mirror of
https://github.com/photonstorm/phaser
synced 2024-11-14 00:47:29 +00:00
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
This commit is contained in:
parent
6e4e99f436
commit
68b7d22e0d
7 changed files with 121 additions and 80 deletions
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@ -34,6 +34,9 @@ console.log(' --- state create start ---');
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game.step();
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});
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// game.stage.backgroundColor = '#124184';
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marker = new Phaser.Line(256, 0, 256, 600);
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map = game.add.tilemap('map');
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@ -48,22 +51,21 @@ console.log(' --- state create start ---');
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// layer.debug = true;
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// layer.resizeWorld();
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layer.resizeWorld();
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game.physics.gravity.y = 200;
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// game.physics.gravity.y = 200;
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sprite = game.add.sprite(100, 300, 'phaser'); // up test
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// sprite = game.add.sprite(200, 240, 'phaser'); // 3-block corner test
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sprite.debug = true;
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game.stepping = true;
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// sprite.debug = true;
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// game.stepping = true;
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// sprite.body.velocity.y = -300;
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sprite.body.velocity.y = 200;
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// sprite.body.velocity.y = 200;
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// sprite.anchor.setTo(0.5, 0.5);
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@ -79,7 +81,7 @@ console.log(' --- state create start ---');
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// sprite.angle = 35;
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// game.camera.follow(sprite);
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game.camera.follow(sprite);
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// game.input.onDown.add(getIt, this);
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@ -89,7 +91,7 @@ console.log(' --- state create start ---');
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function update() {
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console.log(' --- state update start ---');
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// console.log(' --- state update start ---');
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/*
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if (cursors.left.isDown)
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@ -114,8 +116,8 @@ console.log(' --- state update start ---');
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// sprite.body.velocity.y = -300;
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// sprite.body.velocity.x = 0;
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// sprite.body.velocity.y = 0;
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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// sprite.body.angularVelocity = 0;
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// sprite.body.acceleration.x = 0;
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@ -157,8 +159,8 @@ console.log(' --- state update start ---');
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if (cursors.up.isDown)
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{
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console.log('cursor up');
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sprite.body.velocity.y = -300;
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// console.log('cursor up');
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sprite.body.velocity.y = -200;
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}
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else if (cursors.down.isDown)
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{
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@ -167,14 +169,13 @@ console.log(' --- state update start ---');
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -100;
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sprite.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 100;
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sprite.body.velocity.x = 200;
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}
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}
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function render() {
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@ -39,7 +39,7 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
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* Objects outside of this view are not rendered if set to camera cull.
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* @property {Phaser.Rectangle} view
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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@ -86,6 +86,9 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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*/
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this._edge = 0;
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/**
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* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
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*/
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this.displayObject = null;
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};
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@ -203,11 +206,15 @@ Phaser.Camera.prototype = {
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},
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/**
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* Internal method
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* @method Phaser.Camera#updateTarget
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* @private
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*/
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updateTarget: function () {
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if (this.deadzone)
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{
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// this._edge = this.target.bounds.x - this.deadzone.x;
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this._edge = this.target.x - this.deadzone.x;
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if (this.view.x > this._edge)
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@ -215,7 +222,6 @@ Phaser.Camera.prototype = {
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this.view.x = this._edge;
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}
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// this._edge = this.target.bounds.right - this.deadzone.x - this.deadzone.width;
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this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < this._edge)
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@ -223,7 +229,6 @@ Phaser.Camera.prototype = {
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this.view.x = this._edge;
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}
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// this._edge = this.target.bounds.y - this.deadzone.y;
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this._edge = this.target.y - this.deadzone.y;
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if (this.view.y > this._edge)
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@ -231,7 +236,6 @@ Phaser.Camera.prototype = {
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this.view.y = this._edge;
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}
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// this._edge = this.target.bounds.bottom - this.deadzone.y - this.deadzone.height;
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this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
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if (this.view.y < this._edge)
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@ -246,6 +250,10 @@ Phaser.Camera.prototype = {
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},
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/**
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* Update the Camera bounds to match the game world.
