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https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Arcade rect vs tilemap layer collision handling
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parent
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8 changed files with 365 additions and 0 deletions
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@ -1,5 +1,48 @@
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var SeparateTile = require('./tilemap/SeparateTile');
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var TileIntersectsBody = require('./tilemap/TileIntersectsBody');
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var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks');
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var CollideSpriteVsTilemapLayer = function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)
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{
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if (!sprite.body.enable)
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{
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return false;
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}
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var mapData = tilemapLayer.getTilesWithinWorldXY(
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sprite.body.position.x, sprite.body.position.y,
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sprite.body.width, sprite.body.height
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);
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if (mapData.length === 0)
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{
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return false;
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}
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var tile;
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var tileWorldRect = { left: 0, right: 0, top: 0, bottom: 0 };
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for (var i = 0; i < mapData.length; i++)
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{
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tile = mapData[i];
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tileWorldRect.left = tilemapLayer.tileToWorldX(tile.x);
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tileWorldRect.top = tilemapLayer.tileToWorldY(tile.y);
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tileWorldRect.right = tileWorldRect.left + tile.width * tilemapLayer.scaleX;
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tileWorldRect.bottom = tileWorldRect.top + tile.height * tilemapLayer.scaleY;
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if (TileIntersectsBody(tileWorldRect, sprite.body)
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&& (!processCallback || processCallback.call(callbackContext, sprite, tile))
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&& ProcessTileCallbacks(tile)
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&& (overlapOnly || SeparateTile(i, sprite.body, tile, tileWorldRect, tilemapLayer)))
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{
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this._total++;
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if (collideCallback)
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{
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collideCallback.call(callbackContext, sprite, tile);
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}
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}
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}
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};
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module.exports = CollideSpriteVsTilemapLayer;
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20
src/physics/arcade/inc/tilemap/ProcessTileCallbacks.js
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src/physics/arcade/inc/tilemap/ProcessTileCallbacks.js
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var ProcessTileCallbacks = function (tile)
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{
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return true;
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// TODO: port v2
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// // Tilemap & tile callbacks take priority
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// // A local callback always takes priority over a layer level callback
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// if (tile.collisionCallback && !tile.collisionCallback.call(tile.collisionCallbackContext, body.sprite, tile))
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// {
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// // If it returns true then we can carry on, otherwise we should abort.
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// return false;
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// }
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// else if (typeof tile.layer.callbacks !== 'undefined' && tile.layer.callbacks[tile.index] && !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, body.sprite, tile))
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// {
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// // If it returns true then we can carry on, otherwise we should abort.
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// return false;
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// }
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};
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module.exports = ProcessTileCallbacks;
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32
src/physics/arcade/inc/tilemap/ProcessTileSeparationX.js
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32
src/physics/arcade/inc/tilemap/ProcessTileSeparationX.js
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/**
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* Internal function to process the separation of a physics body from a tile.
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*
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* @private
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* @method Phaser.Physics.Arcade#processTileSeparationX
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {number} x - The x separation amount.
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*/
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var ProcessTileSeparationX = function (body, x)
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{
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if (x < 0)
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{
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body.blocked.left = true;
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}
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else if (x > 0)
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{
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body.blocked.right = true;
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}
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body.position.x -= x;
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if (body.bounce.x === 0)
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{
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body.velocity.x = 0;
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}
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else
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{
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body.velocity.x = -body.velocity.x * body.bounce.x;
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}
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};
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module.exports = ProcessTileSeparationX;
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32
src/physics/arcade/inc/tilemap/ProcessTileSeparationY.js
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32
src/physics/arcade/inc/tilemap/ProcessTileSeparationY.js
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/**
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* Internal function to process the separation of a physics body from a tile.
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*
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* @private
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* @method Phaser.Physics.Arcade#processTileSeparationY
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {number} y - The y separation amount.
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*/
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var ProcessTileSeparationY = function (body, y)
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{
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if (y < 0)
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{
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body.blocked.up = true;
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}
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else if (y > 0)
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{
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body.blocked.down = true;
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}
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body.position.y -= y;
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if (body.bounce.y === 0)
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{
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body.velocity.y = 0;
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}
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else
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{
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body.velocity.y = -body.velocity.y * body.bounce.y;
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}
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};
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module.exports = ProcessTileSeparationY;
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94
src/physics/arcade/inc/tilemap/SeparateTile.js
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94
src/physics/arcade/inc/tilemap/SeparateTile.js
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var TileCheckX = require('./TileCheckX');
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var TileCheckY = require('./TileCheckY');
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var TileIntersectsBody = require('./TileIntersectsBody');
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/**
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* The core separation function to separate a physics body and a tile.
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*
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to collide against.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {boolean} Returns true if the body was separated, otherwise false.
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*/
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var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer)
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{
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var tileLeft = tileWorldRect.left;
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var tileTop = tileWorldRect.top;
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var tileRight = tileWorldRect.right;
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var tileBottom = tileWorldRect.bottom;
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var faceHorizontal = tile.faceLeft || tile.faceRight;
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var faceVertical = tile.faceTop || tile.faceBottom;
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// We don't need to go any further if this tile doesn't actually have any colliding faces. This
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// could happen if the tile was meant to be collided with re: a callback, but otherwise isn't
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// needed for separation.
