Arcade rect vs tilemap layer collision handling

This commit is contained in:
Michael Hadley 2018-01-10 20:47:25 -06:00
parent fdc1af0cd2
commit 98ae8009e0
8 changed files with 365 additions and 0 deletions

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var SeparateTile = require('./tilemap/SeparateTile');
var TileIntersectsBody = require('./tilemap/TileIntersectsBody');
var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks');
var CollideSpriteVsTilemapLayer = function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) var CollideSpriteVsTilemapLayer = function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly)
{ {
if (!sprite.body.enable)
{
return false;
}
var mapData = tilemapLayer.getTilesWithinWorldXY(
sprite.body.position.x, sprite.body.position.y,
sprite.body.width, sprite.body.height
);
if (mapData.length === 0)
{
return false;
}
var tile;
var tileWorldRect = { left: 0, right: 0, top: 0, bottom: 0 };
for (var i = 0; i < mapData.length; i++)
{
tile = mapData[i];
tileWorldRect.left = tilemapLayer.tileToWorldX(tile.x);
tileWorldRect.top = tilemapLayer.tileToWorldY(tile.y);
tileWorldRect.right = tileWorldRect.left + tile.width * tilemapLayer.scaleX;
tileWorldRect.bottom = tileWorldRect.top + tile.height * tilemapLayer.scaleY;
if (TileIntersectsBody(tileWorldRect, sprite.body)
&& (!processCallback || processCallback.call(callbackContext, sprite, tile))
&& ProcessTileCallbacks(tile)
&& (overlapOnly || SeparateTile(i, sprite.body, tile, tileWorldRect, tilemapLayer)))
{
this._total++;
if (collideCallback)
{
collideCallback.call(callbackContext, sprite, tile);
}
}
}
}; };
module.exports = CollideSpriteVsTilemapLayer; module.exports = CollideSpriteVsTilemapLayer;

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var ProcessTileCallbacks = function (tile)
{
return true;
// TODO: port v2
// // Tilemap & tile callbacks take priority
// // A local callback always takes priority over a layer level callback
// if (tile.collisionCallback && !tile.collisionCallback.call(tile.collisionCallbackContext, body.sprite, tile))
// {
// // If it returns true then we can carry on, otherwise we should abort.
// return false;
// }
// 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))
// {
// // If it returns true then we can carry on, otherwise we should abort.
// return false;
// }
};
module.exports = ProcessTileCallbacks;

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/**
* Internal function to process the separation of a physics body from a tile.
*
* @private
* @method Phaser.Physics.Arcade#processTileSeparationX
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {number} x - The x separation amount.
*/
var ProcessTileSeparationX = function (body, x)
{
if (x < 0)
{
body.blocked.left = true;
}
else if (x > 0)
{
body.blocked.right = true;
}
body.position.x -= x;
if (body.bounce.x === 0)
{
body.velocity.x = 0;
}
else
{
body.velocity.x = -body.velocity.x * body.bounce.x;
}
};
module.exports = ProcessTileSeparationX;

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/**
* Internal function to process the separation of a physics body from a tile.
*
* @private
* @method Phaser.Physics.Arcade#processTileSeparationY
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {number} y - The y separation amount.
*/
var ProcessTileSeparationY = function (body, y)
{
if (y < 0)
{
body.blocked.up = true;
}
else if (y > 0)
{
body.blocked.down = true;
}
body.position.y -= y;
if (body.bounce.y === 0)
{
body.velocity.y = 0;
}
else
{
body.velocity.y = -body.velocity.y * body.bounce.y;
}
};
module.exports = ProcessTileSeparationY;

