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https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Fixed issue re: would bounce
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24921d653b
commit
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1 changed files with 17 additions and 40 deletions
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@ -8,6 +8,8 @@ var CircleContains = require('../../geom/circle/Contains');
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var Class = require('../../utils/Class');
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var Class = require('../../utils/Class');
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var CONST = require('./const');
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var CONST = require('./const');
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var Events = require('./events');
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var Events = require('./events');
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var FuzzyLessThan = require('../../math/fuzzy/LessThan');
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var FuzzyGreaterThan = require('../../math/fuzzy/GreaterThan');
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var RadToDeg = require('../../math/RadToDeg');
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var RadToDeg = require('../../math/RadToDeg');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var RectangleContains = require('../../geom/rectangle/Contains');
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var RectangleContains = require('../../geom/rectangle/Contains');
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@ -960,54 +962,38 @@ var Body = new Class({
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*/
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*/
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update: function (delta)
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update: function (delta)
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{
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{
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var velocity = this.velocity;
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if (this.moves)
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if (this.moves)
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{
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{
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this.world.updateMotion(this, delta);
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this.world.updateMotion(this, delta);
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var velocity = this.velocity;
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this.position.x += this.getMoveX(velocity.x * delta);
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this.position.x += this.getMoveX(velocity.x * delta);
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this.position.y += this.getMoveY(velocity.y * delta);
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this.position.y += this.getMoveY(velocity.y * delta);
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}
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}
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// Calculate the delta
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this._dx = this.position.x - this.prev.x;
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this._dy = this.position.y - this.prev.y;
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var worldBlocked = this.worldBlocked;
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var worldBlocked = this.worldBlocked;
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// World Bounds check
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// World Bounds check
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if (this.collideWorldBounds && !worldBlocked.none)
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if (this.collideWorldBounds && !worldBlocked.none)
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{
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{
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var worldBounds = this.world.bounds;
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var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x;
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var by = (this.worldBounce) ? -this.worldBounce.y : -this.bounce.y;
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var bx = (this.worldBounce) ? this.worldBounce.x : this.bounce.x;
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// Reverse the velocity for the bounce
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var by = (this.worldBounce) ? this.worldBounce.y : this.bounce.y;
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// Reverse the velocity for the bounce and flip the delta
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if ((worldBlocked.left && velocity.x < 0) || (worldBlocked.right && velocity.x > 0))
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velocity.x *= -bx;
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if (bx !== 0)
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{
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{
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if (worldBlocked.left)
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velocity.x *= bx;
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{
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this.x = worldBounds.x + (1 * bx);
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}
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else if (worldBlocked.right)
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{
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this.right = worldBounds.right - (1 * bx);
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}
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}
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}
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// Reverse the velocity for the bounce and flip the delta
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if ((worldBlocked.down && velocity.y > 0) || (worldBlocked.up && velocity.y < 0))
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velocity.y *= -by;
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if (by !== 0)
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{
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{
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if (worldBlocked.up)
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velocity.y *= by;
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{
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this.y = worldBounds.y + (1 * by);
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}
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else if (worldBlocked.down)
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{
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this.bottom = worldBounds.bottom - (1 * by);
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}
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}
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}
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if (this.onWorldBounds)
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if (this.onWorldBounds)
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@ -1016,10 +1002,6 @@ var Body = new Class({
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}
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}
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}
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}
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// Calculate the delta
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this._dx = this.position.x - this.prev.x;
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this._dy = this.position.y - this.prev.y;
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this.updateCenter();
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this.updateCenter();
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this.angle = Math.atan2(velocity.y, velocity.x);
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this.angle = Math.atan2(velocity.y, velocity.x);
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@ -1137,13 +1119,13 @@ var Body = new Class({
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worldBlocked.right = true;
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worldBlocked.right = true;
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}
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}
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if (pos.y <= bounds.y && check.up)
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if (check.up && pos.y <= bounds.y)
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{
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{
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set = true;
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set = true;
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pos.y = bounds.y;
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pos.y = bounds.y;
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worldBlocked.up = true;
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worldBlocked.up = true;
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}
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}
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else if (this.bottom >= bounds.bottom && check.down)
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else if (check.down && this.bottom >= bounds.bottom)
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{
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{
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set = true;
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set = true;
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pos.y = bounds.bottom - this.height;
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pos.y = bounds.bottom - this.height;
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@ -1159,11 +1141,6 @@ var Body = new Class({
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return set;
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return set;
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},
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},
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getOverlapX: function (body, bias)
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{
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},
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/**
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/**
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* Sets the offset of the Body's position from its Game Object's position.
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* Sets the offset of the Body's position from its Game Object's position.
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*
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*
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