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if (!faceHorizontal && !faceVertical)
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{
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return false;
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}
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var ox = 0;
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var oy = 0;
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var minX = 0;
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var minY = 1;
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if (body.deltaAbsX() > body.deltaAbsY())
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{
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// Moving faster horizontally, check X axis first
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minX = -1;
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}
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else if (body.deltaAbsX() < body.deltaAbsY())
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{
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// Moving faster vertically, check Y axis first
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minY = -1;
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}
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if (body.deltaX() !== 0 && body.deltaY() !== 0 && faceHorizontal && faceVertical)
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{
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// We only need do this if both axes have colliding faces AND we're moving in both
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// directions
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minX = Math.min(Math.abs(body.position.x - tileRight), Math.abs(body.right - tileLeft));
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minY = Math.min(Math.abs(body.position.y - tileBottom), Math.abs(body.bottom - tileTop));
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}
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if (minX < minY)
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{
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if (faceHorizontal)
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{
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ox = TileCheckX(body, tile, tilemapLayer);
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// That's horizontal done, check if we still intersects? If not then we can return now
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if (ox !== 0 && !TileIntersectsBody(tileWorldRect, body))
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{
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return true;
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}
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}
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if (faceVertical)
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{
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oy = TileCheckY(body, tile, tilemapLayer);
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}
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}
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else
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{
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if (faceVertical)
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{
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oy = TileCheckY(body, tile, tilemapLayer);
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// That's vertical done, check if we still intersects? If not then we can return now
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if (oy !== 0 && !TileIntersectsBody(tileWorldRect, body))
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{
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return true;
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}
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}
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if (faceHorizontal)
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{
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ox = TileCheckX(body, tile, tilemapLayer);
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}
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}
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return (ox !== 0 || oy !== 0);
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};
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module.exports = SeparateTile;
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63
src/physics/arcade/inc/tilemap/TileCheckX.js
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src/physics/arcade/inc/tilemap/TileCheckX.js
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var TILE_BIAS = 16;
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var ProcessTileSeparationX = require('./ProcessTileSeparationX');
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/**
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* Check the body against the given tile on the X axis.
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*
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* @private
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* @method Phaser.Physics.Arcade#tileCheckX
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to check.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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var TileCheckX = function (body, tile, tilemapLayer)
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{
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var ox = 0;
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var tileLeft = tilemapLayer.tileToWorldX(tile.x);
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var tileWidth = tile.width * tilemapLayer.scaleX;
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var tileRight = tileLeft + tileWidth;
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if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
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{
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// Body is moving LEFT
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if (tile.faceRight && body.x < tileRight)
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{
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ox = body.x - tileRight;
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if (ox < -TILE_BIAS)
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{
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ox = 0;
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}
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}
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}
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else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
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{
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// Body is moving RIGHT
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if (tile.faceLeft && body.right > tileLeft)
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{
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ox = body.right - tileLeft;
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if (ox > TILE_BIAS)
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{
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ox = 0;
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}
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}
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}
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if (ox !== 0)
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{
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if (body.customSeparateX)
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{
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body.overlapX = ox;
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}
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else
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{
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ProcessTileSeparationX(body, ox);
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}
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}
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return ox;
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};
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module.exports = TileCheckX;
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63
src/physics/arcade/inc/tilemap/TileCheckY.js
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63
src/physics/arcade/inc/tilemap/TileCheckY.js
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var TILE_BIAS = 16;
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var ProcessTileSeparationY = require('./ProcessTileSeparationY');
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/**
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* Check the body against the given tile on the Y axis.
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*
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* @private
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* @method Phaser.Physics.Arcade#tileCheckY
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to check.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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var TileCheckY = function (body, tile, tilemapLayer)
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{
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var oy = 0;
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var tileTop = tilemapLayer.tileToWorldX(tile.y);
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var tileHeight = tile.height * tilemapLayer.scaleY;
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var tileBottom = tileTop + tileHeight;
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if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
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{
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// Body is moving UP
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if (tile.faceBottom && body.y < tileBottom)
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{
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oy = body.y - tileBottom;
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if (oy < -TILE_BIAS)
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{
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oy = 0;
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}
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}
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}
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else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
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{
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// Body is moving DOWN
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if (tile.faceTop && body.bottom > tileTop)
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{
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oy = body.bottom - tileTop;
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if (oy > TILE_BIAS)
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{
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oy = 0;
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}
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}
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}
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if (oy !== 0)
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{
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if (body.customSeparateY)
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{
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body.overlapY = oy;
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}
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else
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{
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ProcessTileSeparationY(body, oy);
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}
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}
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return oy;
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};
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module.exports = TileCheckY;
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18
src/physics/arcade/inc/tilemap/TileIntersectsBody.js
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src/physics/arcade/inc/tilemap/TileIntersectsBody.js
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var TileIntersectsBody = function (tileWorldRect, body)
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{
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if (body.isCircle)
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{
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return false;
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}
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else
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{
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return !(
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body.right <= tileWorldRect.left ||
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body.bottom <= tileWorldRect.top ||
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body.position.x >= tileWorldRect.right ||
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body.position.y >= tileWorldRect.bottom
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);
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}
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};
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module.exports = TileIntersectsBody;
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