mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Tilemap Collision in and working :) Needs testing against Groups now.
This commit is contained in:
parent
d211cf669c
commit
92e86494e3
21 changed files with 6084 additions and 3247 deletions
BIN
Docs/Screen Shots/phaser_mario_combo.png
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Docs/Screen Shots/phaser_mario_combo.png
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2
build/phaser-min.js
vendored
2
build/phaser-min.js
vendored
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8693
build/phaser.js
8693
build/phaser.js
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@ -1,6 +1,6 @@
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<?php
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// All JS files in build order.
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// Much easier for debugging
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// All JS files in build order. Much easier for debugging
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// <xscript src="../src/pixi/extras/Spine.js"></script> <xscript src="../src/pixi/display/MovieClip.js"></script>
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?>
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<script src="../src/Intro.js"></script>
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<script src="../src/pixi/Pixi.js"></script>
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@ -13,12 +13,12 @@
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<script src="../src/pixi/display/DisplayObject.js"></script>
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<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
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<script src="../src/pixi/display/Sprite.js"></script>
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<script src="../src/pixi/display/MovieClip.js"></script>
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<script src="../src/pixi/display/Stage.js"></script>
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<script src="../src/pixi/extras/CustomRenderable.js"></script>
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<script src="../src/pixi/extras/Strip.js"></script>
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<script src="../src/pixi/extras/Rope.js"></script>
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<script src="../src/pixi/extras/Spine.js"></script>
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<script src="../src/pixi/extras/TilingSprite.js"></script>
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<script src="../src/pixi/filters/FilterBlock.js"></script>
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<script src="../src/pixi/filters/MaskFilter.js"></script>
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92
examples/mapcollide.php
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92
examples/mapcollide.php
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@ -0,0 +1,92 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
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game.load.image('player', 'assets/sprites/phaser-dude.png');
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}
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var map;
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var p;
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function create() {
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game.stage.backgroundColor = '#787878';
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map = game.add.tilemap(0, 0, 'mario');
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// floor
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map.setCollisionRange(80, 97, true, true, true, true);
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// pipes
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// map.setCollisionRange(31, 32, true, true, true, true);
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// map.setCollisionRange(37, 38, true, true, true, true);
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// map.setCollisionRange(39, 40, true, true, true, true);
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// map.setCollisionRange(45, 46, true, true, true, true);
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// map.setCollisionRange(73, 74, true, true, true, true);
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// one-ways
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map.setCollisionRange(15, 17, true, true, false, true);
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p = game.add.sprite(0, 0, 'player');
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// p.body.velocity.y = 150;
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// p.body.gravity.y = 10;
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// p.body.bounce.y = 0.5;
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}
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function update() {
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map.collide(p);
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p.body.velocity.x = 0;
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p.body.acceleration.y = 250;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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p.body.velocity.x = -150;
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// game.camera.x -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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p.body.velocity.x = 150;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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if (p.body.touching.down)
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{
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p.body.velocity.y = -200;
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}
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}
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}
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function render() {
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game.debug.renderSpriteCorners(p);
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game.debug.renderSpriteCollision(p, 32, 320);
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}
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})();
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</script>
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</body>
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</html>
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48
examples/mariocombo.php
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examples/mariocombo.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - Super Mario Combo</title>
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<script src="phaser-min.js"></script>
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<style type="text/css">
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body: {
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margin: 0;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('nes', 'gfx/mario1.png', 'gfx/mario1.json', null, Phaser.Tilemap.JSON);
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game.load.tilemap('snes', 'gfx/smb_tiles.png', 'gfx/smb_level1.json', null, Phaser.Tilemap.JSON);
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}
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function create() {
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game.stage.backgroundColor = '#5c94fc';
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game.add.tilemap(0, 0, 'nes');
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game.add.tilemap(0, 168, 'snes');
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game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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game.input.onDown.add(goFull, this);
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}
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function goFull() {
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game.stage.scale.startFullScreen();
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}
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})();
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</script>
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</body>
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</html>
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39
examples/mariocombo/assets/mario1.json
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39
examples/mariocombo/assets/mario1.json
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examples/mariocombo/assets/mario1.png
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examples/mariocombo/assets/mario1.png
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examples/mariocombo/assets/phaser.png
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examples/mariocombo/assets/phaser.png
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39
examples/mariocombo/assets/smb_level1.json
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39
examples/mariocombo/assets/smb_level1.json
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BIN
examples/mariocombo/assets/smb_tiles.png
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examples/mariocombo/assets/smb_tiles.png
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examples/mariocombo/index.php
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examples/mariocombo/index.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<meta charset="UTF-8" />
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<title>phaser.js - Super Mario Combo</title>
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<script src="phaser-min.js"></script>
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<style type="text/css">
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body {
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margin: 0;
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font-family: sans-serif;
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}
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p {
