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Tidying up the code base for 2.4.7.
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@ -348,7 +348,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds or not.
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* Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal.
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* Camera.fade is a new function that makes the camera fade to the color given, over the course of the duration specified. This is great for things like transitioning from one State to another. You can listen for the Camera.onFadeComplete Signal.
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* Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.
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* Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful for calling after a fade in order to remove the fade from the Stage.
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* Phaser.Camera.ENABLE_FX is a const that controls if the Camera FX are available or not. It's `true` by default, but if you set it to `false` before boot then it won't create the Graphics object required to process the effects.
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### New Arcade Physics Features
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@ -1069,93 +1069,6 @@ Phaser.Physics.Arcade.prototype = {
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},
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separateCircle: function (body1, body2, overlapOnly) {
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// body1 = paddle (lower)
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// body2 = ball (top)
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// Set the bounding box overlap values
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// this.getOverlapX(body1, body2);
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// this.getOverlapY(body1, body2);
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var collisionDistance = body1.radius + body2.radius;
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var actualDistance = Phaser.Math.distance(body1.center.x, body1.center.y, body2.center.x, body2.center.y);
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var overlap = (collisionDistance - actualDistance) + this.OVERLAP_BIAS;
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if (overlap > 0)
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{
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var collNormalAngle = Math.atan2(body2.center.y - body1.center.y, body2.center.x - body1.center.x);
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var sin = Math.sin(collNormalAngle);
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var cos = Math.cos(collNormalAngle);
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// console.log('col', collisionDistance, 'actual', actualDistance, 'overlap', overlap);
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// console.log('normal', collNormalAngle, sin, cos);
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var move1 = overlap * (body2.mass / (body1.mass + body2.mass));
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var move2 = overlap * (body1.mass / (body1.mass + body2.mass));
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// console.log('paddle', body1.x, body1.y, body1.top, body1.bottom);
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// console.log('ball', body2.x, body2.y, body2.top, body2.bottom);
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body1.x += move1 * Math.cos(collNormalAngle + 3.141592653589793);
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body1.y += move1 * Math.sin(collNormalAngle + 3.141592653589793);
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body2.x += move2 * cos;
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body2.y += move2 * sin;
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// console.log('paddle', body1.x, body1.y, body1.top, body1.bottom);
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// console.log('ball', body2.x, body2.y, body2.top, body2.bottom);
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// console.log('move', move1, move2);
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// ' COLLISION RESPONSE
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// ' n = vector connecting the centers of the balls.
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// ' we are finding the components of the normalised vector n
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var nX = cos;
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var nY = sin;
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// ' now find the length of the components of each movement vectors
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// ' along n, by using dot product.
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var a1 = body1.velocity.x * nX + body1.velocity.y * nY;
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var a2 = body2.velocity.x * nX + body2.velocity.y * nY;
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var optimisedP = (2.0 * (a1 - a2)) / (body1.mass + body2.mass);
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// ' now find out the resultant vectors
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// '' Local r1% = c1.v - optimisedP * mass2 * n
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// console.log('v1', body1.velocity.y);
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// console.log('v2', body2.velocity.y);
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// Full exchange of velocity from one to the other (snooker ball style)
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body1.velocity.x -= (optimisedP * body2.mass * nX);
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body1.velocity.y -= (optimisedP * body2.mass * nY);
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// '' Local r2% = c2.v - optimisedP * mass1 * n
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body2.velocity.x += (optimisedP * body1.mass * nX);
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body2.velocity.y += (optimisedP * body1.mass * nY);
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// console.log('av1', body1.velocity.y);
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// console.log('av2', body2.velocity.y);
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// body1.center.setTo(body1.position.x + body1.halfWidth, body1.position.y + body1.halfHeight);
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// body2.center.setTo(body2.position.x + body2.halfWidth, body2.position.y + body2.halfHeight);
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// console.log('still intersects?', this.intersects(body1, body2));
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// console.log('paddle', body1.x, body1.y, body1.top, body1.bottom);
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// console.log('ball', body2.x, body2.y, body2.top, body2.bottom);
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// debugger;
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return true;
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}
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else
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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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* The core separation function to separate two circular physics bodies.
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*
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@ -1166,7 +1079,7 @@ Phaser.Physics.Arcade.prototype = {
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* @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.
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* @return {boolean} Returns true if the bodies were separated or overlap, otherwise false.
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*/
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DseparateCircle: function (body1, body2, overlapOnly) {
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separateCircle: function (body1, body2, overlapOnly) {
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// Set the bounding box overlap values
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this.getOverlapX(body1, body2);
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