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Starting merge of Arcade Physics
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252
v3/src/physics/arcade/World.js
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252
v3/src/physics/arcade/World.js
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// Phaser.Physics.Arcade.World
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var Class = require('../../utils/Class');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var Vector2 = require('../../math/Vector2');
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var CONST = require('./const');
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var World = new Class({
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initialize:
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function World (width, height)
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{
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this.gravity = new Vector2();
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this.bounds = new Rectangle(0, 0, width, height);
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this.checkCollision = { up: true, down: true, left: true, right: true };
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this.maxObjects = 10;
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this.maxLevels = 4;
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this.OVERLAP_BIAS = 4;
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this.forceX = false;
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this.sortDirection = CONST.LEFT_RIGHT;
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this.skipQuadTree = true;
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this.isPaused = false;
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// this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
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this._total = 0;
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// this.setBoundsToWorld();
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},
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setBounds: function (x, y, width, height)
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{
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this.bounds.setTo(x, y, width, height);
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return this;
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},
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updateMotion: function (body)
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{
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if (body.allowRotation)
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{
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var velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity;
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body.angularVelocity += velocityDelta;
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body.rotation += (body.angularVelocity * this.game.time.physicsElapsed);
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}
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body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x);
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body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y);
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},
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computeVelocity: function (axis, body, velocity, acceleration, drag, max)
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{
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if (max === undefined) { max = 10000; }
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if (axis === 1 && body.allowGravity)
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{
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velocity += (this.gravity.x + body.gravity.x) * this.game.time.physicsElapsed;
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}
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else if (axis === 2 && body.allowGravity)
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{
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velocity += (this.gravity.y + body.gravity.y) * this.game.time.physicsElapsed;
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}
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if (acceleration)
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{
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velocity += acceleration * this.game.time.physicsElapsed;
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}
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else if (drag && body.allowDrag)
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{
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drag *= this.game.time.physicsElapsed;
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if (velocity - drag > 0)
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{
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velocity -= drag;
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}
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else if (velocity + drag < 0)
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{
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velocity += drag;
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}
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else
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{
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velocity = 0;
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}
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}
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if (velocity > max)
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{
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velocity = max;
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}
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else if (velocity < -max)
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{
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velocity = -max;
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}
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return velocity;
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},
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overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
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{
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overlapCallback = overlapCallback || null;
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processCallback = processCallback || null;
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callbackContext = callbackContext || overlapCallback;
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this._total = 0;
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this.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true);
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return (this._total > 0);
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},
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collide: function (object1, object2, collideCallback, processCallback, callbackContext)
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{
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collideCallback = collideCallback || null;
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processCallback = processCallback || null;
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callbackContext = callbackContext || collideCallback;
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this._total = 0;
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this.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false);
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return (this._total > 0);
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},
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sortLeftRight: function (a, b)
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{
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if (!a.body || !b.body)
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{
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return 0;
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}
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return a.body.x - b.body.x;
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},
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sortRightLeft: function (a, b)
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{
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if (!a.body || !b.body)
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{
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return 0;
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}
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return b.body.x - a.body.x;
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},
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sortTopBottom: function (a, b)
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{
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if (!a.body || !b.body)
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{
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return 0;
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}
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return a.body.y - b.body.y;
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},
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sortBottomTop: function (a, b)
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{
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if (!a.body || !b.body)
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{
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return 0;
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}
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return b.body.y - a.body.y;
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},
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/*
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sort: function (group, sortDirection)
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{
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if (group.physicsSortDirection !== null)
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{
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sortDirection = group.physicsSortDirection;
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}
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else
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{
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if (sortDirection === undefined) { sortDirection = this.sortDirection; }
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}
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if (sortDirection === Phaser.Physics.Arcade.LEFT_RIGHT)
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{
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// Game world is say 2000x600 and you start at 0
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group.hash.sort(this.sortLeftRight);
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}
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else if (sortDirection === Phaser.Physics.Arcade.RIGHT_LEFT)
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{
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// Game world is say 2000x600 and you start at 2000
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group.hash.sort(this.sortRightLeft);
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}
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else if (sortDirection === Phaser.Physics.Arcade.TOP_BOTTOM)
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{
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// Game world is say 800x2000 and you start at 0
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group.hash.sort(this.sortTopBottom);
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}
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else if (sortDirection === Phaser.Physics.Arcade.BOTTOM_TOP)
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{
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// Game world is say 800x2000 and you start at 2000
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group.hash.sort(this.sortBottomTop);
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}
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},
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*/
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collideObjects: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
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{
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if (!Array.isArray(object1) && Array.isArray(object2))
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{
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for (var i = 0; i < object2.length; i++)
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{
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if (!object2[i]) { continue; }
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this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, overlapOnly);
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}
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}
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else if (Array.isArray(object1) && !Array.isArray(object2))
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{
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for (var i = 0; i < object1.length; i++)
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{
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if (!object1[i]) { continue; }
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this.collideHandler(object1[i], object2, collideCallback, processCallback, callbackContext, overlapOnly);
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}
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}
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else if (Array.isArray(object1) && Array.isArray(object2))
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{
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for (var i = 0; i < object1.length; i++)
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{
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if (!object1[i]) { continue; }
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for (var j = 0; j < object2.length; j++)
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{
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if (!object2[j]) { continue; }
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this.collideHandler(object1[i], object2[j], collideCallback, processCallback, callbackContext, overlapOnly);
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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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this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
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}
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},
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});
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module.exports = World;
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v3/src/physics/arcade/const.js
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43
v3/src/physics/arcade/const.js
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module.exports = {
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/**
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* A constant used for the sortDirection value.
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* Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.
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* @constant
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* @type {number}
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*/
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SORT_NONE: 0,
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/**
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* A constant used for the sortDirection value.
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* Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)
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* @constant
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* @type {number}
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*/
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LEFT_RIGHT: 1,
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/**
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* A constant used for the sortDirection value.
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* Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards)
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* @constant
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* @type {number}
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*/
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RIGHT_LEFT: 2,
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/**
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* A constant used for the sortDirection value.
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* Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)
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* @constant
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* @type {number}
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*/
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TOP_BOTTOM: 3,
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/**
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* A constant used for the sortDirection value.
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* Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up)
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* @constant
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* @type {number}
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*/
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BOTTOM_TOP: 4
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};
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