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* @method Phaser.Camera#setBoundsToWorld
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*/
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setBoundsToWorld: function () {
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this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
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@ -268,10 +276,10 @@ Phaser.Camera.prototype = {
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this.view.x = this.bounds.x;
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}
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if (this.view.x > this.bounds.right - this.width)
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if (this.view.right > this.bounds.right)
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{
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this.atLimit.x = true;
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this.view.x = (this.bounds.right - this.width) + 1;
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this.view.x = this.bounds.right - this.width;
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}
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if (this.view.y < this.bounds.top)
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@ -280,10 +288,10 @@ Phaser.Camera.prototype = {
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this.view.y = this.bounds.top;
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}
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if (this.view.y > this.bounds.bottom - this.height)
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if (this.view.bottom > this.bounds.bottom)
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{
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this.atLimit.y = true;
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this.view.y = (this.bounds.bottom - this.height) + 1;
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this.view.y = this.bounds.bottom - this.height;
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}
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this.view.floor();
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@ -592,7 +592,7 @@ Phaser.Game.prototype = {
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}
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this.plugins.preUpdate();
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console.log('world preUpdate');
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// console.log('world preUpdate');
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this.world.preUpdate();
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this.stage.update();
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@ -606,7 +606,7 @@ Phaser.Game.prototype = {
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this.particles.update();
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this.plugins.update();
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console.log('world postUpdate');
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// console.log('world postUpdate');
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this.world.postUpdate();
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this.plugins.postUpdate();
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}
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@ -61,7 +61,8 @@ Phaser.World.prototype.boot = function () {
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}
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/**
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* This is called automatically every frame, and is where main logic happens.
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
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*
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* @method Phaser.World#update
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*/
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@ -90,7 +91,8 @@ Phaser.World.prototype.preUpdate = function () {
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}
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/**
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* This is called automatically every frame, and is where main logic happens.
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* This is called automatically after the State.update, but before particles or plugins update.
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* Most objects won't have an update method set unless explicitly given one.
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*
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* @method Phaser.World#update
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*/
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@ -121,31 +123,58 @@ Phaser.World.prototype.update = function () {
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}
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/**
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* This is called automatically every frame, and is where main logic happens.
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* This is called automatically before the renderer runs and after the plugins have updated.
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* In postUpdate this is where all the final physics calculatations and object positioning happens.
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* The objects are processed in the order of the display list.
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* The only exception to this is if the camera is following an object, in which case that is updated first.
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*
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* @method Phaser.World#postUpdate
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*/
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Phaser.World.prototype.postUpdate = function () {
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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if (this.camera.target && this.camera.target['postUpdate'])
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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this.camera.target.postUpdate();
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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{
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if (currentNode['postUpdate'])
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{
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currentNode.postUpdate();
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}
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var currentNode = this.game.stage._stage.first._iNext;
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currentNode = currentNode._iNext;
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do
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{
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if (currentNode['postUpdate'] && currentNode !== this.camera.target)
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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else
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{
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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{
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if (currentNode['postUpdate'])
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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this.camera.update();
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}
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/**
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* @method Phaser.World#setBounds
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* @param {number} x - Top left most corner of the world.
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* @param {number} y - Top left most corner of the world.
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* @param {number} width - New width of the world.
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* @param {number} height - New height of the world.
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* @param {number} width - New width of the world. Can never be smaller than the Game.width.
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* @param {number} height - New height of the world. Can never be smaller than the Game.height.
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*/
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Phaser.World.prototype.setBounds = function (x, y, width, height) {
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@ -117,6 +117,12 @@ Phaser.Physics.Arcade = function (game) {
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*/
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this._p = new Phaser.Point(0, 0);
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/**
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* @property {number} _intersection - Internal cache var.
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* @private
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*/
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this._intersection = [0,0,0,0];
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/**
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* @property {number} _gravityX - Internal cache var.
