6 +186,7 @@
<script src="$path/src/physics/Spring.js"></script>
<script src="$path/src/physics/Material.js"></script>
<script src="$path/src/physics/ContactMaterial.js"></script>
<script src="$path/src/physics/CollisionGroup.js"></script>
<script src="$path/src/particles/Particles.js"></script>
<script src="$path/src/particles/arcade/ArcadeParticles.js"></script>

View file

@ -6,6 +6,7 @@ function preload() {
// game.load.image('arrow', 'assets/sprites/arrow.png');
game.load.image('arrow', 'assets/sprites/thrust_ship2.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
game.load.image('box', 'assets/sprites/block.png');
game.load.spritesheet('bullets', 'assets/sprites/balls.png', 17, 17);
}
@ -16,6 +17,13 @@ var angle = 0;
var fireRate = 100;
var nextFire = 0;
var cursors;
// var PLAYER;
// var BULLET;
// var WORLD;
var boxes;
var playerGroup;
var bulletGroup;
var boxGroup;
function create() {
@ -29,9 +37,38 @@ function create() {
bullets.createMultiple(250, 'bullets', 0, false);
cannon = game.add.sprite(50, 500, 'arrow');
cannon.name = 'ship';
cannon.physicsEnabled = true;
cannon.body.kinematic = true;
cannon.body.mass = 4;
playerGroup = game.physics.createCollisionGroup();
bulletGroup = game.physics.createCollisionGroup();
boxGroup = game.physics.createCollisionGroup();
// cannon.body.data.shapes[0].collisionGroup = PLAYER.mask;
// cannon.body.data.shapes[0].collisionMask = game.physics.WORLD.mask;
cannon.body.setCollisionGroup(playerGroup);
cannon.body.collides(boxGroup);
boxes = game.add.group();
for (var i = 0; i < 10; i++)
{
var box = boxes.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 500), 'box');
box.name = 'box' + i;
box.scale.set(0.5);
// box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
box.body.setCollisionGroup(boxGroup);
box.body.collides(playerGroup);
box.body.collides(bulletGroup);
// box.body.mass = 10;
// box.body.setMaterial(boxMaterial);
// box.body.fixedRotation = true;
}
cursors = game.input.keyboard.createCursorKeys();
}
@ -58,6 +95,12 @@ function fire() {
bullet.body.velocity.x = magnitude * Math.cos(angle);
bullet.body.velocity.y = magnitude * Math.sin(angle);
bullet.body.setCollisionGroup(bulletGroup);
bullet.body.collides(boxGroup);
// bullet.body.data.shapes[0].collisionGroup = BULLET;
// bullet.body.data.shapes[0].collisionMask = WORLD | BULLET;
}
}
@ -80,11 +123,13 @@ function update() {
if (cursors.up.isDown)
{
cannon.body.moveForward(200);
// cannon.body.moveForward(200);
cannon.body.thrust(200);
}
else if (cursors.down.isDown)
{
cannon.body.moveBackward(200);
// cannon.body.moveBackward(200);
cannon.body.reverse(200);
}
var dx = game.input.activePointer.worldX - cannon.x;

View file

@ -14,8 +14,8 @@ var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var box1;
var box2;
var boxes;
function create() {
@ -39,40 +39,53 @@ function create() {
// game.physics.setBoundsToWorld();
game.physics.gravity.y = 20;
// game.physics.gravity.y = 9.78;
game.physics.setBoundsToWorld(true, true, false, true);
game.physics.world.gravity[1] = -20;
game.physics.friction = 0.5;
game.physics.world.solver.stiffness = 1e20;
game.physics.world.solver.relaxation = 3;
// Materials
var groundMaterial = game.physics.createMaterial('ground');
var characterMaterial = game.physics.createMaterial('character');
var boxMaterial = game.physics.createMaterial('box');
player = game.add.sprite(32, 320, 'dude');
player = game.add.sprite(100, -400, 'dude');
player.physicsEnabled = true;
player.body.fixedRotation = true;
player.body.setMaterial(characterMaterial);
player.body.mass = 1;
player.body.damping = 0.5;
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
box1 = game.add.sprite(200, 300, 'box');
box1.physicsEnabled = true;
// box1.body.fixedRotation = true;
box1.body.setMaterial(boxMaterial);
boxes = game.add.group();
box2 = game.add.sprite(400, 300, 'box');
box2.physicsEnabled = true;
// box2.body.fixedRotation = true;
box2.body.setMaterial(boxMaterial);
for (var i = 0; i < 50; i++)
{
var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
// box.scale.set(0.5);
box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
box.body.mass = 10;
box.body.setMaterial(boxMaterial);
box.body.fixedRotation = true;
}
// Set the material along the ground
game.physics.setWorldMaterial(groundMaterial, false, false, false, true);
game.physics.setWorldMaterial(groundMaterial);
var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
console.log(groundCharacterCM);
console.log(boxGroundCM);
// game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
@ -82,11 +95,9 @@ function create() {
function update() {
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
player.body.moveLeft(150);
player.body.moveLeft(200);
if (facing != 'left')
{
@ -96,7 +107,7 @@ function update() {
}
else if (cursors.right.isDown)
{
player.body.moveRight(150);
player.body.moveRight(200);
if (facing != 'right')
{
@ -106,6 +117,8 @@ function update() {
}
else
{
player.body.velocity.x = 0;
if (facing != 'idle')
{
player.animations.stop();
@ -150,7 +163,7 @@ function render () {
// if (player.debug)
// {
// game.debug.renderPhysicsBody(player.body);
game.debug.renderPhysicsBody(player.body);
// game.debug.renderBodyInfo(player, 16, 24);
// }

View file

@ -1292,7 +1292,7 @@ Phaser.Math = {
},
/**
* Convert p2 physics value to pixel scale.
* Convert p2 physics value (meters) to pixel scale.
*
* @method Phaser.Math#p2px
* @param {number} v - The value to convert.
@ -1303,7 +1303,7 @@ Phaser.Math = {
},
/**
* Convert pixel value to p2 physics scale.
* Convert pixel value to p2 physics scale (meters).
*
* @method Phaser.Math#px2p
* @param {number} v - The value to convert.