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var TileCheckX = require('./TileCheckX');
var TileCheckY = require('./TileCheckY');
var TileIntersectsBody = require('./TileIntersectsBody');
/**
* The core separation function to separate a physics body and a tile.
*
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {Phaser.Tile} tile - The tile to collide against.
* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
* @return {boolean} Returns true if the body was separated, otherwise false.
*/
var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer)
{
var tileLeft = tileWorldRect.left;
var tileTop = tileWorldRect.top;
var tileRight = tileWorldRect.right;
var tileBottom = tileWorldRect.bottom;
var faceHorizontal = tile.faceLeft || tile.faceRight;
var faceVertical = tile.faceTop || tile.faceBottom;
// We don't need to go any further if this tile doesn't actually have any colliding faces. This
// could happen if the tile was meant to be collided with re: a callback, but otherwise isn't
// needed for separation.
if (!faceHorizontal && !faceVertical)
{
return false;
}
var ox = 0;
var oy = 0;
var minX = 0;
var minY = 1;
if (body.deltaAbsX() > body.deltaAbsY())
{
// Moving faster horizontally, check X axis first
minX = -1;
}
else if (body.deltaAbsX() < body.deltaAbsY())
{
// Moving faster vertically, check Y axis first
minY = -1;
}
if (body.deltaX() !== 0 && body.deltaY() !== 0 && faceHorizontal && faceVertical)
{
// We only need do this if both axes have colliding faces AND we're moving in both
// directions
minX = Math.min(Math.abs(body.position.x - tileRight), Math.abs(body.right - tileLeft));
minY = Math.min(Math.abs(body.position.y - tileBottom), Math.abs(body.bottom - tileTop));
}
if (minX < minY)
{
if (faceHorizontal)
{
ox = TileCheckX(body, tile, tilemapLayer);
// That's horizontal done, check if we still intersects? If not then we can return now
if (ox !== 0 && !TileIntersectsBody(tileWorldRect, body))
{
return true;
}
}
if (faceVertical)
{
oy = TileCheckY(body, tile, tilemapLayer);
}
}
else
{
if (faceVertical)
{
oy = TileCheckY(body, tile, tilemapLayer);
// That's vertical done, check if we still intersects? If not then we can return now
if (oy !== 0 && !TileIntersectsBody(tileWorldRect, body))
{
return true;
}
}
if (faceHorizontal)
{
ox = TileCheckX(body, tile, tilemapLayer);
}
}
return (ox !== 0 || oy !== 0);
};
module.exports = SeparateTile;

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var TILE_BIAS = 16;
var ProcessTileSeparationX = require('./ProcessTileSeparationX');
/**
* Check the body against the given tile on the X axis.
*
* @private
* @method Phaser.Physics.Arcade#tileCheckX
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {Phaser.Tile} tile - The tile to check.
* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
* @return {number} The amount of separation that occurred.
*/
var TileCheckX = function (body, tile, tilemapLayer)
{
var ox = 0;
var tileLeft = tilemapLayer.tileToWorldX(tile.x);
var tileWidth = tile.width * tilemapLayer.scaleX;
var tileRight = tileLeft + tileWidth;
if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
{
// Body is moving LEFT
if (tile.faceRight && body.x < tileRight)
{
ox = body.x - tileRight;
if (ox < -TILE_BIAS)
{
ox = 0;
}
}
}
else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
{
// Body is moving RIGHT
if (tile.faceLeft && body.right > tileLeft)
{
ox = body.right - tileLeft;
if (ox > TILE_BIAS)
{
ox = 0;
}
}
}
if (ox !== 0)
{
if (body.customSeparateX)
{
body.overlapX = ox;
}
else
{
ProcessTileSeparationX(body, ox);
}
}
return ox;
};
module.exports = TileCheckX;

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var TILE_BIAS = 16;
var ProcessTileSeparationY = require('./ProcessTileSeparationY');
/**
* Check the body against the given tile on the Y axis.
*
* @private
* @method Phaser.Physics.Arcade#tileCheckY
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {Phaser.Tile} tile - The tile to check.
* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
* @return {number} The amount of separation that occurred.
*/
var TileCheckY = function (body, tile, tilemapLayer)
{
var oy = 0;
var tileTop = tilemapLayer.tileToWorldX(tile.y);
var tileHeight = tile.height * tilemapLayer.scaleY;
var tileBottom = tileTop + tileHeight;
if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
{
// Body is moving UP
if (tile.faceBottom && body.y < tileBottom)
{
oy = body.y - tileBottom;
if (oy < -TILE_BIAS)
{
oy = 0;
}
}
}
else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
{
// Body is moving DOWN
if (tile.faceTop && body.bottom > tileTop)
{
oy = body.bottom - tileTop;
if (oy > TILE_BIAS)
{
oy = 0;
}
}
}
if (oy !== 0)
{
if (body.customSeparateY)
{
body.overlapY = oy;
}
else
{
ProcessTileSeparationY(body, oy);
}
}
return oy;
};
module.exports = TileCheckY;

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var TileIntersectsBody = function (tileWorldRect, body)
{
if (body.isCircle)
{
return false;
}
else
{
return !(
body.right <= tileWorldRect.left ||
body.bottom <= tileWorldRect.top ||
body.position.x >= tileWorldRect.right ||
body.position.y >= tileWorldRect.bottom
);
}
};
module.exports = TileIntersectsBody;