Part way through re-factoring the collision handler

This commit is contained in:
Richard Davey 2013-09-13 00:53:03 +01:00
parent 9f687b4f8a
commit a1450680a4

View file

@ -141,9 +141,107 @@ Phaser.Physics.Arcade.prototype = {
},
// Collides the given object with everything in the world quadtree
collide: function (object, notifyCallback, callbackContext) {
return this.overlap(object, null, notifyCallback, this.separate, callbackContext);
// You need to provide 2 objects to check for collision against
// collideCallback is an optional callback, it will be sent the 2 objects in the same order you supplied them to the collide function
// callbackContext is the context in which the callback is called
// processCallback - an optional additional check. If the 2 objects collide, the processCallback will be run. If it returns true they'll be sent to your collideCallback.
collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
collideCallback = collideCallback || null;
processCallback = processCallback || null;
callbackContext = callbackContext || collideCallback;
var result = false;
// Only collide valid objects
if (object1 && object2 && object1.exists && object2.exists)
{
// Need to support:
// game.physics.collide(sprite1, sprite2)
// game.physics.collide(sprite, group)
// game.physics.collide(group1, group2)
// game.physics.collide(sprite, tilemap)
// game.physics.collide(group, tilemap)
// Can expand to support Buttons, Text, etc at a later date. For now these are the essentials.
if (object1.type == Phaser.SPRITE && object2.type == Phaser.SPRITE)
{
result = this.separate(object1.body, object2.body);
if (result && processCallback)
{
result = processCallback.call(callbackContext, object1, object2);
}
}
else if (object1.type == Phaser.SPRITE && object2.type == Phaser.GROUP)
{
result = this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
else if (object1.type == Phaser.GROUP && object2.type == Phaser.SPRITE)
{
}
}
return result;
// return this.overlap(object, null, notifyCallback, this.separate, callbackContext);
},
// collideSpriteVsWorld
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext)
{
// What is the sprite colliding with in the quadtree?
this._potentials = this.quadTree.retrieve(sprite);
this._output.length = 0;
for (var i = 0, len = potentials.length; i < len; i++)
{
// We have our potential suspects, are they in this group?
if (potentials[i].sprite.group == group)
{
if (this.separate(sprite, potentials[i].sprite);
}
if (processCallback.call(callbackContext, object1.body, potentials[i]))
{
if (notifyCallback)
{
notifyCallback.call(callbackContext, object1, potentials[i].sprite);
}
output.push(potentials[i]);
}
}
if (group._container.first._iNext)
{
var currentNode = group._container.first._iNext;
do
{
if (currentNode.exists && currentNode.type == Phaser.SPRITE)
{
result = this.separate(sprite, currentNode);
}
currentNode = currentNode._iNext;
}
while (currentNode != group._container.last._iNext);
}
},
@ -179,12 +277,14 @@ Phaser.Physics.Arcade.prototype = {
*/
overlap: function (object1, object2, notifyCallback, processCallback, callbackContext) {
object1 = object1 || null;
object2 = object2 || null;
notifyCallback = notifyCallback || null;
processCallback = processCallback || this.separate;
callbackContext = callbackContext || this;
// You have to give an object first
if (object.type )
// World vs. World check
if (object1 == null)
{
@ -231,72 +331,81 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* The core Collision separation function used by Collision.overlap.
* @param object1 The first GameObject to separate
* @param object2 The second GameObject to separate
* @returns {boolean} Returns true if the objects were separated, otherwise false.
* The core Collision separation function to separate two physics bodies.
* @param body1 The first Sprite.Body to separate
* @param body2 The second Sprite.Body to separate
* @returns {boolean} Returns true if the bodies were separated, otherwise false.