View file

@ -63,6 +63,19 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
*/
this.gravity = new Phaser.Point();
/**
* A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.
* Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
*/
this.collideWorldBounds = true;
/**
* @property {array} collidesWith - Array of CollisionGroups that this Bodies shapes collide with.
* @private
*/
this.collidesWith = [];
// this.onAdded = new Phaser.Signal();
// this.onRemoved = new Phaser.Signal();
@ -77,6 +90,66 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
Phaser.Physics.Body.prototype = {
setCollisionGroup: function (group, shape) {
if (typeof shape === 'undefined')
{
for (var i = this.data.shapes.length - 1; i >= 0; i--)
{
this.data.shapes[i].collisionGroup = group.mask;
}
}
else
{
shape.collisionGroup = group.mask;
}
},
/**
* Adds the given CollisionGroup to the list of groups that this body will collide with and updates the collision mask.
*
* @method Phaser.Physics.Body#collides
* @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will collide with.
* @param {p2.Shape} [shape] - An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.
*/
collides: function (group, shape) {
// TODO: group can be an array
if (this.collidesWith.indexOf(group) === -1)
{
this.collidesWith.push(group);
}
var mask = 0;
if (this.collideWorldBounds)
{
mask = this.game.physics.boundsCollisionGroup.mask;
}
for (var i = 0; i < this.collidesWith.length; i++)
{
mask = mask | this.collidesWith[i].mask;
}
if (typeof shape === 'undefined')
{
for (var i = this.data.shapes.length - 1; i >= 0; i--)
{
this.data.shapes[i].collisionMask = mask;
}
}
else
{
shape.collisionMask = mask;
}
console.log('collides', this.sprite.name, group, mask);
},
/**
* Moves the shape offsets so their center of mass becomes the body center of mass.
*
@ -819,7 +892,7 @@ Phaser.Physics.Body.prototype = {
},
/**
* Convert p2 physics value to pixel scale.
* Convert p2 physics value (meters) to pixel scale.
*
* @method Phaser.Math#p2px
* @param {number} v - The value to convert.
@ -832,7 +905,7 @@ Phaser.Physics.Body.prototype = {
},
/**
* Convert pixel value to p2 physics scale.
* Convert pixel value to p2 physics scale (meters).
*
* @method Phaser.Math#px2p
* @param {number} v - The value to convert.

View file

@ -0,0 +1,21 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Collision Group
*
* @class Phaser.Physics.CollisionGroup
* @classdesc Physics Collision Group Constructor
* @constructor
*/
Phaser.Physics.CollisionGroup = function (bitmask) {
/**
* @property {number} mask - The CollisionGroup bitmask.
*/
this.mask = bitmask;
}

View file

@ -132,6 +132,20 @@ Phaser.Physics.World = function (game) {
this.world.on("beginContact", this.beginContactHandler, this);
this.world.on("endContact", this.endContactHandler, this);
/**
* @property {array} collisionGroups - Internal var.
*/
this.collisionGroups = [];
/**
* @property {number} _collisionGroupID - Internal var.
* @private
*/
this._collisionGroupID = 2;
this.boundsCollisionGroup = new Phaser.Physics.CollisionGroup(2);
this.boundsCollidesWith = [];
this.setBoundsToWorld(true, true, true, true);
};
@ -310,24 +324,28 @@ Phaser.Physics.World.prototype = {
if (left)
{
this._wallShapes[0] = new p2.Plane();
this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[0], [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
}
if (right)
{
this._wallShapes[1] = new p2.Plane();
this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[1], [this.game.math.px2p(hw), 0], -1.5707963267948966 );
}
if (top)
{
this._wallShapes[2] = new p2.Plane();
this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[2], [0, this.game.math.px2p(-hh)], -3.141592653589793 );
}
if (bottom)
{
this._wallShapes[3] = new p2.Plane();
this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask;
this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2p(hh)] );
}
@ -662,6 +680,43 @@ Phaser.Physics.World.prototype = {
},
createCollisionGroup: function () {
var bitmask = Math.pow(2, this._collisionGroupID);
// Add it to the bounds mask automatically (they won't collide with it unless it's added back by the other group)
// this.boundsCollisionGroup.mask = this.boundsCollisionGroup.mask | bitmask;
if (this._wallShapes[0])
{
this._wallShapes[0].collisionMask = this._wallShapes[0].collisionMask | bitmask;
}
if (this._wallShapes[1])
{
this._wallShapes[1].collisionMask = this._wallShapes[1].collisionMask | bitmask;
}
if (this._wallShapes[2])
{
this._wallShapes[2].collisionMask = this._wallShapes[2].collisionMask | bitmask;
}
if (this._wallShapes[3])
{
this._wallShapes[3].collisionMask = this._wallShapes[3].collisionMask | bitmask;
}
this._collisionGroupID++;
var group = new Phaser.Physics.CollisionGroup(bitmask);
this.collisionGroups.push(group);
return group;
},
/**
* @method Phaser.Physics.World.prototype.createBody
* @param {number} x - The x coordinate of Body.