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* @private
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@ -715,10 +721,7 @@ Phaser.Physics.Arcade.prototype = {
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*/
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collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
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// At this stage the body.left value is WRONG (it's the old value)
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// console.log('collideSpriteVsTilemapLayer sx:', sprite.x, 'sy:', sprite.y, 'body left:', sprite.body.left, 'right:', sprite.body.right);
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console.log('collideSpriteVsTilemapLayer x:', sprite.body.x, 'y:', sprite.body.y, 'body left:', sprite.body.left, 'right:', sprite.body.right);
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// console.log('collideSpriteVsTilemapLayer x:', sprite.body.x, 'y:', sprite.body.y, 'body left:', sprite.body.left, 'right:', sprite.body.right);
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this._mapData = tilemapLayer.getTiles(sprite.body.left, sprite.body.top, sprite.body.width, sprite.body.height, true);
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@ -865,30 +868,27 @@ Phaser.Physics.Arcade.prototype = {
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if (body.width <= 0 || body.height <= 0 || tile.width <= 0 || tile.height <= 0)
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{
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return null;
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this._intersection[4] = 0;
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return this._intersection;
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}
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console.log('____ tileIntersects');
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console.log('body: ', body.left, body.top, body.right, body.bottom);
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console.log('tile: ', tile.x, tile.y, tile.right, tile.bottom);
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// console.log('intersect #1', body.right < tile.x, body.right, tile.x);
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// console.log('intersect #2', body.bottom < tile.y, body.bottom, tile.y);
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// console.log('intersect #3', body.left > tile.right, body.left, tile.right);
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// console.log('intersect #4', body.top > tile.bottom, body.top, tile.bottom);
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// console.log('____ tileIntersects');
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// console.log('body: ', body.left, body.top, body.right, body.bottom);
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// console.log('tile: ', tile.x, tile.y, tile.right, tile.bottom);
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if (!(body.right < tile.x || body.bottom < tile.y || body.left > tile.right || body.top > tile.bottom))
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{
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var out = [0,0,0,0];
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this._intersection[0] = Math.max(body.left, tile.x); // x
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this._intersection[1] = Math.max(body.top, tile.y); // y
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this._intersection[2] = Math.min(body.right, tile.right) - this._intersection[0]; // width
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this._intersection[3] = Math.min(body.bottom, tile.bottom) - this._intersection[1]; // height
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this._intersection[4] = 1;
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out[0]= Math.max(body.left, tile.x); // x
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out[1] = Math.max(body.top, tile.y); // y
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out[2] = Math.min(body.right, tile.right) - out[0]; // width
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out[3] = Math.min(body.bottom, tile.bottom) - out[1]; // height
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return out;
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return this._intersection;
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}
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return null;
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this._intersection[4] = 0;
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return this._intersection;
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},
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@ -901,7 +901,7 @@ Phaser.Physics.Arcade.prototype = {
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*/
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separateTiles: function (body, tiles) {
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console.log('!!! separateTiles', tiles);
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// console.log('!!! separateTiles', tiles);
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var tile;
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var result = false;
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@ -929,17 +929,17 @@ Phaser.Physics.Arcade.prototype = {
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*/
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separateTile: function (body, tile) {
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var intersection = this.tileIntersects(body, tile);
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this._intersection = this.tileIntersects(body, tile);
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// If the intersection area is either entirely null, or has a width/height of zero, we bail out now
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if (intersection === null || intersection[2] === 0 || intersection[3] === 0)