*/
separate: function (object1, object2) {
separate: function (body1, body2) {
return this.separateX(object1, object2) || this.separateY(object1, object2)
if (this.separateX(body1, body2) || this.separateY(body1, body2))
{
body1.postUpdate();
body2.postUpdate();
return true;
}
return false;
return
},
/**
* Separates the two objects on their x axis
* @param object1 The first GameObject to separate
* @param object2 The second GameObject to separate
* Separates the two physics bodies on their X axis
* @param body1 The first Sprite.Body to separate
* @param body2 The second Sprite.Body to separate
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
*/
separateX: function (object1, object2) {
separateX: function (body1, body2) {
// Can't separate two immovable objects
if (object1.immovable && object2.immovable)
// Can't separate two immovable or non-existing bodys
if (body1.immovable && body2.immovable)
{
return false;
}
// First, get the two object deltas
// First, get the two body deltas
this._overlap = 0;
if (object1.deltaX() != object2.deltaX())
if (body1.deltaX() != body2.deltaX())
{
// Check if the X hulls actually overlap
this._obj1Bounds.setTo(object1.x - ((object1.deltaX() > 0) ? object1.deltaX() : 0), object1.lastY, object1.width + ((object1.deltaX() > 0) ? object1.deltaX() : -object1.deltaX()), object1.height);
this._obj2Bounds.setTo(object2.x - ((object2.deltaX() > 0) ? object2.deltaX() : 0), object2.lastY, object2.width + ((object2.deltaX() > 0) ? object2.deltaX() : -object2.deltaX()), object2.height);
this._obj1Bounds.setTo(body1.x - ((body1.deltaX() > 0) ? body1.deltaX() : 0), body1.lastY, body1.width + ((body1.deltaX() > 0) ? body1.deltaX() : -body1.deltaX()), body1.height);
this._obj2Bounds.setTo(body2.x - ((body2.deltaX() > 0) ? body2.deltaX() : 0), body2.lastY, body2.width + ((body2.deltaX() > 0) ? body2.deltaX() : -body2.deltaX()), body2.height);
if ((this._obj1Bounds.right > this._obj2Bounds.x) && (this._obj1Bounds.x < this._obj2Bounds.right) && (this._obj1Bounds.bottom > this._obj2Bounds.y) && (this._obj1Bounds.y < this._obj2Bounds.bottom))
{
this._maxOverlap = object1.deltaAbsX() + object2.deltaAbsX() + this.OVERLAP_BIAS;
this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
// If they did overlap (and can), figure out by how much and flip the corresponding flags
if (object1.deltaX() > object2.deltaX())
if (body1.deltaX() > body2.deltaX())
{
this._overlap = object1.x + object1.width - object2.x;
this._overlap = body1.x + body1.width - body2.x;
if ((this._overlap > this._maxOverlap) || object1.allowCollision.right == false || object2.allowCollision.left == false)
if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false)
{
this._overlap = 0;
}
else
{
object1.touching.right = true;
object2.touching.left = true;
body1.touching.right = true;
body2.touching.left = true;
}
}
else if (object1.deltaX() < object2.deltaX())
else if (body1.deltaX() < body2.deltaX())
{
this._overlap = object1.x - object2.width - object2.x;
this._overlap = body1.x - body2.width - body2.x;
if ((-this._overlap > this._maxOverlap) || object1.allowCollision.left == false || object2.allowCollision.right == false)
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false)
{
this._overlap = 0;
}
else
{
object1.touching.left = true;
object2.touching.right = true;
body1.touching.left = true;
body2.touching.right = true;
}
}
}
@ -305,33 +414,34 @@ Phaser.Physics.Arcade.prototype = {
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
{
this._obj1Velocity = object1.velocity.x;
this._obj2Velocity = object2.velocity.x;
this._obj1Velocity = body1.velocity.x;
this._obj2Velocity = body2.velocity.x;
if (!object1.immovable && !object2.immovable)
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
object1.x = object1.x - this._overlap;
object2.x += this._overlap;
body1.x = body1.x - this._overlap;
body2.x += this._overlap;
this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * object2.mass) / object1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * object1.mass) / object2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5;
this._obj1NewVelocity -= this._average;
this._obj2NewVelocity -= this._average;
object1.velocity.x = this._average + this._obj1NewVelocity * object1.bounce.x;
object2.velocity.x = this._average + this._obj2NewVelocity * object2.bounce.x;
body1.velocity.x = this._average + this._obj1NewVelocity * body1.bounce.x;
body2.velocity.x = this._average + this._obj2NewVelocity * body2.bounce.x;
}
else if (!object1.immovable)
else if (!body1.immovable)
{
object1.x = object1.x - this._overlap;
object1.velocity.x = this._obj2Velocity - this._obj1Velocity * object1.bounce.x;
body1.x = body1.x - this._overlap;
body1.velocity.x = this._obj2Velocity - this._obj1Velocity * body1.bounce.x;
}
else if (!object2.immovable)
else if (!body2.immovable)
{
object2.x += this._overlap;
object2.velocity.x = this._obj1Velocity - this._obj2Velocity * object2.bounce.x;
body2.x += this._overlap;
body2.velocity.x = this._obj1Velocity - this._obj2Velocity * body2.bounce.x;
}
return true;
}
else
@ -342,59 +452,59 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Separates the two objects on their y axis
* @param object1 The first GameObject to separate
* @param object2 The second GameObject to separate
* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
* Separates the two physics bodies on their Y axis
* @param body1 The first Sprite.Body to separate
* @param body2 The second Sprite.Body to separate
* @returns {boolean} Whether the bodys in fact touched and were separated along the Y axis.