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padding: 16px;
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margin: 0px;
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}
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</style>
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</head>
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<body>
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<div id="game"></div>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'game', { preload: preload, create: create });
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function preload() {
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game.load.image('phaser', 'assets/phaser.png');
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game.load.tilemap('nes', 'assets/mario1.png', 'assets/mario1.json', null, Phaser.Tilemap.JSON);
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game.load.tilemap('snes', 'assets/smb_tiles.png', 'assets/smb_level1.json', null, Phaser.Tilemap.JSON);
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}
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function create() {
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game.stage.backgroundColor = '#5c94fc';
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game.add.tilemap(0, 0, 'nes');
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game.add.tilemap(0, 168, 'snes');
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var logo = game.add.sprite(688, 8, 'phaser');
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logo.scrollFactor.setTo(0, 0);
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game.add.tween(game.camera).to( { x: 4320 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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game.input.onDown.add(goFull, this);
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}
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function goFull() {
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game.stage.scale.startFullScreen();
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}
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})();
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</script>
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<p>Potential game idea here? :)</p>
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<p>Click game to full-screen (if supported)</p>
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<p>Created with <a href="https://github.com/photonstorm/phaser">Phaser 1.0</a> by <a href="https://twitter.com/photonstorm">@photonstorm</a></p>
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</body>
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</html>
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examples/mariotogether.php
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examples/mariotogether.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - Super Mario Combo</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('nes', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
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game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON);
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}
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function create() {
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game.stage.backgroundColor = '#5c94fc';
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game.add.tilemap(0, 0, 'nes');
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game.add.tilemap(0, 168, 'snes');
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game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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game.input.onDown.add(goFull, this);
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}
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function goFull() {
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game.stage.scale.startFullScreen();
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}
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})();
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</script>
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</body>
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</html>
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@ -110,7 +110,7 @@ Phaser.GameObjectFactory.prototype = {
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tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
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return this.world.group.add(new Phaser.Tilemap(this.game, key, resizeWorld, tileWidth, tileHeight));
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return this.world.group.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
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},
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@ -440,7 +440,8 @@ Phaser.Math = {
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for (var i = 1, max = 0, len = arguments.length; i < len; i++)
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{
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if (arguments[max] < arguments[i]) {
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if (arguments[max] < arguments[i])
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{
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max = i;
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}
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}
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@ -459,7 +460,8 @@ Phaser.Math = {
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for (var i =1 , min = 0, len = arguments.length; i < len; i++)
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{
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if (arguments[i] < arguments[min]){
|
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if (arguments[i] < arguments[min])
|
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{
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min = i;
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||||
}
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}
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@ -424,6 +424,204 @@ Phaser.Physics.Arcade.prototype = {
|
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}
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},
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/**
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* The core Collision separation function used by Collision.overlap.
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* @param object1 The first GameObject to separate
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* @param object2 The second GameObject to separate
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* @returns {boolean} Returns true if the objects were separated, otherwise false.
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*/
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separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) {
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// Yes, the Y first
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var separatedY = this.separateTileY(object.body, x, y, width, height, mass, collideUp, collideDown, separateY);
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var separatedX = this.separateTileX(object.body, x, y, width, height, mass, collideLeft, collideRight, separateX);
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if (separatedX || separatedY)
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{
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object.body.postUpdate();
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return true;
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}
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return false;
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||||
|
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},
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/**
|
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* Separates the two objects on their x axis
|
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* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
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*/
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separateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
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// Can't separate two immovable objects (tiles are always immovable)
|
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if (object.immovable)
|
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{
|
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return false;
|
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}
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// First, get the object delta
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this._overlap = 0;
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||||
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// console.log('separatedX', x, y, object.deltaX());
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||||
|
||||
if (object.deltaX() != 0)
|
||||
{
|
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this._obj1Bounds.setTo(object.x, object.y, object.width, object.height);
|
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|
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if ((this._obj1Bounds.right > x) && (this._obj1Bounds.x < x + width) && (this._obj1Bounds.bottom > y) && (this._obj1Bounds.y < y + height))
|
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{
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// The hulls overlap, let's process it
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this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
|
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// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
|
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// in which case we didn't ought to separate because it'll look like tunneling
|
||||
|
||||
if (object.deltaX() < 0)
|
||||
{
|
||||
// Going left ...