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if (this._intersection[4] === 0 || this._intersection[2] === 0 || this._intersection[3] === 0)
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{
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console.log('Tile does not intersect body');
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// console.log('Tile does not intersect body');
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return false;
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}
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console.log('*** separateTile', tile);
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console.log('intersection', intersection);
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// console.log('*** separateTile', tile);
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// console.log('intersection', this._intersection);
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tile.tile.debug = true;
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@ -969,7 +969,7 @@ Phaser.Physics.Arcade.prototype = {
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// LEFT
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body.overlapX = body.left - tile.right;
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console.log('ST left', body.overlapX, body.deltaX(), 'bt', body.left, tile.right);
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// console.log('ST left', body.overlapX, body.deltaX(), 'bt', body.left, tile.right);
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if (body.overlapX < 0)
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{
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@ -985,7 +985,7 @@ Phaser.Physics.Arcade.prototype = {
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// RIGHT
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body.overlapX = body.right - tile.x;
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console.log('ST right', body.overlapX, body.deltaX(), 'bt', body.right, tile.x);
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// console.log('ST right', body.overlapX, body.deltaX(), 'bt', body.right, tile.x);
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if (body.overlapX > 0)
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{
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@ -1002,7 +1002,7 @@ Phaser.Physics.Arcade.prototype = {
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// UP
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body.overlapY = body.top - tile.bottom;
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console.log('ST up', body.overlapY, body.deltaY(), 'bt', body.top, tile.bottom);
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// console.log('ST up', body.overlapY, body.deltaY(), 'bt', body.top, tile.bottom);
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if (body.overlapY < 0)
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{
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@ -1018,7 +1018,7 @@ Phaser.Physics.Arcade.prototype = {
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// DOWN
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body.overlapY = body.bottom - tile.y;
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console.log('ST down', body.overlapY, body.deltaY(), 'bt', body.bottom, tile.y);
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// console.log('ST down', body.overlapY, body.deltaY(), 'bt', body.bottom, tile.y);
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if (body.overlapY > 0)
|
||||
{
|
||||
|
@ -1064,7 +1064,7 @@ Phaser.Physics.Arcade.prototype = {
|
|||
*/
|
||||
processTileSeparation: function (body) {
|
||||
|
||||
console.log('PRE processTileSeparation xy', body.x, body.y, 'left', body.left, 'right', body.right, 'up', body.up, 'down', body.down);
|
||||
// console.log('PRE processTileSeparation xy', body.x, body.y, 'left', body.left, 'right', body.right, 'up', body.up, 'down', body.down);
|
||||
|
||||
if (body.overlapX < 0)
|
||||
{
|
||||
|
@ -1109,7 +1109,7 @@ Phaser.Physics.Arcade.prototype = {
|
|||
body.touching.none = false;
|
||||
}
|
||||
|
||||
console.log('POST processTileSeparation xy', body.x, body.y, 'left', body.left, 'right', body.right, 'up', body.up, 'down', body.down);
|
||||
// console.log('POST processTileSeparation xy', body.x, body.y, 'left', body.left, 'right', body.right, 'up', body.up, 'down', body.down);
|
||||
|
||||
return true;
|
||||
|
||||
|
|
|
@ -100,7 +100,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
|||
this.bounce = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} minVelocity - When a body rebounds off another or a wall the minVelocity is checked. If the new velocity is lower than minVelocity the body is stopped.
|
||||
* @property {Phaser.Point} minVelocity - When a body rebounds off another body or a wall the minVelocity is checked. If the new velocity is lower than minVelocity the body is stopped.
|
||||
* @default
|
||||
*/
|
||||
this.minVelocity = new Phaser.Point(5, 5);
|
||||
|
@ -521,14 +521,14 @@ if (this.sprite.debug)
|
|||
|
||||
if (this.blocked.left || this.blocked.right && (Math.floor(this.x) !== this.blocked.x || Math.floor(this.y) !== this.blocked.y))
|
||||
{
|
||||
console.log('resetBlocked unlocked left + right');
|
||||
// console.log('resetBlocked unlocked left + right');
|
||||
this.blocked.left = false;
|
||||
this.blocked.right = false;
|
||||
}
|
||||
|
||||
if (this.blocked.up || this.blocked.down && (this.x !== this.blocked.x || this.y !== this.blocked.y))
|
||||
{
|
||||
console.log('resetBlocked unlocked up + down');
|
||||
// console.log('resetBlocked unlocked up + down');
|
||||
this.blocked.up = false;
|
||||
this.blocked.down = false;
|
||||
}
|
||||
|
|
|
@ -734,6 +734,9 @@ Phaser.TilemapLayer.prototype.render = function () {
|
|||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
// this.context.fillStyle = '#ff00ff';
|
||||
// this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
this.context.fillStyle = this.tileColor;
|
||||
|
||||
var tile;
|
||||
|
|
Loading…
Reference in a new issue