*/
separateY: function (object1, object2) {
separateY: function (body1, body2) {
// Can't separate two immovable objects
if (object1.immovable && object2.immovable)
// Can't separate two immovable or non-existing bodys
if (body1.immovable && body2.immovable)
{
return false;
}
// First, get the two object deltas
// First, get the two body deltas
this._overlap = 0;
if (object1.deltaY() != object2.deltaY())
if (body1.deltaY() != body2.deltaY())
{
// Check if the Y hulls actually overlap
this._obj1Bounds.setTo(object1.x, object1.y - ((object1.deltaY() > 0) ? object1.deltaY() : 0), object1.width, object1.height + object1.deltaAbsY());
this._obj2Bounds.setTo(object2.x, object2.y - ((object2.deltaY() > 0) ? object2.deltaY() : 0), object2.width, object2.height + object2.deltaAbsY());
this._obj1Bounds.setTo(body1.x, body1.y - ((body1.deltaY() > 0) ? body1.deltaY() : 0), body1.width, body1.height + body1.deltaAbsY());
this._obj2Bounds.setTo(body2.x, body2.y - ((body2.deltaY() > 0) ? body2.deltaY() : 0), body2.width, body2.height + body2.deltaAbsY());
if ((this._obj1Bounds.right > this._obj2Bounds.x) && (this._obj1Bounds.x < this._obj2Bounds.right) && (this._obj1Bounds.bottom > this._obj2Bounds.y) && (this._obj1Bounds.y < this._obj2Bounds.bottom))
{
this._maxOverlap = object1.deltaAbsY() + object2.deltaAbsY() + this.OVERLAP_BIAS;
this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
// If they did overlap (and can), figure out by how much and flip the corresponding flags
if (object1.deltaY() > object2.deltaY())
if (body1.deltaY() > body2.deltaY())
{
this._overlap = object1.y + object1.height - object2.y;
this._overlap = body1.y + body1.height - body2.y;
if ((this._overlap > this._maxOverlap) || object1.allowCollision.down == false || object2.allowCollision.up == false)
if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false)
{
this._overlap = 0;
}
else
{
object1.touching.down = true;
object2.touching.up = true;
body1.touching.down = true;
body2.touching.up = true;
}
}
else if (object1.deltaY() < object2.deltaY())
else if (body1.deltaY() < body2.deltaY())
{
this._overlap = object1.y - object2.height - object2.y;
this._overlap = body1.y - body2.height - body2.y;
if ((-this._overlap > this._maxOverlap) || object1.allowCollision.up == false || object2.allowCollision.down == false)
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false)
{
this._overlap = 0;
}
else
{
object1.touching.up = true;
object2.touching.down = true;
body1.touching.up = true;
body2.touching.down = true;
}
}
}
@ -403,43 +513,44 @@ Phaser.Physics.Arcade.prototype = {
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
{
this._obj1Velocity = object1.velocity.y;
this._obj2Velocity = object2.velocity.y;
this._obj1Velocity = body1.velocity.y;
this._obj2Velocity = body2.velocity.y;
if (!object1.immovable && !object2.immovable)
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
object1.y = object1.y - this._overlap;
object2.y += this._overlap;
body1.y = body1.y - this._overlap;
body2.y += this._overlap;
this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * object2.mass) / object1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * object1.mass) / object2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5;
this._obj1NewVelocity -= this._average;
this._obj2NewVelocity -= this._average;
object1.velocity.y = this._average + this._obj1NewVelocity * object1.bounce.y;
object2.velocity.y = this._average + this._obj2NewVelocity * object2.bounce.y;
body1.velocity.y = this._average + this._obj1NewVelocity * body1.bounce.y;
body2.velocity.y = this._average + this._obj2NewVelocity * body2.bounce.y;
}
else if (!object1.immovable)
else if (!body1.immovable)
{
object1.y = object1.y - this._overlap;
object1.velocity.y = this._obj2Velocity - this._obj1Velocity * object1.bounce.y;
body1.y = body1.y - this._overlap;
body1.velocity.y = this._obj2Velocity - this._obj1Velocity * body1.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
if (object2.active && object2.moves && (object1.deltaY() > object2.deltaY()))
if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY()))
{
object1.x += object2.x - object2.lastX;
body1.x += body2.x - body2.lastX;
}
}
else if (!object2.immovable)
else if (!body2.immovable)
{
object2.y += this._overlap;
object2.velocity.y = this._obj1Velocity - this._obj2Velocity * object2.bounce.y;
body2.y += this._overlap;
body2.velocity.y = this._obj1Velocity - this._obj2Velocity * body2.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
if (object1.sprite.active && object1.moves && (object1.deltaY() < object2.deltaY()))
if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY()))
{
object2.x += object1.x - object1.lastX;
body2.x += body1.x - body1.lastX;
}
}
return true;
}
else