|
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this._overlap = object.x - width - x;
|
||||
|
||||
if (object.allowCollision.left && collideLeft && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.left = true;
|
||||
// console.log('left', this._overlap);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going right ...
|
||||
this._overlap = object.right - x;
|
||||
|
||||
if (object.allowCollision.right && collideRight && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.right = true;
|
||||
// console.log('right', this._overlap);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
object.x = object.x - this._overlap;
|
||||
|
||||
if (object.bounce.x == 0)
|
||||
{
|
||||
object.velocity.x = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.x = -object.velocity.x * object.bounce.x;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// First, get the object delta
|
||||
this._overlap = 0;
|
||||
|
||||
if (object.deltaY() != 0)
|
||||
{
|
||||
this._obj1Bounds.setTo(object.x, object.y, object.width, object.height);
|
||||
|
||||
if ((this._obj1Bounds.right > x) && (this._obj1Bounds.x < x + width) && (this._obj1Bounds.bottom > y) && (this._obj1Bounds.y < y + height))
|
||||
{
|
||||
// The hulls overlap, let's process it
|
||||
|
||||
// Not currently used, may need it so keep for now
|
||||
this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
|
||||
|
||||
// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
|
||||
// in which case we didn't ought to separate because it'll look like tunneling
|
||||
|
||||
if (object.deltaY() > 0)
|
||||
{
|
||||
// Going down ...
|
||||
this._overlap = object.bottom - y;
|
||||
|
||||
if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.down = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going up ...
|
||||
this._overlap = object.y - height - y;
|
||||
|
||||
if (object.allowCollision.up && collideUp && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.up = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
object.y = object.y - this._overlap;
|
||||
|
||||
if (object.bounce.y == 0)
|
||||
{
|
||||
object.velocity.y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.y = -object.velocity.y * object.bounce.y;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Given the angle and speed calculate the velocity and return it as a Point
|
||||
*
|
||||
|
|
|
@ -122,6 +122,19 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
|
||||
},
|
||||
|
||||
postUpdate: function () {
|
||||
|
||||
this.sprite.x = this.x;
|
||||
this.sprite.y = this.y;
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
this.sprite.angle = this.rotation;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/*
|
||||
postUpdate: function () {
|
||||
|
||||
// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
|
@ -136,6 +149,7 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
}
|
||||
|
||||
},
|
||||
*/
|
||||
|
||||
checkWorldBounds: function () {
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
* @param tileWidth {number} Width of tiles in this map (used for CSV maps).
|
||||
* @param tileHeight {number} Height of tiles in this map (used for CSV maps).
|
||||
*/
|
||||
Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
|
||||
Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
|
||||
|
||||
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
|
||||
if (typeof tileWidth === "undefined") { tileWidth = 0; }
|
||||
|
@ -47,8 +47,9 @@ Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
|
|||
|
||||
var map = this.game.cache.getTilemap(key);
|
||||
|
||||
// this._container = new PIXI.DisplayObjectContainer();
|
||||
PIXI.DisplayObjectContainer.call(this);
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
|
||||
this.renderer = new Phaser.TilemapRenderer(this.game);
|
||||
|
||||
|
@ -208,16 +209,16 @@ Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
|
|||
* @param separateX {bool} Enable seprate at x-axis.
|
||||
* @param separateY {bool} Enable seprate at y-axis.
|
||||
*/
|
||||
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) {
|
||||
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
|
||||
|
||||
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
|
||||
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
|
||||
if (typeof separateX === "undefined") { separateX = true; }
|
||||
if (typeof separateY === "undefined") { separateY = true; }
|
||||
|
||||
for (var i = start; i < end; i++)
|
||||
{
|
||||
this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
|
||||
//setCollision: function (left, right, up, down, reset, separateX, separateY) {
|
||||
this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
|
||||
}
|
||||
|
||||
};
|
||||
|
@ -343,13 +344,13 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
|
|||
}
|
||||
|
||||
// Group?
|
||||
if (objectOrGroup.isGroup == false)
|
||||
if (objectOrGroup instanceof Phaser.Group)
|
||||
{
|
||||
this.collideGameObject(objectOrGroup);
|
||||
// objectOrGroup.forEachAlive(this, this.collideGameObject, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
|
||||
this.collideGameObject(objectOrGroup);
|
||||
}
|
||||
|
||||
};
|
||||
|
@ -361,7 +362,7 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
|
|||
*/
|
||||
Phaser.Tilemap.prototype.collideGameObject = function (object) {
|
||||
|
||||
if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE)
|
||||
if (object.exists && object.body.allowCollision.none == false)
|
||||
{
|
||||
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
|
||||
|
||||
|
|
|
@ -306,31 +306,30 @@ Phaser.TilemapLayer.prototype = {
|
|||
getTileOverlaps: function (object) {
|
||||
|
||||
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
|
||||
if (object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels)
|
||||
if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// What tiles do we need to check against?
|
||||
this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
|
||||
this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
|
||||
this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
|
||||
this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
|
||||
this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
|
||||
this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
|
||||
this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
|
||||
this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
|
||||
|
||||
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
|
||||
this._tempBlockResults = [];
|
||||
|
||||
this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
|
||||
|
||||
/*
|
||||
for (var r = 0; r < this._tempTileBlock.length; r++)
|
||||
{
|
||||
if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
|
||||
{
|
||||
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
|
||||
// separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
|
||||
if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
|
||||
{
|
||||
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
return this._tempBlockResults;
|
||||
|
||||
|
@ -377,7 +376,7 @@ Phaser.TilemapLayer.prototype = {
|
|||
if (collisionOnly)
|
||||
{
|
||||
// We only want to consider the tile for checking if you can actually collide with it
|
||||
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Types.NONE)
|
||||
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
|
||||
{
|
||||
this._tempTileBlock.push({
|
||||
x: tx,
|
||||
|
|
|
@ -162,6 +162,8 @@ Phaser.Time = function (game) {
|
|||
this.game.onPause.add(this.gamePaused, this);
|
||||
this.game.onResume.add(this.gameResumed, this);
|
||||
|
||||
this._justResumed = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Time.prototype = {
|
||||
|
@ -212,6 +214,18 @@ Phaser.Time.prototype = {
|
|||
this.pausedTime = this.now - this._pauseStarted;
|
||||
}
|
||||
|
||||
if (this._justResumed)
|
||||
{
|
||||
console.log('Time just resumed');
|
||||
console.log('now', this.now);
|
||||
console.log('timeToCall', this.timeToCall);
|
||||
console.log('elapsed', this.elapsed);
|
||||
console.log('lastTime', this.lastTime);
|
||||
console.log('physicsElapsed', this.physicsElapsed);
|
||||
|
||||
this._justResumed = false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -221,6 +235,12 @@ Phaser.Time.prototype = {
|
|||
*/
|
||||
gamePaused: function () {
|
||||
this._pauseStarted = this.now;
|
||||
console.log('Time paused');
|
||||
console.log('now', this.now);
|
||||
console.log('timeToCall', this.timeToCall);
|
||||
console.log('elapsed', this.elapsed);
|
||||
console.log('lastTime', this.lastTime);
|
||||
console.log('physicsElapsed', this.physicsElapsed);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -235,6 +255,8 @@ Phaser.Time.prototype = {
|
|||
this.physicsElapsed = 0;
|
||||
this.pauseDuration = this.pausedTime;
|
||||
|
||||
this._justResumed = true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
|
@ -312,6 +312,22 @@ Phaser.Utils.Debug.prototype = {
|
|||
|
||||
},
|
||||
|
||||
renderSpriteCollision: function (sprite, x, y, color) {
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
this.line('Sprite Collision: (' + sprite.width + ' x ' + sprite.height + ')');
|
||||
this.line('left: ' + sprite.body.touching.left);
|
||||
this.line('right: ' + sprite.body.touching.right);
|
||||
this.line('up: ' + sprite.body.touching.up);
|
||||
this.line('down: ' + sprite.body.touching.down);
|
||||
this.line('velocity.x: ' + sprite.body.velocity.x);
|
||||
this.line('velocity.y: ' + sprite.body.velocity.y);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Render debug information about the Input object.
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
|
|
Loading…
Reference in a new issue